Wednesday, June 27, 2007
What does it mean? Well Jack and Poy are obviously names. Hali-hali hoy! is like an expression calling them towards the speaker. Hali ka, means come here. Hoy! is one effective way of calling a Filipino’s attention...similar to “Hey!”
Perhaps the person is calling both Jack and Poy to come play with him. The last statement: “Sino’ng matalo, siya’ng unggoy!” is a tease that whoever will lose is the monkey...of the monkey’s the loser.
While saying this rhyme, children do rock, papers, scissors. First with the beat they put their right hand, formed into a fist, pointed towards each other, and continue to do so, along with the beat until the last one, where they spread and reveal whether they will use rock, paper or scissor as their “hand”. The loser eventually is the unggoy.
This is used as preliminary elimination for most Filipino children’s games, along with “Maalis, alis” and even without another game to play, this alone can provide hours of amusing fun for kids who can be creative and change the bits i.e. “sinong matalo kakain ng champoy” (whoever loses will eat champoy). Champoy is a Chinese sweet that is also a favorite Filipino candy.
It is noteworthy to add that the Japanese have a very similar (though more complicated, with more hand formations; click title to get to the link) hand game. In Japan, hand games are called Ken asobi. This particular game is called Jaken Pon.
Wednesday, May 16, 2007
Perhaps the Tagalog name came from a Spanish word "tinte" meaning "tint" refering to the lines. I can see why the Visayas region dwellers call it "tubiganay" because in the dusty fields where it is being played, oftentimes, water is used to make the lines that is crucial to holding this game.
I recall breezy, moonlit nights of fun playing patintero under the light of Third World lamposts and the moon with my friends. Another variation is on hot, lazy summer afternoons, a few pails of water on a dusty patch of land, add a few neigborhood kids and you’ve got stiff competition going on! Patintero is a game of speed, agility, team work and being able to bluff.
What you need: even ground that you can write on using chalk or charcoal, or a patch of land that you can create lines using water or mark using a pointer stick. Some soil is really dark and loamy and instead of adding water or writing with chalk which would easily get unnoticed, you can use a stick to make shallow grooves in the soil for your lines.
Players: minimum number of 4 - 6 children, more would mean more fun!
The paying field:
On smooth cemented or asphalt ground, use chalk or, if the ground has a ligth-gray color, charcoal to draw a lines like below:
If there are more players, you must add more lines. The more lines you have, the more difficult (takes longer to finish) but the more exciting the game!
Players make up two teams of even number (i.e. 2 against 2 or 3 against 3) They can use “maalis-alis” to make the groupings (see previous blog on “Maalis, alis”). Then team leaders can use Jack en Poy to decide who will play first. (Note: Jack en Poy in my next blog).
The winning team gets to run first while the losing team gets to guard the lines. The team leader is on the first line and he has the “power” to also run along the middle line to catch an opponent.
The running team use all speed and bluffing strategies to get through the lines and back earning them a total points relative to how many players were able to enter the lines and come back to the starting point.
When one member of the running team is tagged, then the runners now become the line guards and the guards now take turn as runners.
This game can takes hours of fun and good exercise for the young and even the young-at-heart.
Wednesday, March 28, 2007
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.
Tuesday, March 20, 2007
Variations of the name: chato/chatong, shatung
Number of players: 2 teams with at least two players
Equipment needed: lots of open space, preferably land so you can dig an elongated shallow hole that you need in order for your team to score the 'shatong points' (you’ll see later how this works) and two pieces of stick about an inch in diameter one long, about a foot and the other short, about half a feet.
First, you (including your opponents) must create a shallow furrow on the ground, where you can do this (see image):
Now that everything is set up and the first to play has been decided, this is how the game is played.
Each team member takes turn. The first one hurls the short stick off the furrow using the longer stick. Now he/she must be careful that the opposing team does not catch the short stick. If the other team catches is, the current team loses their turn and the opposing team takes their turn to hurl/launch the short stick.
Now if “shorty” (the shorter stick) gets hurled with none of the opposing team catching it, all the members of the hurling team will go to the drop site (the exact point where shorty fell).
From here, except for the person who hurled shorty, (so if it’s a two-man team, only one will do this) will have to run up to the furrow shouting “shatoooooooooooooooo!” The opponents will be with you all the way to make sure you did not lose your breath or stop saying the “magic word”. If you failed to reach the furrow and ran out of breath and stopped, the opposing team takes their turn to hurl, and no points are made.
If you are successful, then you partner (the one who hurled shorty) gets to count the distance from the drop point up to the furrow using the longer stick (known here are “LS”).
See image below as example:
If the hurler hits shorty with LS as he launches shorty off to open space, and the “shato” runners don’t lose their breaths; then the count is using LS X 2. If the hurler launches shorty and hits is twice before it goes off to its drop point, then instead of LS, shorty is used to count the distance from the drop point to the furrow (making the score much higher).
