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PTG Material 4A

All about the PTG and how to play it

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Rocky Penuela
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0% found this document useful (0 votes)
167 views44 pages

PTG Material 4A

All about the PTG and how to play it

Uploaded by

Rocky Penuela
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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West Visayas State University

COLLEGE OF PESCAR
Luna St., La Paz, Iloilo City 5000
Iloilo, Philippines

Philippine Traditional
Games
Comprehensive Module

Bachelor of Physical Education 2-B


“AGAWAN BASE”
(Stealing Bases)
History:
This is called "agawang sulok" in some versions, and "Sekyu" in others. It
is popular from the past 2-3 decades. In Elementary, this game is one of the
favorites especially of the boys. They are playing this game starting Grade1 up to
Grade 6 during break time and after class.
Area of Play:
 Outdoor
 Gymnasium
No. of Players:
 minimum 4, two in each team (more players for more fun recommended)

Kind of game:
 Running
 Tagging
Equipment’s:
 Markers to be used as the base, 2 pcs. (you can use two trees or two
slippers or two chairs as your bases)

Skills Needed:
 Speed
 Agility
HOW TO START, END, AND DETERMINE THE WINNER:
There are two bases; each base has equal number of members. There will
be one person assigned to guard the base. The others may leave the base to run
and try to catch other members of the other team or to try to steal the opponent's
base. If you touch the base of your opponent first, before members of that team
tag you, you steal their base and your team wins.
Another main goal is to catch as many of the opponents as your team can. A
captive opponent becomes a prisoner and stands on the captor’s base until a
member of his own team saves him by touching/tagging him. Once he is tagged
and “saved”, the prisoner is freed and goes back to his base.
The game can be as small-scale as teams just facing each other and trying to tap
the opponents to catch them or as large as team members hiding and
strategizing whom to catch first – for example, the weakest links or the slowest
runners. If there are no more members at large, meaning all opponents have
been captured, all members of the stronger team will have to try and get the base
from the “guard” by tagging it. The one left must try not to leave the base lest it
be overtaken by the opponents. In this case, the stronger team wins.

Note!
The faster you run the better.

“AGAWANG-SULOK”
(Get a Corner)
History:
This game is sometimes called "Vende, Vende Candela."
Area of Play:
 Gymnasium
 Outdoor
No. of Players:
 5,7, 9 or more players
Kind of game:
 Running
 Tagging
Equipment’s:
 Chalk – to mark the “sulok” of each player.
Skills Needed:
 Agility
 Power
HOW TO START, END, AND DETERMINE THE WINNER:
 There are 2 teams composed of odd players.
 To start the game there should be a “coin toss” or “bato-bato pick”
between the two members of the two groups to determine the first
“tagger”.
 To end and determine the winner, the team that has the most “tagger”
members is the loser.
RULES, TECHNIQUES, & TIPS:
 All the players but one (the tagger) stay in the corner and on the
bases. The tagger stands in the middle of the ground. The players in
the corners will try to exchange places by dashing across from place to
place. The tagger must try to secure a corner or base by rushing to any
when it is vacant.
 In order to confuse the tagger, players on the bases may leave their
bases and suddenly rush back to them, as if stealing a base. Whenever
the tagger secures a base, the odd player becomes the tagger for the
next game.
Note!
 The players can push the other players on their way to the “sulok”.

“ARAW LILIM”
(Sun-Shade)
History:
Araw-lilim is a running game with a twist. This game ideally played
whenever there are light and shade. The tagger (taya) tries to touch whoever
is in the light. If touched, the player becomes the tagger in the next game.
Area of Play:
Outdoors, where there are light and shade. The game can be played on
a sunny day or moonlight nights.
Equipment’s:
 None

Kind of game (running, climbing, tagging or combination)


 Running
 Tagging

Skills Needed:
 Motor Skills
Coordination, Speed, Flexibility
 Social Skill
Cooperation, Decision Making
 Cognitive Skill
Strategy Building
How to start:
•Selection of the "taya" (catcher) the player must do the "bato-bato pick" or
"maiba taya".
•Formation: All players, except the catcher scamper around looking for a
shade.
How it ends:
•To determine if the game is already done when all the players has been
tagged by the tagger (taya).
Rules, Techniques and Tips:
•Give more/less time to the players to hide in the shade.
•The catcher shouts, "Game!" and runs to tag any player not found under
the shade.
•The catcher tags or touches a player who is not under a shade becomes the
"taya" of the next game.
•The catcher may play the possum and hide shortly to make the players
under the shade to come out of their hideous and look for him. When many
of the players are out in the open air, the catcher suddenly runs out and
tags the player closest to him.
•When everyone has been tag by the tagger the first person that been
caught by the "taya" will be the catcher in the next game.
Note:
•To help a player who still has not found a shade when the catcher starts
the game, some players try to distract the catcher by running out of the
sanctuary of their own shade, and then rush back for safety.
•If many are playing, the game is made more interesting and fun by having
two or more taggers at the same time.

“Bati-Cobra”
History:

Bati-cobra is a classic but popular game in the province. It is a hitting


and catching game.
Area of Play:

 Outdoor game

No. of Players:
 4 to 5 players
Kind of Game:

 Hitting
 Catching game

Equipment’s:

 Long Stick(bat)
 Short stick(ball)
 Little ground hole(base)

Skills needed:

 Eye-hand coordination
 power

How to start, end and determine the winner:

Hit the small stick. Who reach the farthest is the first hitter. First got a 100
score is the winner.

Rules, Techniques, Tips:

Hitter:
Hit the small stick (ball) as far as you can.
Hit the small stick in the middle.
Eye hand coordination is very important.
Catcher:
Run fast to catch the small stick (ball)
Eye hand coordination.

