Traditional Games A collection of group games from around the world
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Welcome Traditional games Youth Sport Trust: All around the world, children love sport. It gives them the Sport Changes Lives chance to have fun and be active. Yet sport is also a way Youth Sports Trust is a charity which is of learning important values and life skills, including self- passionate about helping all young people to confidence, team work, communication, inclusion, discipline, achieve their full potential in life and in sport through the respect and fair play. For this reason, sport is an important delivery of high quality PE and sport. part of childhood. They work to: Although some sports are universal, some are specific to a culture or country. In this pack are some great games that • give every child a sporting start in life through high quality children play around the world. PE and sport in primary schools. • ensure all young people have a sporting chance by developing opportunities for those with special educational UNICEF needs and disabilities. UNICEF is the world’s leading organisation for children, • support all young people to achieve their sporting best in working in over 190 countries to help every child realise school and their personal best in life. their full potential. • Find out more by visiting www.youthsporttrust.org We work with families, local communities, partners and governments to transform the lives of children everywhere. UNICEF provides health care, water, nutrition, education International Inspiration and protection for children. In everything we do, the most The charity International Inspiration (IN) uses vulnerable and disadvantaged children are our priority. the power of sport to involve, inspire and As champion of the UN Convention on the Rights of the positively impact upon the lives of children, Child, we work to protect and promote the rights of young people and marginalised groups every child. around the world – providing them with rights and opportunities that they may otherwise not have had. UNICEF is working in partnership with Glasgow 2014 and the Commonwealth Games Federation to use the power of Find out more by visiting sport to transform children’s lives in Scotland and throughout www.internationalinspiration.org the Commonwealth. TRADITIONAL GAMES: WELCOME
The STEP framework The Inclusion Spectrum The STEP framework offers guidance on how to modify When playing these games, it is important that everyone can games to ensure people with a wide range of abilities can take part. have fun taking part and progress their learning. The Inclusion Spectrum is a useful model for ensuring this. It Think about: works on the principle that everyone can take part in activities at their own level of ability and be challenged in an appropriate way to improve. Space Where? It gives five ways to enable maximum participation: Task What? • Open activities are set up in such a way that everyone can Equipment With what? take part at their own level without modification People With whom? • Modified activities are variations or adaptations based on the STEP framework to ensure everyone is included • Parallel groups or team based on ability Variations of the games based on this framework are given on the back of each card. • Separate practice for individuals or groups enabling successful integration • Disability sport activities for non-disabled and disabled young people (reverse integration) Always consult the participants about their needs and how to adapt the activity to enable maximum participation and enjoyment. TRADITIONAL GAMES: WELCOME
Road Tennis An extremely popular, cheap and accessible variation of lawn tennis and table tennis which emerged in the 1930s, mainly played in urban areas. Age: 11+ The two players/teams must hit • A set is the best of three games Players: Two (for “singles”) or the ball between each other. The (the player/team who wins two four (for “doubles”), plus someone ball can bounce once before being out of the three games is the to keep score. hit back. overall winner), or the best of The first player/team to reach five games, (the player/teams Pitch: A 21x10 foot rectangle on who wins three out of the five a hard, smooth and level surface 21 points is declared the winner of the game, unless the players/teams games is the overall winner). – ideally asphalt, concrete or an indoor wooden surface - split into have been tied at 20 points. If this • If a set reaches the third/fifth two equal halves widthways. is the case, the game is declared a game, the players/teams The court should be marked out “deuced game” and is won by the change ends after 10 points. in white lines. The long sides of first player/team to lead by two the court are extended six feet at points. During a deuced game, the each end – these are called the serve alternates after