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Victorian London - Publications - Etiquette and Household Advice Manuals - Cassells Household Guide, New and Revised Edition (4 Vol.) c.1880s [no date] - Household Amusements - (1) - (2) - (3) Forfeits - (4)
Volume 1
[-127-]
HOUSEHOLD AMUSEMENTS. - I.
IT is related of one of England's greatest statesmen, that some one calling
to see him unexpectedly on grave political affairs, found him, not absorbed in
state papers and official documents, but on all fours in his nursery, with his
children romping upon and around him. And of another eminent man, the late Earl
of Derby, it has been recorded, in a graceful tribute paid to his memory, that
while at times he would seek recreation from political labours in the
translation of Homer, at others he loved to find it in "Making some wonder
for a happy child."
Many other instances might be quoted to prove that the
busiest and greatest men, as well as the humblest, have often found delight and
solace in participation in the amusements of youth in their own households. Not,
therefore, the young only, but also those in more advanced life, the best among
us feel that it is desirable to cultivate the recreations of home, and to be
ready at times for frolic and the innocent enjoyment of household pastimes. We
shall try, in a series of papers, to guide all who may read this work in the
choice of such recreations, by giving a description of many which are familiar,
and of others less generally known ; sometimes choosing the simplest in-door
games, and at others, commenting on pastimes of a more intricate character, and
thus enabling all to select the amusement which is most suited to the tastes and
circumstances both of themselves and those around them.
The dark evenings of winter and early spring call into
request games for round parties, and we shall devote the present paper to some
of these. To commence with a very simple one, we will describe a game of German
origin, known as
The Ball of Wool- The party are seated round a
table, from which the cloth must be drawn. A little wool is rolled up into the
form of a ball, and placed in the middle of the table. The company then commence
to blow upon it, each one trying to drive it away from his own direction, and
the object of all being to blow it off; so that the person by whose right side
it falls may pay a forfeit. The longer the ball is kept on the table by the
opposing puffs of the surrounding party, the more amusing the game becomes, as
the distended cheeks and zealous exertions of the players afford mirth to
lookers-on as well as to themselves.
Similar to this is a game called "Blowing the
Feather," in which a small feather set floating in the air answers the same
purpose as the ball upon the table. The forfeit falls to the individual whose
puff is ineffectual in keeping the feather afloat, or who suffers it to drop
when it reaches him.
Of a different character, and still more comic in its
results, is a game called
Shadows.- This game, sometimes called "Shadow
Buff," is productive of much amusement in a round party. It consists in the
detection of the individuals who compose the company by their shadows; but these
they are at liberty to disguise as much as possible. The following is the method
pursued:-
A white tablecloth or a sheet is suspended on one side of the
apartment, and, at a short distance before this sheet, one of the party, chosen
for the purpose, is seated upon either the ground or a low stool, with his face
directed towards the cloth. Behind him, on the farther side of the apartment,
the table is placed, and upon it a lamp or taper, all other lights in the
apartment being extinguished. Each of the company in turn passes before the lamp
and behind the person who is gazing upon the cloth, which thus receives a strong
shadow, If the individual seated can name the person whose shadow is thus
thrown, the latter has to pay a forfeit, or to take the place of the guesser, as
may be agreed upon. It would be easy, in playing this game, to detect particular
individuals if they passed in their natural attitude ; but they arc free to
change this as much as lies in their power, by stooping, standing more erect
than usual, bending the limbs, or using the arms in any way calculated to
obscure the outline of the shadow and render it difficult of detection. An
alteration in costume, such as turning up the collar or changing the coat, if a
gentleman, and enveloping the head in a hood, in the case of a lady, is also
allowable. The game gives rise to a good deal of ingenuity in this fashion, and
may often proceed for some time before many forfeits have resulted.
The Messenger.- The party are seated in
line, or round the sides of the room, and some one previously appointed enters
with the message, "My master sends me to you, madam," or
"sir," as the case may be, directed to any individual he may select at
his option. " What for?" is the natural inquiry. "To do as I
do;" and with this the messenger commences to perform some antic, which the
lady or gentleman must imitate - say he wags his head from side to side, or taps
with one foot incessantly on the floor. The person whose duty it is to obey
commands his neighbour to the right or to the left to "Do as I do,"
also and so on until the whole company are in motion, when the messenger leaves
the room, re-entering it with fresh injunctions. While the messenger is in the
room he must see his master's will obeyed, and no one must stop from the
movement without suffering a forfeit. The messenger should be some one ingenious
in making the antics ludicrous, and yet kept within moderate bounds, and the
game will not fail to produce shouts of laughter.
