MARY AND JOHN

The players—all but two—form a circle and clasp hands. Two odd players in the center are called, "Mary" and "John." The object of the game is for John to catch Mary. As he is blindfolded, he can only locate her in her stealthy movements by the sound of her muffled voice. When he says, "Mary, where are you?" she must answer as often as he questions her.

Mary may stoop or tiptoe, or resort to any means to escape capture, except leaving the ring.

When Mary is captured she is blindfolded and John takes her seat.

So the game goes on after Mary has chosen a new John.

GOING TO JERUSALEM

This is a piano game, but does not require great skill. One person goes to the piano, while the others arrange in a line as many chairs, less one, as there are players, the chairs alternately facing opposite directions. Then, as the pianist begins to play, the others commence marching around the line of chairs, keeping time to the music. When this suddenly ceases, everybody tries to sit down, but as there is one less chair than players, somebody is left standing, and must remain out of the game. Then another chair is removed, and the march continues, until the chairs decrease to one, and the players to two.

Whichever of these succeeds in seating himself as the music stops, has won the game.

"WHAT D'YE BUY?"

This game may be played by any number from three to thirteen. There are a dozen good-sized pieces of cardboard, each bearing a colored illustration of one of the "trades" following, viz.: a milliner, a fishmonger, a greengrocer, plumber, a music-seller, a toyman, mason, a pastry-cook, a hardware-man, a tailor, a poulterer, and a doctor. Besides these there are a number of smaller tickets, half a dozen to each trade. Each of these has the name of the particular trade, and also the name of some article in which the particular tradesman in question may be considered to deal. A book accompanies the cards, containing a nonsense story, with a blank at the end of each sentence.