Monday, April 21, 2008

Luksong-Tinik


Partcipants: 3 or more


The name of the game was derived from how the game is played. Two teams with an equal number of players elect their respective leaders; the one who can jump the highest is usually appointed by the members as their leader, who is then called the “mother.” A toss coin or Jack-en-poy by the two leaders determines who plays first. 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 runway 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.


If they all successfully jump without touching any of the feet of the base players, the game is advanced to the next degree of difficulty. The base players extend their right or left hands one on top of the other (fingers spread apart to symbolize thorns). The other team continues the same jumping process until the base players have used all their feet and hands or as long as none of the jumping team members' clothes, foot or any part of the body touches the tinik. Should this happen, the jumping team's mother gets to jump to redeem the player who failed in the earlier jump. If the leader fails that jump, the teams exchange places and the game starts anew.




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Tumba-Lata


Patricipants: 3 or more players


This is a relatively simple game. At least 3 players are needed, although the more, the merrier. One of the participants must volunteer to be the “it” first. Next, the participants must find a can, or something that can be knocked over easily from a distance. They should place it in the center of the game area (this will be the home plate or base). The game is played as follows: The “it” will defend the can from being knocked down. While the can is upright, the “it” can chase anyone and tag him or her. When a player is tagged and the can is still upright, the player tagged becomes the new “it.”The rest of the players must see to it that the can is always knocked down. The “it” can always put it back in the upright position.


The rest of the players usually use their slippers to knock the can from a distance. If one gets close enough to the can without getting tagged, he or she can kick it and pick up the rest of the “weapons” or slippers that were thrown. Of course, it is usually up to the other players to get their own “weapons” or slippers. To be fair, it would be better if the players had only two slippers each to knock down the can, and no more than that. Once all the players are out of slippers, this would be a major opportunity for the “it” to chase everyone before the can is kicked. The can has to be positioned on a place that everyone will refer to as the base.




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Siato

Participants: 2 or more

A small cup-shaped hole should be dug in the ground or soil. Two sticks are also needed: a short and a long one. The short stick should be placed across the center of the hole as if the stick is a bridge connecting two roads that are separated by a cliff or river. The stick can also be placed on two rocks of the same size like a bridge connecting them. This is an alternative if the floor of where the game is going to be played is made of concrete. The participant should hit the middle of the short stick with a long stick, and while the short stick is in the air, the participant should try to hit it again to as far as it can go, then measure the distance using the long stick as a yardstick. If a participant fails to hit the short stick while it is in the air, then the opponent is declared the winner.

The winner then gets to hit the short stick, starting from the hole, as many times as his or her winnings. The loser has to run from that distance back to the hole, all the while shouting "SIAAATO!" If he or she loses his or her breath while running, the winner hits the small stick again from that point, and the loser has to run and shout again.



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Patintero


Participants: Six or more


This game is very similar to Harangan Taga or Tubigan with a very slight variation in the number of squares that the two teams cover. Because it is so similar, some treat them as the same. Some children also prefer playing this game on dirt area and use water to make the lines. Thus it is usually played on a moonlit evening to prevent rapid evaporation of the water lines. The players are divided into two teams of equal numbers. The ground is marked off in a rectangle about five or six meters, divided into four equal parts. Winning the Jack-en-poy (Rock, scissor, paper) or toss coin entitles one group to be runners while the losing group becomes “it.” Each member of the group who is “it” stands on the water lines. The perpendicular line in the middle allows the “it” designated on that line to intersect the lines occupied by the “it” that the parallel line intersects, thus increasing the chances of the runners to be trapped. The runners should be able to pass all of the parallel lines and be able to go back to where they started without being tagged by any of the “it.”


When one of the group of runners is able to accomplish a “home-run,” a point is scored in favor of the running team. However, if one of the runners is tagged in the process of passing through the parallel and the perpendicular lines, then the runners become the “it” and the former “it” becomes the runners. The first team that reaches a certain number of home runs is declared the winner. The number of home runs depends on the agreement of the two opposing teams. Consequence: The losers carry the winners on their backs to and fro, or the winners slap the hand or hit the knuckle of the losers using the middle finger emulating the principle of a slingshot (pitik).


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