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PIKO

Piko is a hopscotch-like game played in the Philippines. Players take turns throwing their marker, called a pamato, onto numbered boxes on the ground and then hopping between the boxes to retrieve it. The goal is to collect the most boxes by successfully throwing the pamato onto an unclaimed box without committing a foul like stepping on a line. It requires skills of balance, hopping, and throwing accuracy. Variations include throwing the pamato blindfolded onto a box to claim it as one's property.

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Maan Gasmen
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100% found this document useful (1 vote)
5K views19 pages

PIKO

Piko is a hopscotch-like game played in the Philippines. Players take turns throwing their marker, called a pamato, onto numbered boxes on the ground and then hopping between the boxes to retrieve it. The goal is to collect the most boxes by successfully throwing the pamato onto an unclaimed box without committing a foul like stepping on a line. It requires skills of balance, hopping, and throwing accuracy. Variations include throwing the pamato blindfolded onto a box to claim it as one's property.

Uploaded by

Maan Gasmen
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PPTX, PDF, TXT or read online on Scribd
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PIKO/

hopscotch
Reporter:
Marianne Belle Gasmen
Donny Hervacio
Piko/
Hopscotch

The players stand behind the edge of a box, and each


should throw their cue ball. The first to play is determined
depending on the players' agreement (e.g. nearest to the
moon, wings or chest). 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.
Piko
Materials:
Pamato
– maybe a flat stone, a brick chip, the bottom piece of a clay
pot
You can use chalk or charcoal to write the boxes on the
ground. If it is on soil, you can use a stick to create the boxes.
PIKO
diagram
Piko
– Skills: Jumping, hopping & balance
– Values: Perseverance endurance drive to excel
– Boxes No. 1, 6, 7, 8 buwan (moon)
No. 2, 5 dibdib (chest)
No. 3, 4 pakpak (wings)
Piko
– Basic Rules:
– 1. The pamato must not land on any line as the hopper throws it on to any box.
– 2. The pamato must not touch the line as the hopper kicks it from one box to
another in the diagram.
– 3. The hopper's foot must not touch any of the lines, change foot, or take a rest,
while hopping. If he does, he stops and leaves his pamato where he got fouled.
The opponent then takes his turn to play.
– If the opponent commits a foul, he stops and leaves the pamato like the first
hopper. The first hopper resumes playing where he had stopped earlier.
Piko
– Game 1: Mechanics

- Each player chooses a moon


- First hopper throws his pamato to his moon, hops into it, kicks out the pamato, and hops out of
the moon.
- Then throws it again into 2, then 5, and 6, hopping in and kicking out the pamato after each throw
-Hops on either right or left foot but lands on both feet upon reaching 3 and 4
- Hops again to 5 and 6 shown in the diagram
- Game is played twice, first starting in the player's moon, the second time in the opponent's moon
- This is done back and forth from box 1 to 6
Piko
Game 2: Step, No/Step, Yes Mechanics

- Players do the same movements as in Part 1, but they walk instead of hop on the box, with
their heads thrown back, looking up.
- After throwing the pamato to a box, the player steps into the diagram, squats, and gropes
to pick up the pamato without looking down
- After every step, the player stops, and asks, "Step?" then would the opponent answer with
either a "Yes" or a "No" depending on whether the player' s foot has touched a line or not.
- If one did touch a line, one stops playing and his opponent take the turn.
- The game goes on as in game 1
Piko
Game 2: Step, No/Step, Yes Mechanics

- After a player has thrown the pamato onto a box, he walks without looking down to pick
up, and walks back without stepping on any line or committing any other foul.
- Then he marks that box with his initials.
- The opponent can no longer step in the marked box during his turn.
- If he does, he commits a foul and loses his turn.
- The player with the greatest number of marked box wins.
Piko
– Penalty:
 This is called hanapan.
 The winner blindfolds the loser and takes him to different places in the area.
 The loser takes his pamato with him. Drops it at the command of the winner.
 He is then spinned around many times before he is set free to look for the
pamato.
Piko

To begin, create boxes that


should look like this,
numbered 1 to 10.
Piko
Then find a puck each player has their own
individual markers or pucks. Flat stone, a brick chip,
the bottom piece of a clay pot, it has to be heavy
enough to stay when thrown but flat enough to get
the right balance so you can throw it easily to
where you want it to land (onto which box and/or
number).
Piko
You begin with the puck at number one. If your puck is
in box 1, you skip that box and jump to box number two
using only one leg. You can only land with both feet in
each box at numbers 4 and 5 and also on numbers 8
and 9. When you reach box ten, you can pivot so you can
skip back down to box number 2, then you pick up your
puck by bending and keeping one leg up and jump out of
the boxes on both feet.
Piko
Now you throw your puck and make sure it lands on
box 2. Start with one foot in box 1, skip box 2 where
your puck is, using the same leg, land your foot on
box 3 and continue up to box 10. Pivot and go back
down, at box 3, bend to pick up your puck on box 2,
since box 2 is empty, you can now jump into it down
to box 1 and out of the boxes.
Piko
Players take turns throwing their pucks
starting at number 1. If you didn't throw
your puck on the correct box, you miss
your turn and will have a chance after
all the other players have finished their
turns.
Piko
Aside from this, a variation is once you reach 10 - your
puck is on the 10th box/space - you pick it up and land
on both feet at box 10. Then without looking, you throw
your puck making sure it lands inside the square of a
numbered box (not on the lines). Then you pivot and
skip and retrieve your puck in the usual way and finish
skipping down to box 1.
Piko
Aside from this, a variation is once you reach 10 - your puck is on the 10 th box/space
you pick it up and land on both feet at box 10. Then without looking, you throw your
puck making sure it lands inside the square of a numbered box (not on the lines).
Then this becomes your property (bahay). If it’s your turn, you can land both feet on
the box since it’s your property. Other players cannot land on this and must skip
your box. They pivot and skip and retrieve their puck in the usual way and finish
skipping down to box 1. All the players have a chance of owning a box (bahay) once
they finish landing from boxes 1 to 10. And if all the boxes have been owned,
players can still burn the house (sunog bahay) by throwing the puck on someone
else’s property. This continues to happen until everyone gets tired.
End.
Piko
Values:
Perseverance
Endurance
Drive to excel
Skill related components:
Balance
Speed
Power

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