Larong Pinoy
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Summer is the BEST TIME to play.
NO SCHOOL.

BEFORE NINTENDO OR ANY OTHER COMPUTER GAMES THAT FOLLOWED, THIS WAS HOW CHILDREN PLAYED AND AMUSED THEMSELVES. IT MAY BE LIMITED TO MY OWN EXPERIENCES BUT PERHAPS CHILDREN TODAY CAN LEARN FROM US - THAT FUN WAS FREE!
In this Section i will try to show you what are the 
common games Played during Summer.



              It is also known as Kolyahan ng Sarangola meaning kite fight. It is among the old games played in Philippines. Boys and girls aged seven and above play this game during the summer. Normally, the most well decorated kite with the most unique flute melodies wins.  Number of players: Two teams How to play: The game is played by teams using either a big kite (gorion) or a small kite. Teams attempt to destroy opponent’s kite while minimizing the damages to their own kite. 

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      Numbers 1, 6, 7, and 8 = buan (moon).  Numbers 2 and 5 = dibdib (chest).  Numbers 3 and 4 = pakpak (wings).  A flat stone, shell, or fruit peeling, is used for pamato (object to be thrown). 

      The first player is determined as follows:  The players stand on the corners of the playground, and each one throws his or her stone.  Whoever succeeds in putting the pamato at the intersection of the diagonals has the first play.  The next nearest is second and so on.

      Part I.  The players, before starting the game, choose their own moon.  The first hopper will begin in her moon.  She throws her pamato in her moon  and then hops inside and kicks the pamato out of the moon.  Then she throws it again in 2, then in 5,  and 6.  She hops in and kicks it out after each throw.  In hopping,   she hops on either left or right foot but lands on both feet when she reaches 3 and 4, and hops again on 5 and 6. 

     Every player plays the game twice;   the first time he begins in his moon, and the second time in his opponent's moon.  When he is through, back and forth, then the second part is started. 

     Care must be taken in throwing the pamato into their exact places, in hopping  and in kicking it out.  The pamato and the player's foot must not touch any of the lines.  Should the pamato or the player's foot touch the line, he stops,  and the other player will have his turn.  If the second player fails or makes a mistake, then player number one will resume the game. 

      Part II.  The second part of the game is exactly the same as Part I, but instead of hopping, the player walks with his eyes looking towards the sky.  After throwing the pamato,   he steps in, without looking at the ground,  to take the pamato.  At every step,  he asks, "Have I stepped on the line?"  Should he step on the line,  the othe rplayer will have his turn.  The game goes on as in Part I. 

     The player who finishes Parts I and II is the winner.

PENALTY:  The winner pats the loser's hand rather heavily from ten to thirty times according to the agreement.   This is called bantilan (patting).

Another kind of penalty is the following:  The winner blindfolds the loser and takes him to different places.   The loser takes a stick or his pamato with him.  He drops it at the command of the winner.  He is then moved about to many places in order to be confused before he is realeased to look for the stick or pamato.  This is called hanapan  (to look for something).  



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           The players are divided into two teams of equal number.  The ground is marked off in a rectangle about five to six meters, divided into four equal parts.  Diagram A is for 6 players,  B for 8 or more players.
Winning the toss entitles the players on that team to be runners.   The taggers stand on lines 1, 2, and 3.  Number 1 can go anywhere to tag the runners.  The objective of the runners is to get through all the lines (1, 2, 3) back and forth without being tagged.  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, "Tubig!"  This means a night (a point) is scored in favor of his team.  The team which scores three consecutive "nights" (or three points) is the winner, and will be the runners of the next game.  
    If a runner is tagged while crossing a line or while trying to cross, the teams exchange places.  
    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.

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5-10 or more playersOutdoors or gymnasium

Each player is provided with a large throw-away object (could be slippers or a  shoe) called "pamato".  An 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 chosen as the prisoner, guarding the empty tin or container.

The other players stand at the throwing line.  They take turns  throwing their "pamato" at the empty tin.   Everybody tries to knock the tin 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".  The prisoner can tag the players while recovering their "pamato" within the throwing line only. 

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. 


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