GAME ON

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Issue 7.2018

GAME MECHANICS RELEASED Developing Traditional Pinoy Games into Disciplined Sports Mikki Guantero, leader of Tribu Irong Kagiron, believes that some of the traditional Pinoy games can be developed into disciplined sports. As this year’s host, Guantero has been tasked to review the mechanics in each of the games played during LingawDuwa. He released the updated mechanics, incorporating past experiences and inputs from players. Acknowledging that the process of making each game as interesting and as competitive as possible is never ending, he placed a disclaimer in the guidelines released: “The mechanics described in this guide were developed to ensure the native intent of the games are preserved, and to reflect how the games have historically been played at past LingawDuwa events. However, the circumstances for each LingawDuwa event may be different, i.e. number of teams, players, venue, and weather. The game organisers and officials reserve the right to make changes to ensure fairness and enjoyability of the games. Some details may be decided during the games itself.” Tribu leaders were given advance copies of the mechanics in order to guide their players on the conduct of the games. Some of the mechanics of the games have been tweaked to make these more manageable and time-bound. LingawDuwa, a major Filipino sporting event, has been staged for the past five years in Auckland. This year it will be held on 22 September from 8:00am in Fergusson Domain, Onehunga, Auckland. The one-day event includes such games as patintero, siatong, tumba lata, sipa, dama and sungka. The Grand Filipino Family Day will also be celebrated on the same day, with a program highlighted by the recitation of the Filipino Family Oath. A Street Food Festival will also be in place during the day-long event, and already the number of food vendors have increased. LingawDuwa is sponsored by Western Union. Philippine Ambassador to New Zealand Jesus Domingo has called on the Filipino community to support and participate in the fun and competition. LINGAWDUWA GAME ON

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LINGAWDUWA GAME MECHANICS 2018 Disclaimer: The mechanics described in this guide were developed to ensure the native intent of the games are preserved, and to reflect how the games have historically been played at past LingawDuwa events. However, the circumstances for each LingawDuwa event may be different, i.e. number of teams, players, venue, and weather. The game organisers and officials reserve the right to make changes to ensure fairness and enjoyability of the games. Some details may be decided during the games itself.

“Dakup-dakup” (a.k.a. Tigsu, Japanese Game, Agawan Base or Sekyu Base)

Description: “Agawan Base” literally means "capturing base". It is played by two opposing teams. Each team has a base to protect from capturing or seizing. To protect the base, players must tag opposing players. Once the base is captured, the team protecting that base loses. The base may be a tree, a post, or something placed or marked on the ground. The two bases are usually at least ten to 15 meters apart. Players per Team

Five (5)

Officials

At least 2 game officials (including referee)

Mechanics:

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1. Start of the Game: To start the game, all the players of each team must step or touch on their own bases to signify they're home. The referee may then give the signal to start and the time starts. 2. “Home” To capture the opponent's base, one needs to touch it, or step on it, without being tagged. This is called a “home”. 3. Capturing a player: “Under” or “Bahaw” The player or players who's first to step out of the base becomes the prey, or the target of the opposing players who leave their base later, these same opposing players become prey to the first team’s players who leave their base later, and so on. The prey is deemed “Under” or “Bahaw” and can be tagged by opposing players who are the predators. This is an important concept and rule of the game and should be followed honestly. Any dispute regarding this is settled by the referee. 4. Recharge A player who has become prey can “recharge” his/her status by running back to his/her own base and touch or step on it. He/she can now become a predator to those opposing players who have left their bases earlier, including those who might have been pursuing him/her (assuming they have not gone back and step on their own base yet to "recharge'"). 5. Prisoners: Preys who are tagged by a predator become a prisoner of the predators’ team. The first prisoner will be made to jump (from the left or right side of the captor's base) as far as he/she can muster, and then he/she can lean his/her body and extend an arm and a leg to the side where rescue is easier. The next prisoner, should there be more than one, will extend his/her arms and touch/hold the hand of the one/ones next to him/her. The prisoner or prisoners will stay in their places awaiting rescue. 6. Game Pause After each capture or tag of a prey (or in some cases, multiple captures of prey), the game pauses to allow the prisoners to be brought to the captors’ base. All other players may return to base and the game resumes.

