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PERFORMANCE TASK

Name of Group: ANSABIE (?)


Names of Members:
ASALDO, Aira Jane
NAVARRA, Christine Joy
SOLETA, Chamyka
ALUYOG, Danise
BARREDO, Jermay
IBAÑEZ, Mac Bruen
ESLIRA, Monalisa
Subject: PATHFT1
Schedule: 1:00PM-3:00PM, TTh
Teacher: Mr. Lowe S. Taña

Compiled by: Mac Bruen Ibanez (mac_einstein_newton@gmail.com)


GENERAL PATTERN: TAG GAMES page | 1

themselves. With the adaptability of a genuine


BRIEF DESCRIPTION human to think and act makes the amusement
additionally fascinating and testing.

There are two teams with two bases. How many


players on each team depends on the players. The FACILITIES USED
goal is to tag the other team's base without getting
tagged. If you're tagged, you're transferred to the  Open and spacious territory
other team and must be rescued. You can tag
other people who has touched their base before
you and are on the opposite team. If they've HOW TO PLAY?
touched their base after you've touched your base,
they can tag you, and you can't tag them.
Members are separated into two groups with equal
number. There are two bases; one person will be
GAME’S HISTORY allotted to protect the base. The goal is for one
group to attempt and catch the base of the other by
achieving the other's home base item -symbolizing
NO SPECIFIED HISTORY. Traditional Games in each group, without getting tagged by the rivals.
the Philippines are diversions regularly played by The others may leave the base to run and attempt
youngsters, normally utilizing local materials or to get another individuals from the other group or
instruments. In the Philippines, because of restrict- to endeavor to take the rival's base. In the event
ed assets of toys of Filipino kids, they more often that you touch the base of your adversary to start
than not come up on imagining diversions without with, before individuals from that group label you,
the need of anything other than the players you take their base and your group wins.

Research contribution: Danise Aluyog (daneen.aluyog@gmail.com)


GENERAL PATTERN: COMBATIVE GAME page | 2

enemy flag or protected their own flags were


awarded the Medal of Honor.

FACILITIES USED
BRIEF DESCRIPTION  Open and spacious territory
 Flag or any item easily carried
Capture the Flag requires a playing field of some  Speed and Strategy
sort. In both indoor and outdoor versions, the field
is divided into two clearly designated halves, HOW TO PLAY?
known as territories. Each side has a "flag" which
is most often a piece of fabric. The objective of the Different versions of Capture the Flag have differ-
game is for players to venture into the opposing ent rules, both for handling the flag and for what
team's territory, grab and return the flag to their happens to tagged players. A player who is tagged
territory without being tagged. Once they cross into may be eliminated from the game entirely, be
the opposing team's territory they are vulnerable. forced to join the opposing team, sent back to their
own territory, or be placed in "jail" with or without a
GAME’S HISTORY guard. The jail is a predesignated area of the
group's territory which exists for holding tagged
players and is normally towards the back of the
It is believed that the game of capture the flag has group's territory. However, players from their own
roots to the battle field. During a battle, soldiers team may free them from jail by means of a jail-
knew that the war was over when the enemy’s flag
break. If all players on one team are jailed, then
was captured. The amount of casualties or prison- the other team will have all the time they want to
ers of war was not the determinant of the winning find the other team's flag. After a player is tagged
side; rather, the war was declared officially over while carrying the flag, it is returned to its original
only when the opposing regiment’s flag was se- place. When the flag is captured by one player,
cured. During the American Civil War, soldiers they're not safe from being tagged. Sometimes, the
known as color bearers or color guards were ap- flag holder may not be safe at all, even in their
pointed the duty of guarding the flag. Some even home territory, until they obtain both flags, thus
risked their lives to save their regimental battle ending the game, but they have the option to
flags. Color guards that successfully captured the return to their side or hand it off to a teammate.
Research contribution: Christine Joy Navarra (roronoazoro@gmail.com)
NUMBER OF PLAYER PATTERN: INDIVIDUAL page | 4

FACILITIES USED

 Chalk, cue balls, or pieces of stones


 Spacious area

HOW TO PLAY?