each point. “governor lines.” When a game is won, the Time: Typically, a game lasts for players/teams change their 15 to 20 minutes and a set up to playing ends. 45 minutes to 1 hour. Scoring Rules: The game starts with a coin • If a player hits the ball and it toss between the two players/teams. lands outside of the lines, or The scorer should do the coin toss. doesn’t reach the other side of The winner of the toss has the the court, the other player/team choice of taking the first serve or gets a point. choosing which side of the court to play on first. The serve alternates between the two players/teams every five points. If playing doubles, the serve alternates between each player on the team between each point. TRADITIONAL GAMES: BARBADOS
Equipment Adaptations and variations This activity can be used as • A, typically wooden, net, eight Easier • A warm-up inches in height, placed over the • Space: Broaden the court. • A skill development activity centre line. This should extend beyond the width of the court by • Task: NA • A game six inches on either side, and be • Equipment: Use bigger racquets Who could use this card? painted white. and a slower ball. Lower the net. • Community leaders • A standard lawn tennis ball with • People: NA • Teachers the fur removed. Harder • Sports coaches • Each player needs a racquet, • Space: Make the court smaller. • Physical education teachers which should be made of wood. • Task: NA • Parents The racquet should be no more than 11 inches in diameter at its • Equipment: Use smaller racquets • Rehabilitation specialists widest point. and a faster ball. Raise the net. • Fitness enthusiasts • People: NA Safety • Health professionals • Players should warm up before Inclusion the game starts. Try: • The playing area must be clear • Using different types of balls of any obstructions, including at and racquets. least 10ft around the court. • Increasing the size of the court to facilitate wheelchairs. Skills developed • Endurance • Teamwork • Agility • Speed • Fitness BARBADOS Road tennis
Sal out For generations, this game has been enjoyed by children in Guyana, from the remotest regions to busy urban areas. Age: 6+ Rules: There is an attacking team Scoring Players: Two equal teams of at and a defending team. At least one • The defending team scores least four players. player from the defending team one point for each salman they stands in each of the bars. tag. Pitch: The pitch is drawn using chalk or a stone (if playing on earth). The attacking team assembles in • The attacking team scores It consists of a vertical bar, crossed the circle. The game begins when one point for each clear run a by three long, horizontal bars at the one of the defenders tags one salman makes. top, middle and bottom. At one end of the attackers in the circle. The of the vertical bar is a circle. attacker then become ‘salman’, and Safety has to run to the end bar and back • Players should warm up before Time: Unlimited. without being tagged by a defender. the game starts. If salman is tagged, they are out. • The playing area must be Once salman passes the end bar clear of any obstructions. and is on their way back, another attacking player becomes salman too, and begins their run of the length of the pitch. If the new salman is caught, they are out. Each attacking player takes a turn at being salman. The teams swap over once every attacking player has been salman. TRADITIONAL GAMES: GUYANA
Adaptations and variations Skills developed Easier • Teamwork • Space: Increase the playing area. • Agility • Task: Create a ‘safe zone’ at the • Speed top of the pitch where salman can pause before running back to This activity can be used as the circle. • A skill development activity • Equipment: NA • A game • People: Reduce the number of Who could use this card? players on each team to three. • Young leaders Harder • Space: Decrease the size of the bars. • Task: Every salman must make a clear run for the attacking team to win. • Equipment: NA • People: Increase the number of players on each team. GUYANA Sal out
Te Boiri For hundreds of years this game, also called ‘Tapping the ball’, has been played in the remotest islands of Kiribati. Age: 15+ Rules: The players form a circle. Equipment Players: As many as you like – One player stands in the middle of • A ball. This is usually made from enough to form a circle. the circle. They kick a ball a short local materials – such as knotting distance into the air. The person dry leaves from a Panadanas tree. Pitch: A clear space – this doesn’t nearest then takes over and kicks have to be particularly large, the the ball on – never allowing it to Safety game is often played in backyards drop on the ground. One after • Ensure players are warmed up. and most of Kiribati’s islands are another, the players kick the ball very narrow. • Ensure the playing area is clear to each other. The ball can be from objects that could hurt the Time: Unlimited. passed back to the player in the players while running around – middle as well. such as, in Kiribati, shells, The ball should not be allowed to coral and rocks that are fall to the ground. Everyone should embedded in the sand. get a chance to participate. If any In Kiribati players usually player drops the ball, they are out go barefoot. and have to leave the circle until a fresh round starts once every player has had a chance to kick the ball. TRADITIONAL GAMES: KIRIBATI
