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Ne eee ee et
Sie a So
ay ge
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ol
Illustrated by Alan Tiegreen
(i
N »FUN on
nH RUN
Travel Games and Songs
by Joanna Cole and Stephanie Calmenson
with Michael Street
illustrated by Alan Tiegreen
MORROW JUNIOR BOOKS + NEW YORKPortions ofthis hook fist appeared in
The Rain or Shine Activity Beok: Fun Things to Make and Do and
Why Did the Chicken Cress the Road?: And Other Ricdles Old and New
‘Text copyricht © 1999 by Joanna Cole and Stephanie Caimensoa
Tlustrations copyright © 1998 by Alan Tiegreen
Allrights reserved. No part ofthis book may be reproduced or
uilized in any form or by any means, electronic or mechanical, including
photocopying, recording, of by any information storage and rerneval
‘system, wihout pensiation in writing fiom the Publisher
Published by Morrow Junior Books
@ division of Willixm Morrow and Company, ne.
1950 Avenue of the Americas, New York, NY 10018 JP BR
wirwlliammorrow.com B
6yiz06
Printed in the United States of America C65
iss
13579108642
paar eth
Fun on the rus: travel games and songs / by Joanna Cole and Stephanie Calmenson wilt Michael Steet:
‘lustrated by Alan Tieareen.
Summary: A collecton of games and songs o enc le ravelinginckcing word games, memory Gomes,
Ticonsa plata gees writing games geography gemors, jokes, and ndles
TSBN 0-689-11661-0
|. Games lor tavelers—juvenletrature. 2 Caldre's songs—Javenle erature.
I esas eel eng Orceeecd
1 Caimenson, Stepharie, Il Steet Michael Ill Tiegreen. Alan, ill TV Tie V. Tie: Trovel games and songs
Gviaveces 1999) 7387 cel SB425 CIP AC
CONTENTS
Introduction
WORD GAMES
Parase-y Chain
Wwenty Questions
Ghost
Alphabet Pairs
Botticelli
Words for Sale
Acronym Sentences
Dog-Bark-Tree
Story Chain
Sounds Alike
Dial-.Word
Telephone
Backwords
Hink Pinks
Substitution Fun
Odd One Out
Taboo
My Aunt Sally Is Strange
HOW GOOD IS YOUR MEMORY?
Travel Bingo
ISpy
Vowel Race
Guessing Games
1 Went to the Store
32
33
35
36
38
39Alliteration Alphebet
What's Missing?
Citi
Cow Counting
Punch Buggy
LICENSE PLATE GAMES
License Plate Alphabet
License Plate Counting
License Plate Math
License Plate Phrases
License Plate State Race
License Plate Words
‘Twenty-one
States and Moitoes
WRITING GAMES
Hangman
Mediterranean
Battleship
Battle of Trafalgar
Tic-TacToo
Exquisite Corpse
Taxicab
Telegrams
Dots
Squiggles
GEOGRAPHY GAMES
Magellan
Acronym Routes
Map Detective
Geography
40
41
44
45
72
73
74
78
W
Geography Brainteasers
State Flash Cards
JOKES AND RIDDLES
Brainteasers
Brain Ticklers
Poem Riddles
Silly Stories
Punny Places
Geography Riddles
What Did Delaware?
Stories with Holes
ANSWERS
SONGS
Family Jukebox
The Ants Go Marching
If You're Happy
The Limerick Song
A Stately Song
Bingo
The Peanut Song
T've Been Working on the Railroad
Oh, Susanna!
Tho Wheols on the Bus
ul
3
114
1s
17
120
122
122
123
125
126INTRODUCTION WORD GAMES
Never never, ever ever go on a trip empty-handed. Always
bring something to do. And why not something that's fun?
We've packed a whole lot of fun into this book. Open it and
see if you agree. If you do, bring it along.
Have a good trip! fe SET TAD eee
‘ SF
a od
easesPHRASE-Y CHAIN
Make a crazy phrase-y chain of words!
1. The first player begins by naming a short, common phrase, such
as “Lunch box.”
2. The next player must say a phrase beginning with the last word
of the first player's phrase. Here, she could say “Box spring.” The
phrases must be common and recognizable by other players. "Box
giraffe” or “box green,” for example, would not be acceptable
phrases.
3. Play continues, with each player naming a phrase beginning
with the last word of the phrase named by the previous player.
4. When a player cannot think of a phrase, he is out. When only one
player remains, he is the winner!
Phrases can be of any length, but as you get better at the game, you might
limit tho number of words in a phrase. The fewer words you allow, the harder the
game will get.
Another option is to try to bring the chatin back to the beginning phrase. There is
no winner, just a group effort to steer the phrases in the right direction. In the
example above, the game might end with the phrases “spring break,
ch,” and then “lunch bo:
TWENTY QUESTIONS
Which one of your friends is the best detective? /
1. Choose one player to be the leader. She must have in mind the
name of an object or famous person for the other players to guess.
2. The other players take turns asking questions about the mystery
word or name that can be answered “Yes” or “No.” Good questions
will build on the answers to previous questions. If players find out
that the leader has chosen a person's name, they might try to
determine if that person is alive or dead, a man or q woman, and
what the person is famous for.
3. The first person to guess the mystery word correctly on or before
the twentieth question is the leader for the next game. If no one can
guess the mystery by the twentieth question, the leader chooses
another mystery word, and the game begins again.
‘Twenty Questions usually begins with the question "Is it animal, vegetable, or
mineral?” This is the only question allowed that cannot be answered “Yes” or
No." The mystery word is considered “animal” ifit is a:person or animal or ifit
comes from cn animal. A lion, « doctor, and a leather briefcase are all “animal.”
The word is “vegetable” ifit is some kind of plant or comes from a plant. A flower,
acarrot, and a cotton shirt are all "vegetable." Everything else is "mineral." This
includes anything made of stone, metal, or plastic. This first question will help
players narrow down the possibilities and make the game alittle easier to win.
(oY
ry
ong ontGHOST | For arlonger game, tr
This game's scary only if you can't spell mediately
I her
1. The game begins when one player says a letter out loud. The
next player adds a letter to this one, thinking of a word that begins
with these two letters.
2. In turn, each person adds a letter to the end of the chain, as long
as the new letter can still begin a longer word but does not yet
complete a “legal” word. A legal word is any word that is found in a
dictionary, or any name of a person or a place. When each player
has given a letter, the game continues with the first player.
3. Ifa player adds a letter to the chain that doesn't sound like it
could form part of a word, another player may challenge her letter.
If she cannot name a word beginning with the letter chain that
includes her letter, she is a ghost and out of the game. For example,
if the first three letters are B-U-L-, and the next player says "X,”
another player may challenge the person who said “X.” That
player must then name a word beginning with B-U-L-X- (an
impossible task, because there is no such word).
4, If the letter he says completes a word, that player is a ghost and
out of the game. This is true even if the player finishes a shorter
word in the process of spelling out a longer one. For example, if a
player adds an N to W-L, wanting to spell WINDOW, he has
nonetheless finished the word WIN and is a ghost.
5. Once one player becomes a ghost, the letter chain begins again
with the person following the ghost. Keep playing until one player
is left. She is the winner!
2 OoALPHABET PAIRS
From "Apple Dumpling” to “Yapping Dog"”—
can you get all the way through the alphabet?
1, The players agree on a key letter they will all use in their
phrases—the letter D, for instance.
2. The first player names a common two-word phrase whose first
word begins with A and whose second word begins with the key
letter, For example, he might say “Apple Dumpling.”
3, The next player names a two-word phrase whose first word
begins with B and whose second word begins with the key letter.
She might say, for example, “Bad Dog.” Phrases must be common
and recognizable by other players. "Car Bargain” makes sense,
but it's not a common phrase. “Coke Bottle” would be better.
4. Play continues through the alphabet, with the second word of
the phrase always beginning with the key letter. Skip the letters X
and Z.
5, The game ends when the players go all the way through the
alphabet. If one player cannot think of a phrase when it is his turn,
he may pass.
6. Pick a new key letter and start the game again!
Another option is to go through the alphabet using consecutive
letters, instead of having the second word contain the same key
letter, The first player names a phrase whose first word begins with
A and second word with B, the second player names a C-D phrase,
and so on.
ame can be played competitively. When a player names an
spiable phrase or cannot think of c phrase at il, she is out. The winner is
the one player left, although it might take more thom one trip through the alphabet
with more the
mn one key letter to determine a winner.
ao WD ea60
BOTTICELLI
Try and guess who I am!
1, The first player thinks of a famous person and tells the other
players what the first letter of the person's last name is. For
example, she might think of Marilyn Monroe and say, "My last
name begins with M.”
2. Players try to think of famous people whose last names begin
with the chosen letter. They take turns asking the first player
“stumper” questions based on the famous people they think of. The
answer to the stumper questions must be a famous person whose
last name begins with the same letter as the mystery person's. For
example, a stumper question could be, “Are you a cartoon
character?”
8. If the first player knows an answer to the stumper question, she
says, “No, I'm not..." and gives the answer. In this example, she
could answer, “No, I'm not Mickey Mouse.”
4, If the first player does not know an answer to the stumper
question, the player who asked the stumper question can ask her a
yes-or-no question about the mystery person's identity, such as
“‘Kre you still alive?” or "Are you female?” The first player must
answer truthfully.
5. Players continue asking stumper questions until a question is
asked that the first player can answer only with the truth (either
because there is no other possible answer or because no other
answer comes to mind). The first player then says, “Yes, I'm
Marilyn Monroe" (or whoever she chose), and the game is over.
6. The player who asked the final stumper question now thinks of a
new mystery person, and the game begins again.3 oe CELEBRITIES
No looking in the Hollywood phone book!
1. The first player begins by giving the full name of any celebrity.
2, The next player must name another celebrity whose first name
starts with the same letter as the last name of the first player's
celebrity. For example, if the first player names Michael Jordan, the
second player might name Jack Nicholson.
3. The game continues in this way, with players taking turns
naming celebrities.
4. When more than two people are playing, any celebrity with the
same first and last initial reverses the direction of the game, so that
the previous player must now name a new celebrity. For example, if
player one says, “Joe Montana,” player two says, “Mariah Carey,”
and player three says, "Charlie Chaplin,” player two must now
name a celebrity whose first name begins with C, and play then
continues with player one.