Each player has a marker, usually a stone. The


first player tosses his marker into the first square.
The marker must land completely within the desig-
nated square without touching a line or bouncing
BRIEF DESCRIPTION out. If not, or if the marker lands in the wrong
square, the player forfeits his turn. If the marker
toss is successful, the player hops through the
Hopscotch is a popular playground game in which court beginning at square one. Side by side
players toss a small object into numbered triangles squares are straddled, left foot landing in the left
or a pattern of rectangles outlined on the ground square and right foot in the right square. Single
and then hop or jump through the spaces to squares must be hopped into on one foot. For the
retrieve the object. first single square, either foot may be used.
Subsequent single squares must alternate feet.
GAME’S HISTORY Squares marked "Safe" are neutral squares and
may be hopped through in any manner without
penalty. When the player reaches the end of the
Hopscotch began in ancient Britain during the early court, he turns around and hops back through the
Roman Empire. The original hopscotch courts court, hopping through the squares in reverse or-
were over 100 feet long and used for military train- der and stopping to pick up his marker on the way
ing exercises. Roman foot-soldiers ran the course back. Upon completing the sequence, the player
in full armor and field packs to improve their foot- continues his turn by tossing his marker into
work, much the same way modern football players square two. If, while hopping through the court in
run through rows of truck tires today. Roman either direction, the player steps on a line, or loses
children drew their own smaller courts in imitation his balance and falls, his turn ends. He does not
of the soldiers, added a scoring system and get credit for completing the current sequence and
"Hopscotch" spread throughout Europe. he word must start that sequence again on his next turn.
"London" is often written at the top of hopscotch First player to complete one course for every
courts as a reminisce of the Great North Road. numbered square on the court wins.
Research contribution: Monalisa Eslira (mona_cablira@icloud.com)
MOVEMENT PATTERN: QUIETING GAME page | 3

literary mentions of such games in large


game compendiums such as Charles Cotton's The
Compleat Gamester (1674) and Abbé
Bellecour's Academie des Jeux (1674). Patience
was first mentioned in literature shortly af-
ter cartomantic layouts were developed circa 1765,
suggesting a connection between the two. This
theory is supported by the name of the game in
Danish and Norwegian, kabal(e). An 1895 account
describes a variant of the game exclusively used
for cartomancy. Other books about patience written
towards the end of the 19th century were by H. E.
Jones (a.k.a. Cavendish), Angelo Lewis (a.k.a. Pro-
fessor Hoffman), Basil Dalton, Ernest Bergholt, and
Mary Whitmore Jones.

FACILITIES USED

 A standard deck of 52 playing


cards.
BRIEF DESCRIPTION
HOW TO PLAY?
Solitaire is any tabletop game which one can play
by oneself. The term "solitaire" is also used for sin-
gle-player games of concentration and skill using a Top cards of the tableau piles and the draw pile
set layout of tiles, pegs or stones rather than cards. are available for play. Look at the tableaus to see if
you have an Ace showing. If so use it to start a
foundation. Move cards from one tableau to anoth-
GAME’S HISTORY er by arranging them in descending order and with
alternating colors. For example, move a black 5
The game is most likely German or Scandinavian onto a red 6 or a red Queen onto a black King.
in origin. The game became popular in France in When you remove the last face up card from a
the early 19th century, reaching Britain and Ameri- tableau pile flip over the top face down card
ca in the latter half. The earliest known recording of making it the new face up card. Sort through the
a game of patience occurred in 1788 in the Ger- draw stack when there are no longer cards to play
man game anthology Das neue Königliche L'Hom- on the tableaus. Move cards to the foundations as
bre-Spiel. Before this, there were no soon as possible. The game is won when all cards
are moved into the 4 foundations.
Research contribution: Aira Jane Asaldo (airajjj.asaldo@yahoo.com)
NUMBER OF PLAYER PATTERN: DUAL page | 5

FACILITIES USED

 Piece of stick 60.96 centimeters


long which serves as the bat and
another piece of stick 15.25
centimeters long which serves as
the ball.

