Party Games Archives

A Good Deed Halloween Prank (1940′s)

A twelve-year-old girl planned this party for her friends, a group of boys and girls, so that the novel theme was a surprise even to her mother.

In each invitation she asked the guests to bring oranges, apples, candies and canned goods for a mysterious purpose.

The children spent an enjoyable evening playing games, giving stunts, and telling ghost stories. Finally Jane asked their approval of this plan :

Would they like to proceed with masks and Jack-o'lanterns to the home of a needy family and leave their boxes of food on the porch as a new kind of Hallowe'en prank? The boys and girls were delighted, and with Jane's father as helper brought the food to the house, knocked on the door, and ran to hiding places to watch.
They saw the door open and the mother step out to look at the boxes. Soon the little children gathered around to exclaim over the good things left' for them. When
the family was safely inside, Jane and her band of goblins turned happily homeward, ready for refreshments and certain that this was the best Hallowe'en fun they had ever had.

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Ghost Party Invitation:

We've had a message from a ghost
Who says he'd like to be our host
On Saturday that's Hallowe'en.
He says the spooks will lay a trail
That we're to follow - if we fail
Never more shall we be seen.
We'll meet at at _____

Ghost Party Game:

When all have gathered, perhaps in someone's back yard, announce that the first message is tacked on a tree. When the crowd has found it, they will read at the
top the place where they are to go next, perhaps go to the back of the house at 23 Barrow Street," and underneath write this verse:

Spooks always carry some extra teeth.
They dropped a few just beneath
The biggest tree in the yard.
Who finds the most
May lay the ghost.
So look hard, my friends, look hard!

The spook's teeth are candy corn, a few grains tied together in twists of paper and scattered about by the trail layers within a radius of 20 yards around a designated tree.

And on the tree itself they have placed this message:

There's a reward for the one who brings in the most.
So don't eat your loot, says our ghost host.
Now: Go to the nearest schoolyard"
(or wherever):

In the Northeast corner
You may hear some moans.
Look around there for
Ten sets of bones.

In the school yard the trail blazers will have scattered ten sets of dice (you know, they're often called 'bones') or you could even have saved real bones from fried
chicken, etc.! Lying under one set of bones will be the next message:

Go to the alley behind the nearest grocery store."

What else do witches travel with
Besides their brooms and bats?
If you'll just hunt hard enough
You'll find the eyes of their cats!

The cat's eyes are marbles, which ought to show up well in the flashlight's gleams.

And the next message will be placed under a couple of Cats' eyes."

Go to the hedge by the vacant lot.."
The witches' bats got themselves caught,
Trying to clear the brush.
There are 30 of them there - but beware!
They may fly off in a rush!

The bats are licorice drops, each one tied in a twist of black crepe paper to resemble a body with wings. These are tied on strings and hung from bush branches or if
the hedge or bush border is thick enough, they can just be laid on the bushes.

The next message will also hang from the bushes:

Go to_______________.

The witches are having the glooms.
All on account of their brooms.
They were flying high but had a wreck,
Now they've a chance the remains to collect!

The "remains" are tiny bundles of broom straws (cut from old and no longer usable brooms) perhaps three or four straws in a bundle, tied with a string. Around one
of them the next message is wrapped:

Go to__________________.

The spooks had trouble, Caught their chains in a tree.
Better hurry or they
May finally get free. ~
(Be sure to collect every bit of debris.)

At this spot will be scattered sections of paper chains (yes, the kind you made
in Kindergarten). Attached to one of the chains is the final message:

Now if you all
Will face the east coast
And stand in silence,
YOU MAY MEET YOUR HOST!

When they've collected their chains, and are standing in the silence as ordered, one of you, dressed as a ghost, will come running toward them, moaning and wailing
as ghosts do.
(P. S. Don't scare them to death.)

The ghost, in hollow tones, will say 'Follow me' and lead them back to the spot (someone's back yard or a park) where the open fire is blazing and an appetizing stew (in a big witches kettle) is bubbling and wafting a mighty tasty perfume.