“Bordon”
History:
Bordon is a parlor game usually played after prayers for the dead or
during wakes.
Area of Play:
 Outdoor
 Indoor (in the sala or any wide hall)
No. of Players:
 Any number of players.
Kind of game:
 Socializing game
Equipment’s:
 Ring
Skills Needed:
 Balance
 Singing
 Alertness
 Keen observation
HOW TO START, END, AND DETERMINE THE WINNER:
The participants sit in a circle with both hands joined. A leader (IT) stays at the
center. A ring is secretly passed around by a member as they sing the bordon
(you can substitute a song of your own here if you don't know the bordon
song). The leader tries to guess where the ring is. He continues guessing until
he succeeds in pointing at the person who holds it. The holder of the ring
guessed by the leader becomes the "it", and he takes the place of the leader.

“Bulong Pari”
Bulong Pari
(Whisper to the Priest)
History:
Bulong Pari “Bulong Pari” is a customary Philippine game which implies
in English ”Whisper to the priest”. It is a whispering game prevalently referred
to the Visayan district as “toHonghonganay”.
Area of Play:
 Outdoor
No. of Players:
 Two teams with not less than 5 individuals each. (the more the
members the better)
Kind of game:
 Guessing game
Equipment’s:
 None
Skills Needed:
 Cognitive Skills

HOW TO START, END, AND DETERMINE THE WINNER:


The participants sit in a circle with both hands joined. A leader (IT) stays
at the center. A ring is secretly passed around by a member as they sing the
bordon (you can substitute a song of your own here if you don't know the
bordon song). The leader tries to guess where the ring is. He continues
guessing until he succeeds in pointing at the person who holds it. The holder
of the ring guessed by the leader becomes the "it", and he takes the place of
the leader.

“Chato”
History:
The game is played differently in various regions; sometimes the seeker
may be helped by those he finds. Alternatively, only one child hides and is
sought by all the rest, as in sardines, where the hider is joined by seekers
surreptitiously as they find him (the name of the game coming from the
crowded condition of the hiding place). Hide-and-seek appears to be
equivalent to the game “Apodidraskinda”, described by the 2nd-century Greek
writer Julius Pollux. In modern Greece hide-and-seek is called Kryfto.
Area of Play:
 Outdoor
No. of Players:
 Two teams with not less than 5 individuals each. (the more the
members the better)
Kind of game:
 Hiding, running, tagging game
 No-competitive game
Equipment’s:
 Huge Tree
 Lots of open spaces
 Nooks
 Crannies
Skills Needed:
 Leg power
 Agility
 Speed
 Cardiovascular endurance
 Keen observation

HOW TO START, END, AND DETERMINE THE WINNER:


 Jak n’ Poy or Pompyang
 Using a system to choose the “it” – i.e. rocks-paper-scissor or “maalis-
alis” (to be blogged soon)

RULES, TECHNIQUES, & TIPS:


 The “it” then uses the tree to close his eyes and count till 100 (or 50
depending on what’s been decided amongst the group) and the rest
find hiding places – usually nearby and wait till they are free to run up
to the tree and “save” themselves while the “it’ is busy looking for the
other members.
 Everyone will be called out of their hiding place and the countdown
begins again.
 Hide somewhere near the “save tree” this way, you can easily run to
save yourself. Once saved, you can try looking for the other’s hiding
places but be careful not to give them away to the “it”.

“Chinese Garter”
History:
Chinese garter is called “Chinese jump rope” in other countries it
originated from china in 7th century. They play it before during the celebration
of Chinese New Year it was passed from generation to generation and has
become popular even in other countries. Two people hold both ends of
stretched garter horizontally while the others attempt to across over it. The
goal is to cross without having tripped on the garter.
Area of Play:
 Outdoor
 Indoor
No. of Players:
 As many as you want but the two teams should have even players.
Kind of game:
 Jumping game
Equipment’s:
 Garter
Skills Needed:
 Leg strength
 Flexibility
 Coordination
HOW TO START, END, AND DETERMINE THE WINNER:
Players divided into two groups
Level 1 the garter is being held by the posts closer to the ground
Level 2 knee level
Level 3 around the height of their hips
Level 4 waist high
Level 5 chest high
Level 6 Shoulder high
Level 7 head high
Level 8 at the tip of the head
Level 9 a couple inches over the head
Level 10 raising his arms high on tip toes

The players of each team’s goal are to cross without having tripped on the
garter.

KanRULES, TECHNIQUES, & TIPS:


 Players are divided two groups during game two members of the team
shall serve as a game post as they stand opposite each and hold each
end of the garter.
 With the higher levels you can do cartwheel.
“Culliot”
History:
The game is similar to tug of war in principle. This rope pulling game is
played in dual as well as in team competition. Researchers cannot determine
the origin of this game. The objective of the game is to pull the oppenent out
of the circle with the aid of the rope.
The difference between culliot to tug of war, the rope is tied around the waist
of the last player
Area of Play:
 Outdoor
No of. Players:
 As many as you want but make sure that the two teams will have equal
players.
Kind of game:
 Pulling game

Equipment’s:
 15-meter rope with a diameter of 3.81 centimeters
 a ribbon/handkerchief

Skills Needed:
 Balance
 Strength
 Coordination
 Sportsmanship
 Teamwork
 Obedience

HOW TO START, END, AND DETERMINE THE WINNER:


 There are two teams with equal numbers of players
 Both team are on the different ends of the rope
 Upon signal to start, each team pulls each other
 The team that pulls the other over the borderline is declared as the
winner.

RULES, TECHNIQUES, & TIPS:


1. Each team must have equal number of players.
2. The distance between team is five meters.
3. Both ends of the rope should be tied on the waist of the last player while
the others hold on
to the rope.
4. A piece of ribbon or handkerchief is tied to the rope on the centerline.
5. Upon signal to start, each team pulls each other.
6. The team that pulls the other over the borderline is declared as the
winner.

Few tips!
When pulling the rope slightly bend your knees, lower your body, and slightly
bend forward.

“Dinoron”
History:
Dinoron is a traditional game played in the Philippines and seemingly
restricted to the area of the world. It’s popularly played in festivals and
celebrations, rather than a league sports.
Area of Play:
 Outdoor game
No. of Players:
 2 Teams with even team members
 2 individuals
Kind of game:
 Pushing game
Equipment’s:
 Bamboo Pole with 11.43 cm diameter and 10 meter long
 Whistle
Skills Needed:
 Full body strength
 Power
HOW TO START, END, AND DETERMINE THE WINNER:
 Toss Coin, to know who will hold first the thinner part of the bamboo.
 To know the winner the players must push the bamboo pole until the
opponents will step on the opponent’s boarder line.

