Mga Larong Kinagisnan
Mula sa Mga Pahina ni Laura
Playing games is an important part of growing up. Some games are challenging. Some are daring. Some are physical, some are intellectually stimulating. However we play games though -- as a group or a team, games teach us sportsmanship. If you think about it, we enjoyed and played those games for many years when we were young without any referees or umpires. As kids, we made the rules and we abided by the rules. We call that "honor system" or "Sa Diyosan."
When one loses in some games, the winners make you suffer some type of consequences such as losing a turn, being punished or being made to do certain tasks (e.g., errands). Some games make you win prizes. But win or lose, we get enjoyment when we play these games. When we lose and that is almost always a certainty, that is only an opportunity to try again next time.
These games are mostly played before, during and after school as well as during PE (Physical Education class). Some of them are played during Fiesta or and when there's a Lamay (wake) for the dead.
HULAAN (Guessing Games): A player places a coin, tamarind seed, small piece of rock, sigay shell, ring, or any small object in his/her hand.
Pako O Palito (Nail or Match stick)
Bunotan (Draw Strings/Lots)
Pula O Puti (Red or White)
Ulo O Buntot (Heads or Tails) also known as Cara y Cruz.
Kaliwa O Kanan (Left or Right)
Gansal O Pares (Odd or Even)
Tao O Ibon (Man or Bird)
Tihaya O Taob (Top or Bottom)
Bato O Pera (Stone or Money)
Malaki O Maliit (Big or Small)
Flicking/Throwing Sticks - Whoever can flick the stick the farthest gets to start game first.
SUOT LUNGGA: Players form two teams. They decide on who to play lungga and who to play daga. All players playing lungga stand in one straight line one behind each other with their legs spread apart. All players playing daga get on their knees or sit on their heels. Daga crawls under the spread legs of the other group of players. This game somewhat simulates the gophers going through a gopher's hole. Everybody wins in this game. It's just for fun.
IT, IT, BULAGA: A game parents and grandparents play with their 9 - 18 month babies. Adult covers his/her eyes while saying "IT, IT," trying to get the infant's attention. At this moment the adult yells "BULAGA!" that makes the infant laugh and giggle.
PITIK BULAG: Need two players one to keep his/her eyes closed and covered with one hand and one to flick the fingers of the other player covering his/her eyes. While one player's eyes are covered, the other player flicks the hand of the other player who's hand is covering his/her own eyes. The player doing the flicking shows a number of fingers behind the player whose eyes are covered. The onlookers are the judges of this game. The player whose eyes are covered guesses the number of fingers being flashed behind him/her. If player guesses it right, he/she wins. The players may trade places.
JACK EN POY
Usual pre-play for this game is the rhyme ...
"Jack En Poy, Hali - hali - hoy
Si Kenkoy Kumain ng Tsampoy."
As the rhyme is ending, the players get ready to act any of these gestures, signs or representations:
Bato, Gunting, Paper, Ulan (Rock, Scissors, Paper, Rain)
Players quickly demonstrate them with their fingers and hands. A closed hand is rock; two fingers spread apart is a pair of scissors; an open hand, palm up is paper, and open hand with fingers pointed downward is rain.
A pair of scissors cuts paper.
Paper wraps the rock.
Rock blunts the scissors and ruins paper.
And rain conquers them all, because it wets the scissors, paper and rock.
SIKLOT: Number of players - 2. Equipment needed - Odd number of sigay sea shells, tamarind seeds, or pebbles and a flat surface or table.
Determine who plays first using one of the pre-play games above. Place all sea shells in one hand. Toss them in the air and try to catch them with the same hand with palm facing down. Toss them in the air again and this time, catch them with palm facing up. There will be sea shells on the table. Look for a cue sea shell. Place thumb over the index or middle finger and flick the cue sea shell so that it touches the other shell(s). The cue sea shell may bounce and make a contact with more that 2 sea shells. That is much better -- hitting two all at once. Take all sea shells that make a carom It will speed up the game. Continue this process until all the shells are taken by the first player.
