Erasmus+: European Values and Being Physically Active through Games for a Better Life 1 European Values and Being Physically Active through Games for a Better Life Traditional Games of Europe Leading Organisation: - Agrupamento de Escolas de Frazão, Paços de Ferreira Participating Organisations: - - Colegiul National Calistrat Hogas - Piatra-Neant - - Inonu Anadolu Lisesi - Ankara - - ISMA Secondary school "Premjers" - Riga - - Zespol Szkol Sportowych w Tychach - Tychy
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Erasmus+: European Values and Being Physically Active through Games for a Better Life
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European Values and Being Physically Active through Games for a Better Life
Traditional Games of Europe
Leading Organisation:
- Agrupamento de Escolas de Frazão, Paços de Ferreira
Participating Organisations:
- - Colegiul National Calistrat Hogas - Piatra-Neant
- - Inonu Anadolu Lisesi - Ankara
- - ISMA Secondary school "Premjers" - Riga
- - Zespol Szkol Sportowych w Tychach - Tychy
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Index Introduction..................................................................................................................................................4
Pagātnē svarīgu vietu latviešu tautas spēlēs aizņēma spēles ar nūju, kā arī
citu priekšmetu, mešanu. Tās tika organizētas jauniešu vidū kā individuālie un
kolektīvie konkursi spēka, veiklības un precizitātes demonstrēšanai.
Senie latvieši personificēja visus dabas procesus ap viņiem, viņi ticēja, ka
dabā valda daudzas dievības, piemēram, Saule. Saule ir viena no visdevīgākajām
un laipnākajām dievietēm, tā sniedz siltumu un gaismu ļaudīm, neskatoties uz to
sociālo statusu, Saule paliek ar cilvēkiem visas dienas garumā, lai palīdzētu
ikdienas darbos. Pastāv arī mijiedarbība starp Sauli un Mēnesi, kas, domājams, ir
viņas vīrs vai viņas meitas vīrs (dažādos avotos informācija atšķiras). Latviešu
tradicionālās spēles bieži tiek spēlētas dziedot dziesmas.
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1.1. THE SUN AND THE MOON
The song:
Do not sleep, the Sun, in the apple orchard!
Do not sleep, the Sun, in the apple orchard!
The Moon has gone out to look for the bride.
The Moon has gone out to look for the bride.
Run away, the Sun, run away; the Moon is chasing you!
Run away, the Sun, run away; the Moon is chasing you!
Soon the Sun is in the Moon’s hands.
Soon the Sun is in the Moon’s hands.
The gameplay:
The players make a circle (an orchard). The girl (the Sun) and the boy (the
Moon) stand outside the orchard. The players go around in circles singing the first
two verses of the song. The Sun and the Moon go along the orchard. When the
players start singing „Run away, the Sun!”, the orchard stops and the Moon tries to
catch the Sun who carefully runs around the orchard. The players must repeat the
third verse until the Moon catches the Sun. After that they sing the last verse. The
girl and the boy choose a new couple to be the Sun and the Moon and the game
starts from the very beginning.
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,,SAULE UN MĒNESS”
Dziesma:
Neguli, saulīte, ābeļu dārzā!
Neguli, saulīte, ābeļu dārzā!
Mēnesis izgāja malējas meklēt.
Mēnesis izgāja malējas meklēt.
Bēdz, bēdz, saulīte, mēnesis dzenas!
Bēdz, bēdz, saulīte, mēnesis dzenas!
Jau drīz saulīte mēneša rokās.
Jau drīz saulīte mēneša rokās.
Rotaļnieki izveido dārziņu. Meita (Saule) un puisis (Mēness) nostājas ārpus
dārziņa. Dziedādami pirmos divus pantus, rotaļnieki iet pa apli. Saule un Mēness
iet gar dārziņu. Ar vārdiem „bēdz, bēdz” dārziņš apstājās. Mēness ķer Sauli, kura
izmanīgi bēg ap dārziņu. Trešo pantu atkārto tikmēr, kamēr noķer Sauli, tikai tad
dzied ceturto pantu. Nu Saule un Mēness izraugās sev vietniekus. Rotaļu var sākt
no gala.
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1.2. ADAM HAD SEVEN SONS
This game was practised at the LTTA 1 in Latvia and
seems both the students and teachers enjoyed it at
fullest. The biggest advantage of this game is that you
do not need any special tools or equipment to play the
game and unlimited number of players can join it.
The gameplay:
Players make a circle. One player or one pair goes into the middle of the
circle. The other players move around holding each other in hands and they sing:
“Ādamam bij’ septiņ’ dēli, septiņ dēli, ne tie ēda, ne tie dzēra, ne tie zin’ kas
jādara”.