RULES, TECHNIQUES, & TIPS:


The mode of the game is two out of the three games.
The team that held the thinner side of the bamboo will hold the thicker side hof
the bamboo in the second game.
If there is a tie after a second game, a tossing of coin will determine which
team will hold the thicker side of the bamboo.
It is played by holding the bamboo pole and pushing the opponent until they
will able to step on the opponents boarder line.
The referee must blow the whistle to know if the game will start.

“IRING-IRING”
(Drop the Handkerchief)
History:
In the US, they call it as Duck Goose. In Bulgaria they call it Pesek,
while in Ghana they call it Antokyire. Children across the globe call it
many different names, and in the Philippines we call it Iring-Iring. Iring is
a Bisaya (Filipino vernacular) word for cat.
In the Philippines the game is played this way; children sit down in a
circle facing each other. The child who is “It” walks around the circle with
a hanky in his hand, and at random drops the handkerchief behind one of
the other players sitting in the circle. The player picks up the handkerchief
and chases “It” around the circle to try to give the handkerchief back
before the child who is “It” can occupy the vacant spot left by the player
in the circle.
Area of Play:
 Outdoor
Kind of game:
 Running
Equipment’s:
 Handkerchief
Skills Needed:
 Speed
 Agility
 Coordination
 Flexibility
How to chosose the “IT”?
 The “it” is chosen through the Jack-en-poy (Rock, paper, scissor)
process.
How to play:
 To play this game you need a handkerchief and a person to be the first
person it.
 Next the players need to get in a circle while the person with the
handkerchief walks around with the handkerchief.
 Now the person with the handkerchief can drop the handkerchief next
to a person then they have to run around the whole circle and try to
take the spot of the person they dropped the thing on.
Note:
 For this Iring-Iring or Drop the Handkerchief you need at least 4 players
or more. The more the better.

“KADANG-KADANG”
(Bamboo Stilts Game)
History:
 Kadang-Kadang or karang in Bisaya, and Tiyakad in Tagalog is Bamboo
Stilts game in English.This game originated in Cebu, Central Philippines.
Historically, kadang-kadang was first officially played in 1969 during the
LarongLahi (Game of the Races), a traditional sports event initiated by
the Bureau of Physical Education and School Sports (BPESS).
Indoor or Outdoor Game:
 Outdoor Game
No of. Players:
 2 teams with 4 members each
Kind of game:
 Racing Game
Equipment’s:
 Four pieces (or two sets) of bamboo poles with equal heights, 10 feet
long.
 Each pole must have a foot-size stepladder.
Skills Needed:
 Balance
 Concentration
How to start, end, and determine the winner:
 The first player of each team stands behind the starting point, while the
second player stands on the 25th-meter mark. The third player waits at
the 50th-meter mark and the last player on the 75th mark.
 At the signal of “Get set”, the first players must stand ready behind the
starting line holding their respective stilts.
 At the signal of “Go”, the players mount their stilts and start walking
towards the 25th-meter mark. Then, they get off the stilts for the
second players to continue the course to the 50th mark. This process is
repeated until the fourth players reach the finish line (or the 100 th-
meter).
 The team that completes the course first is the winner.
Rules, Techniques, & Tips:
 Kadang-Kadang requires two teams with 4 members each.
 Each team must have four pieces (or two sets) of bamboo poles with
equal heights, say 10 feet long. Each pole must have a foot-size
stepladder.
 The goal of this game is for the two teams to successfully traverse a
100-meter course, which is marked at every 25th meter.
 The first player of each team stands behind the starting point, while the
second player stands on the 25th-meter mark. The third player waits at
the 50th-meter mark and the last player on the 75th mark.
 At the signal of “Get set”, the first players must stand ready behind the
starting line holding their respective stilts.
 At the signal of “Go”, the players mount their stilts and start walking
towards the 25th-meter mark. Then, they get off the stilts for the
second players to continue the course to the 50th mark. This process is
repeated until the fourth players reach the finish line (or the 100 th-
meter).
 The team that completes the course first is the winner.
 Each player is allowed only two errors. This means that if the player
falls off the stilts more than twice, his team loses the game.
 Balance and concentration are the two most important skills that a
player should possess in playing kadang-kadang and also teamwork is
necessary to successfully bring the game to the finish line.

“Kapitang Bakod”
(Fence Tag/ Hold on to Fence)
History:
One player is chosen as the “tagger” or the “It”. Other players run from
place to place and save themselves from being tagged by holding on to a
fence, a post, or any object made of wood or bamboo (or steel) .When the
tagger touches or tags any one of the players who is not touching any
bamboo or wood (or steel), the player tagged will be the next tagger.

Area of Play:
 Outdoor
No of. Players:
 10 or more players (either male or female)
Kind of game:
 Tagging game
 Non-competitive
Equipment’s:
 Posts (either wood, bamboo or steel)
 Fences (either wood, bamboo or steel)
Skills Needed:
 Motor Skills
Speed, flexibility, coordination, balance
 Social skills
Cooperation, Decision Making, Communication, Team Building,
Socializing
 Cognitive skills
Strategy building

HOW TO START, END, AND DETERMINE THE WINNER:


 Toss coin, Jak n` Poy, Pompyang, if majority of the players decided to
stop the game, or some of them is tired to continue the game.
 The player who’s not been tagged throughout the entire game is
determined to be the winner.

RULES, TECHNIQUES, & TIPS:


1. If the “tagger” or “It” says change, you must go or switch to the other fence
or post.
2. You can`t stay in your place the entire time, if the tagger determined you
didn`t switch post or fence you will be the next “It”.
3. If 30 or more players are playing, it is advisable to have two (2) or three (3)
taggers at the same time.
4. You can run as much as you want unless the tagger did not tag you before
you hold on a post or a fence.

