Wednesday, February 15, 2012

Labanan Ng Gagamba

- Kagaya ng ibang tunggalian, depende sa tao ang mga rules ng laban ng gagamba. Ang pinaka-basic rule ay panalo ang gagambang makakabilot sa kalaban nito gamit ang sapot mula sa puwitan nila. Sa isang stick ng kahoy (karaniwan ay tingting) ang fighting arena. Mayroon din namang gumagawa ng mga paglalabanan ng gagamba gaya ng mapapanood sa video. Sinasabing “napatisan” ang isang gagamba kapag nakagat ito sa paa ng kalaban at lumabas ang likidong galing sa katawan na kulay patis. Hindi laging mabibilot ang isang gagamba dahil may mga gagambang “pipitikin” lang ang nakaharang sa dadaanan nila sa stick. Isa ito sa dahilan kaya dapat ay mahaba ang paa ng gagamba mo. Mayroon namang kapag nagpambuno na ang dalawang gagamba, kakapit sila sa isang strand ng bagting/sapot. Ang gagawin ng isang gagamba, puputulin niya ang kinakapitang bagting/sapot ng kalaban niya para mahulog ito. Karaniwan, ang mahulog o mapitik ng dalawang beses ay talo sa laban. May mga naglalaban na for fun lamang subalit para hindi masayang ang effort sa panunulo, di maiiwasan ang magpustahan sa laban. Ang iba naman, imbis na magsugal, binebenta na lamang nila ang mga nahuhuling gagamba sa ibang lugar gaya ng Pasig City kung saan umaabot sa 50pesos each ang gagambang maibebenta.

Kailangang maingat ka sa paghawak sa gagamba mo. Baka kasi mabalian o maputulan ito ng paa. Makikita nating hinihipan ng may-ari ang gagamba niya kung gusto niya itong tumigil sa pagkilos. Di ko alam kung bakit. Siguro ay nababahuan sa hininga kaya di na makakilos o kaya naman ay instinct ng gagamba na huwag gumalaw kapag lumalakas ang hangin. Kapag nais namang palabasin sa bahay, maingat na pinipitik ng may-ari ang ilalim ng lalagyan ng gagamba. Mayron din namang gumagawa ng parang kutsara para maingat na mailabas ang panlaban. May mga mapamahiin na manlalaro na ayaw nilang ipakain sa kanilang nanalong gagamba ang nabilot na kalaban. Malas daw yun. Ang pinapakain na lamang nila ay mga langaw.


-Micka

Luksong Tinik

- 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.

 -micka


-m

Tuesday, February 14, 2012

Luksong Tinik

Luksong tinik (English: "jumping over thorns") is a popular game in the Philippines, played by two teams with equal numbers of players. Each team designates a leader, the nanay (mother), while the rest of the players are called anak (children). The players chosen to be nanay are usually the ones who can jump the highest. The game involves players sitting on the ground and other players jumping over parts of their body.



HOW TO PLAY LUKSONG TINIK? (Jumping Over Thorns)
Minimum number of players: usually 3 but 2 can also work (more players is usually much more fun!)

Equipment required: a grassy field with lots of room to run and tumble

First children decide among themselves who will play first and who will be the two who will act as the “thorns” in the game. Thorns have a very important as well as difficult task in the game. Jumpers take turns passing the levels. The jumpers form a queue and the thorns take their position.

The “thorns” (A & [B)] sit, facing each other with the soles of their feet touching. This is the first level that jumpers must successfully jump through without touching any of their body parts with those of the thorns’ body parts.

Next level the two thorns must adjust their distance a bit towards each other so they can comfortably and successfully create level 2, where one of “thorn A’s” foot is used as base, and another of “thorn B’s” foot as the second level above the base.


Then it is thorn A’s foot as base, thorn B’s foot as second layer of base then thorn A’s other foot as 3rd level.


Then is is both A and B’s feet alternating to create level 4. Then it is all four feet plus thorn A’s hand: Level 5. A & B’s feet and one hand each: Level 6. A& B’s feet and two of A’s hands and B’s one hand: Level 7. Finally Level 8 has all four hands and feet alternating.


Successful jumpers are cleared and pass on to the next level. The group decides how many tries will be given for each attempt. For example, you get one more try. So if you were unsuccessful the first attempt, you step aside and wait till everyone has their turn jumping over the “thorns”.