The players who are in the middle think of the movements they will show
other players when the song is over. When the song is over, the other players have
to imitate the movement performed by the players in the middle. Those, who
cannot imitate it, exchange their positions with the players from the middle. In the
case all the players can repeat the trick, the players stay in the middle and the game
starts from the beginning.
The song “Adam had seven sons”
Adam had seven sons, seven sons, who didn’t eat, who didn’t drink,
who don’t know what to do. Everyone is doing this!
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ĀDAMAM BIJ SEPTIŅ DĒLI
Šī spēle tika praktizēta Latvijā, LTTA 1 laikā, un šķiet, ka gan skolēni, gan
skolotāji izbaudīja to pilnā apmērā. Šīs spēles lielākā priekšrocība ir tas, ka jums
nav nepieciešami īpaši līdzekļi vai aprīkojums, un tajā var pievienoties
neierobežots spēlētāju skaits.
Spēlēs apraksts:
Spēlētāji izveido apli. Viens spēlētājs vai viens pāris nostājas apļa vidū.
Pārējie spēlētāji pārvietojas pa apli, turot rokas un dziedot dziesmu. Spēlētāji, kuri
atrodas apļa vidū, domā par kustībām, ko viņi parādīs citiem spēlētājiem, kad
dziesma ir beigusies.
Kad dziesma ir beigusies, citiem spēlētājiem ir jāatdarina kustība, ko
izdomāja un parādīja spēlētāji apļa vidū. Tie, kas nevar to atdarināt, apmainās ar
pozīcijām ar spēlētājiem no vidus. Gadījumā, ja visi spēlētāji var atdarināt kustību,
spēlētāji paliek vidū un spēle sākas no sākuma.
Dziesma:
“Ādamam bij’ septiņ’ dēli, septiņ dēli, ne tie ēda, ne tie dzēra, ne tie zin’ kas jādara, Visi dara tā
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1.3 KERLIDO
The word “Kerlido” derives from the Latvian language: “Ķer” – „catch!”,
“lido” – „ fly !” The Kerlido toy is a flying toy with three legs, with weights on
their ends and a slight tail. The toy is designed for sporting games and juggling. It
can be recommended for age from 6 to 96 years. It can be used both individually
and collectively.
When thrown, the toy turns in the air under the influence of aerodynamic
forces and flies with its heavy feet ahead.
Sprung up on the stick, which is horizontally held by a player, the toy
hangs on it so that one leg hanging from one hand while the other two on the other
hand of the stick. The Kerlido can then be immediately thrown back by the same
stick without making any preliminary motions. Unlike games where the flying
object is caught by a butterfly net or by Velcro, here are not necessary to use your
left hand to release the Kerlido. This property makes the game much more
dynamic and interesting.
This toy can be used for the game remotely resembling badminton. But
unlike the shuttlecock in badminton, you need not to beat back (repulse) the
Kerlido, but only to simply catch it on the stick.
1 – light tail sticking up 2 – one of the rigid legs 3 – the bob at the end of the leg 4 – a stick on which the flying toy lands
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Simple ideas for a game:
1. You can make competitions not
between 2 players, as in traditional
games, but between 3 players
simultaneously. Let’s say players A,B, C.
They should throw the Kerlido toy
clockwise: from A to B, from B to C,
from C to A and so on. If, for example, B throws the toy to C but C has not caught
the toy and the toy falls on the ground, then the witness A will get 1 point. The
reason is simple - both B and C are guilty. The game goes until one of the players
receives 10 points.
2. Two players playing together can try to pass the toy as far as possible.
3. You can play with two Kerlido toys throwing them toward each other
simultaneously, which makes the game much more interesting and dynamic.
Two standard-defined areas 10×6 meter each are used. A net or rope can be used
between them. But it is possible to use a 6 meter width boundary path between the
areas instead of the net. When it falls onto the ground, the Kerlido can be lifted
with a stick. The goal of the game is to deliver both Kerlidos on the opponent’s
territory, at least one of them standing on its feet. Once a player is successful, he
cries – “Two !” which means requirement to stop the game and to award him one
point. If the Kerlido flies outside the site, hits the net or flies below the tight rope, a
point is awarded to the opponent. The game is played until one of the contenders
gains 21 point. However, if during the game the Kerlido hangs on the upper edge
of the net or rope, the player who did it loses the entire game. On the sand or grass
(but not on asphalt) the Kerlido mostly lands on its three feet. If no net is used, but
instead is used a boundary path between the areas instead of the net, then the
following additional rule can be used: if the opponent has not touched the Kerlido,
the Kerlido must stay on its feet. Otherwise the hit is considered as bad and the
point goes to the opponent.