If the first player misses to make the sea shells make a contact with the other sea shells, the second player picks up where the game stopped until the first round is over. The player who has the most sea shells wins the game. The game continues.
If the first players finishes the game without missing any sea shells the second player starts a new game. The first player hopes that the second player misses, so she can really be declared the winner.
RUBBER BAND GAME (#1): Number of players 2 - 3. Equipment - rubber bands usually 5 per player, sand and tingting (midrib of palm leaves) from a native broomstick (walis tingting).
(Warning: Be extra careful so that sand does not get in the players' eyes)
The players decide on who plays first, second and last. This may be timed. The rubber bands are hidden in a mound of sand. (The higher the mound the harder to fish for the rubber bands.) Each player holding a piece of tingting tries to fish the rubber bands out of the mound of sand. Player keeps rubber band fished out of the sand. If the first player misses finding any rubber band at the length of time given, the second player takes his turn, until all the hidden rubber bands are hooked/pulled out. The player who has the most rubber bands wins the game.
Variation of the above Rubber Band Game:
Several rubber bands of same color but one (of a different color) may be hidden in the pile of sand. Whoever finds the one of a different color wins the game.
Several rubber bands of different sizes may be hidden in the pile of sand. Whoever finds the longest/shortest wins the game.
RUBBER BAND GAME (IHIP) (#2): Number of players 2. Equipment - rubber bands, with 1 initial rubber band for each player, a table or any flat surface board.
Players sit across from each other at a table or flat board. Each player places a rubber band on a flat surface. The goal is to blow the rubber band so that it lands on top of the opponent's rubber band. Both players start blowing his/her rubber band at the same time. Whoever can blow his/her rubber band on top of the other takes the other player's rubber band. Repeat the same process until players decide to quit.
RUBBER BAND GAME (SIPA) (#3): Any number of players. A bunch of rubber bands for each player.
The players agree on how many rubber bands they agree to tie in a tight knot. Say each one agrees to have five rubber bands tied in a knot so you have 15 altogether. Players determine who gets the first turn, and each takes his turn successively. The objective of the game is to loosen the knot so that you get to keep the rubber bands that got individually loose and separated from the rest. You get to keep the rubber bands that are strictly loose and not touching any other rubber bands. How you loosen the knot is by using your foot only. So you can kick the tied rubber bands, stomp on it, twirl it with your toes or heel,or pirouete on it, or do anything as long as you only use your foot. Each player gets his turn in order if the previous player fails in getting any rubber band loose. If no rubber band gets loose on your turn, the other player takes his turn. And as long as at least one rubber band gets loose, you keep on doing your foot action until there are no more loose rubber bands or you miss getting at least one rubber band loose. When there are no more loose rubber bands for that round, you then agree on how many to tie together for the next go-round. Then, a different playet gets his turn. For the length of time you play the game, you get to keep the rubber bands you win.
DAY & NIGHT: Even number of players divided in two groups. Two "SAFE" lines are marked on the ground for both teams. One team is called "Night" the other is called "Day". The space between the "Safe" lines is a "neutral" area wherein players can stand without being caught. The leader who is not part of the team tosses a slipper or wooden shoe in the air. If it lands on the ground facing up the "Day" team chases the "Night" team. Whoever is tagged outside the "Safe" line becomes a member of the "Day" team. That gives the team 1 point. If the slipper or wooden shoe lands on the ground facing down, the "Night" team chases the "Day" team. Whoever is tagged outside the "Safe" line becomes a member of the "Night" team and scores 1 point. Whoever scores the most wins the game. The player caught may give the catcher a piggy back ride across the "neutral" area.
SIKSIK BULAK: Hide the Cotton. Any number of players.
The players sit down in a straigt line. The leader asks for a volunteer to be the "IT". While "IT" is turned around facing the opposite direction from the players, the "BULAK" is passed down to the players. Start with the player in front until the "BULAK" reaches the last player in the line or until the players think the "BULAK" is already hidden (usually in a pocket, in the shoe or sock, underneath the wooden shoe, etc.) the leader says "Ready."