7. Dynamics: Losing a player or players to the enemy's side will now make the team's base vulnerable and easy to capture, as only few will be left to feign attackers, or man the base. On the other hand, a long line of prisoners will make an easy access to rescue, for the captors cannot guard their prisoners closer. One can pretend to attack, but only to dash to rescue his/her team mate/s. 8. Rescue: Touching just one of the prisoners by a team mate will automatically free all of them. The game pauses to allow the rescued player to go back to their home base. The game then continues.

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Scoring Points

Each time a prey is captured as a prisoner, the captor’s team earns one (1) point.

Finish

The game finishes after a one of the teams makes a “home”, or after 15 continuous minutes of play, whichever comes first.

Winning

The team that first makes a “home” first wins or, in the case of no team makes a “home” after 15 minutes, the team with the most points, i.e. the most number of preys captured as prisoner. In case of a tie, a three (3) minute extension game is played to determine a winning team. In case of another tie, the winner will be determined through a coin toss.

Safety

This game involves running, chasing, or tagging, and accidental trips, slips, falls, and bumps are inevitable. Proper footwear and clothing should be used. Players should not push or tackle other players. They should stay within bounds of the game area.

Cheating and Penalties

As with any game, cheating may occur such as when a player will claiming to be “recharged” when in fact have not gone back and touch the base. The officiating team will make decisions regarding cheating and will impose penalties, such putting a play in a penalty area (or sin bin) and not allowing the player to participate in a certain period of time, or taking the player out of the game.

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“Siatung”

Description: Siatung is a traditional Filipino game played using a small stick, a long stick and an elongated furrow (“lungag”) on the ground. The game is played by 2 opposing teams, one using the sticks (“shooters”), the other on the field (“catchers”). After all players of the shooting team have taken their turn as “shooters”, the teams switch and the “catchers” will play as “shooters” and the other team become the “catchers”. Players per Team

Four (4)

Officials

At least 1 game officials (as referee)

Mechanics:

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1. Start of the Game: To start the game, one team position on the field as the ‘shooters’ and the other team as ‘catchers’ 2. Stages of Play There are three stages of play, each stage played by one player from the shooting team against all players from the catching team. Points are awarded to both teams throughout the stages: 1.

Ligwat – (set up figured above) The player from the “shooters” holds the long stick to the furrow and by flicking the long stick, launches the short stick (twig) as far as possible in the general direction where the catching team are. If the twig is caught by anyone in the catching team, the shooting player is out of the game. The catching team score points for the catch. If the twig is not caught before if falls to ground, the play continues. The shooter lays the long stick immediately behind and perpendicular to the furrow. Anyone in the catching team picks up the twig and standing from the point where it falls to the ground tries to hit the long stick by throwing the twig at it. If the long stick is it, the shooting player is out of the game. The catching team score points for the hit. If the twig is not hit, the shooting team scores points for completing the stage. The same player then continues on to the next stage.

2.

Hapak –The shooting player picks up the twig, holds it in one hand, then releases it while hitting (or batting) it with the long stick to launch it into the field. If the shooter does not hit the twig with the long stick, the player is out of the game. If the twig is hit, flies through the air, and is caught by the catching team, the player is out of the game. The catching team scores points for the catch. If the twig is hit but drops into or within less that the long-stick length from the furrow, the player is out of the game. If the twig is not caught, anyone in the catching team picks up the twig and standing from the point where it falls to the ground, lobs the twig to the shooting player by throwing the twig at least at an overhead height as it comes near the shooting player, who will need to hit (or bat) it with the long stick the second time. If the shooting player hits the twig and it is caught by the catching team, the player is out of the game. The catching team scores points for the catch. If it is not caught, the shooting team scores points for the hit. If the shooting player does not hit the twig, the player completes the stage and the shooting team scores points for completing the stage. The same player then continues on to the next stage. If the twig drops into the furrow after it is lobbed appropriately and whether or not the shooter hits the twig, the player is out of the game. The shooting team does not earn points for the stage.

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3.

Baliktiw – The shooting player places the twig in the furrow at an angle to the ground. Using the end of the long stick, the player then hits the twig to flick it up in the air and then strikes (or bat) at it to launch it towards the field (launching it such that it goes to the back of the field is not allowed and is foul. The player may get another chance at this stage). If the shooter is not able to flick the twig up in the air after three ties, or does not hit the twig with the long stick after batting at it, the player is out of the game. If the twig is hit, flies through the air, and is caught by the catching team, the player is out of the game. The catching team scores points for the catch. If the twig is hit but drops into or within less that the long-stick length from the furrow, the player is out of the game. If the twig is not caught, the shooting team scores points for the flick and hit and at the same time scores points for completing the stage. The same player then continues playing the first stage (Ligwat) going through the same play and subsequent stages (Hapak then Baliktiw) until the player fails to complete a stage and is taken out of the game.