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KERLIDO
Nosaukums izriet no latviešu vārdiem “Ķer ” un ” Lido”. Kerlido ir lidojoša
rotaļlieta ar trijām izplēstajām kājām, uz kuru uzgaļiem ir piestiprināti atsvari un
kurai ir viegla aste. Rotaļlieta ir paredzēta sporta spēlēm un žonglēšanai. To var
rekomendēt cilvekiem vecumā no 6 līdz 96 gadiem. To var izmantot gan
individuāli, gan kolektīvi.
Esot izmesta gaisā, rotaļlieta izvēršas gaisā zem aerodinamisku spēku
darbības un lido ar smagām kājām uz priekšu. Uzlidojot uz nūjas, kuru horizontāli
tur rokā spēlētājs, tā pakāras uz tās tā, kā viena kāja karājas no vienas puses, bet
divas citas no otras nūjas puses. Kerlido var uzreiz no jauna sviest gaisā ar to pašu
nūju nedarot nekādas sagatavošanas kustības. Atšķirībā no spēlēm, kur lidojošais
priekšmets tiek noķerts ar dukuru vai lipekli, šeit nevajag izmantot otro roku
Kerlido atbrīvošanai. Šī īpašība padara spēli par daudz dinamiskāku un
interesantāku. Dotā rotaļlieta var būt izmantota pāra spēlei, kas attālināti atgādina
badmintonu. Bet atšķirībā no badmintona bumbiņas, Kerlido nevis atsit, bet gan
ķer uz nūjas.
1 – viegla aste, kas ir iztaisnota uz augšu
2 – viena no cietajām kājām
3 – atsvars uz kājas uzgaļa
4 – nūja, uz kuras piezemējas lidojoša rotaļlieta
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Vienkāršas idejas spēlēm:
1. Šajā spēlē var sacensties ne tikai divi spēlētāji, kā tradicionālajās spēlēs, bet 3
spēlētāji vienlaicīgi. Pieņemsim, spēlētāji A,B un C. Viņiem vajadzētu izmest
Kerlido rotaļlietu pulksteņrādītāja virzienā: spēlētājs A spēlētājam B, spēlētājs B
spēlētājam C, spēlētājs C spēlētājam A un tā tālāk. Ja, piemēram, spēlētājs B met
rotaļlietu spēlētājam C, bet C nav noķeris rotaļlietu un rotaļlieta nokrīt uz zemes,
tad liecinieks A saņems 1 punktu. Iemesls ir vienkāršs - gan B, gan C ir vainīgi.
Spēle notiek līdz brīdim, kad viens no spēlētājiem saņem 10 punktus.
2. Divi spēlētāji, kas spēlē kopā, var mēģināt izmest rotaļlietu tik tālu cik
iespējams.
3. Jūs varat spēlēt ar divām Kerlido rotaļlietām, ko vienlaikus iemeta vienu pret
otru, kas padara spēli daudz interesantāku un dinamiskāku.
Sacensībām var izmantot divas standarta laukumus, kuru izmērs ir 10 × 6 metri.
Starp tiem var izmantot tīklu vai virvi. Arī ir iespējams izmantot 6 metru platuma
robežu tīkla vai virves vietā. Kad tas nokrīt zemē, Kerlido var pacelt ar nūju.
Spēles mērķis ir nogādāt abas Kerlidos uz pretinieka laukumu, vismaz vienai no
tām ir jāstāv uz kājām. Kad spēlētājam tas izdevās, viņš kliedz - "Divi!", kas
nozīmē prasību pārtraukt spēli un piešķirt viņam vienu punktu. Ja Kerlido lido
ārpus laukuma, nokļūst tīklā vai lido zem virves, punkts tiek piešķirts pretiniekam.
Spēle tiek spēlēta, līdz viens no pretendentiem iegūst 21 punktu. Tomēr, ja spēles
laikā Kerlido karājas uz tīkla vai virves augšējās malas, spēlētājs, kurš to izdarījis,
zaudē visu spēli. Uz smiltīm vai zāli (bet ne uz asfalta) Kerlido pārsvarā nokļūst
trīs kājās. Ja tīklu neizmanto, bet tā vietā tiek izmantots robežu ceļš starp
laukumiem, tad var pielietot šādu papildu noteikumu: ja pretinieks nav pieskāries
Kerlido, Kerlido ir jāstāv uz tās kājām. Pretējā gadījumā trāpījums tiek uzskatīts
par sliktu, un punkts tiek piešķirts pretiniekam.
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1.4 LIDSĒNE
The word “Lidsēne” derives from the Latvian language: “Lid” – „fly!”, “sēne” – „mushroom!” The game Lidsēne is something like Flying Roly-Poly toy.