All players stay in complete silence (no giggling, no clues, no motion so as not to give a hint as to who has the "BULAK"). The "IT" then tries to guess where the "BULAK" is. If "IT" guesses where it is hidden, the player hiding the item becomes "IT" and the former "IT" joins the group to play.
WHERE'S THE RING: Need a ring and rope long enough for all players to hold on to.
Thread the rope through the ring and tie both ends so that ring cannot fall out. A music is played or a song is sung by the players. The players move their hands left to right passing the ring from one player to another. The ring may be passed either clockwise or counterclockwise to confuse the "IT". When the music/song stops, the "IT" tries to guess where the ring is. If "IT" guesses the player holding the ring, this player and the "IT" changes roles.
SIPA (Girls): Players decide on the mano (who gets the first turn). Get a coin or lead washer and wrap it in a piece of light cloth or paper. Gather the edges, then tie them tightly and cut/shred/fringe the edges. Thin colored paper is sometimes used to make it more attractive.
The sipa is kicked by the outside part of either right/left foot (ideally just below the ankle) as many times as possible without dropping the sipa. The kick is made so that your sipa goes up vertically into the air. As the sipa comes down, you kick it again into the air. The objective is to keep on kicking it without dropping or missing the sipa. For each successful kick into the air, you get one point.
If a player drops or misses the sipa, she is "out" but keeps the number of sipa points made. Then the next player takes her turn. The player who scores the most sipa points is declared the winner.
SIPA (Boys): Same procedure as the girls' except for the style of kicking. Boys kick the sipa by the inside part of either the right/left foot.
Variation (Team Play): A team of players may group together and get a running total of all the points the players make.
SUMPING: This is a game usually played by two young boys and sometime adults too. You need a table or any flat surface. This is the equivalent of fingers wrestling. Players remove rings, watch or whatever they have on their arms and fingers. They decide on which finger to use for the contest. The players extend and interclock the chosen fingers while keeping their elbows on the table. Giving their full strength, each player tries to pull each other's fist to make it touch the table. If a player succeeds in making the other person's fist touch the table, he is declared the winner.
BUNONG BRASO: Similar game to Sumping except that forearms are the ones used. With forearms crossed and opponents' elbows on a flat surface, the objective in this game is pull the opponent's forearm toward you and make it touch the flat surface your elbows are resting on.
GREASED BAMBOO POLE: Equipment - a totally-greased (preferaby lard) with evened-out rings bamboo pole; contestants; bag of coins or notes. Played mostly by boys.
Tie a bag of money on top of the greased bamboo pole. Put the bamboo pole firmly and safely into the ground so that it can take the weight of the participants. Support with rattan or rope to brace the pole. The objective is for the players to get to the top of the pole where the bag of money is tied. The challenge is, in addition to the number of players one is competing with, the pole is very slippery. Each one is given one chance to climb the pole. Some players would roll on dirt or sand or rub ashes on their hands, legs and bodies to get some traction on the pole as they attempt the climb. If a player loses his grip or slides down, he loses his turn and the other players take their turns. After a player slides down and proves to be unsuccessful, the bamboo pole gets greased again. This is a fun game during fiestas.
Variation: Greased Coconut -- You need a coconut. Using a knife, make some slits on the coconut where you can insert money (mostly coins). The game is played like rugby where one attempts to grab the slippery coconut filled with money and tries to run away with it toward a predetermined finish line. The problem is there are about two dozen boys who want to tackle you, grab the coconut and try to run away with it. The one who has the coconut at the finish gets to win the coconut and the money in it.
BILAO RELAY/RACE: Need bilao filled with some produce. Mark the starting and turning points on the ground. At least two teams are needed for this relay/race.
Members of each team line up one behind the other. At the "get set, ready, go!" the first person in the line places the bilao on the head and tries to balance that while walking from the beginning to the turning point or turnaround point and back to the starting line without touching or dropping the bilao. If the bilao falls, the player must start over again from the beginning. As each player successfully makes one round trip, the bilao is passed to your teammate waiting at the starting line. The team whose members completed their turns and finishes first is the winning team.