Adaptations and variations Skills developed Easier • Teamwork • Space: NA • Practice • Task: Ball can bounce once • Speed between passes. This activity can be used as • Equipment: Use a larger ball. • A skill development activity • People: Only five people per game. • A game Harder Who could use this card? • Space: Increase the size of • Teachers the playing area. • Youth leaders • Task: Ball cannot be passed to a • Sports coaches player immediately next to you. • Community leaders • Equipment: NA • Parents • People: NA KIRIBATI Te boiri
Circle sepak takraw A kicking game from the 15th century played throughout South East Asia. Age: 5+ Each team has three tosses to keep Scoring Players: Teams of six. the ball in play. • Kick-volley, head pass = one point. Pitch: A 1m radius circle on any After the three tosses are • Shoulder, knee, toe or other body flat playing space bounded by a 4m completed, change the playing pass = two points. radius circle. team. • Team total is the number of points Time: Unlimited. The ball may not be passed to a gained from the three tosses. team member immediately on the Rules: The playing team stands left or right. Equipment anywhere in the 4m circle but not in • A rattan ball or a ball of similar the 1m circle. A player may only touch the ball a maximum of three times size, with a circumference of A player starts in the centre of the before passing. around 40/45cm. 1m circle and tosses the ball to any Safety one of their team members and A player may not step outside the then rejoins their team. 4m circle or into the 1m circle. • Ankles protected by socks or stockings The first touch by this player must and sports shoes. be a kick-volley. All kicks or passes between players should cross the 1m circle and aim to be above head height. Players should use a variety of skills such as kicking, heading, shouldering, kneeing and tipping with a toe. All parts of the body can be used except the hands and arms. TRADITIONAL GAMES: MALAYSIA
Adaptations and variations Skills developed Easier • Kick-volley • Space: Use the whole playing • Heading area (both circles). • Coordination • Task: No limit to the number of touches before passing. This activity can be used as • Equipment: Use a softer ball. • A skill-development activity • People: NA. • A game Harder Who could use this card? • Space: Make the playing • Teachers space larger. • Young leaders • Task: Each player can touch the • Sports coaches ball a maximum of two times • Community leaders before passing. • Students • Equipment: Use a smaller ball. • People: Reduce the number of players in a team. Inclusion An adaptation for this game could be to use hands and arms. MALAYS IA Circle sepak takraw
Ki-o-Rahi This Maori game is also called ‘The Game of Stars’ or ‘The Games of Peace’. It evolved out of multiple archaic games based on the story of legendary figure Rahi. Age: 5+ Rules: The Kioma team play in the If they are tagged or tackled, they Players: Two teams of seven Pawero and Te Ao. Three Kioma have three seconds to pass the ball players, though this can be adjusted guard the tupu in the Pawero, and to a teammate or it goes to depending on the size of the playing the other four players are in the the Taniwha. area. One team is the Kioma and Te Ao. Kiomo can swap between Kioma without the ball cannot stop or the other team is the Taniwha – this the Pawero and Te Ao by running interfere with a Taniwha player who switches every quarter. through the Te Ara. is tagging the Kioma with the ki. Pitch: The playing field consists of The Kioma have to stop the A Kioma in the Te Marama kicks off three concentric circles – the Taniwha team from hitting the tupu to the Kioma in the Pawero; they playing zones – intersected by a with the ball, or ki. The players in then try to pass it out to their pathway, the Te Ara. At the end of the Pawero can use any part of teammates in the Te Ao. the Te Ara, on the outside of the their bodies to block the ball from hitting the target. They can also (continued on page 2) largest circle, is a small circle with a radius of 1m, called the Te catch or intercept the ki and throw Marama. The inner circle, or it out to their own players in the Te Pawero, has a radius of 4m – with a Ao. They must pass the ball out of target, the tupu, placed at the exact the Pawero within five seconds. centre. The middle circle, or Te The Kioma are also trying to tag Roto, has a radius of 11m, and the the pou in the Te Ao with the ki. outer circle, or Te Ao, has a radius Once they have tagged one or of 21m. These distances can be more pou, they must run with the ki modified to fit smaller spaces. through the Te Roto to the Pawero Seven posts, or pou, are evenly and touch the ki down, without a spaced around the Te Ao area. Taniwha tagging them with both hands on the hips or tackling them. The pitch can be marked on a playing field or gymnasium. Small cones can be used to mark the boundaries. Time: Four 10 minute quarters. TRADITIONAL GAMES: NEW ZEALAND