3. “Hawan”, “balising”, or “lihis” A player from the catching team may pick up the twig and bring it across the field parallel to the implied line where the furrow or “lungag” lies and stands on that line to throws or lob the twig. 4. Switch roles When all four players of the team are out of the game, the teams change roles, i.e. shooters play as catchers and vice versa. 5. Time limit A team may only complete their round as the shooting team for a maximum of 15 minutes, after which the team switch roles (this is necessary to ensure there are no protracted games). Scoring Points

Shooting teams get points for each player successfully completing a stage (number of points per stage to be confirmed). Catching teams get 10 points for every shooting player taken out of the game (i.e. catch or hit).

Finish

The game finishes after each team has played once as ‘shooters’ then as ‘catchers’.

Winning

The team that scores the most points after one round wins. In case of a tie, one player from each team will play as shooter against all four of the opposing team. The catchers should take the shooting player out. The shooting player gathering the most points wins for his/her team. In case of another tie, the winner will be determined through a coin toss.

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Safety

This game involves swinging sticks and twigs being thrown or batted strongly that could injure players, the more serious consequences that of being hit on the eye by the twig. A 3-meter rule away from the furrow for catchers will be strictly applied. Players should not strike with the long stick where they may potentially hit catchers or other people. Catchers should not try to catch the twig when the shooter may potentially hit them while swinging at the twig. Sturdy sunglasses and caps are encouraged to be used to provide some level of protection to the eyes and head

Cheating and Penalties

As with any game, cheating or variation to the rules may occur. The referee team will make decisions and will impose penalties if cheating is evident, such as taking away points or taking a player out of the game.

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“Bato Lata” (a.k.a. Tumbang Preso, Tumba Lata)

Description: Tumba Lata” is literally translated as “topple the tin can” and “bato lata” means “throw at (or hit) the tin can”. The game is played by a group of players aiming to hit and topple a small tin can by throwing rubber slippers (“tsinelas”) at it from behind a marked line or “toe line”. One player is designated “it” or “hatchoy” (Cebuano) or “taya” (Tagalog). The “hatchoy” stands near and watches over a tin can or “lata” placed in the centre of a small circle about 6-8 metres away from the other players (or hitters) who should stay behind the toe line while when taking a shot at the tin can.

Figure 1: Bato Lata Play Area Layout

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The hitters have one “tsinelas” each and take turns throwing at the tin can. Hitters will then have to retrieve their “tsinelas” and go back to the toe line to have another shot. While the tin can remains upright, even if it was hit or goes out of the circle, a hitter is open to be tagged by the “hatchoy” if he/she touches a “tsinelas”. To avoid being tagged, hitters have to retrieve the “tsinelas” and run back to the toe line. If a hitter touches but fails to retrieve a “tsinelas”, he/she may be tagged even if he/she has gone back to the toe line. Once the “lata” is toppled, the “hatchoy” should place it back upright to the centre of the circle as fast as he/she can, while the hitters will try to retrieve their rubber slippers and run back to the toe line. After putting back the “lata” in its correct position, the “hatchoy” may tag any hitter open to be tagged. In LingawDuwa, a tagged player is out of the game. Players per Team

5

Officials

At least 2 game officials (including a referee) will be assigned to each game during this tournament.

Mechanics: 1. Play area: The play area will be marked and follow the general layout shown in Figure 1 above. 2. Equipment: a. Small tin can (typically an empty evaporated milk can) b. Tsinelas – only slippers are allowed, no shoes or heavy sandals. No stones or other types of “pamato”. Only one “tsinelas” per player. 3. Teams and Players: Two teams play against each other per game. One (1) “hatchoy” per team at a time; the team may rotate the “hatchoy” among the three players in the duration of the game. 4.

Inning An inning is when one team plays as “hatchoy” and the other team as hitters. There are two innings per game; with five (5) minutes per inning. The team that played as hitters in the first inning play the “hatchoy” in the second inning.