GOING TO MARKET: Need kimona, skirt, scarf, bilao or basket, wooden shoes.
Divide the group into two teams of equal number of players. Arrange the players in two single files. Place all the paraphernalia listed above in front of the players. The leader whistles to signal the start of the game. The first player on each team quickly puts on all the clothing, steps on the wooden shoes, put the bilao on his/her head or pick up the basket, and walk as fast as he/she can from the starting point, around the turning point and back to the starting point. As soon as the player gets back, he/she takes off the clothing gear, steps off the wooden shoes, and the bilao or basket and hands all these to the teammate whose turn is next. And so on .... The team that finishes first wins.
OPEN THE HOUSE: Players form in groups of threes, (father, mother, child). Two players hold hands together keeping one player inside the house. The "IT" - odd person out at the start -- is outside and does not have a house. When "IT" yells "Open the House", all houses open up and the player who is originally inside a house goes out and goes to another house. Only one player can enter an empty house. As the other houses open up, the "IT" tries to enter an open house. Whoever does not get in a house becomes "IT". And the game repeats with "IT" yelling "Open the House" again, and so on.
CAT AND MOUSE: Players form a big circle. One player is designated as Cat and another player as Mouse. Cat runs around the circle chasing the mouse. If the mouse is tagged by the cat, the cat sits down with the other players. The mouse becomes the cat and another player is assigned to be the mouse.
LAGLAG PANYO (DROP THE HANDKERCHIEF): Need a handkerchief or scarf. Number of players - any.
An "IT" is given a handkerchief to start the game. In a circle formation, players sit on the floor or ground on their buttocks with legs crossed a la Indian-style and looking straight across. In the circle, there's an empty spot left for one person. "IT" holds a handkerchief, goes around the circle once or twice and quietly drops the handkerchief in a spot behind a player's back. If the seated player does not notice that the handkerchief was dropped behind him after the "IT" has made one cycle, the "IT" picks up the handkerchief and taps the shoulder/head of that player. Both "IT" and the other player run around the circle to get to the empty spot. Whoever is left without a spot becomes the "IT" and starts the game over.
If the player notices that a handkerchief is dropped behind him; he chases the "IT" clockwise or counter clockwise, tags him with the handkerchief then runs to the empty spot. Whoever is left without a spot becomes the "IT" and starts the game over.
If the seated player thinks that the handkerchief has been dropped, she must only try to feel with her hand if the handkerchief is dropped behind her without looking over her shoulders.
BENDING BODY WITH BAKYA OR TSINELAS: 2 - 3 players and pairs of wooden shoes or slippers per player playing simultaneously. Wooden shoes or bakya are preferred because of the clack sound they make at contact (with slippers or shoes, you can hardly hear the sound of contact). This game is mostly a girls' game.
Players decide on starting point and a turning point. Place one wooden shoe on the ground. (Usually about 8 feet away from the starting point.) Let's call that shoe B. Let's call the other one, the mate, shoe A. There are several routines or rounds in this game that the player needs to complete and the degree of difficulty increases until the required parts of the body are used.
Walking Routine - Player does the following:
1. Facing the opposite direction, a player tosses Shoe A as close as possible to the Shoe B, picks up the wooden shoe and touches the one on the ground, then walks back to the starting point.
2. Hold Shoe A and with eyes closed, walk towards Shoe B, touch Shoe B with Shoe A.
3. Place Shoe A on your (body part # - see end of this sentence), walk towards Shoe B on the ground and drop Shoe A so that it drops on or touches Shoe B. This number (3) simply repeats but each time using the following body parts (head, shoulder, elbow in a horizontal position, palm)
Twisting on One Foot Routine: The player repeats 1, 2, 3 with twisting movement by putting body weight heel of one foot, lifting the toes. Then put body weight on the toes, lifting the heel of that same foot. Using this motion, you inch towards Shoe B.