Among the other tricks which may be commended are such as
rocking the body to and fro, wiping the eyes with a pocket-handkerchief yawning,
whistling, stroking the chin or the beard, and making any grimace.
Another game, of much the same character, is known by the
title, "Thus says the Grand Seignor." The chief difference is that the
first player is stationed in the centre of the room, and prefaces his movements,
which the others must all follow, by the above words. If he varies his command
by framing it, "So says the Grand Seignor," the party must
remain still, and decline to follow his example. Any one who moves when he
begins with "So," or does not follow him when he commences with
"Thus," has to pay a forfeit.
Magic Music.- In this game a player is
seated at the piano, and one of the others leaves the room, while the company
decides what the last-mentioned is to do on his return. When called in, he is
given a hint, but only a hint, of what he is expected to do. We will suppose
that he is told that he is to "make an offering to a certain lady." He
is left to himself as to what the offering may be, but
[-128-] he must guess the lady to whom it is to be offered, and offer to
each in succession until he discovers the individual selected. The musical part
of the performance is this: When he re-enters the room, the person at the piano
commences to play some piece, with a moderate degree of vigour. As the guesser
approaches the right lady, or the right thing to be done, whatever its nature,
the music becomes louder or quicker; but if he appears to be going farther and
farther from his appointed task, the music becomes softer and softer, until it
is scarcely heard. This gives him a clue as to whether he is on the right scent,
or otherwise. If there is no piano in the room, the "magic music" may
be of another character, It may consist in the tinkling or clashing together of
any articles that wil1 emit either a harmonious or a discordant sound, according
to the degree of hilarity or boisterousness to which the age and other
circumstances of the company dispose them. But, played with a little tact, the
game in any of its forms will be found amusing.
We have had occasion to mention forfeits; and as those form
an important element in many in-door games, we shall have something to say about
them in our next paper, in which we hope, at the same time, to introduce to the
notice of our younger readers several novel amusements, which in the long
evenings they may find especially acceptable.
[-159-]
HOUSEHOLD AMUSEMENTS.-II.
Prussian Exercises. - The players are drawn up in line along one side
of the apartment, and are supposed to represent a regiment. On the extreme right
of the party a corporal is stationed, and the captain, selected for his
knowledge of the game, takes his place in front, It is his duty to give the word
of command for the movements of the line, and he must do this with mock
solemnity, however absurd the antics which he orders to be performed. Thus, he
commences with the ordinary "Attention Eyes right!" at which all are
bound to look straight at the commander ; and he then gives such orders as his
own will and experience may dictate. "Fold arms;" "Extend
arms!" "Slap cheeks!" "Tweak noses!" "Ground
knees!" and similar evolutions, are all to be performed at the same instant
by the whole company, under penalty of a forfeit; and the corporal on the right,
who has had a previous consultation with the captain, sets the example for the
guidance of the rest, where the meaning of the order is not clear. At the word
"March!" the party must move one foot after the other, as in walking,
but without changing position ; at "Right march !" they move the right
leg only, backwards and forwards "Left March !" they do the same with
the left. "Ground knees !" may be varied by "Ground right
knee!" or "left," and in this case the regiment sinks with that
knee to the ground. This is a favourable position for bringing the amusement to
a climax, as follows:- When the party are on one or both knees, the order is
given, "Present arms!" which they do by stretching them straight out
in front. The next command is "Fire!" and the corporal who is in the
secret, then gives his next neighbour a nudge with the shoulder. This causes
him, as he is already kneeling, to lose his equilibrium; and falling sidewise,
he brings down the next person to him, and so on along the whole line, which is
thus "floored" in a moment. When young ladies and gentlemen are
playing together, and it is thought desirable to wind up the exercises in more
polite fashion, the word may be given to "Salute!" The players having
been stationed alternately according to sex, each gentleman then salutes his
neighbour to the right, to the left, or on both sides, as the captain may order.
