Entertainments for Home, Church and School | Page 9

Frederica Seeger
of the spinner in the center of the ring. If unsuccessful, the person
returns to his or her place.
The leader may keep up the interest of the game by comments on the
toilettes. This is most interesting in story form.
A variation of this game introduces the word ball. Whenever this is
spoken of, the players must jump up and change places, the spinner
trying to secure a seat in the general confusion. The odd player
becomes a spinner.
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.

One of the players is chosen as leader, and the others each select a trade,
receiving the appropriate picture, and the six cards containing the
names of the articles in which the tradesman deals. He places his "sign"
before him on the table, and holds the remainder of his cards in his
hand. The leader then reads the story, and whenever he comes to one of
the blanks, he glances towards one of the other players, who must
immediately, under penalty of a forfeit, supply the blank with some
article he sells, at the same time laying down the card bearing its name.
The incongruity of the article named with the context make the fun of
the game, which is heightened by the vigilance which each player must
exercise in order to avoid a forfeit. Where the number of players is very
small, each may undertake two or more trades.
We will give an illustration. The concluding words indicate the trade of
the person at whom the leader glances to fill up a given hiatus.
"Ladies and gentlemen, I propose to relate some curious adventures
which befell me and my wife Peggy the other day, but as I am troubled
with a complaint called 'Non mi ricordo,' or the 'Can't remembers,' I
shall want each of you to tell me what you sell; therefore, when I stop
and look at one of you, you must be brisk in recommending your goods.
Whoever does not name something before I count 'three' must pay a
forfeit. Attention!
"Last Friday week I was awakened very early in the morning by a loud
knocking at my door in Humguffin Court. I got up in a great fright, and
put on"--(looks at Toyman, who replies, "A fool's cap and bells," and
lays down that card).
"When I got downstairs, who should be there but a fat porter, with a
knot, on which he carried"--(Poulterer) "a pound of pork sausages."
"'Hallo!' said I, 'my fellow, what do you want at this time of day?' He
answered"--(Fishmonger) "'A cod's head and shoulders.'"
"'Get along with you,' I said; 'there's my neighbor, Dr. Drenchall, I see,
wants'"--(Butcher) "'a sheep's head.'"

"I now went
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