4. In addition to the body parts mentioned in 3. above, you now use the following body parts in this order (ankle, back of the knee bended to squeeze Shoe A, between two knees, between two ankles).
Skipping / Hopping Routine: Repeat steps 1 - 4 except that now, you are skipping and hopping.
Back Bend Routine: Completing the 5th step.
At the starting point, player faces opposite direction from Shoe B on the ground (her back is towards Shoe B), throws Shoe A and where Shoe A lands is where the player stands; still facing away from Shoe B, player holds Shoe A with one hand and tries to touch the Shoe B on the ground in a back-bending (arched back) position.
TATSING: (See diagram below):
You need at least 2 players but preferably no more than 4 or 5; coins or other items that players are willing to bet such as bottle caps, fruit seeds (e.g., tamarind or sampalok, cashew unopened nuts or kasoy, etc.); a cue (pamato - likened to a pool or billiard cue ball), if you are using coins, your cue is also a coin but usually a larger coin; if you're betting pennies, you may want to use a quarter for your pamato. If you're using tamarind, you select the largest tamarind seed you can find for your pamato, etc.)
The rules are as follows: Players agree to bet x number of items, for example, 5 pennies each. So if you have 4 players, you have 20 pennies altogether. Now, you draw a big enough square on the round to accommodate all 20 coins. Coins are individually laid flat on the ground and not stacked. You also draw an initial toeline several feet (6-8 feet) away from the square. Who gets the first turn is determined like this: while standing at the square you have drawn, each player tosses his pamato to get it as close as possible to the toeline. The order of taking turns is determined by whoever is closest to the toeline. The objective of the game is for the player to hit the coins inside the square out -- totally out -- of the square. The ones you hit out, you get to keep. If a coin is almost out but still touching the line or edge of the square, that is considered still in the square because it is not totally out. And as long as you are successful in hitting out at least one coin, you continue your turn (you give in to the next player only if you fail to hit out at least one coin). When you hit the coins, obviously your cue or pamato lands somewhere. That is the new point from where you aim for those coins whether or not you are still on your turn or on the next. You lose your turn if you fail to hit out at least one coin. If, in the process of hitting the coins, your cue or pamato ends up in the square (or touching any of the edges of the line), you lose all your turns for that round altogether. A round is ended when all the coins are out of the square. On the next go-round, players again determine how many coins they each will put inside the square.
KAPIT BAKOD: Any number of players. An "IT" is assigned by the leader. Everyone runs to a post, tree or anything fixed or unmovable by one person. Leader yells "Ready!" and everyone runs to another fixed fixture. You have to move ao another fixture. As the players run from one fixture to another, "IT" tries to tag anybody who is not holding to any a fixture. Players try to taunt or tease the "IT" by moving away from their fixtures. "IT" sometimes fools other players by pretending that he is not paying attention only to tag the unsuspecting player who mistakenly leaves or unconsciously steps away from his fixture. Whoever gets tagged becomes the next "IT."
STATUE or Istatuwa: Any number of players.
Players choose an "IT". Players are all in a variety of random motion. When "IT" yells "STATUE!", all players stop moving and pretend to be like statues so that they are in frozen, stationary state. These players could be in the process of walking, raising a hand, talking, etc.. The "IT" tries to tempt the "statues" to get to move (e.g., smile, laugh, giggle, put a foot down, etc.). Anyone who gets caught moving becomes the next "IT".
PATINTERO: (See diagram below)
Usually played at night when the moon is bright. Draw a rectangle and parallel lines on a flat ground using charcoal or water as shown. The distance is dictated by the average arms lengths of the players. The distance should not be too short so that if you stay in the middle of the square (as indicated by Roman numerals I, II, III, etc.), the Taya group on the lines marked Line 1, 2, 3, 4, 5 can tag you without effort. The distance should not be too far so that the Bangon group can just freely move from "A Safe Area" to "B Safe Area" and back without difficulty.