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Vintage Beistle Halloween Games

You can find Vintage Halloween Games from Beistle in the themes of chance, fortune, skill and stunts.  One of the best place to find these vintage Halloween games is on eBay. Take a look at one's that are currently available:

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Assign to each of eight people one of the following characters. Whenever one's character is mentioned in the story, he is supposed to repeat the sounds here given.

The story-teller should pause a moment after the mention of a character in the reading.

At the end of the story, all perform in unison.

1. Sweet Young Thing: "Tee-hee-hee."

2. Strong Young Chap: Sings a bar of "Ah, Sweet Mystery of Life."

3. Canary in the Cage: "T w i t t e r. twitter."

4. Cat on the Hearth: "Prrow."

5. Dark and Stormy Night: "Hoo-oo-oo."

6. Dying Dog: "Ki-yi."

7. Cruel Old Father: "Gr-humph."

8. Gray Ghost: "O-o-oh."

Once upon a time a sweet young thing was in love with a strong young chap. But she had a cruel old father who opposed their marriage.

One Hallowe'en night the sweet young thing was sitting in her parlor, with the canary warbling in the cage and the cat dozing on the hearth. It was a dark and stormy night. Hearing a strange noise outside, the sweet young thing went to the door. There in the yard lay a. poor, dying dog.

"Oh," said the sweet young thing, "I will bring him in where it is warm and will give him something to eat."

"No, you don't," growled her cruel, old father, appearing at just that moment. "Let dying dogs lie." And he compelled the sweet young thing to return to the parlor with the canary in ,the cage and the cat on the hearth. Through the chimney she could hear the howl of the wind on this dark and stormy night. Suddenly there came a knock at the door, and the strong young chap entered.

"I have come to take you to marry me," cried the strong young chap.

"Goody-goody," laughed the sweet young thing.

"No, you don't," growled her cruel old father. "You can't marry my daughter. Get out."

And the sweet young thing began to weep. And so did the canary in the cage, and the cat on the hearth, and the dying
dog outside.

"Oh, what shall I do?" cried the sweet young thing. At that instant the lights went out, and down the chimney came the gray ghost.

"I'm going to get you," the gray ghost whispered, Hoating toward the cruel old father.

"Help-oh, don't-" screamed the cruel old father as the gray ghost touched him, and he sat down and behaved himself.

"At last you're mine," the strong young chap cried joyfully.

And then the sweet young thing, and the strong young chap, and the cruel old father, and the canary in the cage, and the cat on the hearth, and the dark and stormy night, and the dying dog, and the gray ghost, all of them together laughed and laughed and laughed.

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What Was It? – Ghost Story (1940′s)

(Before beginning this story each guest has been asked to select from a magazine the name of some advertised product. When the story-teller asks, "What was it?", he points in turn to various guests,' and they reply with the name they have selected.)

It was a dark, dark night, and the young man walking along the lonely road could hardly see his hand in front of his face. The way was rough, and he stumbled and fell at times. Off in the west there were occasional flashes of lightning, and after a few seconds would come threatening mutters of thunder. Then the wind began to rise, and he could hear its low moan as it sifted through the pine trees along the roadside, and its shrieking wail as it rushed past the telephone poles. Suddenly it started to rain; a few swift drops at first, then a lull; then the storm broke furiously.

By a flash of lightning, the young man saw to his left, at the end of a short lane, a house, and he began running toward it, hoping to find shelter. He could see, by the lightning, that it was a large, gloomy building made of stone. Not a light appeared in any window. The young man stumbled up the stone steps and lifted the great brass knocker in his hand, intending to give a loud knock. But the knocker slid from his hand as the door slowly swung open, creaking on rusty hinges. There stood a bent and twisted man with a candle in his hand.

"Come in," he said, and laughed horribly. "We have been expecting you." The young man stepped in, and the door was closed, bolted and barred.

"We have waited for you a long time. Follow me."

The young man decided that he was being mistaken for some expected guest but resolved to keep up the pretense temporarily. Up a long narrow stairway they crept, and their shadows behind them swayed and wavered on the floor. The hunchback stopped before a door, which he pushed open. He stepped in and placed the candle on the table, and then pointed to the wall.

