Grade 5 Phil Games
Grade 5 Phil Games
Grade 5 Phil Games
Batuhang Bola/Tamaang Tao is a group game where the tagging team (taya) aims to eliminate opponents by
throwing a ball at them. Target players (pain) are in the middle of the rectangular or square playing area while
tagging team is located at the end lines. The team that eliminates the opponent the quickest or by tags more
opponents within a given time wins.
Materials: rubber ball/volleyball/crumpled paper wrapped with masking or scotch tape/bundled socks
Players: any equal number of players per team
Game Preliminary: Teams decide which will be taya (throwers) and pain (dodgers) first through bato, bato, pick.
Playing Area:
X O O X
X – taya team
O – pain team
X O O X
X O O X
X O O X
X OO X
Mechanics:
The members of the taya team will be divided into sets of throwers positioned at the end of a marked playing area
while members of the pain team will be in the middle of the same playing area.
On the given signal, the taya team will try to eliminate all members of the opposing team within a given time
(usually 5 minutes) or as quickly as they can. When a member of pain team is hit, that player will be out and will
move outside the playing area. Eliminated players can play again when a teammate catches a fly ball (ball that is
thrown in the air).
If only one player is left, the taya team should hit the player within a given number of direct throws (usually 3-5 or
more). If the taya team is unable to do this, the rest of the pain team will be revived and play again. If the player is
hit, teams switch roles.
When all players are hit, teams change roles. The new taya team and new pain team will do the same.
Each team will play for 5 minutes as taya and pain. If all players are eliminated within 5 minutes, time will be
recorded. However, if 5 minutes lapsed with players still in the game, the number of eliminated/tagged players will
be recorded. The team with the quicker time to eliminate opponents or more number of eliminated/tagged players
wins.
Rules:
Throwers cannot throw beyond the designated are or line.
No head shot (shot aimed at the head) will be allowed at any moment of the game for safety purposes. Hence, if a
player is hit at the head, s/he will not be out.
When the ball bounces on the ground and then hits a player, that player will be considered out.
When the ball hits a player then bounces off to a teammate, both players will be out. However, if the ball touched
the ground first before bouncing off to a teammate, only the first player hit by the ball will be out.
If a player attempts to catch the ball but drops it, s/he will be out.
If within the given playing time there are players left, the number of eliminated players will be counted. However, if
teams were successful in eliminating players within the playing time, quickest time will be the basis for declaring
the winner.
Agawang base is a group game where teams both have bases and players aim to touch each other’s base without
getting tagged by the opposing team. Teams outwit each other by deploying players in the playing area to tag
opposing players (who become prisoners) so that players guarding the base become fewer, increasing chances of
opponents to touch the base. The team that touches the opposing team’s base scores a point and the team with
more points wins the game.
Materials: stationary base (post, trash can, tree, or any other object that can be used as base)
Game Preliminary: Teams decide which object to use as base and the boundaries of the playing area.
Playing Area:
Mechanics:
Players run in the playing area aiming to touch the opponent’s base without getting tagged.
Players who are bago base (one that has left the base the last) get the right to tag opponents who has left their
base earlier. Players can return to their base to “recharge” so that they can tag opponents again.
Players who get tagged become prisoners of the other team. Prisoners keep contact with one another and the
opponent’s base. They can come back in the game when a teammate successfully tags any one of them without
getting tagged first.
Each round can be played for about 3-5 minutes.
Rules:
A player that tags an opponent can be immune immediately after tagging an opponent. S/he can be tagged once
the prisoner has been positioned at the base.
Honesty policy is followed when players from opposing teams are unsure who is bago base. Players or teams may
decide to nullify the tags made or to count the tag so prisoners are caught.
Tatsing (Filipino slang for “touching”) is usually an individual game where players each holding a pamato
aim to hit objects to make them go out of a marked area (usually a box or circle). The one who gets the
most number of objects at the end of the game wins.
manuhan line
x x x x
x x
x x
toe line x x x
xx x x
Mechanics:
The player who won the manuhan will stand behind a toe line several feet away from the marked area
with objects. S/he will throw his/her pamato towards the objects, aiming to remove one or more objects
from the boundaries of the marked area.
When s/he is able to do so, s/he will get the object/s and continue throwing his/her pamato but this time
standing over where his/her pamato landed.
When s/he is unable to remove any objects from the marked area, s/he will lose a turn. The next player
will take his/her turn aiming to get objects as well.
S/he will also lose a turn if his/her pamato lands inside the marked area. When it is his/her turn already,
s/he will throw his/her pamato back at the toe line.
The game ends when all objects in the marked area have been removed. The player with the most
number of objects removed wins the game.
Rules:
Players throw their pamato one at a time.
Stepping one foot to lunge near the marked area is not allowed.
Agawang Panyo is a group game where players form a line race to the center of the playing area to snatch a
handkerchief and bring it to their base without getting tagged by the opponent. Players have designated
numbers and are randomly called by the referee or game facilitator. The team with more points wins.
Materials: handkerchief
stick where handkerchief is attached (optional)
line markers for team’s bases
Game Preliminary: Teams will designate numbers to each player.
Playing Area:
REFEREE/STICK
TEAM A TEAM B
1 1
2 2
3 3
4 Neutral Area 4
5 5
6 6
7 7
8 8
9 9
10 10
Mechanics:
• Teams stand on (opposite) starting lines about 10 meters away from the neutral area. A referee/game facilitator (or
stick) will hold a handkerchief in the middle of the neutral area and call out numbers randomly.
• When a number is called, those players from both teams assigned to that number shall attempt to get the
handkerchief and bring it to his/her starting line without getting tagged. The player who manages to bring the
handkerchief to his/her starting line without being tagged scores a point for her team.
• When an opponent successfully tags a “snatcher,” no score will be earned.
• After a round lasting for about 3-5 minutes, the team with the higher score wins.
Rules:
• Players are not allowed to snatch the handkerchief from the opponent. They are only to tag the opponents.
• Players can let go of the handkerchief when s/he thinks that s/he is about to get tagged. When this happens,
players should pick the handkerchief again to be able to score a point.
• Players should only go to back their designated spots to score a point.