“Lawin at sisiw”
(Hawk and chicken)
History:
According to legend, the game comes from the story of a hawk
bargaining to have one of the hen’s chicks. After some time, the hen agreed
and the hawk uses the chick to look for rice grains for his dinner. As the hawk
falls asleep after dinner time, the chick returns to the hen, which in turn made
the hawk very angry. The angry hawk then tries to win the chick back thus, the
game itself.
Playing these Filipino games isn’t just for fun, or a good form of
exercise. We also learn values, and before we know it, we have slowly applied
these values in our everyday lives. The best part is, playing outdoors is a
good form of spending quality time with the family. You will be surprised;
these Pinoy games might just be more fun to do than what our gadgets can
bring us.
.
Area of Play:
 Outdoor
 Gymnasium

No. of. Players:


 Each group must have 10 to 20 players (either male or female)
Kind of game:
 Chasing game
 Non-competitive
Equipment’s:
 Each group must have 1 handkerchief.
Skills Needed:
• Motor Skills
o Speed, Flexibility, Coordination, Balance
• Social Skills
o Cooperation, Decision Making, Communication, Team Building, Socializing
• Cognitive Skills
o Strategy Building
HOW TO START, END, AND DETERMINE THE WINNER:
 There must be two leaders to act as the chicken and as hawk; they
must choose their own members. The members are arrange one
behind each other and must hold each other’s waist. If the majority of
the players will stop the game.
 The group with highest score will be the winner.

RULES, TECHNIQUES, & TIPS:


• The group that steals the handkerchief will have a point.
• If the group breaks their line the score will be added to opponent.
• The group can go where ever direction as long as they don’t break their line.
• The handkerchief must be place in the waist of each last player of the group.

“Luksong Baka”
(Jump over the cow)

History:
Luksong Baka is a traditional Filipino game that originated from
Bulacan, it involves the players jumping over the person called the “Baka”.
Luksong Baka originated from the province of Bulacan, in the Central Luzon
Region of the Philippines. This game involves a minimum of 3 individual
players and a maximum of 10. Although kids may adjust the maximum
number of players, especially when there are many participants. Its objective
is for players to successfully jump over the baka (cow), also called the tayȃ or
“it”, without hitting any part of the latter’s body or falling over him.
Area of Play:
 Outdoor
No. of Players:
 3 to 10 or more players
Kind of game:
 Jumping game
 Non-competitive game
Equipment’s:
 None
Skills Needed:
 Flexibility
 Leg power
 Power
 Mobility
 Stability
How to start, end and determine the winner:
 In choosing the first “baka”, all players must place a hand over another
(palms down), and at the count of three, they release their hands
simultaneously, either showing palms up or down. The player who
displays a different position of the hand from the rest should be the first
baka or “it”.
Rules, Techniques, Tips:
 At the start of the game there should be one player that should be
called “Taya” (It’) or in this game the “Bakang lala” (Cow).
 The players should avoid contact or falling over the “Baka” player
while jumping over.
 The “Baka” player should start with a bend-down kneeling position (A
“Baka” player bends over with his hands placed on his knees).
 All players are to jump over the “Baka” until all the players have
jumped. Once the 1st set of jumping over the “Baka” is done, the
“Baka” player’s position will slowly rise-up after jumping over the
“Baka” player.
 Only the hands of the jumper may touch the back of the person who is
bent over. If a player fails to avoid contact or fall over the “Baka”,
he/she will replace the “Baka” player with a bend-down kneeling
position (3), and the game continues until the all players decides to
end the game.
 The main goal of the players is to successfully jump over the “Baka”
without touching or falling over him/her. That means the player should
jump very high which will test his power.
 The tips I can give are have a good take off, keep your arms firm as
you lean, and jump high
 When all the players have jumped over, the baka raises his position a
bit higher for the next level. He repeats this process until he reaches
the standing position or until a jumper errs.
 The jumpers must spread their legs wide apart to avoid hitting the baka
when they jump.
 When the level goes higher, the jumper may use his hands for balance
by putting them together over the baka.
“Luksong tinik”
(Jumping over thorns)
History:
Luksong tinik is a popular game in the Philippines. It is originated
in Cabanatuan city, 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.
Area of Play:
 Outdoor game
No. of Players:
Kind of game:
 Jumping game

Equipment’s:
 None
Skills Needed:
 Flexibility
 Leg strength
HOW TO START, END, AND DETERMINE THE WINNER:
 The first to jump will be decided by the mothers, who toss a slipper or
wooden shoe.
 The mother who wins the toss will have the first jump, and the other
team players will be the taya (on base).
 If the mother’s “children" (rest of the team) touch the hands while
jumping over them, it is considered a "fault" (an error).

RULES, TECHNIQUES, & TIPS:


 Two players serve as the base of the tinik (thorn) by putting their right
or left feet together (soles touching gradually building the tinik).
 A starting point is set by all the players, giving enough runways for the
players to achieve a higher jump, so as not to hit the tinik. Players of
the other team start jumping over the tinik, followed by the other team
members.
 The object of the game is for players to able to jump the height of the
hands placed one on top of the other without touching them.
 4 to 8 players Outdoors, gymnasium
 The players are divided into two equal teams.
 Two players are chosen as mothers of the teams. The rest of the
players are children. The mothers are supposed to be high jumpers.
 The first to jump will be decided by the mothers, who toss a slipper or
wooden shoe. The mother who wins the toss will have the first jump,
and the other team players will be the taya (on base).
 wo players on the base will sit facing each other with their right feet
touching. The jumpers jump over the feet. Then one hand is placed
above the feet with palms and fingers open, then another, and so on
until all the fingers are piled one on top of the other.
 Before an additional hand is placed all the players must have jumped
over the file. Oftentimes, the hand of another player is placed at the
gap to prevent the jumpers from jumping over it. Sometimes, five
hands are used and a fourth player is called upon to fill the file of the
hands.
 When the jumpers jump over the hands without touching the hands
with any part of their body, or dress, the game is repeated and they will
be the jumpers again.
 If the mother’s “children" (rest of the team) touch the hands while
jumping over them, it is considered a "fault" (an error), and the mother
will jump for them. But if it is the mother who fails, then the team will
have to take the place of the team on base.
“Palo Sebo”
(Palusebo)
History:
The game "Palo-Sebo" is commonly played during "Fiestas." A bamboo
pole is planted in the land and painted with lard or grease from top to bottom
and a small bag filled with prizes is tied on the top end of the pole before it is
set to stand. The objective of the game is to get the bag full of prizes by
climbing the bamboo pole. A player is given only one chance to climb. The
game ends once the prizes are taken.
Area of Play:
 Outdoor
No. of Players:
 5 to 10 players each team
Kind of game:
 Climbing Game
 Competitive game
Equipment’s:
 Pole with a 10.16-centimeter diameter
 Small bag with prize
 Lard, grease, oil
 Whistle
Skills Needed:
 Arms and Legs Strength
 Power
 Flexibility