5. If a player cannot name a celebrity, or says one who has already
been named, she is out, and the game continues with the next
player. The last person left is the winner!
ake this game even more chal
allowing only a certain kind of
h as authors | athletes.
TOM SWIFTIES
“You'll love this game,” Tom said heartily
1, When Tom Swift talks, he uses adverbs that make a joke about
what he says. These quotations are called “Tom Swifties” and are
hilarious to make up and listen to. Here are some examples:
“| need to get to the other side of the street,” Tom said crossly.
“love trees,” Tom said woodenly.
“T really don't like hot dogs,” Tom said frankly.
“Would you like a piece of candy?” Tom asked sweetly.
2. All players must think up a “Tom Swifty” (or more than one!) and
tell it to the other players. Everyone votes on the funniest one, and
the player with the most votes is the winner.1. The game begins when one player offers a word for sale,
such as radio.
2. The other players “buy” the word by taking turns naming items,
one beginning with each letter of the sale word. Try for ridiculous or
uncommon words (you'll see why in a minute).
3, For RADIO, players might name Rutabaga, Abacus,
Delicatessen, Igloo, and Orangutan. The player selling the word
should write down the words that other players name.
4. The player selling the word then must make up a silly story using
all the words given by the other players.
5. When her story is finished, another player offers a word for sale,
and the game continues as before.
6, When everyone has “sold” a word and made up a silly story, the
other players vote on whose story was the funniest. The player with
the most votes is the winner.
Canessie
ACRONYM SENTENCES
Game Requires Outrageous Sentence Skills
An acronym is a word formed from the initial letters of a phrase.
For example, the word scuba is an acronym, formed from the
phrase Self Contained Underwater Breathing Apparatus.
1, The first player names a word, and then every player makes an
acronym of the word, by thinking up a sentence in which the first
letter of each word spells out the first player's word.
2. For example, the word color might give you “Charlie Owes Larry
Outrageous Rent.” The sentences should be complete and make
sense (“Coming Over Later On, Ralph” isn't a complete sentence,
and “Corn Or Lard Observes Redness” doesn't make any sense).
9. When every player has come up with a sentence, each person
says his out loud. After all players have said their sentences,
everyone votes on the funniest, and the player with the most votes
wins.
4, The winner then chooses a new word and the game begins
again.
You can vote for different categories of sentences, like the one that makes the most
sense, or require everyone to make up sentences only about people playing the
game. You can also have people say their sentences as soon as they make them
up; the fastest player (with a sentence that makes sense) s the winner.
i Ne asDOG-BARK-TREE
“Wood” you like to try this clever
word association game?
1. The first player names a common word that has more than one
meaning, such as ship (to send something, or a sailing vessel) and
bark (part of a tree, or a sound a dog makes). Each of these words
is a homonym—a word having the same spelling and
pronunciation as another word or words but a different meaning.
Other good words are road/rowed and pair/pear. These are
homophones—words with the same pronunciation but different
spellings and meanings.
2, The next player must name a word associated somehow with the
first player's word. From the word pear, a player could name berry
(another fruit).
3. Then the following player must name a word associated with a
different meaning of the previous player's word. For example, if the
game goes from pear to berry, the third player could say two
(associated with pair). The fourth player could say coffin
(associated with bury).
4, Play continues in this way, with the object being to keep the word
chain going until one player is able to name the first word again.
For example, if the game begins with road and continues with oar
(associated with rowed), conjunction (associated with or), and so
forth, the game could end when a player is given the word race and
says track (as in track and field), which leads directly into a
different meaning of road.
Bie a lcs.
5. Once the chain has been completed—when a player names the
first word again—anocther player begins with a new word and the
game begins again.
6. Resist the urge to end the game after only five or six words.
Challenge yourself to make the word association chain as long as
possible!
who named it to explain
ompetiti ving F
22 is, In fact, Dog-Bark“Tree is meani to
rd by asking the person
ld be fun, n
Any player can challenge a
the association. Challenging
chance to show how clever thei
be acooperative game, niSTORY CHAIN
What could possibly come next?
1. The first player starts by naming an object, preferably something
very small. “Ihave the mayor's favorite cuff link,” he might say.
2. The next player then adds to the description, naming something
connected to the first player's object—for instance, “I have the shirt
that holds the mayor's favorite cuff link.”
3. Players take turns adding to the description: “I have the iron that
pressed the shirt that holds the mayor's favorite cuff link” and “I
have the cord to the iron...” and so forth.
SOUNDS ALIKE
Can you get the homophone?
1. The first player thinks up a sentence with a pair of homophones.
Homophones are words that sound alike, but have different
spellings and meanings, like sea and see or fo, two, and too.
2. Once the first player has thought up his homophone sentence, he
gives a clue to the other players to help them guess it. For example,
if his sentence is "He stares at the stairs,” the clue might be "A boy
looks at steps.”
3. The other players try to guess the sentence. If there are more
than two people playing, everyone can take turns trying to guess,
or the first person to figure out the sentence can just guess it.
4. The player who figures out the sentence thinks up a homophone
sentence of her own, and the game begins again.(em
DIAL-A-WORD
A fun 4263 for anyone who's ever used a 835374663
1. Each player should quickly draw (or write out) a telephone
keypad, like the one below. Notice that there are no letters for the
number 1.
2. One player thinks up a word and then figures out the telephone
code, which is how she would “dial” it on the keypad. Green would
be 47336.
een =a
Asc] [oer |
leur eal ie
[GHt) [UK] [MNo
[oe] [eee] [=]
3. She then tells the other players what the telephone code for her
word is. The other players try to figure out what the word is; this
can be difficult, since each number stands for any of three letters.
4, The player who correctly guesses the first player’s word thinks
up a word of his own, and the game begins again.
The game can also be ployed in .e! Write down a list of phone numbers that
you call often—your home number, the work numbers of your parents, or the
numbers of some of your friends. Try to figure out words that you can spell with
these phone numbers. This is not only a lot of fun, butit can also help you
remember these important numbers.
ae i eon
TELEPHONE
Have you heard the latest gossip?
1. Players sit in a circle or a line. The more players you have, the
sillier the game gets.
2. Choose one player to begin. That player makes up a short
sentence and whispers it to the player to his left.
3. This player repeats what she heard, or what she thinks she
heard, into the ear of the person to her left. Each player must listen
carefully, because the sentence cannot be repeated.
4. The sentence continues around the circle until it reaches the
player on the other side of the first player. She says the sentence
she heard, and then the first player says what the original
sentence was. The differences are often hilarious!BACKWORDS
1S Tahw dnik fo emag si siht?
1. The first player chooses a short, easy-to-spell word.
2. He then says it out loud, but backward. This might be difficult for
some people, so you can use a pencil and paper to figure it out.
Table would be pronounced “elbat.”
3. The other players take turns trying to figure out what the mystery
word is. They might also need pencils and paper to figure it out.
The first player should repeat the word as many times as
necessary for the other players to figure it out.
4. The first player to figure out the mystery word chooses one of her
own, and the game begins again.
Fora langer game, use common phrases instead of words. Keep the words in their
original order, or reverse them, tco, for an even harder variation!
“non?
AS! Sp.
1. One player thinks of a hink pink. A hink pink is made up of two
one-syllable words that rhyme. For example, a pile of between-meal
goodies is a “snack stack.” Once the player has thought of a hink
pink, she tells its definition to the other players. For example,
thinking of a “mouse house,” the first player tells the others, “A
rodent's dwelling.”
HINK PINKS
This name game is a fun one
2. The other players take turns trying to guess the hink pink.
3. The first person to figure out the hink pink gets to make up her
own, and the other players must guess what her hink pink is.
When you've run out of hink pinks, it's time to move on to “hinkie
pinkies.” A hinkie pinkie is like ct hink pink, except it's made up of
two two-syllable words. Here are some hinkie pinkies to get you
started:
‘A ow-truck inspector—"wrecker checker”
A daisy's strength —“llower power”
‘A New York ball player who just struck out—cranky Yankee”
Abigger battery—"larger charger”
ae ogee| eS Be
SUBSTITUTION FUN G ODD ONE OUT
Who can think up the funniest eyeball—er, phrase? Xe Which thing doesn't belong?
1. All the players agree on a key word that will be used in all the
phrases. The weirder the key word, the funnier the game will be—
try eyeball, nostril, or rutabaga.
2. Everyone takes turns substituting the key word for titles of songs,
books, movies, or any other category you choose (or all these
categories at once). Eyeball could be used in Of Mice and Eyeballs;
The Lion, the Witch, and the Eyeball; or The Hundred and One
Eyeballs.
3. The point of this game is to see who can come up with the
funniest, weirdest title with your new word. Keep going until
everyone is laughing, or until it seems like your key word isn't
funny anymore. Pick a new one and start over.
ar
1. The first player thinks of three different objects, with two of them
sharing some quality and the third one lacking this same quality.
Abird and an airplane share wings, for example, but a car doesn't.
The differences can be in the objects themselves, or in the length
or spelling of the words (there and hair rhyme with each other, for
example, but plant doesn't rhyme with them). The quality can be
as simple or as ridiculous as you want.
2. The first player tells the other players the three objects, and
everyone takes turns trying to explain which one doesn't belong,
and why.
3. The first player to figure out which object doesn't belong and
correctly explain why is the winner. She chooses a new set of
objects, and the game begins again.TABOO
Whatever you do, don't say it!
1. The first player tells everyone a letter of the alphabet that will be
forbidden, or “taboo.” She then asks the other players any question
she likes.
2. Players take turns answering her question, using sensible
phrases or sentences that do not contain the forbidden letter.
The game should move quickly, with each player given only
five seconds to come up with an answer.
3. If a player uses the taboo letter or gives an answer that doesn't
make sense or doesn't answer the question, he is out.
4, When all players have had c turn, the first player asks anew
question, keeping the same taboo letter. Play continues among the
remaining players.
5. The last player remaining is the winner and chooses a new taboo
letter and question for the next game.
FIDEAD!
"1S TABCO. >
R
2
ia
MY AUNT SALLY IS STRANGE
How strange is she?
1, The first player begins by saying, “My aunt Sally is strange.”
Then he thinks of a rule for what Aunt Sally likes or doesn't like—for
example, that she doesn't like words starting with s. Without
actually saying the rule, he gives an example of it. In this case, he
might say, “She likes fudge but hates sweets.”
2. The other players then take turns guessing the rule that makes
Aunt Sally strange. If all players have guessed once and haven't
discovered the rule, the first player names another pair of things
that, according to the rule, Aunt Sally likes and hates.