After this, all the unsuccessful ones take their second attempt. If you still did not clear that level, you are out of the game and spend the remaining time watching the rest of the kids complete all the rounds. Then you are candidate for the thorns so that the thorns of the current game can take their turn as jumpers in the next game.

Chinese Garter

Chinese Garter

An amazing jump in the game called Chinese Garter. The objective is to hurdle the garter and the person who fails to do so will be out of the game. The height of the garter is increased till the last man standing is left. On this pose, flexibility and high jumping is being demonstrated.

Tumbang Preso

Tumbang Preso is a popular Filipino street game also known as Presohan.
The game requires 3 or more players. Each player is provided with a large throw-away object (could be slippers or a shoe) called "pamato". A semi-flattened empty tin or plastic container (the size of an 8 or 12 oz. tins) is placed in upright position 6 or 8 meters from the throwing line. A player is drawn as the prisoner (usually through a system like Jack en Poy). The prisoner will guard the empty tin or container.
The other players stand at the throwing line. They take turns throwing their "pamato" at the empty tin, trying to knock it down. As soon as the can is knocked down, the prisoner must put back the tin in upright position before he can tag the any of the players attempting to recover their "pamato". If the "pamato" becomes too close to the tin in an upright position, so that the prisoner can step on both with one foot, the owner of the "pamato" becomes the new "prisoner". The prisoner can also tag the players while recovering their "pamato" outside the throwing line.
After each throw, a player must recover his "pamato". Should he be tagged by the prisoner before he reaches the throwing line, he becomes the prisoner in the next game.

Hide-and-seek or hide-and-go-seek

Hide-and-seek or hide-and-go-seek

is a game in which a number of players conceal themselves in the environment, to be found by one or more seekers. The game is played by one player (designated as being "it") counting to a predetermined number while the other players hide. After reaching the number, the player who is "it" tries to find the other players. [1]
After the player designated as "it" finds another player, the found player must run to base, before s/he is tagged by "it."
A derivative game is called "sardines", in which only one person hides and the others must find them, hiding with them when they do so. The last person to find the hiding group is the loser

HOW TO PLAY?

Instructions

1
Play with at least three children.

2
Select an area in which to play the game. Designate a specific area with clear boundaries.

3
Have everyone gather around a tree or other landmark, which will be "home base."

4
Announce that you are "It."

5
Close your eyes (no peeking!) and count to 10 or 20 or whatever number seems appropriate based on the ages of the children playing.

6
Make sure that the rest of the players hide while you are counting.

7
Call out, "Ready or not here I come," when you are finished counting.

8
Go and look for the other players.

9
Be alert, because, as you are searching, the others are trying to run to home base.

10
Try to find and touch, or "tag," the hidden players.

11
Try, at the same time, to tag the running players before they get to home base.

12
Forget about the players who get to home base without being tagged, because they are "safe."

13
Remember the first player you tag. That person will be It in the next round.

14
Be It again if you don't tag any of the players and they all get home safe.

PATINTERO


PATINTERO is a children's game usually played on empty streets, schoolyards and beaches. It involes a grid drawn on the ground where one team will try to pass through while the opposite team tries to catch them without leaving the grid's lines at all times.

A grid is drawn on the ground. Some arjay's child prefer to play on soft , using water to draw the grid. Games using water tend to be played on moonlight nights to slow down evaporation. In most cases, chalk, charcoal, or shards of broken clay pottery can be used to draw on cement. The grid is usually a wide rectangle divided into four to six sections. One team is stationed along the lines, one player per line. The opposite team is stationed on one end of the grid.

Determining which team goes where is decided by a round of jack-en-poy or rock-paper-scissors played by a member from each team.


The team of jerry on one end of the grid attempts to cross it while the other team of ian tries to catch them without stepping off the lines. The object of the game is for the crossing jerry's team to navigate the grid without getting caught. Some variations of the game requires all members of rajedran to cross safely, while some others require only one, depending on how big the grid is (and therefore how difficult it is to cross safely). Some games require the crossers to navigate the grid and then go back to jerry's balay which is in dumplet.

Still other variants involve a point system. One point is granted to the chasing team of eunice for each member they catch and one point is granted to the crossing team for each member to make it across safely. The game ends when all of the arjay's child will go home to eunice and they will all die.