If the hurler hits shorty three times before it drops, then not only is shorty used to measure the distance from drop point to furrow, but also the count is increased to threes!
Teams note their scores and the team with the highest points wins the game.
What children learn:
- play as a team; take turns
- good math practice, counting in 2s, 3s
- free exercise that is also lots of fun
- fresh air, love for nature and the earth
- some pretty mean “batting” skills (hitting ‘shorty’ is not that easy!)
Wednesday, March 7, 2007
Equipment: markers to be used as the base, 2 pcs. (you can use two trees or two slippers or two chairs as your bases)
Number of players: minimum 4, two in each team (more players for more fun recommended) Minimum age: 5 years old
Mechanics: There are two bases, each base has equal number of members. There will be one person assigned to guard the base. The others may leave the base to run and try to catch another members of the other team or to try to steal the opponent's base. If you touch the base of your opponent first, before members of that team tag you, you steal their base and your team wins.
1. Speed and agility, not getting caught by the other group.
2. Loyalty, save the captured members of your group; no one gets left behind
3. Tenacity, if at first you don't succeed...try and try again
4. Sportsmanship, win or lose you accept both with good humour, at least everyone had a lot of fun!
Tuesday, February 27, 2007
Ilonggo: Kaya, kulob
English: Palms up/Palms down grouping or elimination process
I promised to blog about this in my previous post and this is simply a game of elimination - to find out which kids will play in one team or who will be the "it" for a game that is just starting.
So everyone forms a circle and puts their right hand out in the center, palm facing down. When everyone has put in their hand, all will say "maalis, alis!" or in English it means, "Whoever will be out, will be out."
While saying (more like shouting) this, you decide whether you will keep your hands palm up or down. Then everyone looks at the palms up or down and those that have the least number will continue to do it until only one is left. The one left will be the it.
For example there are 8 players. All 8 kids will put out their hands. Then they say, "maalis, alis!" Say 5 had their palms up and 3 had their palms down. The 5 will be safe and leave the circle. The 3 will continue to put out their hands, say "maalis, alis" and decide whether they want plams up or down. When there is one left that is different from the rest, that person is the "it". No complaints, no arguments. Simple process of elimination.
This method is also used for deciding on groupings. Say eight children again want to play a game that needs 2 groups of four. Everyone will do the "maalis, alis" method (MAM) and those who have palms down will be one group and those who have palms up will be another. If there is unequal numbers; say there were 5 palms up and 3 palms down, the group with the lesser number will decide who they want to be in their group from the group with more members. Again once decided, no questions, no arguments, the game begins!
What children learn:
1. You get to be a member of any group depending on how your hands fall
2. No matter how small or big you are, everyone gets to play the elimination round
3. You learn to work well with whatever team you were dealt with or not win the game at all
4. Eventually everyone gets to be part of a team and gets a chance to play.
5. Listen to your gut feel and follow it - but if you changed palms, no regrets; you still get to play the games!
Sunday, February 25, 2007
The Games of my Childhood: Hide and Seek
Larong Bata Series: Taguan
Equipment: A huge tree, lots of open spaces and nooks and crannies
Number of players: minimum 2, to as many
Minimum age: 4 years old
Best time to play: A night, under a really bright full moon; or in the afternoon when adults require all the young to take a nap (siesta)
Mechanics: Using a system to choose the “it” – i.e. rocks-paper-scissor or “maalis-alis” (to be blogged soon) – the it then uses the tree to close his eyes and count till 100 (or 50 depending on what’s been decided amongst the group) and the rest find hiding places – usually nearby and wait till they are free to run up to the tree and “save” themselves while the “it’ is busy looking for the other members. Once the “it” sees you, and calls your name – you will be the next “it”. Everyone will be called out of their hiding place and the countdown begins again.
Tips: Hide somewhere near the “save tree” this way, you can easily run to save yourself. Once saved, you can try looking for the other’s hiding places but be careful not to give them away to the “it”.
Skills children learn while playing this game:
to hide well
to be a thorough seeker
to run fast in order to win and save yourself in a race to the save tree against the it
to be part of a group effort to set rules
to follow the groups agreed upon rules
to accept that at least once you will become “it” too and it’s no big deal
to be magnanimous in winning (everyone hates a humbug)
to enjoy nature, i.e. the open spaces, the save tree, the moon and cool breeze
to enjoy without complicated toys or equipment
to learn to go home when called even if your friends are still playing
- J'ai deux coeur, ma mari et ma fille. Prefere la theatro y la cinema y tambien leer muchos livros. Mahilig din akong makinig sa mga tugtuging Pilipino at mga kakaiba tulad na freestyle na jazz. Shu fi aqel elyaum? Tabemashyooo!!! Hai, so desu. Amo gid na ya ang nanami-an ko himuon, ang magsige-kaon!!! Mau lagi nga ingon ani ko kay sige lang ug luto akong bana.