For the diagram shown above, the number of players is five (5). Lines 1, 2, 3, 4 are guarded by one player each. They move back and forth in an east-west (horizontal) direction depending on where they could tag the Bangon group member(s). The vertical Line 5 that divides the big rectangle in half is guarded by the leader and moves back and forth in a north-south vertical direction.
The other group (Bangon group) indicated by 5 circles composed of 5 players initially start in "A Safe Area." They scatter themselves in that area and attempt to get to "B Safe Area." As the bangon member(s) try to cross Lines (1,2,3,4), say Line 1, the Taya person assigned to this Line will stretch both arms trying to tag anyone crossing that line. The Taya person on Line 5 (vertical) will do the same (meaning, tag). If he is successful in tagging at least one person in the Bangon group, the Bangon group and the Taya group will exchange places.
If a Bangon group ends up in any Box marked I, II, III, IV, V or VI, he or she can stay there as long as he is not tagged by any of the Taya group, keeping in mind though that the objective is to get to "B Safe Area" and then back to "A Safe Area" without being tagged.
If any Bangon member reaches "B Safe Area," the Bangon leaders yells "Tubig!" and if at least one Bangon member safely reaches "B Safe Area" then back home to "A Safe Area" (similar to one round-trip), the leader yells "Isang Gabi!" The objective is to accumulate as many three consecutive "Isang Gabi's." The consequence for the losing team could be that that each member of the winning team gets to ride "piggy-back" one-on-one on the losing members.
TAGUAN (Hide & Seek): Any number of players (5 - 10 years old). Players choose a home base (could be a post, a tree, etc.) and an "IT".
"IT" stands at the base with his/her eyes closed. As "IT" starts to count say 1 ... 50, the rest of the players start to look for a place they can hide. If the "IT" spots a player, he shouts the spotted player's name and runs back to the home base and touch it. The spotted player tries to beat "IT" to the home base. If "IT" gets there ahead of the spotted player, they exchanges places. Whenever there's a new "IT," all other players come out and a new round starts as "IT" begins counting 1, 2, .... However, if "IT" loses that foot race, "IT" starts to look for the rest of the players in hiding. The same process continues when one gets spotted. The one who loses in the foot race towards home base stays or becomes the "IT."
TAKIP-SILIM (Blindfold Game): Any number of players (5 - 10 years old). Need a big handkerchief or a scarf. "IT" is chosen and is blindfolded by a scarf.
The other players stand in a circle formation. "IT" turns around a few times so she gets disoriented and then left in the center of the circle. The players in the circle clap their hands and teases the "IT" while he/she tries to catch them. If "IT catches a player, the latter keeps still and stays quiet so as not to reveal her identity. "IT" tries to guess her name. If "IT" can't quite tell who this person is, "IT" could touch the face, the ears, the arms, the knees, the legs, etc., to try to determine that person's identity. "IT" then guesses the person's name. If "IT" is correct, they exchange places and the game starts again.
ASO AT PUSA (Dog and Cat): Any number of players of about same age group. The objective is for the dog to catch the cat.
A cat and a dog are chosen to start the game. Other players facing each other stand in a circle and hold hands together. The cat stands inside the circle while the dog stands outside the circle. Players holding hands may sing a song while trying to protect the cat from the dog. The dog tries to break the circle by separating the hands of the other players. Another way to protect the cat is for the players to come closer together while they hold hands together. If the dog succeeds in breaking the hands of the other players so that the dog is now inside the circle where the cat is, the cat is intentionally let out of the circle by the players that are protecting him (the cat). The players still holding hands together now try to prevent the dog from leaving the circle. If the dog manages to get out of the circle, it continues to chase the cat until caught. The game is over when the dog catches the cat. Another pair of cat and go is chosen to start a new game.
LUKSONG TINIK: Two teams of equal number of players; each team electing a leader, usually one who can jump the highest. This is called the mother.
Players decide on which team to play first. Two players serve as the base of the tinik by putting their right/left feet together (soles touching gradually building tinik). A starting point is set by all the players giving enough runway for the players. Players of the other team start jumping the tinik followed by the other team members.