"Look."

Stepping forward a pace or two, the young man strained his eyes, but he could see nothing. From the doorway there came a low, insane laugh, and as the young man turned, the door slammed and the key turned in the lock. He tried with all his might to force open the door, but it was impossible. Sitting down in a chair he pondered. Suddenly he saw the heavy window curtains part, with a hand holding a dagger slowly appearing. In terror he turned to the opposite side of the room only to see a hand thrust from the door of the clothes closet, painting a revolver at his heart.

There was a slithering sound from above, and looking toward the ceiling he saw a long green snake uncurling itself from around the chandelier. A strange clicking noise was heard, and the young man was struck motionless with fear to see hundreds of red-hot iron rods, thrust through holes in the opposite wall, slowly moving forward. There seemed to be no way of escape.

Then suddenly his eyes came to rest on a familiar object on the mantel. With a cry of joy he ran forward and grasped it.

WHAT WAS IT?

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Fortune Telling With Apple Seeds (1910′s)

This Halloween Fortune Telling Game and MANY others can be found in the following book available from Amazon.com:


Games For Hallowe'en

by Mary E. Blain

Apple seeds act as charms on Halloween.

Stick one on each eyelid and name one "Home" and the other "Travel."

  • If seed named travel stays on longer, you will go on a journey before year expires.
  • If " Home" clings better, you will remain home.

Again, take all the apple seeds, place them on back of outspread left hand.

With loosely clenched right hand strike palm of left.

This will cause some, if not all, of seeds to fall.

  • Those left on hand show number of letters you will receive the coming fortnight.
  • Should all seeds drop, you must wait patiently for your mail.

Put twelve apple seeds carefully to one side
while you cut twelve slips of blank paper ex
actly alike.

  • on one side of each write name of friend.
  • Turn them all over with blanks uppermost and mix them so that you will not know which is which;
  • then, holding seeds in your left hand ; repeat :

" One I love,

Two I love,

Three I love I say;

Four I love with all my heart

Five I cast away.

Six he loves,

Seven she loves,

Eight they both love;

Nine he comes,

Ten he tarries,

Eleven he courts and

Twelve he marries."

Stop at each line to place a seed on a paper,
and turn slip over to discover name of one you love or cast away.

Continue matching apple seeds with papers as you count, until all twelve seeds and twelve papers are used.

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Treasure Hunt Game (1910′s)

This Halloween Game and MANY others can be found in the following book available from Amazon.com:


Games For Hallowe'en

by Mary E. Blain

In this game the seeker for a prize is guided
from place to place by doggerel's as the fol-
lowing, and is started on his hunt with this
rhyme :

" Perhaps you'll find it in the air ;
If not, look underneath your chair."

Beneath his chair he finds the following:

" No, you will not find it here ;
Search the clock and have no fear."

Under the clock he finds:

" You will have to try once more ;
Look behind the parlor door."

Tied to the door-knob he discovers:

" If it's not out in the stable
Seek beneath the kitchen table."

Under the kitchen table he finds another
note, which reads:

" If your quest remains uncertain,
You will find it 'neath a curtain."

And here his quest is rewarded by finding
the prize.

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Lover’s Test with Chestnuts (1910′s)

This Halloween Fortune Telling Game and MANY others can be found in the following book available from Amazon.com:


Games For Hallowe'en

by Mary E. Blain

A maid and youth each places a chestnut to roast on fire, side by side.

If one hisses and steams, it indicates a fretful temper in owner of chestnut;

if both chestnuts equally misbehave it augurs strife.

If one or both pop away, it means separation;

but if both burn to ashes tranquilly side by side, a long life of undisturbed happiness will be lot of owners.

These portentous omens are fitly defined in
the following lines:

" These glowing nuts are emblems true
Of what in human life we view;
The ill-matched couple fret and fume,
And thus in strife themselves consume;
Or from each other wildly start,
And with a noise forever part.
But see the happy, happy pair,
Of genuine love and truth sincere;
With mutual fondness while they burn,
Still to each other kindly turn;
And as the vital sparks decay,
Together gently sink away;
Till life's fierce trials being past,
Their mingled ashes rest at last."

