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Patintero

Patintero is a kind of invasion game. Wherein the objective of the


playing team is to enter and invade the territory of the opponent without
getting tagged by the “it” or guards. This is usually played by two
teams with 5 or more members.
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C - Form two groups at the same number.
h - Draw vertical and horizontal lines of equal sizes or
an dimensions.
I - Choose a leader in each group.
C - The It will stand on the lines. The runners will try to
s pass or cross back and forth without being tagged
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the (taya) in any part of the body by the It to gain points
G (Home). And if the body part of the runner is been
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tagged, the guarding team will change.
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e - In 1997, Samahang Makasining (Artist Club), Inc. created time
C based scoring like basketball.
h - Each team player is composed of 6 people (4 players and 2
an waiting as replacements).
I - The attacking team will be giving 20 minutes to cross the
perpendicular lines from the home-base to the back-end and
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return.
s - Each team can play for three games. There are four horizontal
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the water lines (also "fire lines"), two vertical lines (left and right
G outside lines) and one perpendicular line in the middle of vertical
a lines.
m - Each square box has a measurement of 6 meters by 6 meters.
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C - The team can win based on the highest score of one player who
h reached the farthest distance.
an - Scoring is two points per line for each of the four lines going
I away from home-base and three points per line for each of the four
C lines coming back toward home-base, plus five additional points for
s reaching home-base.-Choose a leader in each group.
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the - An example of someone who made it all the way across and
G back: (2 points × 4 lines) + (3 points × 4 lines) + 5 points home-base
a = 25 total points.
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h -The team with the most points within the time limit
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wins.
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*Prize and consequence depends on what is discussed
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and agreed upon by both groups.
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Tumbang Preso

Tumbang Preso is a kind of target game. Wherein the


objective is to hit and knock down the can. This is usually
played by 10 players including 1 “it”.
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h -An It, is chosen by throwing the pamato to the toe-
an line by all the players. Whoever’s pamato is farthest
I from the toe-line is the it.
C -The hitters will get ready at the back of the toe-
s line and at a signal from the It game starts.
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the
-The pamato must be retrieved immediately once the
G can is knocked down. The it will start putting it up
a inside the circle, the one tagged becomes the It.
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-The It has a privileged to tag the hitter if the
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hitter is holding on their way a pamato while the tin
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is on its upright position.
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-When the can is hit and falls outside the circle but
s remains standing, the It has the right to tag the
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the hitter once the hitter leaves the toe-line.
G -When the hitter is not able to retrieve his/her
a pamato, the others can save him/her by hitting the
m can.
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the -Instances like having everyone had their turns over
G is the biggest climax of the game that leads hitters
a to panic, since the It has all the rights to capture
m whether the players have a hold of their pamato or
e not.
Piko

Piko is the Filipino version of hopscotch. You usually use


chalk, charcoal, or stone to draw the boxes. These boxes
have different levels in which you have to throw your
pamato in. The pamato is usually stone, but you’ll see
different variants, from keys, keychains, bottlecaps, even
slippers, etc.
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h The players stand behind the edge of a box, and each
an should throw their cue ball. The first to play is
I determined depending on the players' agreement (e.g.
C nearest to the moon, wings or chest). Whoever
s succeeds in throwing the cue ball nearest to the place
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the that they have agreed upon will play first. The next
G nearest is second, and so on. The person is out for
a the round if they stand with both feet.
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h Expect that your playmates will distract you from your
an balance by shouting randomly or making funny faces at
I the side. We’re that competitive, and we know it.
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Agawan Base

This is a popular game in elementary schools during recess


time. The game of minds starts once you settle the teams
and assign the base (which are usually trees).
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s The objective is to touch the base of the other team
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the without getting caught by them. Once you get caught,
G you become a prisoner. It becomes sad when the bell
a rings, and none of your team members were able to
m rescue you.
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s the it or tagger stands in the middle of the ground.
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the The players in the corners will try to exchange places
G by running from one base to another. The it should
a try to secure a corner or base by rushing to any of
m those when it is vacant.
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Luksong Baka

(jump over the cow) is a popular variation of Luksong-


tinik.
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an One player crouches while the other players jump over
I them. The crouching player gradually stands up as the
C game progresses, making it harder for the other
s players to jump over them. A person becomes the it
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when they touch the baka as they jump. It will repeat
G continuously until the players declare the player or
a until the players decide to stop the game most of the
m time once they get tired. It is the Filipino version of
e Leapfrog.
Luksong Tinik

jump over the thorns of a plant


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e two players serve as the base of the tinik (thorn) by
C putting their right or left feet and hands together (soles
h touching gradually building the tinik). A starting point
an is set by all the players, giving enough runway for the
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C players to achieve a higher jump, so as not to hit the
s tinik. Players of the other team start jumping over the
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the tinik, followed by the other team members. If a player
G hit either hands or feet of the base players "tinik", he
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or she will be punished by giving him or her
e consequences.
Ten-twenty