If they all successfully jump without touching any of the feet of the base players, the next degree of difficulty is done next. The base players then extend their right/left hands one on top of the other (fingers spread apart to symbolize thorns). The other team continues the same jumping process until the base players have used all their feet and hands and as long as none of the jumping team member's clothes, foot or any part of the body touch the tinik. Should this happen, the jumping team's leader or mother gets to jump to redeem the other player who missed the earlier jump. If the leader misses that jump, the teams exchange places and the game starts anew.
LUKSONG TINIK (variation is equivalent to the Olympic high jump): A piece of straight stick may be used instead of building up the tinik with the hands and feet. In this case, the stick is held by two players from the other team. As each jumping member successfully jumps over the stick, the height of the stick is rasied to increase the difficulty. If a member misses or fails to clear the stick's height, the two teams exchange places.
TUMBANG PRESO (TALAGONG) (See diagram below):
TUMBANG PRESO is a game of accuracy and agility. You need an empty evaporated or condensed milk can, pamato (cue) could be a medium- sized rock, wooden shoe or a shoe. Number of players 5 or 6 (represented by the squares in the diagram), one "IT" or taya (represented by the triangle beside the circle). The objective of this game is to avoid being an "IT."
On the ground, draw a starting line as shown. About 12-15 feet away, draw a circle about 4-5 feet in diameter. To determine who is the initial "IT" or taya, all participants gather around in the circle and from the milk's can's normal one end down, flip the milk can one turn into the air about a foot high, and let it come down. It's fairly difficult to make the milk can land on the other end so that it's standing when it comes down. The one who fails to make it come down standing becomes the "IT." So if there are two or more who fail, these remaining ones go through elimination until only one fails. If everyone succeeds, they go through it again and again until they have only one who fails. That one becomes the "IT." The "IT" then puts the empty can in the middle of the circle and stands near the circle (see triangle in the diagram).
The "IT" stands by the circle (see triangle in the diagram). All other players stand behind the starting line (see diagram). These players aim to hit the milk can in the middle of the circle.
If a player misses so that his pamato (cue) ends up somewhere, he needs to retrieve that pamato without being tagged and comes back to the starting line where he can aim again. He can only be tagged while the milk can is in its normal standing position and the player is past the starting line (see TAG AREA -- anywhere past the starting point is TAG AREA). Anybody in the TAG AREA is subject to being tagged as long as the milk can is in its normal position.
If a player hits the can so that the milk can now lies on its side (not in its normal standing position), the "IT" retrieves it as fast as he can and puts it back inside the circle (doesn't have to be in dead center) in its normal standing position. In the meantime, the pamato (cue) of the player who hits the can ends up somewhere. This player has to retrieve his pamato (cue) without being tagged and comes back to the starting line. The objective of the "IT" person is to tag the player who is past the starting line but he can only tag the player if the milk can is in its normal standing position. So if the "IT" person tags the player, the tagged player becomes the new "IT." Anybody in the TAG AREA can be tagged as long as the milk can is in its normal standing position whether or not it is in or out of the circle.
As long as the milk can is not in its normal standing position, the "IT" needs to put it back in the circle in its normal upright position.
Scenario 1: While the milk can rolls away from the circle as it gets hit, a player who just hits that can runs to get his pamato knowing that the milk can will end up lying on its end in all probability. If the milk can actually ends up standing up in its normal position after being hit and the "IT" tags the player, this tagged player becomes the new "IT."
Scenario 2: If a player no longer has his pamato, he can attempt to kick the milk can to tip it on its side -- that way as the "IT" retrieves the milk can, that player can retrieve his pamato and goes back to the starting point. He, however, risks being tagged since the "IT" stands guard near the can.
Scenario 3: If Player A no longer has his pamato and Player B hits the milk can, Players A and B can try to retrieve their respective pamatos as the "IT" retrieves the milk can and puts it back in the circle. You could have a Scenario 1 here afterwards.
Reference: A Study of Philippine Games by Mellie Leandicho Lopez