The Courtiers.-One of the company is selected to
be king or queen, and occupies a chair in the centre of the room, the rest being
seated round the sides of the apartment. Whatever movement may be made by the
monarch must be imitated by the courtiers ; and it is the gist of the game that
this should be done without any one losing that assumption of decorous gravity
which becomes the scene. The monarch may yawn, sneeze, blow his nose, or wipe
his eye, and the courtiers must all do the same ; but if any one of them is so
deficient in self-control or so presumptive as to grin or to laugh, he or she
must pay the penalty of a forfeit. It is rarely, however, that penalties are few
or far between.
The Dumb Orator.- This is a very amusing
performance, enacted by two persons for the benefit of the rest of the company.
One of the two recites a speech, or any popular piece of declamation- My name is
Norval," or the like - keeping all the while perfectly motionless, and
without a quiver upon his countenance, while the other, standing silent by his
side, gesticulates furiously, according to the emotions called up by the passage
recited. Of course, the more closely he follows and burlesques the action
natural to the words throughout, the greater the amusement created. There is
another way of performing the same oratorical show, namely, by the two players
enveloping themselves in the same cloak or wrapper, and the arms of the one -
which are all the company are allowed to see of him - keeping up an action
suited to the narrative of the other; but this is more awkward in the
performance, and less effective than the method first described.
Speaking Buff- At this game, the eyes of one of
the players are bandaged, as in "blind man," and he is seated in the
centre of the room, the party then taking their places. "Buff" holds a
wand or stick in one hand, and, when all are seated, he points with this to one
side of the room, or touches one of the players, at the same time uttering
three words according to his fancy. The person towards whom he points must then
repeat these words; and if "Buff" can discover his or her identity by
the tones of the voice, he is released from his position, and the person
detected takes his place.
The Shopkeepers- This is a good game to
exercise a knowledge of the various productions of nature. Each person in the
company represents a shopkeeper or merchant, who has some goods on hand which he
wishes to dispose of; but no two persons may choose the same trade. Any one may
start the game - say, for instance, the draper - and he commences, we will
suppose, by observing to his next neighbour, "I have some silk for
sale; is it animal, vegetable, or mineral ?" To this the reply would be,
"Animal, for it is the production of the silk-worm." The correct
answer having been given - we will assume by the chemist - the latter turns to
the person next him, with an inquiry suited to his trade; say, "I have some
glycerine for sale; is it animal, vegetable, or mineral?" The
rejoinder would be, "Either animal or vegetable, for it may be obtained
from either vegetable or animal fat." The merchant, in his turn, may say,
"I have some shell-lac for sale; is it animal, vegetable, or
mineral?" and should receive the reply, "Animal, for it is obtained
from an insect." So the game goes on, the ingenuity of each, as it
proceeds, being taxed to mention some article of his stock, the origin of which
may not be within the knowledge of the person addressed. A round or two of the
game will rarely proceed without some of the company finding that they have
added to their store of general knowledge, as well as derived amusement. Any
such information as that contained in the series of papers on The Natural
History of Commerce," which appears in the "Popular Educator,"
may be turned to account in sport,. as well as in matters of graver moment. The
game may be played, either with forfeits as the penalty of an incorrect reply,
or by simply restricting the person who does not answer correctly from disposing
of any of his own articles - that is, from putting any question in his turn -
during that round.
Twirling the Trencher.- This is a brisk
game, requiring activity without ingenuity. A circle is formed in the room, and
a good space is left clear in the midst. A trencher or round wooden platter is
obtained, or, if such a thing is not available, a small round tray or waiter
will best answer the purpose. When all the party are seated, one of the company
stands up in the centre and twirls the tray round upon the floor, at the same
time calling out the name of any other person present, who must rise and
pick up the trencher before it falls to the ground, otherwise he or she pays a
forfeit. The person who twirls the trencher returns to his own seat immediately,
and the one who picks it up, or has been called upon to do so, has the privilege
of making a call afterwards.