Lidsēne is a very collective game. It is ideal for a group from 4 to 10
children. Lidsēne stimulates children for running. One child throws it and all the
rest run after – who will be the first! Such simple rule of the game is
recommended for children from 2 to 8 years old.
Also adult people can play Lidsēne. If you organize the game in a small
room such as your office, you can use two books. Just try to put the toy vertically
on them throwing Lidsēne from the distance. As Lidsēne always stays vertically it
will be an ideal sport for people who do not want to bend their backs.
Lidsēne uses elasticity.
There is no heavy metal
bob in it - just rubber.
So it is absolutely safe
even for small children.
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LIDSĒNE
“Lidsēne” butiski nozīme lidojoša sēne. Spēle Lidsēne ir kaut kas līdzīgs
“Lidojošais Resnītis” rotaļai.
Lidsēne ir ļoti kolektīva spēle. Tā ir ideāla grupai no 4 līdz 10 bērniem.
Lidsēne veicina bērnus skriet. Viens bērns to izmet un visi pārēji skrien pakaļ -
kurš būs pirmais! Šāds vienkāršs spēles noteikums ir ieteicams bērniem no 2 līdz 8
gadiem. Arī pieauguši cilvēki var spēlēt ar Lidsēni. Ja jūs organizējat spēli mazā
telpā, piemēram, jūsu birojā, jūs varat izmantot divas grāmatas. Vienkārši mēģiniet
likt rotaļlietu vertikāli uz tām metot Lidsēne no attāluma. Tā kā Lidsēne vienmēr
paliek vertikāla stāvoklī, tas būs ideāls sports cilvēkiem, kas nevēlas saliekt
muguru.
Lidsēne izmanto
elastību. Tajā nav
smago metālu, tikai
gumijas. Tāpēc tā ir
pilnīgi droša pat
maziem bērniem.
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1.5. BALTENY
For such a dynamic game for children, it is better to choose summer time.
The best venue may be a park or field. Players: 1 leader and (minimum 4) players.
Gameplay:
All the players lie face down on the grass and close their eyes. The leader
throws a special wooden stick – balteny - as far as possible into the thickets of
grass or bushes. At his signal, the participants run to search for the object. The one
who finds it first becomes a new leader.
BALTEŅI
Šāi dinamiskai spēlei vislabāk izvēlēties vasaras laiku. Labākā vieta var būt
parks vai zaļa pļava. Spēlētāji: 1 vadītājs un vismaz 4 spēlētāji.
Spēles apraksts:
Visi spēlētāji guļ uz zāles ar sēju uz leju un aizver savas acis. Vadītājs izmet
speciālu koka nūju - balteņi – tik tālu cik iespējams uz biezu zāli vai krūmus. Pēc
viņa signāla dalībnieki meklē objektu. Tas, kurš pirmais atradīs to, kļūst par jaunu
vadītāju.
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1.6. NOVUSS
It is a two-player or four-player game of
physical skill which is closely related to carrom
and pocket billiards.
The board is approximately 100 centimetres
square, typically made of wood, has pockets in
each corner, and lines marked on the surface.
It uses small discs instead of balls, and each player has his/her own small
puck instead of the cue ball used in other cue sports. Players use a small cue
stick to propel their pucks into their coloured object discs, knocking them into
the pockets.
The winner is the first one to sink all eight of his/her object discs (of which
there are sixteen in total in two different-coloured sets, plus the two pucks).
Some facts about novuss:
• It was first played around 1925-1927.
• The first professional competition took place in 1932, in which Alberts
Raminš won 1st place.
• The Latvian Novuss Federation was founded in 1963.
• National Championships have been held since 1964 in singles and since
1966 in team competitions. Men's, women's and junior's (up to 15 years old)
divisions have been established.
• The International Novuss Championship has been held annually, beginning
in 1993.
NOVUSS
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Tā ir divu spēlētāju vai četru spēlētāju biljardam līdzīga spēle, ko spēlē uz
speciāliem novusa galdiem, ar kiju izdarot sitienus pa apaļiem, plakaniem
kauliņiem, kas izgatavoti no koka. Galds ir no koka, kvadrāta formā 1 x 1 m, ar
apaļiem caurumiem stūros un līnijām uz galda virsmas.
Daži fakti par novusu:
• Tas pirmo reizi tika spēlēts ap 1925-1927.
• Pirmās meistarsacīkstes notika 1932.gadā, kurās Alberts Raminš ieguva
1.vietu.
• Latvijas Novusa federācija tika nodibināta 1963. gadā.
