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Laro NG Lahi Nature and Classification

The document describes 7 different types of traditional Filipino games: 1) Dinoron - A pushing game played with a bamboo pole. 2) Bati-Cobra - A hitting game involving sticks of different lengths. 3) Sipa (Bilangan) - A kicking game played with a shuttlecock-like object. 4) Palo-Sebo - A pole climbing contest to retrieve flags at the top. 5) Luksong Tinik - A jumping game played in teams to jump over parts of other players' bodies. 6) Bahay-Bahayan - A role playing game where children pretend to be family members. 7
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100% found this document useful (1 vote)
1K views3 pages

Laro NG Lahi Nature and Classification

The document describes 7 different types of traditional Filipino games: 1) Dinoron - A pushing game played with a bamboo pole. 2) Bati-Cobra - A hitting game involving sticks of different lengths. 3) Sipa (Bilangan) - A kicking game played with a shuttlecock-like object. 4) Palo-Sebo - A pole climbing contest to retrieve flags at the top. 5) Luksong Tinik - A jumping game played in teams to jump over parts of other players' bodies. 6) Bahay-Bahayan - A role playing game where children pretend to be family members. 7
Copyright
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We take content rights seriously. If you suspect this is your content, claim it here.
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LARO NG LAHI NATURE AND CLASSIFICATION

DIFFERENT TYPES OF LARO NG LAHI:


1. Dinoron
– The game is the opposite of Culliot. Instead of pulling, it is played by holding the
bamboo pole and pushing the opponent to be able to step on the opponent's borderline.
Two or more players can play the game. The equipment needed is a bamboo pole 10
meters long with a diameter of 11.43 centimeters and a whistle.

 Rules of the Game


1. The mode of competition is two out of three games.
2. The team that held the thinner end of the bamboo in the first game shall hold the thicker
end of the bamboo in the second game.
3. If there is a tie after the second game, a tossing of a coin will determine which team will
hold the thicker end of the bamboo.

2. "Bati-Cobra"
– This game is popular among the kids in the province. The equipment needed are a
piece of stick 60.96 centimeters long which serves as the bat and another piece of stick
15.25 centimeters long which serves as the ball.
– Two or more players can play the game. Digging a hole on the ground 12.5
centimeters wide and 5 centimeters deep makes a permanent base. To determine the
first hitter, the player that strikes the smaller stick farthest from the base will be the first
to hit.
– Throwing the smaller stick upwards and striking it hard plays the game. The other
player from afar tries to catch the stick. Whoever catches it becomes the next hitter. If
nobody catches the stick the non-hitter may choose to pick up the stick and strike the
longer stick laid down by the hitter beside the base. A player becomes the next hitter if
the longer stick is struck, but if not, the first hitter continuous playing.
– Points can be score by measuring the distance from the base up to where the smaller
stick landed. The longer stick is used to measure the distance. Each length of the stick is
equivalent to one point. A layer that gets 100 points or more is the winner.

3. SIPA (BILANGAN)
PLAYERS - Two
PROPS - Shuttlecock like flat lead washers with the flyer made of bright strips of cellophane
or rooster feathers.

 MECHANICS:
1. Sipa Bilangan is played by two teams.
2. First team to play is determined by toss coin.
3. The flyer is kick up and down, until the ball touches the ground.
4. Point is counted on every kick made.
5. SIPA MUDANSA OR BY KICKING.
3.A. SIPA (MUDANSA)
PLAYER - Two per team (one tosser & one kicker)
PROPS - Same as Sipa Bilangan

 MECHANICS:
1. Sipa Mudansa or by kicking is played by two teams.
2. To determine the first tosser & kicker (players), a toss coin will ensure.
3. Tosser stand facing kicker at a convenient distance.
4. A demarcation line is drawn 1 foot in front of the kicker.
5. Tosser throws a lobe toss to kicker, who will kick the fly at a distance.
6. Points will be made by measuring that distance where the Flyer landed using a measuring
tape as measuring device.
7. Three tries for both teams will be allowed, with the farthest distance considered as point
score.
8. In event a kicker fails to hit the flyer, the kicker will forfeit his kick.

4. PALO-SEBO
– To keep the Filipino people to the Catholic faith, Spaniards introduced fiesta, a town's
gathering in honor of its patron saint or to celebrate the towns funding. Along with this,
they mean greased pole in Spanish.
– Towering at the center of the merry-making is a row of greased poles with the rewards
at its top. All boys ages 12-19 are joined to participate. Beyond this qualification, it is
open to anyone regardless of his race, color or creed
– The essence of the game is most important thing for the players of the palo-sebo, for it
is not merely a test of his prowess in climbing but more importantly, it is to prove his
mettle and perseverance.
– bamboo poles aligned at a distance with 3 colored banderas placed at the peak. - In
every game an assigned colored bandera will be picked.
– Picking the wrong colored bandera means that player will repeat his climb until he
picks the right one.
– In the event, all players will not be able to reach for the banderas, scoring will be made
by how far the players climb the bamboo with a 3-color band placed near the peak as
indicator.

5. Luksong tinik
– Luksong tinik (English: "jumping over thorns") is a popular game in the Philippines,
played by two teams with equal numbers of players. Each team designates a leader, the
nanay (mother), while the rest of the players are called anak (children). The players
chosen to be nanay are usually the ones who can jump the highest. The game involves
players sitting on the ground and other players jumping over parts of their body.
6. Bahay-Bahayan
– A role-playing game where children act as members of an imaginary family,
sometimes to the extent that one of them becomes the family "pet." They then act out
various household situations such as dinner, going to mass, and the like.
– Players make imaginary houses using materials like curtains, spare woods, ropes, or
other things that can be used to build the houses. They will assign everyone what they
wanted to be, then act as if it is real.
7. Chinese Garter
– Two people hold both ends of a stretched garter horizontally while the others attempt
to cross over it. The goal is to cross without having tripped on the garter. With each
round, the garter's height is made higher than the previous round (the game starts with
the garter at ankle- level, followed by knee-level, until the garter is positioned above the
head). The higher rounds demand dexterity, and the players generally leap with their
feet first in the air, so their feet cross over the garter, and they end up landing on the
other side. Also, with the higher levels, doing cartwheels to "cross" the garter is allowed.
– Players are divided into two or more teams, with a minimum number of two members
per team. During the game, two members of the “it” team shall serve as “game posts” as
they stand opposite each other and hold each end of the garter. The objective of the
game then is to be able to successfully jump over the garter as it is gradually held higher
by the game posts.
– Just like in the game 10-20, each team also has its own team leader, more commonly
known as the “Mother”. Once a team member either touches the garter or fails to jump at
a certain level, the Mother can still save her team by taking her team member’s turn.
Failure to do so will lead to the team’s elimination by making them the new game posts
and will bring the game back to the first level.
– The Chinese Garter game is usually subdivided into ten levels. Most of the time,
however, the players may decide for their desired number of levels for their game. Here
is an example of the levels being used to give you an idea of the game:

a. Level 1 – The garter is being held by the posts closer to the ground.
b. Level 2 – Knee high
c. Level 3 – Around the height of their hips
d. Level 4 – Waist high
e. Level 5 – Chest high
f. Level 6 – Shoulder high
g. Level 7 – Head high
h. Level 8 – At the tip of the head
i. Level 9 – A few inches above the head
j. Level 10 – Also known as the Father / Mother Jump, as high as a kid raising his arms high on
tip toes.

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