t affect the
game in the least.
Diagram 2 is for a schoolroom of seven rows of seats, and six (more or
less) deep. The numbers indicate a convenient division, and the pupils
fall in as before.
A division of the class into three teams may be made if desired, and
if there be sufficient aisles.
These games are suitable for boys or girls or mixed classes.
Diagram 1 should be used for schoolrooms seating 42, if seven deep;
48, if eight deep; 54, if nine deep.
Diagram 2 should be used for schoolrooms seating 42, but facing as
indicated; 49, if seven deep.
Diagram 1 for a schoolroom with five rows and ten deep, using only the
outside and next to the outside aisles.
These games may also be played in the gymnasium or playground.
They were originated by Mr. J. Blake Hillyer of New York City,
and received honorable mention in a competition for schoolroom
games conducted by the Girls' Branch of the Public Schools
Athletic League of New York City in 1906. They are here
published by the kind permission of the author, and of the
Girls' Branch, and of Messrs. A. G. Spalding & Brothers,
publishers of the handbook in which the games first appeared.
DROP THE HANDKERCHIEF
_10 to 30 or more players._
_Indoors; out of doors._
All of the players but one stand in a circle. The odd player runs
around on the outside of the circle, carrying a handkerchief, which he
drops behind one of the circle players. The main idea of the game is
to take the circle players unaware with this. Those who form the ring
must look toward the center, and are not allowed to turn their heads
as the runner passes them. The one who runs around with the
handkerchief will resort to various devices for misleading the others
as to where he drops it. For instance, he may sometimes quicken his
pace suddenly after dropping the handkerchief, or at other times
maintain a steady pace which gives no clew.
As soon as a player in the circle discovers that the handkerchief has
been dropped behind him, he must pick it up and as rapidly as
possible chase the one who dropped it, who may run around the outside
of the circle or at any point through or across the circle, his object
being to reach the vacant place left by the one who is chasing him.
The circle players should lift their hands to allow both runners to
pass freely through the circle. Whichever player reaches the vacant
place first stands there, the one l
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