HOW TO START, END, AND DETERMINE THE WINNER:


 Toss Coin, Jak n’ Poy
 At the blow of the whistle the players starts climbing together and the
winner who grabs the pocket first is declared the winner.
 Shortest time to grab the prize is declared the winner.
RULES, TECHNIQUES, & TIPS:
 The pole is rubbed with oil, grease, or any slime.
 First player to get the prize at the top is declared the winner.
 Only one player should be grabbing the prize.
 Stand on each other’s shoulders and make the other players as the base
for the main grabber to step.
 Put ashes on your soles and palms for better sticking.
 Use clothes as supporter
 5 to 10 players per team
 Monkey Hug Style
 Take Time or Play Fast
 Hitch and Slide Style

“PATINTERO”
(Tubigan or Harangang Taga)
History:
The most widely known and played game in the country is "Patintero."
Due to its popularity a set of official rules was established. Patintero is one of
the most popular Filipino Game. The game is sometimes called Harang Taga
or Tubigan (because water is used to mark the grid lines on soft earth). A
moonlit night and patintero always go together. Whether on city streets or out
in the countryside, a bright night calls children out of their homes, eager to
play tag. It is important to run fast in patintero. But it is even more important
to think quickly, to see unguarded openings or to be alert to someone who is
using tricks to slip by. When it is said that games teach about life, Patintero
must be one of them, for it teaches how to be clever and watchful, how to be
quick but careful.
Area of Play:
 Outdoors
No. of Players:
 6 to 8 or more players
Kind of game:
 Tagging game
 Running game
Equipment’s:
 Chalk Or Paint
 Scoreboard
 Whistle
 Stop Watch
 Powder
Skills Needed:
The game will measure the speed, agility and witty attention of the
players and the ability to play. Not a separate individuals but as a team.
To develop gross motor skills, hand-eye coordination, and strategic thinking.
Skis practiced: safe tagging, agility, evasion, balance, spatial awareness.

HOW TO START, END, AND DETERMINE THE WINNER:


 Toss Coin
 Jak n’ Poy
 Shortest time to grab the prize

The objective of the runners is to get through all the lines (1, 2 and 3)
back and forth without being tagged.
The team which scores three consecutive "nights" (or three points) is the
winner, and will be the runners of the next game.

RULES, TECHNIQUES, & TIPS:


Review butterfly tag and respectful touching.
Review proper methods of movement other than running such as shuffling,
skipping, speed walking, etc.

Mechanics:
 The game is started with toss of a coin. Whoever wins becomes the
passer.
 The taggers stand on lines 1, 2, and 3. Number 1 can go anywhere to
tag the runners.
 A time limit of two minutes is given to each team to score.
 Once the limit elapses, the line guards assume the positions of the
passer, and vice-versa.
 Passers are supposed to cross the lines from the starting point and
back.
 Four line guards are positioned on the vertical line and one on the
horizontal line of the court. Their feet always are on the line.
 Taggers 1 and 2 tag the runners as they cross their lines or as they get
near them. As soon as one of the runners crosses line 3, he returns to
line 1 and calls out, "Tu big!"
 Line guards tag the passer with powered hands.
If a runner is tagged while crossing a line or while trying to cross, the
teams exchange places.
 If any of the passer is tagged, the line guard immediately assumes the
position of passer even if the 2-minute limit has not elapsed.

System of Scoring From Entry Point From Exit Point


First line - 1 pt. Fourth line - 2 pt.
Second line - 2 pts. Third line - 3 pts.
Third line - 2 pts. Second line - 3 pts.
Fourth line - 2 pts. First line - 5 pts. (Home) The duration of the game
is three innings and each inning is divided into halves.

PENALTIES:
1. The losers carry the winners on their backs, to and fro.
2. The winners pat the hands of losers 10 to 20 or more times.

Piko
(Hopscotch)
History:

Piko is a game that joins all children of the world together wherever they
live, whenever they lived. Piko is unbelievably old. When ancient Roman cities
were dug up, drawings of hopscotch lines were found on the stone floors.
Everywhere it is played for one aim: to win a place to call one's own. In the
Philippines, the game is also known as kipkip, pikuba, laban ang segking. Piko is
a traditional game is not only popular in the Philippines before but also in many
parts f the world but the rules and mechanics varies on locations. It is thought
that the origin is from the Romans or Chinese. The earliest record was in 1677 in
Poor Robins Almanack with the name “scotch-hoppers”. In India it is called
“Stapu” or “Kith-Kith”. In Spain, “Rayuela”, “Golosa” in Latin America, etc.
Area of play:

 Outdoor
 Gymnasium
 “Bakanteng Lote”

Playing area- Stone floor drawn with chalk, charcoal On the ground-drawn with a
sharp stick (in this event, masking tape) 5 rectangles arranged vertically,
rectangles 4 and 5, 8 and 7 are divided equally. No. 10 is a drawing of a half
moon.

No. of Players:

 2 , 4 or 8 players

Kind of Game:

 Throwing
 Jumping game

Equipments:

 Pamato- A flat stone, shell, or fruit peeling, flat stone, a brick chip, the
bottom piece of a clay pot or a smooth chunk of window glass)is used for
pamato (object to be thrown).

Skills Needed:

 Flexibility
 Balance
 hand and eye Coordination

How to start, end and determine the winner:

 The players should throw their “pamato” at a small square to determine


who’s going to throw first, the second and so on.
 The player with the most number of homes, wins.