These games are played using a simple piece of garter or


rubber bands (about 7-10 feet long) linked together and
then joined at the end to form a circle.
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e The garter is held by one person at each end. For 10-
C 20, the player will have to do 10 jumps per level. The
h counting starts at 10... 20...30... and so on. Thus the
an name of the game, 10-20. The objective of the game is
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C for each player to do the jumps correctly as the garter
s is gradually raised from ankle level, knee level to
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the "under the pwet" (LOL!) then waist, chest level, neck
G and lastly the head level. The same goes for chinese
a
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garter but instead of doing 10 jumps to finish each
e level, a single jump over the garter is needed.
is chasing game, a variation of habulan where
players can be immune from being tagged as
long they stand on an elevated surface.
Langit is the Filipino word for “heaven” and lupa
is “earth”. The game’s name describes how the
chaser cannot reach players how are elevated
from the “earth”.
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The game is for at least three players, who will gather
C in a circle. One player points at everyone in
h succession while chanting “Langit, lupa, impyerno /
anIm-im-impyerno / Saksak puso / tulo ang dugo / Patay,
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buhay / Maalis ka na diyaan. (Heaven, Earth, Hell /
s Hell-Hell-Hell-Hell-Hell / Stab the heart / Out comes
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blood / Dead, Alive /And out you go.)”, pointing to the
the

G player next to the one he just pointed to with every


a syllable of the chant. Whoever the chanter is pointing
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e at when the chant ends is the it.
M The it chases the other players in an attempt to tag them.
e Whoever gets tagged will become the it, just like in habulan.
C However, players can climb or step onto an elevated space
h such as a flight of stairs, on top of a table, or simply dangle
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from a jungle gym. Players who manage this are immune
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from being tagged. Different rules are applied to govern this
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limitation. One is to time a player’s immunity. After a
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the
prearranged number of counts, the player has to come down
G and be vulnerable again. Some groups impose a ruling that
a the it must move away from elevated players to give them a
m chance to run away. The game ends when the players are
e exhausted or are called home.
Theme Song:
Langit lupa impyerno
im im impyerno
saksak puso tulo ang dugo
patay buhay
alis kana dyan!
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C With each syllable, the designate points to a player in the
h group until finally the rhyme finishes and with the last
an syllable, the “taya” or the “it” is chosen.
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1. A mad scramble ensues as the remaining players search
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for elevated ground which is “Langit” or Heaven.
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Of 2. Here the It cannot go and the player cannot be touched.
the

G The unfortunate player who is caught and tagged standing on


a “Lupa” or the the level earth becomes the new “It”.
m 3. Then the running and tagging begins again.
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Dampa

Dampa The game is played with the use of rubber


bands, known as lastiko in the vernacular. Dampa is
the act of producing air to come out from a hollow of
domeshaped palms when struck against the ground.
Place retrieved: Tacloban City, Mayorga
The player will aim to move the rubber band beyond
the service line through dampa. Fitness Development:
Arm strength Play Skills Development: Control in
producing an amount of air in dampa. Emotional-Social
Development: Control during the exciting parts of the
game, courage to move the rubber bands beyond the
line, waiting one’s turn, and courtesy regarding others’
mistakes. Venue: Outdoors or indoors; smooth, flat
surface Players: Children; individual Materials: Rubber
bands Lay-out of the Playing Area: smooth, flat
surface.
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1. The players will determine the sequence to dampa
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the rubber band through palagunting (jack en poy) or
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hurumpyang if there are 3 or more players.
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2. Players will alternately dampa the piled rubber
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bands on the ground. A player will win in the game if
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the player is able to move an odd number of rubber
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bands beyond the service line and take rubber bands
s that go beyond the line. If an even number of rubber
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the bands goes beyond the line, the opponent will take
G rubber band.
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C 3. Players should not clip the rubber band when doing
h the dampa so as not to forfeit the turn to play.
an 4. If a player moves an odd number of lastiko beyond
I the service line, he will continue the play. The turn to
C dampa will change only if an even number of rubber
s bands is displaced; then the opponent will have the
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the turn to play
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Ice Water

Ice-Ice-Water is like a modified version of 'Taya-


tayaan'.
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I There's a 'taya' who tags players and yells 'ICE!'.
C The tagged player "turns into ice". He has to stop
s moving or else he will be the 'taya'. The 'taya' can
win if he can turn everyone else into 'ice'. He has to
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G be wary though as the other players can tag 'frozen'


a players and yell 'WATER!'. The 'frozen' player is
m then 'unfrozen' thus becoming 'water'!
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It seems like a never ending game with no clear
winners or losers, but really, as with most Filipino
games, or games as a whole, everyone is a winner.
Sipa

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