larong pinoy guidelines

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  • 7/25/2019 Larong Pinoy Guidelines

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    SACK RACE

    Limit on Players:

    Rules:

    1. Participants will run to the sack, put both feet in and begin hopping toward the finish line.

    2. Contestants must keep both feet in sack and at least one hand on the sack at all times.

    3. The sack must remain as close to the waist as possible and should not fall below the knees.

    4. The first racer to the finish line wins.

    *if a participant falls, he can still continue the race as long as he recovers and still complies with the

    rules stated above

    Grounds for DQ:

    Participant who engages in physical harm

    Materials Needed:

    Sack

    CHINESE GARTER

    Limit on Players:

    Rules:

    During the game, two members of the it team shall serve as game posts as they stand

    opposite each other and hold each end of the garter. The objective of the game then is to

    be able to successfully jump over the garter as it is gradually held higher by the game

    posts. Just like in the game ten twenty, each team also has its own team leader, more

    commonly known as the Mother. Once a team member either touches the garter or fails

    to jump at a certain level, the Mother can still save her team by taking her team members

    turn. Failure to do so will lead to the team to lose their turn and be the it

    The team who finishes all the levels will be declared the winner in case no team has

    finished all the levels, the farthest level reached by any one of teams.

    Level 1 The garter is being held by the posts closer to the ground.

    Level 2 Knee high

    Level 3 Around the height of their hips

    Level 4 Waist high

    Level 5 Chest high

    Level 6 Shoulder high

    Level 7 Head high

    Level 8 At the tip of the headLevel 9 A few inches above the head

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    Level 10 Also known as the Father / Mother Jump, as high as a kid raising his arms high

    on tip toes.

    Grounds for DQ:

    Materials Needed:

    Chinese Garter

    LIMBO ROCK

    Limit on Players:

    Rules:

    The stick, or pole, is held up by two people. The players pass beneath the stick while

    leaning backwards. After each successful round, the stick is lowered a few inches.

    Limbo is essentially a game of elimination. The limbo stick is lowered each round until there is only

    one person remaining.

    Grounds for DQ:

    Players are "out" if they fall, touch the stick or touch the ground with a body part other than their

    feet.

    Players are also disqualified if they do not go under the limbo stick while bent backwards.

    Materials Needed:

    Pole or Kawayan

    TUG OF WAR

    Limit on Players:Form two teams of at least six people each.

    Rules:

    1.Line both teams up on their respective ends of the rope.

    2. Each team gets on either side of the rope and tries to pull the other team across the ground

    marker.

    3. When any body part of the other team crosses the line, the game is over and the opposite team

    wins.

    4. The team that gets pulled over the ground marker loses.

    Grounds for DQ:

    Materials Needed:Rope

    SIPA

    Limit on Players:Rules:

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    The sipa is thrown upwards for the player toss using his/her foot. The player must not allow the sipa

    to touch the ground by hitting it several times with his/her foot, and sometimes the part just above

    the knee. The player must count the number of times he/she was able to kick the sipa. The one

    with most number of kicks wins the game.

    Grounds for DQ:

    Materials Needed:Sipa or Kick

    PUSOY DOS

    Limit on Players:

    Rules:

    In this guide, Diamonds, Hearts, Spades, and Clubs are represented as D, H, S and Crespectively.

    1. From a standard 52 card dec, !our players are dealt "ith 1# cards each.2. $he player "ith #C must shed any combination "ith this card. %layers tae turns in acloc"ise direction.

    #. In each turn, a player may either& shed cards "hich has a higher ran and has thesame number cards as the previous move, or the player may pass.

    '. ( player is in control "hen all players pass a!ter his)her move or "hen the previousplayer has shed all o! his)her cards. ( player in control must shed any combination *notnecessarily higher than the previous move+ and is not allo"ed to pass.

    ans&Singles- From lo"est to highest, cards are raned as& #-'-5--/-0--1-3-4--(-2. Cards

    "ith the same !ace values are raned by suit, !rom lo" to high& C-S-H-D.

    Pairsare t"o cards "ith the same !ace value. %airs are raned by !ace value. $"o pairs o!the same !ace value are raned by the highest singles o! the pairs.

    Three-of-a-kindsare three cards "ith the same !ace value and are raned by !ace value.5-combinations- these are listed belo", in increasing ran.

    Straight - are 5 cards "ith consecutive !ace values. Straights are raned by the highest

    single in each straight. 6rap-arounds are not allo"ed.

    Flush - are 5 cards "ith the same suite. Flushes are raned the by the suite o! each!lush. Flushes o! the same suite are raned by highest single in each !lush.

    Full House - are composed o! a $hree-o!-a-ind and a %air. Full houses are raned by

    the $hree-o!-a-ind used.

    Four-o!-a-ind - are composed o! Four cards "ith the same !ace value, and a Single o!any value. Four-o!-a-inds are raned by the !ace value o! the !our cards used.

    Straight !lush - are 5 cards that is both a straight and a !lush. Straight !lushes are raned

    the by the highest single in each straight !lush.

    Grounds for DQ:

    Materials Needed:Cards