Rules ctd. Safety Inclusion The Taniwha score points by • Make sure the ball is not too Try: throwing the ki at the tupu from the hard, a tennis ball or a softball- • Using a large, soft ball that can be thrown with Te Roto: if they enter the Pawero, sized soft rubber ball is suitable. two hands. the hit does not count. They can The game could also be played only have the ki in the Te Roto for with a volleyball. • Increasing the size of the pitch to ten seconds before trying to hit the facilitate wheelchairs. • Replace all tackling with a two- tupu or passing it out. handed tag touch to the hips, or Skills developed If the ki goes loose, any team can use ripper rugby tags if available. • Quick hand passing pick it up and play with it. Adaptations and variations • Team strategies Teams can mutually decide to vary Easier • Ball handling the rules before playing the game – a traditional process called Tatu. • Space: Make the pitch smaller. • Throwing • Task: Remove the touchdown • Running Scoring component so the Kioma only • Tackling • The Taniwha team scores one have tag the pou the target. point for hitting the tupu. This activity can be used as • Equipment: A larger ball. • The Kioma team scores one • A skill-development activity A larger target. point for each pou tagged in the • A game Te Ao, but only if the move is • People: Fewer Kioma allowed in finished by touching the ki down the Pawero to guard the tupu. Who could use this card? in the Pawero. So, tag one post Harder • Teachers and touchdown equals one point, • Space: A larger pitch. • Young leaders tag two posts and touchdown equals two points. There are • Sports coaches • Task: Allow full contact tackling seven posts, so it is possible to (be mindful of the playing surface.) • Community score seven points. Touching the leaders • Equipment: Use a smaller ball. ball down is known as a try, or • Parents Reduce the size of the target. Tupu Manawa. • People: Allow more Kioma in the Equipment Pawero to guard the tupu. • A tupu – usually a large drum. • Small cones for boundary markers. • Seven large cones or poles for pou. • A ball. NEW ZEALAND Ki-o-Rahi
Okwe A throwing and catching game said to be ‘as old as man’, played all over Nigeria. Age: 11+ Repeat the activity and continue Scoring Players: Two or more. to increase the number of objects • Score one point for completing picked up in one turn until all six the task of picking up six objects. Pitch: 2m x 2m for two players, objects have been picked up at a larger space is required for once to end the game. Equipment more players. • Small roundish objects that have If before picking up the object Time: Unlimited. on the ground the one thrown up a smooth surface like pebbles, Rules: Two or more players are falls to the ground the player loses rubber seeds and beads. required to play this game. his or her turn and another player Safety takes over. • The objects should be smooth. The playing space required depends on the number of players, for The stage at which the player loses • The objects should be thrown example 2m x 2m for two players. their turn is where they continue away from players’ faces. from when it is their turn again. Throw all seven playing objects on the ground. The throwing and catching action should be completed using the One player picks one of the objects same hand. and throws it up. Before it comes down, he or she picks up one of If either more or fewer objects are the remaining six objects on the picked up by mistake the player ground and then catches the object loses his or her turn. thrown up. Continue to throw one object up and continue to pick up the other objects on the ground one by one with the same hand, until all six objects have been picked up. TRADITIONAL GAMES: NIGERIA
Adaptations and variations Skills developed Easier • Catching • Space: After throwing, move • Throwing the objects on the floor closer • Reaction time together before the game begins. • Task: Reduce the number of This activity can be used as objects to be used in the game. • A skill-development activity • Equipment: Use softer textured • A game objects. Who could use this card? • People: Work in pairs – one thrower/catcher and one gatherer • Teachers of objects. • Young leaders Harder • Sports coaches • Space: After throwing, move the • Community leaders objects at least 10cm apart. • Students • Task: Increase the number of objects in the game. • Equipment: Use smaller objects. • People: NA. Inclusion Try: • playing the game on a table; or • objects may be touched or pushed aside while a partner throws and catches one object. NIGERIA Okwe