3. Play continues until someone discovers the rule, and then the
game begins again with the winner thinking up a new rule.
4, The rules can be as normal or
strange as you can come up
with—Aunt Sally only likes long
green things, she only likes
words containing e but not a, or
she only likes things that can
sweat. The weirder the rule, the
longer and more hilarious the
game becomes!HOW GOOD IS
YOUR MEMORY?
TRAVEL BINGO
This game requires advance preparation, but it’s so easy you can
prepare it on the road. Sometimes making the cards is almost as
much fun as playing the game!
7 HAY-
1. You will need to make up a BARN ao COW f econ
different bingo card for each STOP Stace
person, like the one shown at ae a
right. Make as many as you = S
like, but have atleast one for [AT |goaro | S!19 | ration] BUS
each person.
uF mte tery aoncee ral TRACTOR) PIG | cree coe BRIE
things you think you'll see
on the road. You can draw
small picture, or write the DereUR| TOW | Biker Icuicren| Ae
name of what you think you'll SIGN [TRUCK TANK
find. Examples include: a cow,
aspeed limit sign, a barn, a NEON
construction sign, a camper, FARHER| icy, [CAMPER | RIVER | TRAIN
and a cornfield.
8. One of the great things about Travel Bingo is that it can be used
in cars, buses, or trains—even on a school bus trip—and you can
adapt it to any part of the country. For a train ride through the
Midwest in the fall, fill your card with tractors, silos, farmers, and
barns. If you're driving through Maine in the winter, look for
snowplows, trucks with chains, outdoor skating rinks, and ski slopes.
eR ae4, The middle square can be a FREE square for everyone, or you
can fill it in with another item.
5. Once everyone has made a card, collect them all and mix them
up, then hand them out again. Make sure that no players are using
cards they made.
6. Now keep your eyes peeled for the things on your card. When
you see one, tell everyone what you see, then mark it off on your
card. You can mark on the cards with a felt-tip marker or crayon
(make a small mark if you want to use the card again) or, for a train
or smooth-driving car, find a flat surface and mark the squares by
covering each one with a penny, button, or some other marker.
7. The first player to see five items in a row calls out “Bingo!” and is
the winner. All the players clear the marks off their cards and the
game begins again.
8. Keep a Travel Bingo set in your car or travel kit, with a good
supply of buttons, pennies, or other markers. Make a new set of
cards for each trip, but hold on to them when you're finished
playing so you can use them again. You can build up a great
collection of cards this way!
Bingo has many variations—play Four Comers (cover all four comers to win), the
X Game (cover the two diagonal lines that moet in the center square), or Blackout
(cover all the squares). Or make up shapes of your own! In all these games, the
first player to cover the correct shape wins.
me
I SPY
I spy something with purple and green polka dots!
1. The first player begins by spotting something outside or inside
the car, train, bus, or airplane. If the object is outside the vehicle,
choose something that can be seen for a long time. Don't pick a
billboard you're about to pass; choose a house in the distance.
2. The first player says, “I spy something...” and then tells what
color the mystery object is.
8. Other players look inside and outside the vehicle, then take turns
guessing the mystery object. The first player answers “Yes” or “No”
to each guess.
4. The player who guesses the mystery object wins, then chooses
another mystery object himself. The game also ends if the mystery
object can't be seen anymore (for example, if you pass by
something.) The first player then announces that the object can't
be seen anymore and chooses a new mystery object.
A variation is Alphabet I Spy, where players take turns spotting cbjects in A-B-C
order. The first player might say, “Ispy an airplane,” and the second player might
soy, "I spy abicycle,” and so on. The other players look for the object that has
been spied and point it out when they find it, In another variation of this game, the
first player has to spy something beginning with a and the other players have to
look for the object, the second player has o spy something beginning with b, and
soon through the alphabet
aSVOWEL RACE
= * Find AArdvArk and score big
\
5
1. No more than five players can play this game. Each player
chooses a vowel, or they can be randomly assigned.
2, Each player should have a sheet of paper and a marker or
crayon to write down his score.
3. Whenever a player spots his vowel (on a road sign, billboard, or
license plate), he calls out the word it appears in (or the license
plate number), then marks his score on his paper.
4. If a vowel appears in more than one word on one object, or more
than once in the same word, that player gets one point for every
time the letter appears.
5. Once a player calls out « word or license plate, no other player
may get points for her vowel in that same word or plate. For
example, if the player who has the vowel i says “miles,” the e
player does not get a point. But players who shout out the same
word at the same time both get points for the word.
6. The first player to reach a certain score, or the highest score at
your destination. wins. Note that players should decide beforehand
whether to count mile markers (those small green signs on the
sides of the highway), or any other frequently occurring sign that
seems to favor one player or players over others.R) GUESSING GAMES
The only limit is your imagination!
1. One player (usually the driver) is chosen as the Quizmaster. She
decides what is to be guessed and announces it: “Raise your hand
when we've driven one mile” or “How many minutes until we see a
yellow house?”
2, The Quizmaster can choose any question she wants, but it
should relate to the trip and the surroundings. Try for questions
that any player can answer, and that don't require looking on a
map. Checking the odometer or looking at a map (or any other
reference book) by any player other than the Quizmaster is not
allowed.
8. Guessing Games can be played until one player reaches a
certain number of correct answers, or until a certain number of
questions have been asked, and the player with the most correct
answers is the winner.
until the next
minutes?") or
tart the
many exits are on the plane?”). Change Quizmasters
ed or runs out of questions.
1. In the classic version of this game, the first player begins by
saying “I went to the store and bought...” and then names an item
beginning with a that could be found at a store—apple, for
example.
2. The next player says, “I went to the store and bought ...,” then
names what the first player bought, and adds an item beginning
with b—bologna, for example.
3. Play continues with players taking turns adding an item to the
list beginning with the next letter of the alphabet. The whole list
must be recited each time.
4. If a player forgets an item, or can't think of one for his letter, he is
out.
5. The last player remaining is the winner.
6. Ifmore than one player remains when the alphabet has been
completed, begin again, but this time all players must recite both
lists (the completed A to Z list and the new items, too).
The alphabet list com be anything you like, from the difficult (bought a painting
by. ..")to the bizarre ("My mother told me never to stick anything up my nose,
especially not. ..”). Invent new and silly categories!
ee QiL) ALLITERATION ALPHABET —
An alphabet memory game—times two
1. The first player begins by naming a two-word phrase with both
of the words beginning with the letter a—“one amazing animal,”
for example. The two words must go together somehow. The first
player can't say, “Apple Arizona,” for example.
2. The next player must name the first player's item and add her
own two-word phrase, with both words in her phrase beginning
with b. She could say, for example, “One amazing animal, two
beautiful bananas.”
3. Play continues with the third player naming the other two items,
then adding a third two-word phrase, with all words beginning with
c, and so on through the alphabet.
4, If any player forgets an item or cannot name a new one when his
turn comes around, he is out.
5. When only one player is left, she is the winner!
6. You might want to leave out Q, X, and Z, since these are hard
letters to find words for.
7. If more than one player is left when the alphabet is completed,
begin the game again among any remaining players. But this time,
each player must name three words for each letter—“awfully angry
ape,” for example.
WHAT'S MISSING? - Sx
Try to remember the missing item: ;
is it the rubber chicken?
1, The first player puts several different items in a paper bag. The
more items in the bag, the harder the game.
2. The other players take turns looking in the bag, trying to
memorize everything that's in it.
3. When all the players have looked in the bag, the first player
secretly removes one object, then passes the bag back to the other
players.
4, Each player then looks in the bag again and writes down on his
own piece of paper which item he thinks is missing.
5, When all the players think they know the answer, the first player
collects all the pieces of paper. The player with the correct answer
is the winner.
6. In case of a tie, the game is played again among the players
with the correct answers.
7. The winner then takes the bag from the first player, replaces the
missing item, and removes another item, and the game begins
again.The first
the first
ee | i Mate: 50 Who | |
yaks inf} U f
, CITIES
What about PARSIPPANY?
1. One player names a city anywhere in the world. Longer city
names make for a harder game.
2. The other players try to form sentences with the initial letters of
the city. An answer for NEW YORK could be, “Not Everyone Wears
Yellow Or Red Kilts.”
3. The sentence should make grammatical sense, but it can be silly
or outrageous.
4. After everyone has made up sentences, each player reads his
out loud. Then everyone votes on the best sentence, and the player
with the most votes wins.
5. The winner chooses a new city, and the game begins again.
Avariction is to give c time limit—five minutes, for example. Only players who
make a sentence in that amount of time stay in the game. The last player
remaining wins. Or, using the time limit, give one point for every sentence made
(no more than one sentence per player per city) and two points if the sentence
actually says something real about the city. The first player to get ten points wins
eeeDe reicte hares env!
FIVE! oe—- an eleven = —
Cc
COW COUNTING
c @@) Agame for when you're on the moo-ve
In the simplest form of this game, each player counts the cows on
her side of the car. The first player to reach a predetermined
number (such as fifty), or the player with the most cows when you
arrive at your destination, wins.
Ih other variations, passing a graveyard erases all your cows, and you start over at
zero. You could take ten points off all players’ scores for crossing over a railroad
track, or add ten points to everyone's scores for passing under a railroad trestle.
PUNCH BUGGY
Count the Beetles!
In Punch Buggy, players earn points for spotting Volkswagen
Beetles (or any other type of car). The first player to see a Beetle
calls out, "Punch Buggy!” and the color of the car. Each Beetle is
worth one point, and VW vans are worth ten. You can give different
points for different colors of Beetles and vans. Be creative and
flexible so everyone can have fun!LICENSE PLATE GAMES
LICENSE PLATE ALPHABET
Who can get through the alphabet first?
1. The object of this game is to find every letter of the alphabet, in
order, on license plates.
2, Each player watches license plates and calls out the letters as he
sees them. Only the big letters on the license plates count, not the
state name, motto, or any other words on or around the plate.
3, Letters must be called out in alphabetical order. Players may find
more than one letter on a license plate.
4, The first player to call out "Z” is the winner.
Onless crowded roads, players can work together to get through the alphabet
still finding the letters in order. The first player to find a letter oc ‘out, and she
shed, the player with the most pointe w
gets one point. When ie rLICENSE PLATE COUNTING
How high can you go?
1. Players begin this game by finding a plate with the number 1
on it.