Rules, Techniques, Tips:


The players stand in front of a rectangle no.1. Each player takes turn in tossing
his pamato inside the 6th rectangle's dividing line. The player who tosses his
pamato closest to this line gets to play first. This is called manohan. Others
would play jack en poy also to decide who comes first.
1.) Throw the pamato in the 1st box, then jump one leg on the 2nd and 3rd box,
with left leg on the 4th box and right leg on 5th box, one leg on the 6th box,
with left leg on the 7th and right le on the 8th box, one leg n 9th box, then hop
and land on both feet in the 10th box. In the 10th box, you need to take a pivot
turn then repeat the process going back. Make a pause on the 2nd box by
bending your body forward with only in single leg. Pick up the pamato on the 1st
box, then jumps out of the box.
Take note: Neither the player nor the pamato must touch the line otherwise the
player losses his turn.
2.) After he has played in the entire rectangle, he tosses the pamato strong
enough to pass over rectangle no. 1. Hops passing rectangle no. 9 to 1 then
jumps over the pamato.
3.) Player picks up the pamato. With his back turned against the rectangular play
area, he tosses his pamato towards the direction of the play area. Where the
pamato lands, that area becomes his home or bahay.
4.) The game starts all over again for the 1st player. The rest continues with the
game they have left off.

“PUSA AT ASO”
(Cat and Dog)
History:
Pusa at aso means “cat and dog in the Filipino language of Tagalog.”
This game is guaranteed to get students’ blood pumping, particularly for the
two named cat and dog! Pusa at Aso also teaches children how to work
together to have fun.
Indoor or Outdoor Game:
 Indoor
 Outdoor
No. of Players:
 10 to 20 or more players
Kind of game:
 Tagging
 Running
Equipment’s:
 Sticks
 slippers
 other objects as bone
Skills Needed
 Speed
 Agility
 Arm strength
How to start, end and determine the winner:
 When dog(team b) get 1 point that he/she tag the cat. And when the
cat(team A) steal the bone without tagging of the dog (team B), 1
point for their team. Another player is chosen from both team as dog
and cat.
 The must team got higher points in the end of the game declare as
winner.
Rules, Techniques, Tips:
 The goal of the “cats” is to take the “bone” from the “dog” without
being tagged or touched by him.
 The “dog” may tag the “cats” with his feet or his hands, but he must
remain seated by the “bones.
 The “cats” may tease him by stepping in and out of the circle .While he
is busy trying to tag some of the “cats”, others attempt to steal the
“bones”. If the “cats” succeed in stealing the “bones” from the “dog”
without being tagged, the same player remains as the “dog” in the next
game. If he succeeds in tagging any one of the “cats”, the one tagged
becomes the “dog” of the next game.

 Once the cat (team A) is tagged by the dog (team B), he or she returns
to the circle as a dog and another player is chosen from team B as a
cat.
“SANGKAYAW”
History:
Sangkayaw or the coconut shell race is commonly played in the Tagalog
and Central Luzon provinces a coconut shell tied to a string under each foot;
the string placed between the toe and the next one. The hand holds the loose
end of the string. It is an outdoor activity or game. Materials that are need
are coconut shell with strings and markers for the starting and end line.
Area of Play:
 Outdoor
 Indoor/Gymnasium
No. of Players:
 Each team is composed of 10 to 12 players.
Kind of game:
 Racing game
 Competitive game
Equipment’s:
 Coconut shell with strings
 Markers
Skills Needed:
 Balance
 Strength
HOW TO START, END, AND DETERMINE THE WINNER:
 Two teams are going to race.
 The first team to finish the race will be the winner.
RULES, TECHNIQUES, & TIPS:
 Tight grip on the string.
 Don’t put all your weight on the coconut shell.
 Walk fast and focus.
“Sipa”
(Kick)
History:
Historically it’s considered the Philippines national and traditional native
sport as it predates the Spanish rule, going back to the 15th century. Surviving
mainly as a children’s game, it derived its name from the object being used to
play, the Sipa. It is made of a washer (a metal stud, coin-like object), covered
with cloth or a bunch of rubber-bands or colorful threads attached to it, usually
plastic straw. In the Philippines, children commonly play games using native
materials or instruments due to limited resources of toys and lack of money.
Modern Sipa ball versions are made of feather light balls similar to the shuttle-
cock which is used in badminton. The Sipa is thrown upwards for the player
toss using only the leg, particularly the area from the foot until above the knee;
the player must prevent the Sipa touching the ground by hitting it several
times. Each hit is counted; the player kicking the Sipa most wins the game.
Area of Play:
 Outdoor
 Indoor
No. of Players:
 5 to 10 players
 Can play with teams
Kind of game:
 Kicking game
Equipment’s:
 A metal stud, coin-like object, covered with cloth or a bunch of rubber-
bands or colorful threads attached to it, usually plastic straw.
Skills Needed:
 Speed
 Agility
 Ball control
HOW TO START, END, AND DETERMINE THE WINNER:
 Points are scored based on the number of kicks without the ball
touching the ground. If the ball touches the ground one point is awarded
to the opposing team.
RULES, TECHNIQUES, & TIPS:
 Don’t lose your focus.
 Don’t be distractive.
 Control your direction.
 You should play it outside. In a bright place.

“Sungka”
(Kunggit)
History:
For as long as anyone can remember, there has always been a sungka
board in the Filipino homes. The sungka board is a small treasure-the older it
is, the more precious, it sits on a side table or a top a bench, waiting to be
played.
Sungka was first described by the Jesuit priest Father José Sanchez in his
dictionary of the Bisaya language (=Cebuano) in 1692 [manuscript] as
Kunggit. Father José Sanchez who had arrived on the Philippines in 1643
wrote that at the game was played with seashells on a wooden, boat-like
board. The Aklanon people still call the game Kunggit. José Sanchez (born
Josef Zanzini [*1616-1692) in Trieste, Holy Roman Empire of the German
Nation) is known for founding the town of Jagna on Bohol, which is today
famous for its rich historical heritage.
Area of Play:
 Indoor
 outdoor
No. of Players:
 2 players
Kind of game:
 Competitive game
Equipment’s:
 Sungka Board
 Sigay or Pebbles
Skills Needed:
 Cognitive skills
HOW TO START, END, AND DETERMINE THE WINNER:
1. Sungka is always played by two people.