4. Start of the Game: The team that plays “hatchoy” at the beginning will be determined by a ‘mano’, that is one player from each team stands at the circle then tosses a ‘tsinelas’ to the toe line. The farthest from the line plays ‘hatchoy’ first. The “hatchoy” team fields one (1) player as the “hatchoy”. The opposing team fields all four (4) players as hitters.

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The can is placed upright at the centre of the circle. Once the players are in position (ref. Figure 1), the referee calls to start the game. The hitters may begin hitting at the tin can from behind the toe line. 5. Hitting the “lata” Hitters must stay behind the toe line when throwing at the tin can. Hitters must wait until the tin can is placed upright and the “hatchoy’s” hand is away from the tin can before hitting the can. Doing otherwise is considered foul. 6. “Tumba” and “Patay” If the “lata” is hit and lands on its side, it is considered “tumba”. The “hatchoy” should place it back upright to the centre of the circle as fast as he/she can. From the moment the “lata” becomes “tumba” until it is put back upright at the centre of the circle, the “lata” is considered “patay” (dead). When it is on its upright position, the “lata” is considered “buhi” (alive or live).

7. “Buhi” and “Dakup” While the “lata” is “patay”, hitters will try to retrieve their rubber slippers and run back to the toe line. After the “hatchoy” puts back the “lata” in its correct and upright position, it becomes “buhi”. Hitters are open to be tagged or “dakup” by the “hatchoy” if the “lata” is “buhi” and he/she touches any of the “tsinelas” lying in front of the toe line. To avoid being tagged, hitters have to retrieve the “tsinelas” and run back to the toe line. If a hitter touches but fails to take the “tsinelas” with him/her back to the toe line, he/she may be tagged even if he/she managed to go back to the toe line, and will continue to be so until he/she is able to take the “tsinelas” back to the toe line. 8. “Buhi gihapon” Sometimes, the “lata” can be hit and still remain upright; it can even be knocked out of the circle but land upright. Throughout these cases, the “lata” is considered “buhi” and hitters may be tagged. 9. Tagged out and “Duk-duk” A tagged player is out of the game. If a hitter’s “tsinelas” lands within the circle while the “lata” is “buhi”, the “hatchoy” may “duk-duk” the “tsinelas”, which is the equivalent of a player being tagged (hence, goes out of the game) 10. Out of bounds A hitter that is chased and goes outside the play boundary is considered out of bounds and is fouled out of the game (NB. The play boundary will be determined and agreed at the start of the tournament). Scoring Points

Each time the “lata”is “tumba”, the hitting team earns one (1) point.

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Finish

An inning finishes after 3 players of the hitting team are tagged out or after 5 minutes of play, whichever comes first. The game finishes after the two (2) innings are completed.

Winning

The team that has the most number of points wins. If there is a tie, another two (2) innings of three (3) minutes play each inning. If there is another tie, the winner will be determined by ‘mano’ (‘tsinelas’ toss)

Safety

This game involves running, chasing, or tagging, and accidental trips, slips, falls, and bumps are inevitable. Players should not push or tackle other players. They should stay within bounds of the game area.

Cheating and Penalties

As with any game, cheating may occur such as when a tagged player claiming not to have touched a “tsinelas” when in fact has. The “hatchoy” should not put a foot on the lata to prevent it from falling. The officiating team will make decisions regarding cheating and will impose penalties, such putting a play in a penalty area (or sin bin) and not allowing the player to participate in a certain period of time, or taking the player out of the game

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“Tubig-tubig” or “Patintero”

Description:

Figure 1: Layout of Play Area

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Players per Team

Five (5)

Officials

At least 2 game officials (including a referee) will be assigned to each game during this tournament.

Mechanics: 1.

Play area : The play area will be marked and follow the general layout show in Figure 1 above.

2.

Defenders and Attackers: Two teams play against each other per game. One plays as the “defending” team and the other as the “attacking” team.

3.

Start of the game: “Defenders” take their positions on one of the five lines to defend from “attackers”. Each defender may only stay within one line, except for the first defender (called “libuter”) who also defends the centre line. “Attackers” start from in front of the first line then try to cross the lines to get behind the 5 th line, and then go the opposite way back to the starting point without being tagged by the “defenders” who can only do so by staying on the lines assigned to them.

4.

Tagged Out: The defender can only tag an attacker about to cross a line, not after the attacker has crossed. Any attacker crossing centre line can be tagged out by the “libuter” regardless of whether the attacker has crossed the line. An attacker tagged by the defender or “libuter” is out of the game.