2, The first player to find 1 shouts it out, and then looks for 2. Other
players continue to look for a 1, and shout it out when they find it.
3. Counting continues, with players counting individually, until a
certain number has been reached (like 30) or the car arrives at your
destination. The first player to reach the target number, or the one
with the highest number when you reach your destination, is the
winner.
4, Each plate counts for only one player and only one number.
Finding a plate with 123 might seem great, but it can count for only
one number: 1, 2, 3, 12, or 23. Numbers 10 and higher must be found
consecutively on the same plate, with no numbers in between (810
counts as 10, but 801 and 180 don't).
LICENSE PLATE MATH
Get to 59, but not any higher!
1. The first player begins with the first license plate that anyone
sees. She adds the first and last number on the plate together,
and then remembers (or writes down) that total.
2. The next player adds the first and last numbers of the second
plate that anyone sees, and remembers his total.
8. Play continues with each player getting her own license plate,
and adding the plate’s first and last numbers to her total.
4. The first player to reach exactly 59 is the winner. If his total is
more than 59, that player begins again at zero.
For extra ad
Or, insteac
all the nu in the license plate each time.
her, simply plax
7, not 12). Try to bring the tota
m together tom
digit number (502
some other large number)LICENSE PLATE PHRASES
Every plate tells a story
1. Alll players agree to work from a particular license plate they see.
The plate must contain at least three letters, and preferably more.
2. Each player tries to make up a phrase or sentence with the
initials from the license plate in the same order. “NKN” could
become “Nathan Knows Nothing.”
3. When all players have made up phrases, everyone says hers.
The funniest one wins.
Write down the
our story,
LICENSE PLATE STATE RACE
How many states can you find?
1. Each player tries to find a certain number of license plates from
different states. Before the game begins, everyone should decide
on how many need to be found. Ten or fifteen is a good range, but
you can increase the number for long trips. Each player should get
a marker and paper to write down the states she’s found.
2. The first player to call out the state on a license plate marks that
state on his paper. Other players may also find this state, but not
from the same license plate.
3. The first player to reach the agreed number of states wins.
You can also play that once astate has been found, no other player may claim
that state.
Another variation is to award points foi
are farther away. (No points for your home state, one point for states bordering on
your home state, two points for states that are one state away, and so on). This
way, you can leam geography, tool
ich state, with more points for states that
Or you can collect state mottoes or designs instead of states. Some states have
plates with different designs—supporting the environment or education, for
example, or declaring that the driver is a teacher or war veteran, or that the car is
an antique. Other states have changed their license plate mottoes over the years,
soyou might find license plates from one state with more than one motto. Count
each motto or design separately.eel
PLY LICENSE PLATE WORDS
; Wht wrd is hre?
1. Begin by choosing a license plate that has at least three letters
but doesn't already contain a word. Everyone should write down all
the letters.
2. Each player tries to make a word containing all of the letters in
the license plate, in the order they appear there. Other letters may
be inserted between the letters, but they must remain in the same
order. RLD could be rolled, for example, but not drill.
3. The first player to create a word shouts it out and is the winner.
Choose a new license plate and begin the game again.
You can al:
letters. C
without any other letters in
= , a
ween them.
a 5p
aS
TWENTY-ONE & :
The more numbers the better \ iY
1. In this game, players add up all the single digits they see on
license plates. “SJKL89" would add up to 22 (5+8+9).
2. Players look for license plates whose numbers add up to
twenty-one or more. Note that license plates with three numbers
or more are the only ones that will work for this game. If you are in
a state with fewer than three numbers, multiply the two numbers
ona plate to see if the product is higher than twenty-one.
3. When a player sees a plate whose total is higher than
twenty-one, she calls it out and earns a point. Players calling out
the same plate at the same time both earn a point.
4, The first player to get ten points wins.aS |
“BE o5) STATES AND MOTTOES WRITING GAMES
*"Oklahoma is OK!" but what's Tennessee?
1. Each player should make two columns on a sheet of paper. Label
one column “States” and the other “Mottoes.” Write the names of all
fifty states, plus Washington, D.C., down the side of the “States”
column.
2. The object is to find as many states and mottoes as you can.
When a player spots a new plate, he calls it out, then marks an X
next to that state on his list. If the plate also has a motto, he writes
it in the “motto” column.
3. Players earn one point for each state and two points for each
motto. Even if a player has already marked down a state, she may
continue to look for a plate from that state that also contains the
motto in order to get points for both.
4, The first player to get twenty-five points, or the person with the
highest score at the end of the trip, is the winner.O HANGMAN
Guess the mystery word or be hanged! x |
Number of players:
1. Choose one player to be the Hangman. The Hangman then
thinks up a mystery word for the other players to guess.
2. On a blank sheet of paper, the Hangman writes one dash for
each letter of the mystery word. For example, the word garbage
would have seven dashes.
8. The other players take turns guessing letters in the mystery
word. If the letter is in the word, the Hangman writes it above the
appropriate dash or dashes.
4, If the guess is wrong, the Hangman draws the base of the gallows.
For each wrong guess that follows, the Hangman adds another part
to the gallows. Once the gallows is finished, each wrong guess adds
one body part hanging from the gallows, beginning with the head.
The complete figure looks like the one above.
5. The Hangman keeps track of wrong guesses by writing those
letters next to the gallows.
6. If a player guesses the word before the Hangman finishes
drawing a body on the gallows, that player wins!
\ XX — Foramore difficult game, choose a mystery phrase or well-
Z_P_ known saying, You con also make the game last longes by
drawing more body parts—a face, hands, or feet.
BGS pews tilkes ae G
Number of players:
more
1, All players agree on a long word to use, like Mediterranean or
antidisestablishmentarianism. Each player writes the long word at
the top of a piece of paper.
2. Each player tries to form as many words as possible, using only
the letters in the long word. If a letter appears only once in the long
word, it can appear only once in any of your shorter words. Letters
can be used again in different words.
3. Players keep working until everyone’s finished, or until a set time
(ten minutes, for instance) has passed. The player with the longesta a as
eS
ag
“03 BATTLESHIP
Ready, set, sink!
Number of players: Two
1. Each player draws two separate grids of ten rows and ten
columns on a blank piece of paper. That way each player has two
large squares, each containing one hundred smaller squares.
Graph paper is best for this game.
2, Mark the rows on each grid with the numbers one through ten
and the columns with the letters A through J. Each player marks the
left grid Ships and the right grid Shots.
3. Without letting his opponent see, each player places five “ships,”
either horizontally or vertically, on the Ships grid. This is done by
shading the correct number of squares in a row for each ship and
writing the name of the ship near the squares it occupies. Each
player has an aircraft carrier (which fills five spaces), a battleship
(five spaces), a cruiser (four spaces), a destroyer (three spaces),
and a submarine (two spaces).
4, When both players have placed all their ships, the first player
begins by calling out a square where he thinks his opponent's
ships might be. Grid squares are named with the letter and number
that correspond to the column and row the square occupies (A-8,
C-10, or F-1, for example).
5. If the player calls out a square on which one of his opponent's
ships is located, the second player says “Hit!” and tells him which
ship he has hit. Otherwise, the second player says “Miss.”
oes Os OD
6. The second player then takes her turn, calling out a square she
thinks might be part of one of her opponent's ships. No extra turn is
earned for a hit.
7. Each player keeps track of his own guesses on the Shots grid,
marking each hit with an X. Misses are marked down with a dot, so
that the same square is not called out twice.
8. Once a player has hit all the squares occupied by a ship, he has
sunk that ship. The first player to sink all of her opponent's ships is
the winner.
Hint: It aplayer scores a hit, s
next to the one she hit. This w:
horizont:
Foralonger game, make a larger grid and add more ships.
SHIPS SHOTS
ABE CmnDGsE min nrn Eland
4
AsBalGii® EMGaGu THiS
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i
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Don evnkWhd
s__. BATTLE OF TRAFALGAR
The Official Game of the French Naval Academy
Number of players: Tivc
1. The basic setup of this game is the same as Battleship (see page
58), but the rules are more complicated. Draw two grids and place
your ships as in steps 1 through 3 of Battleship. Because the boats
can move, you may need to use more than one Ships grid for each
game, or draw your ships in lightly. Rather than shading squares
in, you might find it easier to mark the squares your aircraft carrier
is in with A’s, your destroyers with D's, and so forth.
2. In the Battle of Trafalgar, ships can shoot or move, but cannot do
both in one turn. Submarines can move three squares or shoot once
in a turn, cruisers and destroyers can move two squares or shoot
twice, and battleships and aircraft carriers can move one square
or shoot three times.
SHIPS SHOTS
Ame ICOPEER EY GIR. LD ABCODEFGHI TF
' s|s 1 s|s ty
z 2
stent i 3 f
« diD|D ae 4| + |p} d/D}| 4+ [Cc
=| et s Ie
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NOTE: SHIPS MAY Ne OCCUPY THE SARE. SURE
3. Inher turn, a player calls out no more than three shots, or says
that she is moving. She calls out her shots as in Battleship but does
not need to say which ships are shooting.
4. If the first player has shct, the other player tells which ship was
hit and which square the hit fell into.
5. The first player should mark her shots separately from her hits,
since a ship may move into a square that was previously a miss.
She marks any hits on the Shots diagram and lists any misses to
the side. It's a good idea to keep track of which turn a shot was
made in the list of misses.
6. The second player then takes his turn, moving or calling out his
shots.
7. A player may move only one ship per turn, although his shots
can come from several ships.
8. In moving ships, he can move only forward or backward—not
sideways or diagonally. Players may turn their ships to face a
different direction, but that move takes up a whole tum (regardless
of what kind of ship is being moved).
9. A ship that is hit can continue to shoot until it is sunk, but it can
no longer move.
10, The game ends when one player loses all his ships, or when
both players have only ships that are unable to move. If ships are
remaining, the player who suffered the fewest hits is the winner.
For asimpler and shorter game, place only three ships at the beginning of the
game
ph py eesSe TIC-TAC-TOE Soy
A classic pencil game, with some new twists
Number of players: Ti
1. To play regular Tic-Tac-Toe, draw the
game board on a blank piece of paper.
2. The first player writes an X in one of
the game spaces, and the second
player follows by writing an O in
another space.
3. The two players take turns making
their marks, and the first one to get
three in a row (up, down, or from
corner to corner) is the winner. In case
of atie, in which neither player gets
three in a row, play again.