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Homemade Tally Cards or Score Cards (1920′s)

This Halloween Tally Card Idea is from the1923 Dennison's Bogie Book. Get your own Digital Edition of this vintage Halloween book by CLICKING HERE.

1923-dennison-bogie-book

Or, you can look for an Original or reproduction print copy of Dennison's Bogie Books on eBay.

1925 Dennison's Bogie Book (Dennisons Halloween)
1925 Dennison's Bogie Book (Dennisons Halloween)
Paypal   US $14.95
1913 Dennison's Bogie Book (Dennisons Halloween)
1913 Dennison's Bogie Book (Dennisons Halloween)
Paypal   US $14.95
1926 Dennison's Bogie Book (Dennisons Vintage Halloween Costumes Party Ideas)
1926 Dennison's Bogie Book (Dennisons Vintage Halloween Costumes Party Ideas)
Paypal   US $14.95
1924 Dennison's Bogie Book (Dennisons Halloween)
1924 Dennison's Bogie Book (Dennisons Halloween)
Paypal   US $14.95
1933 Dennison's Halloween Book (Bogie Dennisons)
1933 Dennison's Halloween Book (Bogie Dennisons)
Paypal   US $14.95
1917 Dennison's Bogie Book (Dennisons Halloween)
1917 Dennison's Bogie Book (Dennisons Halloween)
Paypal   US $14.95
1923 Dennison's Bogie Book (Dennisons Halloween)
1923 Dennison's Bogie Book (Dennisons Halloween)
Paypal   US $14.95
DENNISON'S BOGIE BOOK SUGGESTIONS FOR HALLOWEEN 1922 ORIGINAL 32 PAGES + COVER
DENNISON'S BOGIE BOOK SUGGESTIONS FOR HALLOWEEN 1922 ORIGINAL 32 PAGES + COVER
Paypal   US $24.99
Vintage Original Dennison THE BOGIE Book
Vintage Original Dennison THE BOGIE Book
Paypal   US $23.50
Dennison's Bogie Book (Halloween Thanksgiving) 1923
Dennison's Bogie Book (Halloween Thanksgiving) 1923
Paypal   US $14.75
Dennison's Bogie Book (Halloween Thanksgiving) 1925
Dennison's Bogie Book (Halloween Thanksgiving) 1925
Paypal   US $14.75
1926 Dennison's Bogie Book (Dennisons Vintage Halloween Costumes Party Ideas)
1926 Dennison's Bogie Book (Dennisons Vintage Halloween Costumes Party Ideas)
Paypal   US $12.95

tally-card-idea-web

Often, Tally Cards or Score Cards are used during a Halloween Party to record the winner of each game or stunt.

You can easily make them with gummed seals, stickers or cut-outs and perhaps an artistic touch with a brush or marker.

Seal H 639 decorates a tally card in the drawing and two stuck together hold the tiny pencil in place.

Seal H 653 is also used for a score card in the illustration.

The pencil is transformed into a broom with a witch astride using some crepe paper, gummed seals H 641 and H 653.

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Fortune Telling With Cakes (1910′s)

This Halloween Fortune Telling Game and MANY others can be found in the following book available from Amazon.com:


Games For Hallowe'en

by Mary E. Blain

Dumb Cake

Each one places handful of wheat flour on
sheet of white paper and sprinkles it over with a pinch of salt.

Some one makes it into dough, being careful not to use spring water.

Each rolls up a piece of dough, spreads it out thin and flat, and marks initials on it with a new pin.

The cakes are placed before fire, and all take seats as far from it as possible.

This is done before eleven p. m., and between that time and midnight each one must turn cake once.

When clock strikes twelve future wife or husband of one who is to be married first will enter and lay hand on cake marked
with name.

Throughout whole proceeding not a word is spoken. Hence the name " Dumb Cake."

(If supper is served before 11:30, "Dumb Cake" should be reserved for one of the After-Supper Tests.)

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