• Sākot ar 1964. gadu, tika organizēti Latvijas individuālie čempionāti un
ar 1966. gadu, komandu čempionāti.
• Starptautiskais novusa čempionāts notiek katru gadu sākot ar 1993.
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1.7. NEIGHBOUR, RAISE YOUR HAND!
The players stand or sit in the circle. The leader stands in the middle of the
circle. He or she slowly goes around the circle, then stops opposite one of the
players and loudly says, “Hands!” The player who is being addressed to
continues standing or sitting without changing his or her position, but both
his/her neighbours must raise their hands up: the neighbour on the right raises
his left hand but the neighbour on the left raises his right hand, i.e. the hand
that is closer to the player standing or sitting between them. The player who
makes a mistake, e.g. raises the wrong hand or forgets to raise it, becomes a
new leader. The certain time can be set for this game. The winner of the game
is the player who has made no mistakes.
The rules: The player is considered to lose the game if he/she even
attempts to raise the wrong hand. The leader of the game must stop exactly
opposite the player he/she is addressing to, otherwise his/her command is not
executed.
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KAIMIŅ, PACEĻ ROKU!
Spēlētāji stāv vai sēž aplī. Vadītājs stāv apļa centrā. Viņš vai viņa lēnām iet
pa apli, tad apstājas pretī vienam no spēlētājiem, un skaļi saka: "Rokas!"
Spēlētājs, kuram uzrunā turpina stāvēt vai sēdēt, nemainot savu stāvokli, bet
viņa/viņas kaimiņi paceļ rokas uz augšu: kaimiņš labajā pusē paceļ savu kreiso
roku, bet kaimiņš kreisajā pusē paceļ savu labo roku, t.i., roku, kas atrodas
tuvāk spēlētājam, kas atrodas starp viņiem. Spēlētājs, kas pieļauj kļūdu,
piemēram, izvirza nepareizu roku vai aizmirst to izvirzīt, kļūst par jaunu
vadītāju. Šai spēlei var noteikt laiku. Spēles uzvarētājs ir spēlētājs, kurš nav
pieļāvis nevienas kļūdas.
Spēles noteikumi: Tiek uzskatīts, ka spēlētājs zaudē spēli, ja viņš pat
mēģina pacelt nepareizo roku. Spēles vadītājam ir jāapstājas tieši pretī
spēlētājam, uz kuru viņš vēršas, pretējā gadījumā viņa komanda netiek
izpildīta.
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1.8. A BIRD WITHOUT A NEST
The players are divided into pairs and stand in a large circle at a certain
distance from each other. The person who is standing closer to the circle is a
nest, the other partner is a bird. The player-bird must stand behind the player-
nest.
In the middle of the large circle there must be drawn a small circle for the
leader of the game to stand. The leader counts: “One …” – the players
portraying the nests put their hands on their waists; “Two …” – the players-
birds put their hands on the shoulders of the players-nests (the birds are in their
nests), “Three!” – the birds fly out of their nests and fly around the whole site.
At the leader’s signal: “All the birds in nests!”, every bird is trying to occupy
his/her nest, i.e. stand behind the player-nest and put his/her hands on the
player’s-nest shoulders. At the same time the leader of the game tries to occupy
one of the nests. When repeat the game several times the players can swap their
roles.
The rules: The players-birds fly out only to the count of “Three!” The
leader must not cross the borders of the small circle while the birds are flying
around the site.
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PUTNS BEZ LIGZDAS
Spēlētāji tiek sadalīti pāros un nostājas lielā aplī noteiktā attālumā viens no
otra. Spēlētajs, kas stāv tuvāk aplim, ir ligzda, otrais partneris ir putns.
Spēlētājam-putnam jānostājas aiz spēlētāja-ligzdas.
Lielā apļa vidū ir jāuzzīmē neliels aplis, kurā stāvēs spēles vadītājs.
Vadītājs skaita: "Viens ..." - spēlētāji, kas attēlo ligzdas, ieliec rokas uz jostas;
“Divi …” – spēlētāji-putni ieliek rokas uz spēlētāju-ligzdu pleciem (putni
atrodas savās ligzdās); “Trīs!” – putni izlido ārā no savām ligzdām un lido pa
visu laukumu. Pēc vadītāja signāla: "Visi putni ligzdās!", katrs putns mēģina
aizņemt savu ligzdu, t.i., nostāties aiz spēlētāja-ligzdas un ielikt rokas viņam uz
pleciem. Tajā pašā laikā spēles vadītājs mēģina aizņemt kādu no ligzdām.
Atkārtojot spēli vairākas reizes, spēlētāji var mainīt savas lomas.
Spēles noteikumi: Spēlētāji-putni izlido ārā tikai uz skaitu "Trīs!".