[-160-] Proverbs is a game of a more intellectual character. In
this, one person volunteers, or is chosen by the company, to leave the room, and
in his or her absence a proverb is fixed upon by the remaining party. The person
outside is then called in, and the first person whom he addresses with any
remark or inquiry, is bound to reply to him with an answer in which the first
word of the proverb is introduced. The second person to whom he goes must
reply in such a way as to bring in the second word; and so on, until the
proverb has been repeated. He is then informed that he need not proceed further,
and is left to guess the proverb chosen. If he fails in three attempts, he must
again retire, and his ingenuity is tried by the selection and repetition of
another proverb. Any one making an answer in which the right word in turn is not
introduced, pays the penalty of a forfeit, and the company are, therefore, on
the watch to see that each person addressed duly performs the part. The great
art of the game is in so wrapping up the word in the course of the reply as to
make it difficult to the guesser to discover the proverb which was chosen. Some
proverbs are far, more easy of detection than others, from the forcible or
peculiar words comprised in them, or the difficulty which the answerers find in
concealing the words which fall to them in rotation. "Still waters run
deep" may be taken as an example of the class difficult of concealment, for
"waters" and " deep" are awkward words to introduce, and
will easily connect themselves in the mind of the guesser, who is on the watch
for his clue. "Where there's a will there's a way" is more capable of
disguise, but "will" and "way" will reveal themselves to a
person quick of apprehension. None of the proverbs chosen should consist of very
many words, or the guessing may become tedious. When the proverb is detected,
the guesser is entitled to claim that some one else shall take his place, and
may, if he pleases, select for that purpose the person whose insufficient
disguise of the allotted word gave him his first clue. Or he may name any one
else in the company for the purpose. If the guesser tries his skill two or three
times without success, he may claim relief from his office, and some one else
may be appointed. In this, as in all other games, it must be remembered that
when weariness on any side commences, amusement is at an end; and where there
are symptoms of a game reaching that point, it should be relinquished for
another.
[-163-]
HOUSEHOLD AMUSEMENTS.-III.
FORFEITS.
IT will have been observed that many of the games already described lead up
to the payment of forfeits, and that some appear to be designed for the express
purpose of extracting as many as possible from the various members of the
company. This is really the case, for "crying the forfeits," as it is
called, often forms the most amusing part of an evening's entertainment, and is,
therefore, usually reserved until the last. It is conducted in the following
manner:-
Each player who has to pay a forfeit deposits some small
article, or trinket, in the hands of one of the company appointed as collector -
say a handkerchief, a knife, a pencil-case, or anything which can be readily
identified. One article is given for every forfeit incurred, and it is redeemed
when the particular task assigned to the owner has been duly performed. It is
not desirable that very many forfeits should accumulate before they are [-164-]
"cried," as this often takes up a considerable time ; but when an
average of one to each member of the party has been reached, if the number is
between a dozen and twenty, it is time to stop the collection.
Two persons, chosen from the rest of the company for their
knowledge of a good number of suitable and amusing forfeits, and generally
ladies, cry the forfeits thus:- One is seated, and the various articles
collected are placed in her lap. The other is blindfolded, and kneels down
before her companion. The object of the blindfolding is to prevent the
recognition of any of the articles as belonging to particular members of the
company, and thus to assure something like impartiality in the allotment of the
various tasks.
The person seated takes one of the articles from the
collection before her, and, holding it up so that the company may recognise the
owner, usually cries, "Here is a thing, and a very pretty thing; what shall
be done by the owner of this very pretty thing?" This established form of
words, which dates farther back than the memory of man, may, however, be reduced
to the latter clause alone, if that plan is preferred. The blindfolded lady
asks, "Is it fine, or superfine?" or "Is it a lady's or a
gentleman's ?" for this much she is allowed to know, that she may name a
suitable forfeit. Having received an answer, she declares the task which the
owner must perform. The following are examples of the forfeits which may be
allotted.
For a Gentleman.-. To kiss every lady in the room
Spanish fashion. The person to whom this forfeit is assigned usually imagines
that an agreeable task is before him; but he is thus enlightened. A lady rises
from her seat to conduct him round the room, and she proceeds to each lady in
turn, kisses her, and then wipes the gentleman's mouth with her pocket
handkerchief.
2. To make a Grecian Statue. To do this the gentleman must
stand upon a chair, and take his pose according to the pleasure of the
company. One person may stick his arm out, or bend it into an awkward position;
another may do the same by a leg; a third may incline his head backward, with
the chin elevated in the air ; and so they may proceed, until his figure is
sufficiently removed from the "Grecian" to satisfy the party. He is
bound to be as plastic as possible while the statue is moulded.