TIC-TAC-TOE SQUARED
1, Draw the same game board as in
Tic-Tac-Toe, but draw a square around
the whole board to make nine boxes.
=m
FH
2, Players take turns as in Tic-Tac-Toe, but they make their marks
where the lines cross, rather than in the spaces in between the
lines. The outside lines are included in the game board so that
there are sixteen places to make a mark.
st Go ek
3. Even though it is possible to make
four marks in a row, the winner is still
the first player to get three consecutive
marks.
TIC-TAC-TOE-TOE
1. Add another row and column of
boxes to the Tic-Tac-Toe Squared board
so that there are sixteen boxes in all.
2. As in Tic-Tac-Toe Squared, the
players make their marks at the
intersections of lines and not in the
spaces in between the lines.
3. To win Tic-Tac-Toe-Toe, however, a
player must get four consecutive
marks, although it is possible to make
five marks in a row on the game board.
For a longer more challenging game, make an
even bigger board and try to get five marks in a
row!EXQUISITE CORPSE
It's not as gross as it sounds!
Number of players: 7 1
1. Take a piece of paper and fold it,
top to bottom, into thirds. Keep it
folded so that only one section is
visible at a time.
2. The first player draws a head for
Exquisite Corpse, then folds the
paper over so that just the section
below it is visible and his section
cannot be seen. (It's a good idea to
extend the neck of the Corpse
slightly below the first section so the
next person knows where to attach
the body.)
8, The next person draws the body
and arms (not the legs) of the Corpse,
again extending it slightly into the
next section. She folds the paper so
that the third section is visible, and
passes it along to the next player.
You can adapt this game for different numbers of players, Two players can take
turns drawing. More players can add sections to the Corpse, with one person
drawing the top of the head, the next person the bottorn half the third person the
neck and shoulders, and so forth.
Or, instead of drawing, you can make an Exquisite Corpse story. Fold a piece of
paper as in step 1, then write the beginning of a story, writing only one sentence on
4, The third player adds the legs and the next section. The next player must continue the story, building on the sentence
feet (perhaps a tail, too) of the heis given. Then he passes the paper along to the next person, and so forth. You
corpse, then unfolds the paper so can make the story as long (or short) as you want, depending on how many
that everyone can see what's been players you have, or how long you want to keep writing. Just fold the paper into
created. more sections,
Be gages! = SaTAXICAB
How many passengers can you deliver?
more
Number of players:
1, Each player needs to draw a
diagram with three rows of seven
dots, numbered from one to twenty-
one in no particular order. They must
be numbered differently for each
player, and no two numbers can be
consecutive. The square at the top
left of the paper is the garage.
2. Players take turns giving each
other taxi rides. The first player calls
out a number to another player. That
player draws a line from his garage
to the numbered dot on his page.
8. The player who picked up the
passenger then calls out another number to another player, and so
forth. Players should not look at each other's diagrams.
4, The first ride always begins at the garage, but every ride after
that begins at the numbered dot where the player picked up his
last passenger. No dot may be used twice by the same player, so if
a fare (numbered dot) is called out to that player and she has
already used that numbered dot, the player calling out the fare
must choose another one.
5. At no time during the game can any lines on a player's diagram
cross. If he cannot visit a number because it is surrounded by lines,
he is out of the game.
6. The game continues until all players have been eliminated.
Everyone counts up the number of fares (numbered dots) each
player picked up. The person with the most fares wins.
By picking numbers from a hat, one person can play this game.
ee OFSe ie
TELEGRAMS
Send a wire as fast as you can
Mss
ASS Sf
Number of players: 7
Before telephones were invented, the fastest way to communicate
was by telegram, in which a message was coded letter by letter
and sent over a wire to another station, where the message was
decoded. Telegraph companies charged per word, so telegrams
often left out unimportant words.
1. Each player needs a pencil and a piece of paper. In turn, each
player names a letter until there are at least five letters (some
letters may be repeated). Or, you can choose letters out of a hat.
2. All players write the letters, in the order they are given, at the top
of their papers.
Bey |
3, Everyone tries to form a telegram whose initials are the given
letters. For example, if the letters are SIPEBT, a telegram might be
“Swimming In Portland. Eating Big Tacos.” The telegram needs to
make sense, although telegrams often drop certain shorter or
unimportant words from a sentence.
4, The first player to come up with a telegram reads it out. He is the
winner, Pick a new set of letters and play again!
You can al telegrams to be about a certain s
iso requi
location, or toa certain person. Or, in:
winner, have everyone vote on the
most votes wins.
You WANT A
MUSHISOOM. PIZZA
TI GONNA HAVE TD CET
AN UNLISTED NUMSETS
\ezae!DOTS
Connect the dots to make the most squares and win!
Number of players: Tv
1. To make the playing board, draw a grid with an equal number of
rows and columns of dots. Ten rows and ten columns is a good size
to start.
2. Each player takes turns
drawing a line between two y ak
dots that are next to each [BI
other. The lines may go in
any direction except
diagonally. e J
3.Whenever a playerdraws * x
aline that completes a ssnelle
square, she writes her first
initial in the middle of the
square and takes another a
turn.
. . 2. ee
4, If she is able to, the player can use this extra turn to complete
another square. With proper planning, a player can make lots of
squares in a row, especially late in the game.
5, When the board is filled, players count up the number of squares
they made. The one with the most squares wins!
Ee)
4 SQUIGGLES
Make it pretty or silly as
1. The first player draws a squiggly line on a blank piece of paper.
2. The next player must draw a picture, using this line as some part
of the drawing.
3. When the player finishes her picture, she makes a squiggle ona
new piece of paper and passes it along to the next player, who
turns the new squiggle into another picture.
Beas creative as possible! You can even combine several squiggle drawings
together to make a scene.GEOGRAPHY GAMES
eee,
Who can find the shortest route?
WS
MaGELLAN >: z
1. For this game, you'll need at least one map with distances
marked on it. It's best to have multiple copies of the same map, but
if necessary players can trade one map back and forth.
2. Two cities to travel between are chosen, the farther apart the
better. They can be the beginning and ending destinations of your
trip, or any two cities you like, such as Chicago and Los Angeles.
8, Players then try to find the shortest route between the two cities,
using the distances marked on the map. Routes can travel along
any roads you like, from four-lane interstates to tiny county roads.
4, When the first player finds a route, he adds up the distances
along it and announces the total. The next player then tries to find
ashorter route. The game continues until one player has found the
shortest possible route.
You can also permit travel only along major interstates, or only along smaller
roads, such as state roads or county roads. Or you can require routes to travel
through certain states or cities, or give bonus points (reduced mileage) for the
fewest states traveled through, or make up your own bonuses and penaltiesACRONYM ROUTES
Will you go to RENO or POUGHKEEPSIE?
1. This game can be played with or without a map, but it's much
easier to play with one. Either way, both players will need paper
and a marker or crayon.
2. The first player begins by selecting a starting city anda
destination city. She tries to find a route from one city to the other,
traveling through cities that spell the second city’s name. For
example, an acronym route from Birmingham, Alabama, to
MEMPHIS, Tennessee, might go through Manchester, Alabama;
Eldridge, Alabama; Mantatchie, Mississippi; Plantersville,
Mississippi; Hickory Flat, Mississippi; Independence, Mississippi;
and Southaven, Mississippi.
3. The cities along the route must appear in order (no backtracking
allowed) from one city to the next. Zigzagging back and forth along
a main road is permitted, as long as each stop takes you closer to
the destination.
4, The shortest route need not be taken. In fact, for longer names, or
for games played without a map, you might find an acronym route
that goes between two fairly close cities by traveling the other way
around the world to get there.
BRCKLE.
5. Once the first player has found an acronym route, she
announces that she has found one to the second player, who now
must figure out an acronym route between the two cities. It does
not have to be the same route taken as the first player, as long as it
follows the rules of the game.
6. When he has found an acronym route, he shows it to the first
player, then chooses a new one for the first player to figure out.
7. Awinner can be chosen in a variety of ways. Players can time
each other, and the fastest to discover a route (or a series of routes)
is the winner. Or the distance of the acronym route can be
measured, and the shortest (or longest) route is the winner. Or you
can just keep passing the map back and forth, challenging each
other with longer and longer city names, until one player is finally
stumped.
You can vary the game by requiring all routes to stay within the same hemisphere,
continent, country, or state, or by assigning a bonus point system, with extra points
ounty lines, or country
borders, or that stay on major highways. The highest-scoring route is the winner.
for routes that travel (or don't travel) over oceans, rivers,
HENSTOOTHMAP DETECTIVE ~—
Is it the smallest name—or the biggest?
1. For this game, you'll need a map or an atlas. It can be of the
region you're traveling in, or any region, and this game can be
played with old maps or new ones. This is a game best suited to
just two players. If more want to play, they need to be sitting next
to one another, or have copies of the same maps.
2. One player finds a name on the map or on a page of the atlas,
and then passes the map to the other player (or players). The name
can be of a region, river, town, mountain range—any name that
appears on the map.
3. The other players try to find that name. The first player to find it
is the winner, and finds a name of her own.
4, If there are only two players, players take turns searching for
the names that each has chosen. You can time each other, with
the winner being the player who has the fastest total time for
five searches.
5. Most of the time, players
look for the smallest name on
the map, but sometimes the
largest names are harder to
find, since everyone starts
concentrating on all the little
names and doesn't notice the
huge letters scattered across
the map. So hide and seek
wisely!
GEOGRAPHY
The fastest way to get from Japan to Nevada
1. The first player begins the game by giving the name of a
geographical location, either a city, state, country, body of water,
mountain, or island. Players can decide at the beginning of the
game whether to allow all of these categories or only certain
ones—for example, just the names of cities.
2. The next player must say another place whose name begins with
the last letter of the word given by the first player. For example, if
the first player says “Mississippi,” then the second player could
say “Indiana,” the third player could say “Arkansas,” and so on.
3. If a player repeats another player's word, or cannot give a word
within a fair amount of time, she is out. The game continues with
the next player. The last player to remain in is the winner!
Geography can be played with other categories, too, such as the names of
famous people or fictional characters, movie or book titles, or whatever else
you and your friends find interesting.covrus:
GEOGRAPHY BRAINTEASERS
In what state is your mind?
«
Here's a fun way to test your knowledge about the United States.
Answers on page 111.
1. Name all the states in the United States that end with the letter a.
2. Which states are spelled with letters that appear only once?
3. Which states are spelled using only four different letters? (Hint:
Their names may be longer than four letters.)