Vadītājam nedrīkst šķērsot maza apļa robežas, kamēr putni lido apkārt
laukumam.
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Chapter II - POLISH TRADITIONAL GAMES
2.1. BLIND MAN’S BLUFF
•Selected person should have covered eyes (with using a cloth), and must catch other players. First person caught, is a new catcher.
CIUCIUBABKA
•Wybrana osoba powinna mieć zasłonięte oczy (używając chusty lub szala),
a jej zadaniem jest złapanie pozostałych graczy. Jeśli ktos zostanie złapany, staje
się nową „ciuciubabką”.
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2.2. 2 FIRES
•2 equal teams choose their half of court, and stay there till other
team is ready. Both teams must choose one „mother” who stays behind opponent
team, and helps to get points. You can get points by throwing ball into enemies. If
you hit an enemy with the ball you have a point. If the ball touches the floor before
hitting
someone, you don’t get point. At the beginning of game, both teams should settle
points required to win. If you get hit by the ball, you must come out from the court.
2 OGNIE
•2 równe drużyny wybierają swoja połowę boiska i zostają tam do czasu, az
przeciwna drużyna będzie gotowa. Obie drużyny muszą wybrać „matkę”, która
będzie stała za przeciwnikami i pomagała zdobyć punkty. Punkty można zdobyć
trafiając piłką w przeciwnika. Jeśli piłka dotknie podłogi przed trafieniem
przeciwnika, nie otrzymasz punktu. Na początku rozgrywki obie drużyny powinny
ustalić ilość punktów potrzebną do zwycięstwa.
Jeśli zostaniesz zbity, schodzisz z boiska.
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2.3. HIDE AND SEEK
•One person must turn back to other players and stay there for 10 seconds. In
this time you must hide yourself. After 10 seconds, the choosen person must locate
hidden players. If he does, he should tell where the person is. After finding all
players, the first found person will be „hunter”.
CHOWANY
Jedna wybrana osoba musi odwrócić się tyłem do pola gry, i pozostać tak
przez 10 sekund. W tym czasie reszta graczy musi się schować. Po 10 sekundach
szukający musi znaleźć ukrytych graczy. Jeśli mu się uda, musi krzyknąć gdzie
widział ukrytą osobę. Po znalezieniu wszystkich graczy, pierwsza znaleziona
osoba będzie nowy szukającym.
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2.4. BOTTLE CAPS' RACE
All you need is a bottle cap and chalk. You must draw a racetrack, and move bottle
caps with your fingers. The cap can’t move out of the track, if it does you lose your
turn and must start from the place on the line, where you left the track. First person
who crosses the finish line wins.
GRA W KAPSLE
Wszystko czego potrzebujesz to kapsel i kreda. Najpierw musisz narysować tor wyścigowy i przesuwać kapsel za pomocą palców. Kapsel nie może wyjechać poza linię toru. Jeśli tak się stanie, gracz traci kolejkę i rusza z miejsca , gdze wypadł z toru. Pierwsza osoba, która przekroczy linię mety wygrywa.
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2.5. THE THOUSAND
You should play this game on pitch, because you need a goal and a ball.
Post= 100 points
Crossbar= 200 points
Connector= 300 points
Rules are very simple. You must kick the ball and try to hit a post, a crossbar or a connector. First person who gets 1000 points wins.
TYSIĄC
Powinniście grać w tysiąca na boisku, bo potrzebna jest bramka i piłka.
Słupek= 100 punktów
Poprzeczka= 200 punktów
Spojenie= 300 punktów
Zasady są bardzo proste. Musisz kopnąć piłkę, celując w słupek, poprzeczkę lub
spojenie. Pierwsza osoba, która zdobędzie 1000 wygrywa.
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2.6. LINES
Rules are very simple. One person must catch other players, but
everyone can move only on the court lines.
You CAN move only on lines
LINIE
Zasady są bardzo proste. Osoba goniąca musi złapać innych graczy, ale każdy może poruszać się jedynie po liniach na boisku.
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2.7. SHIPS
You need squared paper, a pen or a pencil and one more player.
You can use:
Four ships 1x1
Three ships 2x1
Two ships 3x1
And one ship 4x1
Draw 10x10 square and mark length 1-10 and width A-J. Then draw your ships (as
you want, but you must use all of them and they can't touch each other). When you
and your friend are ready, one player chooses the place he thinks that ship is (for
example A3 or J7). Your goal is to find all opposing ships.
STATKI
Potrzebujesz kartki w krakę, długopisu lub ołówka i jeszcze jednego gracza.
Możesz używać statków:
4 statki 1x1
3 statki 2x1
2 statki 3x1
Oraz 1 statek 4x1.