3. To perform the Dumb Orator. How to do this was described
in our last paper. The forfeit may either be allotted to one person, who is to
go through the action while either a lady or a gentleman volunteer recites, or
two forfeits may be coupled, and both reciter and actor may take their parts as
a penalty.
4. Say Half-a-dozen Flattering Things to a Lady, without
using the Letter l. This may be done by such phrases as "You are
pretty," "You are entertaining, &c.," but such words as
graceful, beautiful, and charitable are, of course, inadmissible.
5. To try the Cold Water Cure, the gentleman is first
blindfolded, and then a tumbler filled with cold water, and a teaspoon, are
produced. Not to be too hard upon him, he is allowed to take a seat. Each member
of the company is then privileged to give him a spoonful; but if he can guess at
any time the name of the person who is "curing" him, he is at once
released from a further infliction of the remedy.
6. To play the Learned Pig. To do this, the gentleman must
first put himself as nearly as possible in the attitude of one. He must go on
all fours, and he is then to answer questions that may be put to him either by
the company or by somebody who may volunteer as his master, to show his
attainments. The questions asked are something like the following: "Show us
the most agreeable person in the company," or, "the most
charming," "the greatest flirt," &c. After each
question, the victim is to proceed to any one whom he may select and signify his
choice by a grunt. The learning as well as the docility of a pig has its limits,
and the game must, therefore, not be prolonged too far.
For a Lady.- To Choose Partners for a Quadrille -
In this the lady, after making her choice, is informed that the quadrille must
be performed blindfold. The gentlemen selected must be satisfied with
that honour, and go through the performance which devolves upon them; but the
second lady may be allowed to reclaim her forfeiture, if she has one, as
compensation. All stand up, blindfolded as we have said, and go through the
first figure of a set, as best they may.
2. To repeat a Proverb Backwards. Any proverb may be chosen
by the lady for the purpose.
3. To stand in the Middle of the Room, and spell Opportunity.
If, after the lady has spelt the word, a gentleman can reach her before she
regains her seat, he may avail himself of the "opportunity" offered,
under the mistletoe.
4. To say "Yes" or "No" to Three
Questions by the Company. The lady must go out of the room, while the company
agree as to each of the questions to be asked. To each of these the lady must
give one or other of the plain monosyllables. Ladies of experience say the safe
answer is always "no;" but this hint must be reserved to readers of
these papers.
[-202-]
HOUSEHOLD AMUSEMENTS.-IV.
FORFEITS (continued from p. 164).
FORFEITS are in such general demand during the season when round and merry
games are in vogue, that we add a few more to the list given in a previous
paper. Before doing so, however, we may be allowed to remind our readers that
the spirit in which forfeit games should be conducted is to extract as much
harmless fun from them as possible, avoiding everything rough and unseemly, or
in which a mind exceptionally sensitive can find a cause of offence. With those
which are simply boisterous in character, or have any element calculated to
cause a feeling of annoyance or pain, we have nothing to do. But at the same
time, all who enter on games of this kind should be prepared to give as well as
to receive amusement.
We will continue first our list of forfeits suited to a
gentleman.
1. To go round the Room Blindfolded, and kiss all the
Ladies- The company, of course, are seated, but as soon as the
gentleman is blindfolded they change positions, with as little commotion as
possible. He consequently finds, in his progress, that he as often attempts to
kiss one of his own as one of the opposite sex; or a lady may reverse the
position of her chair, so that the gentleman kisses the back of her head.
2. To choose One of Three Signs.- To do this,
he is to stand with his face to the wall, while any lady present makes three
signs behind him - of a kiss, of a pinch, and of a box on the ear. He is then
asked whether he chooses the first, the second, or the third, not knowing the
order in which they have been made, and receives the corresponding action.
3. To imitate any Animal that may be named. If the
company call upon him to imitate a goat, a donkey &c he must do it ; but if
the forfeit happens to fall upon any one who, from age or other reasons, may be
excused from such performance, "a man" is named as the animal and a
bow will suffice.
4. To kiss a Lady through the Back of a Chair He
must wait, with his visage inserted in the chair-back until some lady comes to
his rescue ; but if the chair be of a fancy pattern, she may dodge him through
the framework before giving him his release.
5. To blow the Candle out.-He is blindfolded and the
candle held near his face, until he happens to give a puff in the right
direction.