2. Each players fills up his seven smaller bowls with 7 "Sigay" each.

3. Both players start at the same time.

4. The object of the game is to put as many "Sigay" as possible in the large bowl
as to cause

the opponent to lose one or two of his smaller bowls in the succeeding games
which means he losses.

5. If at the end of 15 minutes, nobody has been declared as winner, the game
will be called

off. Each player counts the number of "Sigay" in the opponent's large bowl.

6. The player with the most number of "Sigay" wins.

“Taguan”
(Panagu-ay, Tago-Tago, Hide and Seek)
History:
The game is played differently in various regions; sometimes the
seeker may be helped by those he finds. Alternatively, only one child hides
and is sought by all the rest, as in sardines, where the hider is joined by
seekers surreptitiously as they find him (the name of the game coming
from the crowded condition of the hiding place.) hide and seek appears to
be equivalent to the game "Aprodidraskinda", described by the 2nd-century
Greek writer Julius Pollux. In modern Greece hide and seek is called Kryfto.

Area of Play:
 Outdoor
No. of Players:
 5 to 10 or more players
Kind of game:
 Running
 Tagging
 Hiding
Equipment’s:
 Huge tree
 Lots of open spaces
 Nooks
 Crannies
Skills Needed:
 Leg power
 Speed
 Agility
 Cardiovascular endurance
 Keen observation

HOW TO START, END, AND DETERMINE THE WINNER:


 Jak n’ Poy or Pompyang
 Using a system to choose the “it”-i.e. rock-paper-scissor or “maalis-
alis”
RULES, TECHNIQUES, & TIPS:
 The “it” then uses the tree to close his eyes and count till 100 (or 50
depending on what’s been decided amongst the group) and the rest
find hiding places – usually nearby and wait till they are free to run
up to the tree and “save” themselves while the “it” is busy looking for
the other members.
 Everyone will be called out of their hiding place and the countdown
begins again.
 Hide somewhere near the “save tree” this way, you can easily run to
save yourself. Once saved, you can try looking for the other’s hiding
places but be careful not to give them away to the “it”.
 After the countdown, the “it” person will find the other players. If
he/she located a player, he/she will shout the name of the person
seen, then that person will be the next “it”.
 Hiding players can save themselves by touching the base while the
“it” person is looking. Once they save themselves, they cannot be
called.

“Takip Silim”
(Blind Man)
History:
Takip- Silim is a game played by kids or many ages. One player called the
taya (or the "it") is blindfolded, who then counts up to 10 while the other players
hide. The "it" needs to find at least one player and guess who it is. If the guess is
correct, the player becomes the new "it".
This is also known as Tagutaguan (lit. Twilight game, look out, cover yourself! Or
take-over game!) Participants usually step on couches, hide under, tables, or
wrap themselves in curtains.
Area of Play:
 Indoor

No. of Players:
 10 players

Kind of game:
 Tagging
 Hiding

Equipment’s:
 Handkerchief
 Towel (or any that can cover the eyes)
Skills Needed:
 Senses
-Touch
-Hearing
HOW TO START, END, AND DETERMINE THE WINNER:
 Jak n’ Poy or Pompyang
 Using a system to choose the “it”-i.e. rock-paper-scissor or “maalis-
alis”
RULES, TECHNIQUES, & TIPS:
 If the “taya” finished count one to ten the player need to stop in the their
place.
 Do not move around in a position.
 Just turn left or right
 But one foot should stay where you left off
 When the “it” found the bet it will guess who it is.
 When the “it” correctly predicts that he/she has guessed correctly there
is already a new bet.

Tawanan
(Laughing game)
History:
Tawanan, or the "laughing game," is from the Philippines and may leave
players in a giggly mood. According to the Tagalog website (the official
language of the Philippines), this game can involve up to 50 players, though it
can be adapted for smaller groups. Before the game starts, players decide
which side of a coin means "start laughing" and which side means "stop
laughing." Everyone takes a seat, and the leader tosses the coin. Whichever
side it lands on, the players have to obey. This game can get surprisingly
tricky when players try to suppress their laughter.
Area of Play:
 Indoor
 Outdoor
No. of Players:
 Can involve up to 50 players
Kind of game:
 Laughing game
Equipment’s:
 Coin
Skills Needed:
 Concentration
 Level of happiness is not too low

RULES, TECHNIQUES, & TIPS:


 Be attentive in the game
 Focus
 Endure your laughing

“Ten twenty”
History:
This game is a variant of the Chinese jump rope where players jump
over or step on a Chinese garter or rubber band, which has been tied into a
circle, while counting to one hundred in increments of ten.
A game involving 2 teams, with one utilizing a stretched length of garter. One
pair faces each other from a distance and has the garter stretched around
them in such a way that a pair of parallel lengths of garter is between them.
The members of the other team then begin doing a routine of jumps over the
garters while singing or chanting a song (ten, twenty, thirty, and forty, and so
on until one hundred). Each level begins with the garters at ankle-height and
progresses to higher positions, with the players jumping nimbly on the garters
while doing routines.
Area of Play:
 Outdoor
 Gymnasium game
No. of Players:
 2 teams with even number of players
Kind of game:
 Jumping game
 Competitive game
Equipment’s:
 Garter or Rubber bands
Skills Needed:
 Leg strength
 Flexibility
 Coordination
 Power
HOW TO START, END, AND DETERMINE THE WINNER:
 To start the game everyone must do “maiba taya” to know who goes
first.
 After knowing who goes first the others will do “bato-bato pik” to know
who goes second and so on and so forth.
 If it’s a team game the two group can do “clean dirty” to know whose
group must go first.
 Each group must assign whose going to be the babies and the mother.
 The teams to finish all the levels without failing each rule of the levels
are declared the winner.
RULES, TECHNIQUES, & TIPS:
 The “taya” will put the garter on their ankle and stretched it to a
rectangular shape.
 There is no cheat or magic’s or savers to pass the levels of this game.
 There is no father role in this game.
 The following are the tips on how to make the jumpers exhaust
themselves for your turn to jump.
o Faster- no pause when jumping
o Dead Mother, Dead All- if the mother fails on her/his jump
the other players are also dead. But when the babies are
the one who fails on his/her jump the mother can save
them.
o Dancing- the jumpers will jump while turning through a
rhythm.
o Tinikling- jump over the garter the “tinikling” way.
Stages:
1. STAGE 1: Spread Legs. Not more than 24-inches or 12-inch ruler
Level 1: Ankle Height
Level 2: Knee Height
Level 3: Under the butt Height
Level 4: Waist Height
Level 5: Armpits Height
2. STAGE 2: Closed feet. Do a side view to make the space narrow for
the jumpers. Level 1: Ankle Height
Level 2: Knee Height
Level 3: Under the butt Height
Level 4: Waist Height
Level 5: Armpits Height

