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Republic of the Philippines

Department of Education
Region I
Schools Division Office of San Carlos City
Roxas St., San Carlos City, Pangasinan

National Children’s Month/ Students’ Day Celebration


Laro ng Lahi Guidelines and Mechanics

1. TUG OF WAR
Material / Equipment
 Rope

Procedures/ Mechanics
1. There will be two teams and each team is composed of five (5).
2. The players pick up each end of the rope.
3. The players begin tugging the rope when the referee gives the signal.
4. Each player pulls backwards as hard as they can.
5. The teams continue pulling until the center of the rope (tape mark) crosses where
the referee is standing.
NOTE: Should there be more than two teams competing, a round-robin may
implement.

PIKO
Materials/ Equipment
 Chalk
 Stone (Pamato)
Procedures/Mechanics
1. The players stand behind the edge of a box, and each should throw their cue ball.
2. The first to play is determined depending on the players’ agreement (e.g. nearest to
the moon, wings or chest).
3. Whoever succeeds in throwing the cue ball nearest to the place that they have agreed
upon will play first. The next nearest is second, and so on.
4. Throw the cue ball on a certain box according to order and you have to skip the box
with your cue ball in it.
5. Once you step at the lines or outside the pattern, you’ll be disqualified.
6. Once you reach the box before the box with your cue ball in it, you have to pick your
cue ball up then skip the box that was with it before.
7. The first one to complete the game will be the winner.
Note: There will be one winner
3. SACK RACE
Materials/Equipment:
Sacks
Whistle/scarf to signal the start of the race
Mechanics of the Game:
1. There will be two teams/groups in this game. Each group is composed of 5
members.
2. Before the game begins, designate a start line and finish line, and mark them, so
all the players know where the race begins and ends.
3. The first player for each of the teams will line up with both feet in the sack on the
starting line.
4. When the whistle blows, hop to the starting line of the field, and tag the next person in line.
5. The next person in the line hops into the sack and repeats the journey around.
6. If within the activity the participant falls off or gets out of the sack, that person
must make the trip again.
7. The player that crosses the finish line first wins the race!
4. PATINTERO
Materials Needed:
Chalk
Scoreboard
Whistle
Stop watch
Mechanics of the Game
1. Draw a massive rectangle on the ground using chalk for clarity and divide it into
smaller rectangles depending on the number of players. The patintero drawing involves
6-8 smaller rectangles.
2. A time limit of two minutes is given to each team to score.
3. The players should form two teams with five (5) members, where one team plays
defensive and guards the other team against passing the lines.
4. The two teams make up the guards and the runners (passers).
5. The guards assign a player to the lateral line in the middle of the rectangle and the
other players on each horizontal line.
6. The objective of the runners is to get across to one end of the big rectangle and back
without being touched or tagged by a guard.
7. During the game, the guards should ensure they have both feet on the ground before
tagging their opponent; otherwise, it will not count.
8. Once a runner is tagged, he or she gets out of the game.
9. If a runner makes it across the big rectangle and back without being touched with
the butterfly fingers, they earn a point.
10. Once all the runners of a team have been tagged, it’s game over.
System of scoring
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)

5. Tumbang Preso
Materials Needed:
Empty Can
Slipper (pamato)

Mechanics of the Game


1. There will be two teams/groups in this game. Each group is composed of 5
members.
2. An IT, the one to guard the milk can is chosen by throwing the "pamato" to the toe
line by all the players. Whoever player whose "pamato" is farthest from the toe-line
is the IT.
3. The hitters will line up at the back of the toe-line and at the sign of the IT, game is
started.
4. The "pamato" must be retrieved immediately once the can is knocked down,
otherwise once the IT has placed the can inside the circle, the one tagged becomes
the IT.
5. When the can is hit and went off the circle but remains standing, the IT has the
right to tag the hitter once the hitter leaves the toe-line.
6. The can maybe kicked or knocked down under situation No. 4.
7. If a hitter is not able to retrieve his "pamato," the others can save him by hitting
the can.

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