BRIEF DESCRIPTION
HOW TO PLAY?
Bati-Cobra is a hitting and catching game. This
game is played outdoors only by two or more play- To play this game, two bits of bamboo sticks (one
ers. To play this game, two pieces of bamboo long, one short) are required. The long one fills in
sticks (one long, one short) are required. A player as the bat and the short one fills in as the ball. Fur-
acts as a batter and stands opposite the others thermore, a little ground hole is required that
players at a distance. makes a permanent base. At least two players can
play the game. To decide the main hitter, the play-
er that strikes the smaller stick farther from the
GAME’S HISTORY base will be the first to hit. A player acts as a hitter
and stands inverse from the other players at a dis-
NO SPECIFIED HISTORY. The name was derived tance. Tossing the smaller stick upwards and strik-
from the behavior of the small stick when it was hit ing it hard starts the game. The other player from a
by the longer stick. In view of the lightness and far distance tries to get the stick, whoever gets it
size of the small stick, it rolls on air before it strikes turns into the next hitter. Points can be scored by
the ground. The Visayans called this "Pityaw" due measuring the distance from the base up to where
to the use of short/small stick with a longer stick. the smaller stick landed. The longer stick is used to
The objective of this game is to hit the smaller stick measure the distance. Every length of the stick is
harder in order to earn many points. However, this proportionate to one point. A layer that gets 100
is known as "Bati Cobra" among the Tagalogs. points or more is the winner.
Research contribution: Jermay Barredo (atod_maymay@ymail.com)
NUMBER OF PLAYER PATTERN: GROUP page | 6

BRIEF DESCRIPTION

Charades is a game of pantomimes: you have to


"act out" a phrase without speaking, while the other
members of your team try to guess what the
phrase is. The objective is for your team to guess
the phrase as quickly as possible.

GAME’S HISTORY
Write phrases or words on slips of paper. Write
A charade was a form of literary riddle popularized
out common words or phrases on slips of paper
in France in the 18th century where each syllable
with a pen or pencil. Keep these secret! These
of the answer was described enigmatically as a
phrases will be given to the opposite team to draw
separate word before the word as a whole was
at random when it’s their turn.
similarly described. The term charade was bor-
Fold slips in half and put them in a container.
rowed into English from French in the second half
Put these slips in a container and rejoin the other
of the eighteenth century, denoting a "kind of riddle
team in the room you’ll play the game. Exchange
in which each syllable of a word, or a complete
containers, but don’t look at the slips of paper.
word or phrase, is enigmatically described or dra-
Select the starting team with a coin toss and set
matically represented”.
a time limit. Flip a coin to determine which team
goes first (or something similar). Each round
FACILITIES USED usually has a set amount of time, but you can ad-
just this. Have the starting player draw a slip. The
 Stopwatch or timing device team that won the coin toss starts things off. They
 A notepad and pen for scorekeeping should choose a single player to act out a slip first.
 Blank slips of paper Convey general info to help your team narrow
 Container for the blank slips down their guesses. Things like the category and
the number of words in the phrase will give your
teammates a better idea of where to focus their
HOW TO PLAY? guesses. Act things out until your team gets it right
or you run out of time. The more hints you give
Divide players into even teams. Once teams are your team with gestures, the more likely they’ll be
decided, have each team head to a separate room, to figure it out. Play until you run out of slips or
or at least opposite sides of the same room. there is a clear winner.
Research contribution: Chamyka Soleta (chamy_chamy@icloud.com)

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