4, Which states have the following nicknames?
a. Golden State
b, Sunshine State
c. Ocean State
e. First State
£. Show Me State
g. Silver State
h. The Last Frontier
i, Bluegrass State
j. Grand Canyon State
k. Bay State
1. Land of Enchantment
m. Heart of Dixie
5. Which states border the Atlantic Ocean?
6. Which states border the Pacific Ocean?
ag. aay1. This game requires advance preparation, although some of it
can be done on the trip. You'll need tracing paper, as well as fifty
index cards or pieces of poster board.
2. Before the trip, use the tracing paper to trace the shape of each
state from a map of the United States. Cut out each state shape
and trace it onto fifty index cards or pieces of poster board. Then
once again cut out each state shape. For Hawaii, you can just trace
around the largest island (Hawaii), and you don't need to draw the
smaller islands that are part of Alaska.
3. On the reverse of each state shape, write the state's name, as
well as the state capital. Because Colorado and Wyoming are both
rectangles of similar size, place a dot on each one where the state
capital is so that you can learn to tell them apart.
4, When you're ready to play, divide up the cards evenly among all
the players. Players take turns holding up state shapes, and the
first player to recognize the state calls it out and wins that shape.
He collects that card and places it to the side. Then he holds up one
of his shapes (but not any that he has won).
5. The game continues until all the players have shown all of their
state shapes. When one player wins a card but has run out of
shapes, the player on her right continues the game by holding up a
card.
6. When all cards have been won, the player with the most cards
wins.
YOU KNOW ABOIT
THE "STAKS. AT NIGHT”,
IN TEXAS ONT VOX.
‘SARS IN THE DAYTIME
ae we !JOKES AND RIDDLES e Ss BRAINTEASERS
| Now it's time to give your mind a real workout!
One day two fathers and two sons went fishing. At the end of
the day, each had caught one fish, but there were only three fish
in all. How can this be true?
SuTysy
ArreR you !
Sara Jones has the same number of brothers as sisters, but her
brother Sam has twice as many sisters as he has brothers. How
many children in the Jones family?
Sus samy pud steqyBnnp moj—ueneg
How long would it take you to cut a log into ten pieces if each
cut takes one minute?
MM, ARE NY AWS TED!
What is the next letter in the following sequence—JFMAM]?
‘oun, yBnony Arpnu[ seh au} jo syyuOUT ey} Jo JeYET JSIy eu} os Ao]
How do you give someone $63 using six bills, none of which are
$1 bills?
‘STIG 2 MO pu ‘cg auO ‘Q¢$ UD
eoMike bragged about his softball team, “Three of our men hit
home runs, and two of those were grand slams. We won 9 to 0,
but not a single man crossed the plate.” How is this possible?
uw elem siednid at W
Two soldiers stood at attention, one facing north and the other
facing south. One of the soldiers asked the other, “Why are you
smiling?” How did he know the other soldier was smiling?
OU,
TOC
Jack planned to get to work ten minutes early. He thought his
watch was ten minutes slow, but actually it was fifteen minutes
fast. Was Jack early, late, or on time for work?
(qs0y som siy seu
uu U9] ayy sryd Af
sayy 6
ang 0} pau
id ay sajnur ue} ay ppy mur any-K30) sp.
Hf
Aused car dealer sold sixty cars during a six-day period. Each
day he sold four more cars than he did the day before. How
many cars did he sell on the first day?
(Aueny yas ou;
"paT) eu UO 43
3 SY) UO ‘Oaqeny "WINGY BI UO YI
UN UO ‘euoU Pos ey ADP ISA ey UO) ‘oUONT
Atrain one mile long is traveling at a speed of one mile per
minute through a tunnel one mile long. How long will it take the
train to pass completely through the tunnel?
Brett is eating at Tom’s Diner and finds q fly in his coffee, then
calls the waiter over to get a fresh cup. When the waiter returns,
Brett takes just one sip and says, “This is the same cup I had
before!” How did he know?
‘Ay ou Hupuy e10joq oeyoo omy uy wDGns nd p.oyy
Susie and Sara were born on the same day of the same year
from the same mother and father, but they are not twins. How
can this be possible?
jadi Jo 188 0 Jo ino omy 21D DIDg pun aIsng
es Cheepe BRAIN TICKLERS
s few silly questions to wake up your head
i
If one man carries a sack of flour and another man carries two
sacks, who has the heavier load?
© YoDs D YM GUO oY,
What starts with a T, ends with a [, and is full of T?
yodpe} y
‘Two turtles tied twine to a tree to trick Tommy Tucker into a trap.
How many T's are there in that?
JOU) Ut S.J, omy AUD ex e104,
saa?
sitgene
a Av ee at or
Ne sehen
What three-syllable word contains all twenty-six letters?
eqnudhy
mes!
What does a dog have that nothing else can?
sserddng
What has cities with no houses, rivers without water, and forests
without trees?
dowry
What flies when it's on and floats when it's off?
Toye] y
What has a big mouth but can't talk?
aly
What question can you never answer “Yes” to?
,gdq[s0 nok ery,
With what vegetable do you throw away the outside, cook the
inside, eat the outside, then throw away the inside?
“qo ey} uo Wop
2. =Would you rather an elephant attacked you or a gorilla?
DIHOH ayy poyonyD yy
pt t9jeud Ajqogord p,nox
What kind of cup doesn't hold water?
expadno y
What does Germany produce that no other country does?
SUDUWLI9E)
What two things can’t you have for breakfast?
reuulp pup yourry
Why won't basketball players be wearing their pants
any longer?
‘Appa.pp yBnoue Buol 61 heyy,
What ten letter word starts with g-a-s?
epigowojny
What doesn't ask a question but needs to be answered?
Teqioop ey} pup eucydeye} ou,
Why does a mother carry her baby?
retour ey
1g 8y) esnDoeg
FastER, MOM |
FASTER LL
What is a lamb after it is six months old?
“plo sujuou uaAeg
A dog is tied to a fifteen-foot rope but still manages to walk one
hundred feet. How?
Burpyiun 0) pay yuspm edor ey,
What did the dog say after
he ate his dinner?
3D} uo sBoq ‘AyEs ‘BurpoN
Which will burn longer—twelve candles on a cake or ten
candles on a cake?
re6u0] jou ‘Tyros ug sa[pUDS—JayTEN,
=== 9G) =Aman makes more than a million dollars every day, but he isn’t
rich. Why not?
yuTUE Ou}
A police officer sees a school bus driver going the wrong way
down a one-way street, but he doesn't stop the driver. Why not?
6upp
(DM L@ALIp Sng Au,
Before Mount Everest was discovered, what was the tallest
mountain in the world?
4Se180q yUNOYY
How many three-cent stamps are in a dozen?
enjoay,
Forward I'm heavy, backward I'm not. What am I?
10} Puorn OU,
What five-letter word does every Harvard graduate
pronounce wrong?
‘BUOLAA PIO‘A OU,
90
What can speak any language in the world?
‘oypo uy
What's the difference between an old dime and a new nickel?
S]UEO OALy
What runs around town all day and
lies on the floor at night
with its tongue hanging out?
“eoys inox,
What do you break by naming it?
-eouartg
Why are people so tired on April 1?
shop euo-Aump Jo yornyy D poysmy ysn{ on, dou
Which is bigger, Mrs. Bigger or
Mrs. Bigger’s baby?
sreBB1g opt ysn{ s, Aqng oul,
What should you know before trying to teach tricks to a dog?
‘Bop oy} UY) a10yy
a eeA squirrel finds six ears of corn in a stump. How many trips will
it take him to take all the corn away, if he can carry only three
ears out of the stump each time?
POEM RIDDLES
There’s some reason behind these rhymes
1Ipd 0} jo s,a4 esnpseq ‘xg
I go but never stir,
I count but never write,
I measure and divide, sir,
You'll find my measures right.
Irun but never walk,
I strike but never wound,
I tell you much but never talk
In all my daily round.
If a man and a goose were in a runaway balloon and the man
had no parachute, how could he get down?
006 ayy Burysntd Aqq umop 186 pmnoo apy
%
Three-fourths of me an act display,
Three-fourths a bed for man.
Three-fourths have legs that cannot stray,
Three-fourths have legs that can.
Ihave a back without a spine,
An arm without a bone is mine.
(Anns uno pun sel spy yoTyM) yN9 pun ‘(,,ADy}s ouUDO,
ww sBel yA peq D) 109 “190 tleds ssoNE] IMO} S11 JO SeIUIL, 1009 piom eu
Pray tell me, ladies, if you can,
Who is that much-loved man,
Who, though he has married many a wife,
May still live single all his life?
youd yThe beginning of eternity,
The end of time and space,
The beginning of every end,
The end of every place.
I stop at every home that you may meet,
As I daily make my way along each street.
Take one letter from me and still you'll see
Tm the same as before, as I always will be;
Take two letters from me, or three or four,
Tl still be the same as I was before.
In fact, I'll say that all my letters you may take,
Yet of me nothing else you'll make.
Just equal are my head and tail,
My middle slender as can be,
Whether I stand on head or heel,
‘Tis all the same to you or me.
But if my head should be cut off,
The matter’s true, although ‘tis strange,
My head and body, severed thus,
Immediately to nothing change.
g Jaquinu ayy,
Light as a feather, there's nothing in it;
But the strongest man can't hold it for more than a minute.
moeig
What can run but never walks,
Has a mouth but never talks,
Has a head but never weeps,
Has a bed but never sleeps?
THINK D'M
BEING FOWOWED.
dea
There is a thing that nothing is,
And yet it has a name.
It's sometimes tall and sometimes short,
Joins our talks and joins our sports,
And plays at every game.
mMOpDys y
Pronounced as one letter,
And written with three,
Two letters there are,
And two only in me.
T'm double, I'm single,
Tm black, blue, and gray,
I'm read from both ends
And the same either way.
“okq
ae 95, =There are three of us in two,
Five of us in seven,
Four of us in nine
3}
And six in eleven. (2 @)
ee 1 ce 4
Four diddle-danders
‘Two stiff-standers
‘Two lookers
‘Two hookers
And a swishabout.
“moo y
(9G)
I've seen you where you never were
And where you ne’er will be;
And yet you in that very same place
May still be seen by me.
JOLIW D Ut 890} No}
Thirty white horses
Upon a red hill,
Now they tramp,
Now they champ, ev
Now they stand still.
suin6 pup tee],
What's in the church
But not the steeple?