5.

“Home” An attacker who successfully goes back to the start without being tagged completes a “home”. The attacker can go back into play again until tagged out or until the game finishes.

6.

Inning An inning is when one team plays as “defenders” and the other team as “attackers”. There are two innings per game; with five (5) minutes per inning. The team that played as “defenders” in the first inning play the “attackers” in the second inning.

7.

Out of bounds An attacker who goes outside the play boundary is considered out of bounds and is fouled out of the game.

Scoring Points

Each line an attacker successfully crosses earns one (1) point for the attacking team. A team will lose a point if their player goes out of bounds (-1 point)

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Finish

An inning finishes after 3 players of the attacking team are tagged out or after 5 minutes of play, whichever comes first. The game finishes after the two (2) innings are completed.

Winning

The team that has the most number of points wins. If there is a tie, another two (2) innings of minutes (2) minutes play each inning. If there is another tie, the winner will be determined by a coin toss.

Safety

This game involves running, chasing, or tagging, and accidental trips, slips, falls, and bumps are inevitable. Players should not push or tackle other players. They should stay within bounds of the game area.

Cheating and Penalties

As with any game, cheating may occur such as when a tagged player claiming not to have been tagged when in fact has. The officiating team will make decisions regarding cheating and will impose penalties, such putting a play in a penalty area (or sin bin) and not allowing the player to participate in a certain period of time, or taking the player out of the game

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“Takyan” Mechanics: The game is played by a player holding a ‘takyan’ then kicking it up in the air and then keeping it from touching the ground by kicking it again. Points are scored every time the ‘takyan’ is kicked up in the air. Up to 3 players for each team may play, each player taking a turn to kick the takyan. Each team is given 3 minutes to play and get as many points as possible within that time. Start: Upon the signal of the referee, the first player throw the takyan on the air and starting kicking it into the air and keeping it off the ground. Falls to ground: If the takyan falls on the ground, the player may pick it up and start again, continuing to add to the score. OR: The next teamate may pick it up and start, continuing to add to the score. This continues until the 3 minute regulation time is over. Other rules: The hands and arms cannot be used to touch the ‘takyan’ after the first kick. Feet may be swapped to kick. Players fromt the same team may also swap turns to kick. Players per Team

2

Officials

Officials may be assigned to oversee multiple games.

Scoring Points

Points are scored every time the ‘takyan’ is kicked up in the air.

Tournament format: Two teams compete against each other, the winner moving on to the next round. Scoring Points

Points are scored every time the ‘takyan’ is kicked up in the air.

Winning

The team scoring the most points within 3 minutes wins. In case of a tie, a one minute tie breaker is played. In case of another tie, a coin toss determines the winner.

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“Dama” Description: Dama is a famous tradidtional borad game in the Philippines. The game is played in a board and 12 pieces of pitsas.

Players per Team

One (1)

Officials

Officials may be assigned to oversee multiple games.

Mechanics: 1.

The game is played by two people, each with 12 pieces of pitsas. The player positions the 12 pieces of pitsa on the end points as shown on the diagram above.

2.

The pitsas can only move diagonally along the intersection of the lines.

3.

Pitsas cannot eat/kaon or capture backwards

4.

Pitsas that have reached the “dama stage” can move from row to row diagonally and can “kaon” multiple pieces of the opponent’s pitsas.

5.

The game ends once all the opponent’s pitsas are captured

Lingaw Duwa 2014 Dama Rules 6.

Each player is allowed a max 30 seconds to make a move

7.

Once the 30 secs is up a warning is called if the player still does not make a move after 1 minute the opponent wins the game.

Tournament format: Two players compete against each other, the winner moving on to the next round.