Three tins An aiming game that forms part of South Africa’s heritage. Age: 6+ Equipment Players: Two equal teams with a • Three tins, plastic blocks or other minimum of five people. stacking objects. Pitch: 8m x 4m. • A small ball. Time: Unlimited. Safety Rules: Three tins are placed on • A flat playing area free of debris. top of each other. The first player has three attempts to knock the tins down. The player throws the ball from outside the marked playing area. If successful the player runs out, re-builds the tins, draws a square around the tins and hops over the tins three times. If the ball misses or is thrown too far the players shout ‘Thayma’ until the ball is returned. If after three throws the player has been unsuccessful, the first player from the opposing team becomes the thrower. TRADITIONAL GAMES: SOUTH AFRICA
Adaptations and variations Skills developed Easier • Balance • Space: Decrease the space. • Hand-eye coordination • Task: NA This activity can be used as • Equipment: A larger ball. • A skill-development activity • People: NA • A game Harder Who could use this card? • Space: Increase space. • Teachers • Task: NA • Young leaders • Equipment: Four stacking • Sports coaches objects. • Community leaders • People: NA • Students SOUTH AFRICA Three tins
An invasion/tagging game believed to be more than Kabaddi 4,000 years old, played all over Asia with minor variations. Age: 12+ If an antis player is tagged they Scoring Players: Two teams of seven leave the playing space. • If a raider makes a successful tag players - a ‘raiding’ (attacking) team The remaining members of the they score one point. and an ‘antis’ (defending) team. antis team form a chain to attempt • If the antis team catches the Plus three reserves per team, who to stop the raider from returning to raider before they return to their can be swapped in for a player at his or her own half. own half they score one point. any time. If the chain breaks or the antis step • An Iona (two points) is scored if Pitch: 13m x 10m divided into two out of the playing area they lose a all antis are declared out. halves. player. • The team with the most points Time: Two 20-minute halves with a Players are only allowed back at the end of the match five-minute half time. into play when their team has is the winner. Rules: Each team occupies half of completed a successful raid. Equipment the playing area. The teams change over when all the antis or raiders are out. • A flat playing area A raider attempts to cross into the clear of debris. antis’ half to tag one of their players and return to his or her own half. Safety A raider takes a deep breath at the • Tag on the torso. start of his or her turn and must hold this breath while attempting to tag an antis and return to his or her own playing space. A raider is sent off if he or she takes a breath before returning to his or her own half or goes out of the playing area. TRADITIONAL GAMES: SOUTH ASIA
Adaptations and variations Skills developed Easier • Aiming • Space: Increase the space. • Throwing • Task: NA • Changing direction • Equipment: NA • Coordination • People: NA This activity can be used as • A warm-up • A skill-development activity Who could use this card? • Teachers • Young leaders • Sports coaches • Community leaders • Parents SOUTH ASIA Kabaddi
Shake A tagging game of uncertain origin played widely by children in Tanzania. Age: 5+ attempt to get to the opposite end Equipment Players: Two teams of six. of the grid. • A playing area the size of a Pitch: A grid (i.e. boxes with The defending team aims to tag volleyball court marked with grids corridors) drawn on the ground the attackers whenever they pass and corridors. the approximate size of a through a corridor space. Safety volleyball court. Scoring • A flat playing area free of debris. Time: Unlimited. • Each member of the attacking • Defenders tag between Rules: Two teams of six players. team who reaches the opposite shoulder and waist. end of the grid without being A grid (ie boxes with corridors) tagged scores one point. drawn on the ground the approximate size of a volleyball • The attacking team repeats the court. activity back to the starting line scoring in the same way. The defending team’s players position themselves along any • When an attacker is tagged in corridors within the grid. a corridor he or she becomes a member of the defending team. The attacking players position themselves outside the grid at • When the attacking team has had one end. two attempts to score points the teams change over. On a signal, the attacking team moves from box to box in an TRADITIONAL GAMES: TANZANIA