The parson has it,
But not the people.
+ 1OHE] CU,
a Qi otSILLY STORIES
When you finally get to the end,
you'll wish you hadn't!
Tn an effort to bring in money for renovations,
a monastery decides to open a restaurant and
serve fish and chips. Business is booming, so a
local food critic decides to pay the monastery
a visit. When his food is served, the fish is so
underdone that he decides to complain to the
cook in person. He marches back to the
kitchen and grabs the first person in a robe he
sees. “Are you the fish friar?” the food critic
demands.
“Nope,” says the brother he grabbed. “I'm
the chip monk.” a
Two men are fishing for carp in a lake. When one catches a fish,
the other man leans over the side of the boat to net his catch. In
doing so, his wallet falls into the water and begins to sink to the
bottom. He helplessly watches the wallet sink, until a fish suddenly
swims underneath it and spits the wallet up in the air, over the
boat, and to a fish on the other side! The other fish catches the
wallet in his mouth, then spits it back to the first fish. The second
man watches this game of catch in amazement, and his friend °
remarks, “You know, that's the first time I've ever seen real carp-to- o
carp walleting.”
Three animals sat in a forest, arguing over who was the most
powerful animal of all. The hawk claimed that he could fly from any
danger and attack his prey from the air, where few animals
expected it. The lion explained that his legendary strength and
courage spoke for themselves. The skunk said that no animal
would dare attack him, because of how he could make them smell.
While the animals were arguing, a grizzly bear wandered past and
took them all by surprise, swallowing them hawk, lion, and stinker.
Tn am effort to be kinder to animals, a new king declared that no
more wild animals could be killed in his country. This policy worked
for several years, but the population of lions, tigers, and other
animals soon grew too large, and they began roaming the streets,
hungry and looking for people to eat. The king's subjects soon
rebelled against this new policy and removed him from power. This
was perhaps the first time a reign was called on account of game.
28 é «An elephant and a giraffe were drinking at a river, when the
elephant looked up at a turtle swimming nearby. Without a
moment's hesitation, he suddenly ran over, picked up the turtle,
and threw him hundreds of yards away. Satisfied, he returned
to drink next to the giraffe.
“What did you do that for?” the giraffe asked the elephant.
“Rbout forty years ago, that turtle bit my
trunk when I was taking a drink,”
the elephant replied.
Vv “So it's true what they
/// say about you elephants,”
the giraffe marveled. “You
never do forget.”
“That's right,” said the
elephant. “Turtle recall.”
The ruler of a small country commissioned his royal carvers to
make him a new mahogany throne to replace his old one. Months
later, having finished it, they wanted to sell off the king's old throne
to pay for their costs in making the new one.
“Never,” the king said. “It has too much sentimental value to
me.” And so the king stored the throne in the attic of his royal hut.
Unfortunately, his hut (like those of his people) was made of grass,
and the ceiling couldn't bear the weight of the old throne. The
whole royal hut collapsed on itself.
When the king asked his advisers what he had done wrong,
their answer was simple. “People in grass houses,” they told him,
“shouldn't stow thrones.”
— 100 —
When Leif Eriksson came back from Greenland after a long
voyage, he found that the most recent census of Norse citizens
hadn't included him. Enraged that he had been forgotten while he
was gone, he went to complain to the census taker, a small,
nervous man. After Eriksson explained the problem, the census
taker shook with fright and apologized. “I don't know what
happened,” he explained. "I must have taken Leif off my census.”
Mz. and Mrs. Potato welcomed their daughter home from college
one Christmas. Little Ann Potato was bursting with news for her
parents.
“T've met a man,” she told them. "And we're going to be
married.”
“How wonderful!” said Mrs. Potato. “Who is this lucky man?”
“Well,” Ann told her parents, “you've probably heard of him. It’s
Dan Rather, the newsman.”
Looks of concern crossed the faces of Mr. and Mrs. Potato. "I
don't know about this marriage,” said Mr. Potato. “It doesn't seem
right to me.”
“Why not?” asked Ann. “He's famous and wealthy, so he'll take
good care of me—and, most importantly, we love each other.”
“Dear, dear,” said Mrs. Potato. “That sounds all well and good,
but you need to understand—you're our precious little Ann Potato,
the light of our life, and we want only the best for you. And Dan
Rather—well, he's just a common tater.”
i
v $*Waiter:
Customer:
Waiter:
Customer:
Waiter:
Customer:
Waiter:
Customer:
Waiter:
Customer:
Waiter:
Customer:
PUNNY PLACES
Here's a punny conversation
that’s a geography lesson, too
Hawaii doing today? Are you Hungary?
Yes, Siam. But I'm in a hurry and can't Romania long.
Venice lunch going to be served?
Right away. I'll Russia over to a table. What'll you
Havre?
I don't care—whatever's hot. But can't Jamaica cook
hurry?
Odessa good joke! But Alaska anyway.
And I'll take a cup of Java, too, Could you put a Cuba
sugar in it?
Hey, Sweden it yourself, buddy.
Then you better call the Bosporus so Ican
complain. I hope he'll Kenya.
You sure Ararat!
Samoa your jokes? Do you think all this arguing
Alps business?
You Spain in the neck—go somewhere else for lunch.
Well, Abyssinia later.
GEOGRAPHY RIDDLES
A world full of humor
What is the greatest surgical operation on record?
uDSryoipy ‘Guysuny
What's the biggest
moving job in the
world?
run, sayy ‘Burpesuymy
What state is round at both ends and high in the middle?
“oO
What country do you become on a cold morning?
“ema
What state is an exclamation?
HO
What state is a number?
smug],
— 103 —What's the cleanest state? What state has the most metal?
210
What state has the worst health?
What state is like a parent?
Wd
What state saved Noah and the
animals?
ey
What state is a grain?
(24) Td
What state is self-centered?
What state has the best doctors?
an
— 104 — eaWHAT DID DELAWARE?
More geography funnies
What did Delaware?
lesie[ Mey 18y e10m oYS
What did Idaho?
pupjAupyy 184 peoy ous
What did Tennessee?
‘SDSUDYJy JOYA MDS OYS
What state has four eyes but can't see?
darssissiyy
Which is the friendliest state?
oO
If the green house is on the right side of
the road and the red house is on the left
side of the road, where is the white house?
O'd “uO}BuTySHYA Uy
— 106 —
Who should you call when you find Chicago, Ill?
Where do cows go on vacation?
Can you name the capital of every state in the union in less
than fifteen seconds?
— 107 —aL
D
( Oe STORIES WITH HOLES
a A
classic game of strange stories
Choose someone to be the Quizmaster. She should read one of the
stories below out loud, then read the answer to herself. (Answers
on page 111.) Each of the stories is missing some important piece
of information that explains the strange situation. The other
players must guess the piece of information that will explain the
story. Players take turns asking the Quizmaster yes or no questions
about the situation. If the question isn't important to the solution of
the puzzle, the Quizmaster should answer “It doesn't matter.” For
example, in the first story, the Quizmaster would answer these
questions as follows:
“Is what the man screams important?” “No.”
"Do the two men know one another?” “It doesn't matter.”
“Is the man happy when he leaves?” “Yes.”
The first person to fill the hole in the story reads out a new one, and
the game begins again. When there are no more stories, people
can take turns making up their own stories with holes.
Story 1: A man walks into a luncheonette and says something to
the man behind the counter. The man behind the counter screams
loudly at the man, who says “Thank you” and leaves.
Story 2: Marie wanted to get into an exclusive club, but she needed
to know the password, so she listened as other members entered.
When the first person knocked, the doorman said, “Twelve.” The
— 108 —
first person answered, “Six,” and was let inside. A second person
knocked, and the doorman said, “Six.” The second person replied,
“Three,” and was let inside. So Marie walked up and knocked on
the door, and the doorman said, “Ten.” Marie answered, “Five,” and
was not let in. What should Marie have said?
Story 3: A man living in a high-rise apartment building has an odd
way of using the elevator. Every day, he leaves his apartment on
the twentieth floor and takes the elevator all the way down to the
first floor, then leaves the building. Every night, he returns from
work, takes the elevator to the fifteenth floor, then walks up the rest
of the way. Why?
Story 4: Jack and Jill lie in « puddle of water on the floor in the
middle of a room, next to a table surrounded by broken glass. What
happened?
Story 5: In the big tent, the music stopped and a man fell into a
giant net. What happened?
Story 6: A woman driving an eighteen-wheel truck is stopped in
front of a bridge because her truck is one inch too tall to fit under it.
A child gives the trucker some simple advice, which allows the
truck to fit under the bridge. What does the child say?
Story 7: While a man is changing a flat tire, he unscrews the four
nuts holding on the tire. While changing the tire, he accidentally
drops the nuts into a sewer grating and can't retrieve them. He sits
for a little while, then figures out a way to put the spare tire on and
drive home safely. What does he do?
Story 8: Sam the coin collector is working at his store when a man
comes in and offers to sell him an ancient, valuable coin. “Look
— 109 —right here,” he tells Sam. “It says in ancient Greek, ‘56 B.c.”” Sam.
doesnt buy the coin. Why?
Story 9: A scientist gets a call from an inventor who says he has
found a solution so strong that it dissolves any substance instantly.
When the scientist says she is interested in seeing a sample, the
inventor tells him he'll bring a few cups right over. The scientist
says, “No thanks,” and hangs up. Why?
— 110 —
ANSWERS
Pages 78-79:
1. Alabama, Alaska, Arizona, California, Florida, Georgia, Indiana, lowa,
Louisiana, Minnesota, Montana, Nebraska, Nevada, North Carolina, North
Dakota, Oklahoma, Pennsylvania, South Carolina, South Dakota, Virginia, and
West Virginia
2. Florida, Idaho, lower, Maine, New York, Texcis, Utah, Vermont, and Wyorning
3. Alabarna, Alaska, Hawaii, Indiana, Iowa, Kansas, Mississippi, Tennessee, and
Utah
4. a. California; b. Florida; c. Rhode Island; d. Haw Delaware; f. Missouri;
g. Nevada; h. Alaska; i, Kentucky; j. Arizona; k. Massachusetts; |. New Mexico;
m. Alabama.
5, Connecticut, Delaware, Florida, Georgia, Maine, Maryland, Massachusetts,
New Hampshire, New Jersey, New York, North Carolina, Rhode Island, South
Carolina, and Virginia
6. California, Oregon, and Washington
Pages 108-110:
Story 1: The man had the hiccups.