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“Sungka�

Mechanics: Played by two players against each other using a long wooden block called a "sungkaan." This is filled with seven small hollows set in two opposite rows and two bigger hollows on opposite sides. One bigger hollow belongs to the first player. The other belongs to the second player. The game requires the players to collect as many game pieces as possible to win the game. Start: 1. Put seven pieces on each hollow found on the sungkaan. Each player owns one row and each row has seven hollows. There are two opposite rows found on this wooden block. This means that a total of 49 game pieces must be placed on each row for a total of 98 pieces for both rows. 2. Leave the two larger hollows, each one called the "head" or "home" on the extreme left and right of the wooden block, empty. 3. The hole in the left of each player will be his or her head. The players may start the first turn simultaneously. Simultaneous play is only allowed for the first turn. After this, the players take turn alternately. 4. The first turn requires removing all pieces from one chosen hole on any row owned by the player. Distribute one piece on each corresponding hole from the first player's row to the LINGAWDUWA GAME ON

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second player's row in a counter-clockwise direction. The hollows for distribution of pieces include the default player's (the player whose turn it is) head, but not the opponent's head. 5. The hole where the last piece falls allows the first player to use all the pieces on that particular hole for the next turn, which allows the said player to continue playing. If the last piece falls on the default player's own row, he or she also gets the contents of the hole opposite to it, which is owned by the opponent. If this is empty, the player just gets the contents from his or her own row. 6. This continues until the last piece falls onto an empty hole. If it's the other player's turn, but all hollows in his or her owned row are empty, then he or she must pass. If the last piece falls on the player's own head, then he or she earns another turn, which can begin at any of the seven hollows in his or her own row. 7. Play the next turn after the previous player loses a turn. The new default player chooses which hole he or she wishes to start from, removes the pieces and distributes one piece each for each corresponding hole in a counter-clockwise direction. 8. Continue the game until one player loses all pieces on his or her own row and head. The player automatically loses upon losing all of his or her owned pieces. If all the hollows on a player's row are empty, but the head still has pieces on it, the winner is determined by counting the number of pieces owned by each player. The one with the most number of pieces wins. Lingaw Duwa Tournament Rules: A game shall not go beyond 10 minutes. At the end of 10 minutes, the player with the highest number of stones in the “home� is declared the winner and moves to the next round. Players per Team

One (1)

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Officials

Officials may be assigned to oversee multiple games.

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“Kariling/Paligid� Description:

. Mechanics: In LingaDuwa, the object of the game is to roll a tyre or hoop with a stick as fast as possible on the ground from Point A to Point B and then back to Point A without the tyre or hoop falling to the ground and stopping to roll. Except at the starting point, a player can only touch the tyre or hoop with the stick, otherwise, the player is out of the game. If a tyre or hoop falls to ground the player may raise it up and roll it again only by using the stick. Players per Team

3

Officials

Officials are assigned to oversee multiple games.

Tournament format: Players of each team race against each other, the winner moving on to the next round.

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“Jolen Pinis”

Description: Marbles are known by Filipinos as holen or jolen. There are various types of games using marbles. Two of the most common variants of these games are: first, the type in which the players try to knock their opponents’ marbles out of a circle with their own marble (and so win them); and second, the type in which the players try to hit a target and roll their marble through a hoop or into a hole by rolling, throwing or knuckling the marble.

Players per Team

One (1)

Officials

Mechanics:

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Officials are assigned to oversee multiple games.


In LingaDuwa, the game is played on a course on the ground made of five holes spaced apart about 2 meters away from each other. The object of the game to be the first to finish (‘pinis’) the course by being able to roll the jolen into the first hole then the second, third, fourth, and fifth, then back in reverse to the first hole.

The game is played by four players (one from each team) who take turns at play. 1. Play area : The play area follows the general layout shown in Figure 1 above. 2. Taking out an opponent: The players may take an opponent out of the game by hitting the opponent’s marble during the players turn. This may be done only if the opponent has not progressed to the next hole ahead of the player. e.g. if Player A has completed Hole No. 1 and Player B has completed Hole No. 2, Player B is ahead of Player A. Player B can knock Player A out of the game by hitting Player A’s jolen but Player A cannot until Player A has also completed Hole No. 2 and Player B has not completed the next hole (No. 3).

3. Start of the Game: The four players determine the order of play by by a ‘mano’, that is each player rolls their jolens to the ‘mano’ line. The closest to the line plays first, followed by the next closest, and so on. 4. “Tago” A player may hide his/her jolen amongst the obstacles in the course so it cannot be hit by other players. Finish

The game finishes after one player completes or finishes (“pinis”) the course or after 15 minutes, whichever comes first. If no player finishes within 15 minutes from start of play, the winner is the player farthest along the course. If two or more players are on the same stage of the course, the player with the most number of opponents taken out wins. In the event of a tie, the winner is determined by ‘mano’.

Tournament format: Four players play against each other, the winner moving on to the next round.

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