Adaptations and variations Skills developed Easier • Running • Space: Decrease the size of • Stopping the corridor areas. • Changing direction • Task: Attackers score one • Teamwork point for every box reached successfully. • Planning and strategies • Equipment: NA This activity can be used as • People: Increase the number • A warm up of attackers. • A skill-development activity Harder • A game • Space: Increase the size of the Who could use this card? corridor space. • Teachers • Task: Attackers must cross the grid there and back to score • Young leaders one point. • Sports coaches • Equipment: NA • Community leaders • People: Decrease the number • Students of attackers. Inclusion An attacker could score one point for each box reached successfully. TANZANIA Shake
Moral A rolling, bouncing and clapping game traditionally played in schools and local communities in Trinidad and Tobago. Age: 6+ Players must not step on any lines A player who fails to complete an Players: One to five players. during their turn. action in the game is replaced by The player continues from the the next player in the group. Pitch: 8m x 8m equally divided into eight boxes. The boxes starting point – roll the ball into box The first person to complete are numbered one to eight two, step one foot into box one, the task is the winner! consecutively. retrieve the ball in box two and bounce it twice, clapping hands Equipment Time: Unlimited. twice after each bounce, then step • A tennis ball or similar. Rules: The aim of the game is to one foot into box number two and roll and bounce the ball in turn into continue stepping into each box in Safety each box starting with box one turn to reach box number eight. • A flat playing space through to box eight and back again Continue this cycle from the same free of debris. from box eight to box one. starting point to boxes three to eight. While the ball is being bounced If the player successfully reaches in each box the player must clap box number eight then he or she hands the same number of times turns round to complete a victory as the number in the box. lap, still standing on one foot. At the start of the game the player Bounce the ball eight times in box must roll the ball from behind the eight clapping eight times between playing area near the first box. each bounce. The ball is rolled into box one, Turn around on one foot and repeat retrieved in box one and bounced in box seven before stepping on once in box one –- when the hands one foot into box seven. are clapped once – before the player steps one foot into box one. Repeat from boxes six to one. The player continues stepping into each box in turn until box number eight is reached. TRADITIONAL GAMES: TRINIDAD AND TOBAGO
Adaptations and variations Skills developed Easier • Coordination • Space: Larger boxes. • Bouncing • Task: Throw up instead • Throwing of bounce. • Balance • Equipment: Use a bean bag instead of a ball or a larger ball. This activity can be used as • People: NA • A game Harder Who could use this card? • Space: Smaller boxes. • Teachers • Task: NA • Young leaders • Equipment: Use a smaller, • Sports coaches harder ball. • Community leaders • People: NA • Students TRINIDAD AND TOBAGO Moral
Shomba A dodging and tagging game played widely throughout Zambia. Age: 5+ Equipment Players: Two teams, with a • An ichimpombwa (traditional minimum of three players per team Zambia ball), soft ball up to as many as you like. or similar. Pitch: An open flat playing space • A bucket or similar vessel. with no specific boundaries. • A sand pit. Time: Unlimited. • Sand. Rules: One player from team A – the dodgers – begins by filling a Safety bucket with sand from a pile, and • Players can only be tagged transferring the sand to a sand pit. below shoulder height. Team B – the taggers – take it in turns to throw a soft ball at the dodger from an agreed distance. When tagged (hit with the ball) this player goes to the back of team A and the next dodger steps forward to continue filling the sand pit. The game continues until either the dodgers fill the sand pit and count to 10 or the taggers eliminate the dodgers before they complete the task. TRADITIONAL GAMES: ZAMBIA
Adaptations and variations Skills developed Easier • Aiming • Space: Taggers move • Throwing further away. • Changing direction • Task: NA • Coordination • Equipment: A larger bucket or vessel to fill. This activity can be used as • People: Decrease the number • A warm-up of taggers. • A skill-development activity Harder Who could use this card? • Space: Taggers move closer. • Teachers • Task: NA • Young leaders • Equipment: NA • Sports coaches • People: Increase the number • Community leaders of taggers. • Parents ZAMBIA Shomba
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