6. To perform the Clown's Pantomime - This consists [-203-]
in rubbing the forehead with one hand while you strike the breast with
the other, standing up in the room for the performance. If correct time is not
kept, in the judgment of the company, another forfeit is to be paid.
To the forfeits for a lady given in the previous paper may be
added:-
1. To kiss a Gentleman "Rabbit Fashion." - This
is usually a source of great amusement to the rest of the party. The lady
has the privilege of choosing any gentleman present. A piece is broken off a
reel of cotton, and the lady takes one end of the piece in her mouth while the
gentleman takes the other in the same way. They then both nibble the cotton
until the kiss ensues, as a matter of course. If the gentleman is sufficiently
gallant, he will perform the chief part of the "nibbling" process. The
company may exercise their discretion as to the length of the cotton.
2. To sing a Song, or play a Piece of Music.-This is
given either to elicit the musical capabilities of a lady who may be shy, or to
make an agreeable interlude in the round of other forfeits. If the lady called
upon can really do neither, another forfeit is allotted to her.
3. Ask a Question to which Yes must be the Answer. -
This is a great puzzle to any one who is not in the secret. The unfortunate
forfeiter may ask all kinds of questions, without eliciting the answer required
for her release. But if she simply inquires, "What does y-e-s
spell?" there cannot be any other reply.
4. To kiss the Gentleman you love best in the Company,
without any one knowing it.-There is only one way of paying this penalty,
and that is, to kiss every gentleman in the room, leaving them to settle the
question as to "loving best" amongst them.
5. To put yourself through the Keyhole.- This is
one of those quibbles upon words, for which persons called upon to pay forfeits
should watch, as they are often in use. We give this as an example. The forfeit
is paid by writing "yourself" upon a piece of paper, and passing that
through the keyhole.
6. To kiss each Corner of the Room.- When this
forfeit is declared, a gentleman stations himself in each corner, and the lady
has to pay an unexpected penalty.
7. To spell "Constantinople." - This must be
done an the old schoolmistress's fashion- "C-o-n, Con, with a Con, s-t-a-n,
stan, with a stan," &c.; but, after the third syllable, the company
attempt to embarrass the speller by crying out, "No! No!" as if a
mistake had been made. To this, the proper reply is, "Thank you;" the
fourth syllable is then spelt, and the fifth completes the task.
8. To form a Rifle Corps.- The lady goes to one
end of the room, and calls up a gentleman, who stands opposite to her. The
gentleman then calls a lady, who stands at his side; and she in turn names a
gentleman, who places himself opposite to her. So the calling goes on, until all
present are included. If the number of ladies and of gentlemen present is
unequal, the more mirth is created by the last persons called standing opposite
one of their own sex. When all are called, the word is given by the first
gentleman in the rank, "Present arms." All then join hands with the
persons opposite; and the next command is "Salute," which is done in
osculatory fashion. We conclude our list of forfeits with a few contrived to
include more than one member of the company.
1. Either a lady or a gentleman may be called upon to
"sit on the Stool of Repentance." He or she must then sit in the
centre of the room, while one of the party goes round to inquire, in a whisper,
of each person present, what the repentant individual "looks like."
The reply may be "wise," "silly," "pitiable,"
"beautiful," &c., according to circumstances. The answers are
repeated openly to the forfeiter, with the question after each, "Who said
that ?" If the right name is guessed, as is often the case,
the person who made the particular observation must then sit on the
"stool" in turn, and so on until the company are satisfied with the
round.
2. A lady is required to "be Postman." She is to go
outside the room, and rap on the door, when one of the company inquires,
"Who's there?" The answer is, "The postman, with a letter for
-," any gentleman she likes to name. "How many seals?" Whatever
the answer may be, the gentleman may exact so many kisses; and he in turn
remains outside, and declares he has a letter for a lady. So the forfeit
proceeds, a lady calling a gentleman, and a gentleman a lady, until the company
have all been called, but no person present is bound to answer twice.
3. When the calling of forfeits has been continued long
enough, and several remain, which it is desired to clear off together, the
forfeiters may be called upon to perform a "Musical Medley." Each one
must then sing some verse or stanza of a song, no two choosing the same melody,
but all commencing and singing together. The effect is generally so grotesque as
to produce shouts of laughter.
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