Narysuj kwadrat 10x10 i zaznacz długość 1-10 oraz szerokość A-J. Narysuj swoje
statki (jak chcesz, ale musisz użyć je wszystkie i nie mogą się stykać). Kiedy
jesteście gotowi, jeden z graczy wybiera miejsce, na którym, według niego statek
się znajduje (na przykład A3 lub J7). Celem gracza jest znaleźć wszystkie statki
przeciwnika.
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2.8. HOPSCOTCH
This game is very easy. You just need to draw board and that's all. You must
jump on one leg on pieces in order 1-10. But you can't lurch! If you do, you must
start from scratch.
KLASY
Zasady są bardzo proste. Musisz tylko narysować planszę do skakania i ponumerować ją w kolejności od 1 do 10. Musisz skakać na jednej nodze w pola po kolei. Ale uwaga! Nie możesz się zachwiać! Jeśli się zachwiejesz- musisz zacząć od początku.
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Chapter III - PORTUGUESE TRADITIONAL GAMES
3.1. MARBLE GAME
Historical origin:
To play the game of marbles, they used the marbles or glass beads. , which once
served as capsules to the old Portuguese soft drinks called "pirolites."
Game procedure:
- Draw a circle with 1 meter.
- Put 7 marbles in the center of the game circle.
- When your turn comes, shoot your marble, trying to push as many marbles
out of the circle.
- Continue until the circle is empty.
The winner is the player who puts out more marbles.
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JOGO DO BERLINDE
Origem histórica:
Para jogar o jogo do berlinde, utilizavam-se os berlindes ou esferas de vidro.
Muitas vezes usavam-se os berlindes que vinham nas garrafas de antigos
refrigerantes portugueses.
Procedimento do jogo:
- Desenha-se um círculo com 1 metro no chão.
- Coloca-se 7 berlindes no centro do círculo do jogo.
- Quando chegar a vez de jogar, atira-se o berlinde, tentando empurrar o máximo de berlindes para fora do círculo.
- Continua-se até o círculo estar vazio.
O vencedor é o jogador que coloca mais berlindes para fora do círculo.
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3.2. TOAD GAME “SAPO”
Historical origin:
The toad game is similar to the donkey game, which is practiced in various parts of
the country.
It is played mainly in popular parties, in fairs and near taverns mainly on beaches
in the north of Portugal.
Rules:
A box, about one meter high, having on the upper platform a few holes and one
being the mouth of the toad, to which corresponds 2000 points.
Each player has 12 small metal disks and launches them into the platform. Wins
the one with the highest score. A team game is also allowed.
JOGO DO SAPO
Origem histórica:
O jogo do sapo é parecido com o jogo do burro, praticado em várias zonas do país.
Joga-se, essencialmente, em festas populares, em feiras e junto a tabernas
principalmente em praias do norte de Portugal.
Regras:
Uma caixa de cerca de um metro de altura, tendo na plataforma superior alguns
furos e um sendo a boca do sapo, a qual corresponde a 2000 pontos.
Cada jogador tem 12 pequenos discos de metal e lança-os na plataforma. Vence
aquele com a maior pontuação. Um jogo de equipa também é permitido.
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3.3. SPINNING TOP GAME
Historical origin:
The top game is a traditional game very popular in various parts of the world.
In Portugal, it is played mainly in spring and autumn, on days without rain,
because it is a game that is practiced outdoors.
It is traditionally a game of boys, played in the courtyards of schools.
To play it is necessary a small rope, with which the top is rolled up, so that later
can throw itself on the ground and roll.
Materials:
- one spinning top and one string per participant.
Playground:
- a circle with a radius of about 1.50m, where all participants will have to play the
spinning top, according to a previously chosen order.
Aim of the game:
- throw the spinning top to the ground, into the circle and hit the other players'
tops.
- wins the spinning top that keeps spinning to the end.
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JOGO DO PIÃO
Origem histórica:
O jogo do pião é um jogo tradicional muito divulgado em várias partes do mundo.
Em Portugal jogava-se principalmente na primavera e no outono, nos dias sem
chuva, por ser um jogo jogado ao ar livre.
É tradicionalmente um jogo de rapazes, jogado nos pátios das escolas.
Para se jogar é necessário uma pequena corda, com a qual se enrola o pião, para
que depois se possa lançar para o chão e fique a rodar.
Materiais:
- um pião e uma corda por participante.
Terreno de jogo:
- Um círculo com um raio de cerca de 1,50m, onde todos os participantes terão que
jogar o pião, de acordo com um pedido previamente escolhido.
Objetivo do jogo:
- Joga-se o pião no chão, no círculo, para acertar nos piões dos outros
jogadores;
- Ganha o pião que continua a girar até o final.
