Camuflage

twenty questions
One player is sent from the room while the rest decide upon a person, place or object which he will have to guess-the Taj Mahal or the screw which holds the left bow on the glasses of someone present, anything at all. When the person, place or object is decided upon, the absent player is called back, and is allowed twenty questions to find out what or who it is. All these questions must be answerable by "yes" and "no."

The smart questioner begins with very broad categories: Is it animal? Is it vegetable? Is it mineral? (Sometimes this category is given before questioning starts.) Gradually, a body of information is learned through more and more specific questions and quite frequently guessed cor­rectly. The great pitfall is to think exclusively along one line and thus get completely off the track.

the drawing game
Guests are divided into two teams with a captain for each. The two captains retire from the room and decide upon an abstract word, a slogan, book title, proverb, what they will, to be illustrated. They then return to their teams, and each chooses an illustrator to whom he tells the word or phrase or title. At each end of the room there should be a good-sized table with sheets of big drawing paper and several pencils on it. At a signal both "artists" start by indicating with lines at the tops of their papers how many words they will be illustrating. They then begin to draw pictures while the members of their teams watch and try to guess what the subject is. The first team to guess wins. Then another subject and two new illustrators are chosen, and the game starts over again.

During the play the illustrator may not speak, but he may indicate with his hands which of his teammates is getting close. This game is naturally the most fun when someone who has no idea of drawing is the illustrator. You will be surprised to find how much a person so un­equipped can convey with his pencil strokes, however hilarious.

advertisements
Before the party the hosts cut advertisements from papers or maga­zines, eliminating the name of the product or its manufacturer, but not any slogans. These are mounted on large sheets of cardboard and num­bered. Each player is given a vertical list of the numbers and a pencil and must identify the product from the advertisement, writing down its name next to the corresponding number on his paper. The first person completing the list correctly wins. Twelve ads are enough to keep most people busy for quite a while.