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PATINTERO

Rules of the game

Patintero rules apply across the board to all players. The equipment required for the game
includes chalk or paint, a score sheet, a whistle, and a stopwatch. The playing court should
be a rectangle of about 7.5m long and 5m wide divided into six equal rectangles. The rules
of patintero Philippines are as follows:

1. The game starts with a toss of a coin to decide the team that becomes the passer or
runner.
2. There is a time limit of two minutes for each team to score.
3. Once the two minutes elapse, the two teams change sides, and the guards become
the passers and vice-versa.
4. The passers or runners are supposed to cross the lines from the starting point and
back, to earn a point.
5. The line guards are positioned on the vertical lines with one on the horizontal line of
the grid, making sure that their feet are always on the line.
6. The patintero objectives of the line guards include tagging the passers or runners
with their powered or butterfly hands and blocking them from passing the lines.
7. Once a guard tag any of the passers, the line guards assume the position of the
passers.

System of scoring from starting point

From the entry point

 First-line – 1 pt
 Second-line – 2 pts
 Third-line – 2 pts
 Fourth-line – 2 pts

From the exit point

 Fourth-line – 2 pts
 Third-line – 3 pts
 Second-line – 3pts
 First-line – 5pts (Home)
LUKSONG BAKA

Luksong Baka Mechanics

1. In choosing the first “baka”, all players must place a hand over another (palms down),
and at the count of three, they release their hands simultaneously, either showing
palms up or down. The player who displays a different position of the hand from the
rest should be the first baka or “it”.

2. The baka then assumes his position at a designated “jump over” spot. On the first
level, he takes a crouching position and the rest of the players jump over him – one
after another. When all the players have jumped over, the baka raises his position a
bit higher for the next level. He repeats this process until he reaches the standing
position or until a jumper errs.

3. The jumpers must spread their legs wide apart to avoid hitting the baka when they
jump.

4. The jumper who hits the baka will take the place of the baka,  and the baka  now
becomes a jumper.

5. When the level goes higher, the jumper may use his hands for balance by putting
them together over the baka.

TUMBANG PRESO

How to play Tumbang Preso

Tumbang Preso mechanics are somewhat similar to those of Duck on a Rock, a medieval
children game commonly played across the globe. Below are some crucial concepts you
need to know about the sport.

1. The one to guard the tin can (preso) is called It, and he/she is chosen by all the
players throwing the pamato to the toe-line.
2. The one who throws the farthest from the toe-line becomes the It. The other players
will then get at the back of the toe-line, and the game starts at a signal from the It.
3. Immediately the milk can is knocked down, and the pamato is retrieved. The It then
starts putting it up inside the circle, and the tagged player becomes the new It.
4. In any case, the can is hit and fall outside the drawn circle but remains to stand, then
the It has all the rights to tag the hitter once he/she leaves the toe-line.
5. The can may be kicked or knocked down under when it is outside the circle.
6. Supposing a hitter is unable to retrieve his/her pamato, the other hitters can save
him/her by hitting the can.

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