Story 2: The password is based on the number of letters in the word the doorman
said; Marie should have said, “Three,” as there are three letters in the word ten.
Story 3: The man is too short to reach the button for the twentieth floor and can
reach only up to the fifteenth-floor button. The first flcor button is located lower, so
he can reach that.
Story 4: Jack and [ill are fish. The glass and water came from their fishbow/, which
fell and shattered on the floor.
—— All ——cl tightrop
ne platforr
{ the platform, stepped for
Story 6: The child told the trucker to let enough air out of the tires to drop the truck
cone inch.
Story 7: He removes one ul from each of the olher three wheels, giving him three
nuts for each wheel, which makes the car saie to drive until he can replace the
missing nuts.
Story 8: They didn't know in what we call 56 B.c. that Christ would be born, so they
couldn't have marked the coins this way. The term "B.C." was invented later.
Story 9: If the solution dissolves anything instantly, there's no container that could
hold it. The inventor must be lying.
= ileFAMILY JUKEBOX THE ANTS GO MARCHING
Hours of fun that won't cost you a single quarter
Rrarecees
| os 6
1. The first player names a theme word that might be found in a ae ee
=z
song title. Love, morning, and ride are all good examples.
I eee eee cae eee ence
2. The next player names a song title containing the theme word. 2 The cuts gomerch— ing) two by two. lar rah, ar =
She must then sing the first verse of the song.
ee 2
ate as
=
3. Play continues with each player naming a new song title and
singing the first verse. When a player cannot name a song title, he
is out.
go march - ing one by one, hur -
go march - ing two by two, hur
4, The last player remaining is the winner. She names a new theme
word, and the game begins again!
ing and share songs, so players can sing the whole
h - tah. ‘The its march - i
song (or whatever portion they know) rather than the first verse. And i you know pa be a Tae ee
the words, sing along!
B7 c BT Fine after 10. Chorus:
one by one; the lit- tle onestops to suck histhumb,
two by two; the little onestops to tie _his shoe,
And they
Em B7 c 37 Em B7
— 115 —IF YOU’RE HAPPY
ground to get_out of the rain. Boom! Boom!
9. The ants go marching three by three, hurrah, hurrah.
Tho ants go marching throo by three, hurrah, hurrah.
The ants go marching three by three: the little one stops to climb a tree. > =
And they all go marching down into the ground to get out of the rain, a —
Boom! Boom! Boom! Ite yeaa nen etpy Masalyad wacw sith Gop gow teense eee
4. The ants go marching four by four. hurrah. hurrah.
The ants go marching four by four, hurrah, hurrah.
The ants go marching four by four; the little one stops to shut the door, Gm BY e
And they all go marching down into the ground to get out of the rain. ; =
Boom! Boom! Boom! ae ae ae ages =
5. The ants go marching five by five, hurrah, hurrah. he Bitja ee a aa ee eae it ae
The ants go marching five by five, hurrah, hurrah, yen Ee a aa
Tho ants go marching five by five; the little one stops to take « dive,
And they all go marching dowa into the ground to get out of the rain. Bb F Dm
Booml Boom! Boom!
6. The ants go marching six by six, hurrah, hurrah. = = _ 1
The ants go marching six by six, hurrah, hurrah. = =
Tho ants go marching six by six; the little one stops to pickup sticks, hap-py and you know it, then your face will sure
And they all go marching down into the ground to get out of the rain.
ieceal Boor
Boom! Boom! Boom! aaa c7 F Bb F
7. The ante go marching seven by seven, hurrah, hurrah.
The ants go marching seven by seven, hurrah. hurrah.
The ants go marching seven by seven; the little one stops to pray to heaven,
And they ail go marching dow into the ground to get out ofthe rain, ee ee ees eg ee een,
Boom! Boom! Boom!
8, The ants go marching eight by eight, hurrah, hurrah.
The ants go marching eight by eight, hurrah, hurrah. |
The ants go marching eight by eight: the little one stops to close the gate, ‘
And they all go marching down into the ground to get out of the rain. If you're happy and you know
Boom! Boom! Boom! If you're happy and you know
2, It you're happy and you know it, stomp your feet;
If you're happy and you know it, stomp your feet;
then your face will surely show it;
stomp your feet.
9. The ants go marching nine by nine, hurrah, hurrah.
The ants go marching nine by nine, hurrah, hurrah.
The ants go marching nine by nine; the litle one stops to spend a dime,
And they all go marching down into the ground to get out of the rain.
Boom! Boom! Boom!
10. The ants go marching ten by ten, hurrah, hurrah.
The ants go marching ten by ten, hurrais, hurrah.
The ants go marching ten by ten: the little one stops to say,
(Shouted) "THE END!”
= NS
3. If you're happy and you know it, say “AMEN!
If you're happy and you know it, say "AMEN!"
If youre happy and you know it, then your face will surely show it;
If you're happy and you know it, say "AMEN!"
Now make up some verses of your own!
— 117 —THE LIMERICK SONG
Chorus: F Bb
o i ——— =
Aye aye oye aye In tu — tor two toot ers to tat. Sarid the
dreamed he was eat - ing his shoe, When he
F Bb F Ay Dm
t ——
< SS SS SS SS aS
—————S Ss
Chi - na they nev - er grow chil ly, _____ two to the tu - tor “Is it tough-er to toot, or To
woke in a fright In the | dark of the night, He
a7 7 F (10 Chorus)
aor F =s S |
sing me an - oth-erverse That's worse than the first verse; Moke e
tu - tor two toot - ers to
found it was per - fect - ly trie ea
7 F Fine
ic Verse:
3, There once was a young fellow of Perth
Who was born on the day of his birth.
sure that ifs fool - ish ond sly, Ona eee
And he died when he quitted the earth. Chorus:
Verse i c7 4, A man who was dining at Crewe
Found quite alarge mouse in his stew.
‘Said the waiter, “Don't shout
And wave it about
Or the rest will be wanting one too!” Chorus:
1. A tu. tor who toot ed the — flute. Tried to
2.There was an old man from Pe - ru Who
Now add some wacky limericks of your own!
— 118 — Se NG) esA STATELY SONG
Mareh tempo
D
as ne
———=
+ = a SS
Lif Ma - Fy goes far
2 Ten - ny went — high
D
cut to sec, By _ way - wardbreez - es fanned, Ta
up in air, and looked o'er land and lea, Looked
ay D E7
eS ES a =S
SS
like to know, can you tell me, Just where would Ma - Fy -
here andthere and ev - ery-where, Pray, what wouldTen - nes -
A AD D
land? Oh, where wouldMa - ry - land?
Oh,
Oh,
see? Oh, what wouldTen - nes - see?
— 120 —
ry - land?___ Td like to know, can
- nes - see? Looked here andthere and
Tete last time
Eg Al D D
Just where wouldMa - ry-land? 2. Ii
ev - erywhere, Pray, what would Ten - nes - see?
3, looked out of the window and
Saw Orry on the lawn.
He's not there now, and who can tell
Just where has Oregon?
‘Oh, where has Oregon?
‘Oh, where has Oregon?
He's not there now. and who cam tell
Just where has Oregon?
4. Two girls were quarreling one day
With gardening tools, and so
Isaid, “My dears, let Mary rake,
And just let Idaho.
Oh, just let Idaho, oh, just let Idaho;
Isaid, “My dears, let Mary rake,
And just let Idaho!”
Try to think up your own punny state verses and sing them!
— 121 —I’VE BEEN WORKING ON THE RAILROAD
Moderately s
Ive been work-ingon the
Eeniceamin aie LiNpachio( a iayn geLNEGlso} c ces Gg
= ge et =
ose
= road Al the live - long day.
2
B . N-G-O, And Bin - go was his name, ‘Oh! Gc AT
Sing all the way through the first time. On the second time through, sing — eas SS SS
faster and clap instead of saying “B.” On the third time, sing even faster and oe v ae
clap twice for "Band soon, until you clap only for the word BINGO. Troi baea eres tog eal eaalacasl sso abit cat ue oe
THE PEANUT SON ail
Moderately F Bb F Bb —— a
ee ee ae way.
His
rail - read track,
five - fif - teen, Uh - oh, pea - nut but — ter.
5779, a | =e 3 ==OH, SUSANNA!
Dinah, won't you blow, Dinah, won't you blow, Di-nah, won't you blow your
G_p2G G Ay
mr = = ce Ss as
G
Di - nah, won't you blow your horn. Some-one’sin the kitch - en with
cr o7 F Chorus: Bb
=== SS SS —- =|
Di. on . ©
oe pome-cne stage the Ischia ens! a san -na for to see. ‘Oh, Su - san - na! Oh,
c 7 © Cidim = G Dr
@ for + = i
Some-one’sin the kitch- en with Di - nah, Strum-min’on theold ban -
don't you cry for me, For I come from Al - a -
G c G
BeSS Se =
2
2 =
jo, And "Fee io =
7 G G7 bam with my ban - jo on =o my _iknee.
— zi = gece:
Ss J Verse:
o ay 4 2 Itrained cll day the night Ilett, the weather it was dry.
Fee - fi - fidd-lee-i - ©, Foo = f= The sun so hot I froze myself, Susanna don't you ery. Chor:
c Ctaim G D7 G 9. [had a dream the other night, when everything was still.
rv 5 I thought I saw Susanna a-comin' down the hill. Chorus
= [==]
6 = 4. The red, red rose was inher hand, the tear was in her eye.
anes 2%, ens I said, "I come from Dixie Land, Susanna don't you ery.” Chorus
ip Gee. — 125 —THE WHEELS ON THE BUS
Moderately F
1.The wheels on the bus 90 round and
2. The peo- ple on the bus go up and
c F
: z
——— ; =
e e
round, Round round, round
down, Up down, up
round. The wheels on the bus go — round and
down, The peo-ple on the bus go up and
round, Au the — way to town,
All
the way to town
8, The wipers on the bus go, “Swish, swish, swish,
Swish, swish, swish, swish, swish, swish.
The wipers on the bus go, “Swish, swish, swish,”
All the way to town.
4. The driver of the bus goes, “Shhh, shhh, shhh,
Shhh, shhh, shhh, shhh, shhh, shhh.”
The driver of the bus goes, “Shhh, shhh, shhh,”
All the way to town.g.
The Rain or Shine Activity Book:
Fun Things to Make and Do