3. STAGE 3: Single-foot. Use only one foot as the posts of the garters.
Level 1: Ankle Height
Level 2: Knee Height
Level 3: Under the butt Height
Level 4: Waist Height
Level 5: Armpits Height

4. STAGE 4: Wide feet. You can do a split here; goal is that to make the
jumpers difficult to jump at wide distance.
Level 1: Ankle Height
Level 2: Knee Height
Level 3: Under the butt Height
Level 4: Waist Height
Level 5: Armpits Height

Order of Play:
I. Make sure that one foot enters
between the garters. - TEN

II. Jump again landing of the other half


of the garter. - TWENTY

III. Refer to number 1. - THIRTY

IV. Repeat number 2. – FORTY

V. Jump and make sure that both foot


are outside the garter. - FIFTY

VI. Jump again and make sure


that both foot are inside
the garters. - SIXTY

VII. Jump a little and spread your


legs to make a diamond
shape. – SEVENTY

VIII. Jump and make your feet


near to each other refer
to number 6.- EIGHTY
IX. Jump and step on both
garters- NINETY

X. Jump out of the garter. - ONE HUNDRED


“Torsi/Sumping”
History:
Torsi is the Ilocano term for finger wrestling. A popular pastime among the
Ilocanos, it is basically a test of strength. Torsi is played a top a table by two
contestants to find out who between them have the more formidable fingers.
However, the other fingers are resorted to whenever a competitor believes that
he has a better chance of prevailing with it because it happens to be stronger.
Teams exchange places.
Area of Play:
 Outdoor
 Indoor
No. of Players:
 Each team is composed of 6 players.
Kind of game:
Equipment’s:
 Bamboo or wooden table
Skills Needed:
 The game will measure the strength and witty attention of the players
and the ability to play.
HOW TO START, END, AND DETERMINE THE WINNER:
 Toss Coin, Jak n’ Poy, Shortest time to grab the prize
 The first team to finish the race wins.
A team whose player walks for more than 2 steps after a fall will be
disqualified.
RULES, TECHNIQUES, & TIPS:
 A team whose player walks for more than 2 steps after a fall will be
disqualified.
 A team whose player falls twice is disqualified.
“Tumbang Preso”
History:

One of the many native Filipino games is Tumbang Preso which directly
translates to “fallen prisoner.” There is no known creator or identified date as to
how this game came to be, children would just gather with what limited
resources they had and start playing.

Area of Play:

 Outdoors
 Gymnasium

No. of Players:
 5 to 10 players
Kind of Game:

Equipment’s:

 Slippers or a shoe called "pamato".


 Empty tin or plastic container (the size of an 8 or 12 oz. tins).
 A chalk or any marking tool for lines and indicators.

Skills needed:

 Speed
 Agility to avoid being tagged.

How to start, end and determine the winner :

 Used the can to make it stand by throw it down slowly, to determine


who will be the group that will play first.
 When the game begins each player will take turns trying to knock down
the can from a distance of about 2-3 meters, if they fail to do so they
must retrieve their pamato while the taya tries to capture them to take
his/her place as the taya.
 If the can is successfully knocked down the taya remains in the circle
and puts the can back in place so the game can continue.

Rules, Techniques, Tips:

 An IT, the one to guard the milk can is chosen by throwing the "pamato"
to the toe line by
all the players. Whoever player whose "pamato" is farthest from the toe-
line is the IT.
 The hitters will line up at the back of the toe-line and at the sign of the IT,
game is started.
 The "pamato" must be retrieved immediately once the can is knocked
down; otherwise once the IT has placed the can inside the circle, the one
tagged becomes the IT.
 When the can is hit and went off the circle but remains standing, the IT
has the right to tag
the hitter once the hitter leaves the toe-line.
 The can maybe kicked or knocked down under situation No. 4.
 If a hitter is not able to retrieve his "pamato," the others can save him by
hitting the can.

“Viola”
(Straddle Jump)
History:
None
Area of Play:
 Outdoors
 Gymnasium

No. of Players:
 2 to 10 or more players
Kind of game:
 Jumping game

Equipment’s:
 None
Skills Needed
 Flexibility
 Balance
 Coordination
 Speed

HOW TO START, END, AND DETERMINE THE WINNER:


 To determine who will be the base player or taya, the players will have to
maiba taya or bato-bato pick.
 The team whose greater number of players passes the base player will be
declared as the winner.

RULES, TECHNIQUES, & TIPS:


 One of the players is chosen as captain of the team, and another as taya
(base player). * The rest of the players are jumpers. Two parallel lines
about five meters apart are marked off on the ground. * The base player
stands one foot from the starting line on which a base is placed.
 He bends his trunk forward-downward and supports his body by putting
his elbows on his thighs. * The captain straddle-jumps over the base
player and the rest of the players do the same, one by one * Whatever
jump the captain takes, the rest will imitate.
 After each successful jump by all the players, the base player moves a
pace farther from the base. * Should a player fail to do what the captain
did, or should he touch the base player with his feet while he is jumping,
or should he fail to touch the base before he jumps, he becomes the new
base player in the next game.

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