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How to Behave and How to Amuse

by George H. Sandison

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Gussing Characters

One of the party leaves the room while the others decide upon some character, real or fictitious. The absentee is then recalled, and each in turn asks him a question referring to the character he has been elected to represent. When he guesses his identity the player whose question has thrown the most light upon the subject has to go from the room.

For example: A goes from the room and the company decides that he shall represent King Henry VIII. When he enters, No. 1 asks: “Which one of your wives did you love best?” No. 2 says: “Do you approve of a man’s marrying his deceased brother’s wife?” No. 3 adds: “Were you very sorry your brother died?” etc., while A, after guessing various names, is led by some question to guess correctly, and the fortunate questioner is consequently sent from the room to have a new character assigned him in turn.

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