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3.4. TRUNK GAME
Historical origin:
The Ball Game or Silva is a very popular game in the lower classes in Portugal, but
also in the clergy from the sixteenth and seventeenth centuries. It continued to be
played to this day, especially in rural areas. In Trás-os-Montes, especially in the
Alvão area, the trunk is thrown into the hills, after the tree trunks have been cut.
Materials:
1 pine trunk from 4 to 5 meters long.
Rules:
The player raises the pine trunk with both hands and places it on his shoulder.
The launch can be done after a short run to the finish line.
Who projects the pine trunk at the greatest distance, wins.
JOGO DO TRONCO
Origem histórica:
O Jogo da Bola ou Silva é um jogo popular nas classes mais baixas em Portugal,
mas também no clero desde os séculos XVI e XVII. Continuou a ser jogado até
aos dias de hoje, principalmente nos meios rurais. Em Trás-os-Montes,
especialmente na zona do Alvão, o tronco atira-se nas colinas, após o corte dos
troncos das árvores.
Materiais:
- 1 tronco de pinheiro de 4 a 5 metros de comprimento.
Regras:
O jogador levanta o tronco de pinheiro com as duas mãos e coloca-o no ombro.
O lançamento pode ser feito após um curto percurso até uma linha.
Quem projeta o tronco de pinheiro a maior distância, vence.
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3.5. DONKEY GAME
Historical background:
The donkey game has very old origin in Portugal.
In the middle ages it was played mainly by the popular classes, being a very
popular game at the time and played by people of all ages.
At that time, it was played with Roman numerals.
Aim of the game:
- to score 200 points.
Number of players:
- two players.
Rules:
Game played with two players.
Each player has three coins and throws one coin at a time.
All the coins situated on a line do not count.
If the coin hits the image you lose 10 points.
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JOGO DO BURRO
Origem histórica:
O jogo do burro tem origem muito antiga em portugal.
Na idade média era jogado principalmente pelas classes populares, sendo um jogo muito apreciado na época e jogado por pessoas de todas as idades.
Nessa altura, era jogado com números romanos.
Objetivo do jogo:
- marcar 200 pontos.
Número de jogadores:
- 2 jogadores.
Regras:
Jogo jogado com dois jogadores.
Cada jogador tem três moedas e joga uma moeda de cada vez.
Todas as moedas situadas em cima de uma linha não contam.
Se a moeda atingir a imagem, o jogador perderá 10 pontos.
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3.6. HORSESHOE GAME SIMILAR
Historical origin:
The beginning of the practice of the horseshoe game similar in Portugal is
originated in the Roman army, where the soldiers, to occupy their leisure hours,
threw the horseshoes of horses that were no longer fit for use.
Currently, in Portugal, this game is played normally at the end of the afternoon,
after a day of work, as a way of fraternizing among friends.
In certain areas of the country, this game is also known as the Chinquilho game.
Materials:
- 4 iron pieces
- 2 stakes (roundImagem: to balance)
Players:
- 2 teams of 2 elements each
Rules:
The stakes are placed on a leveled pit, placed in the same direction and about
15/18 meters apart. One element of each team is behind each stake. The members
of each team will pitch one at a time, with the goal of knocking down or throwing
the iron piece nearest to the other team’s stake.
Score:
-6 points for each pitch;
-3 points for the iron piece that is nearest to the stake;
-When a team reaches 30 points wins. A match consists of a single game.
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JOGO DA MALHA
Origem histórica: O início da prática do jogo da malha em Portugal tem origem no exército romano,
onde os soldados, para ocuparem as suas horas de lazer, atiravam as ferraduras dos
cavalos que já não estavam em condições de ser usadas.
Actualmente, em Portugal, este jogo é jogado normalmente ao fim da atarde, após
um dia de trabalho, como modo de confraternizar entre amigos.
Em certas zonas do país, este jogo também é conhecido como o jogo do
Chinquilho.
Materiais:
- 4 malhas
- 2 pinos
Jogadores:
- 2 equipas de 2 jogadores cada
Regras:
Os pinos são colocados num chão nivelado, colocados na mesma direção e
separadas por cerca de 15/18 metros. Um elemento de cada equipa está por trás de
cada pino. Os membros de cada equipa irão lançar um de cada vez, com o objetivo
de derrubar o pino ou lançar a malha de ferro mais próxima do pino da outra
equipa.
Pontuação:
-6 pontos para cada derrube;
-3 pontos para a peça de ferro mais próxima da estaca;
-Quando uma equipa atinge 30 pontos ganha o jogo.
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3.7. BALL GAME OR SILVA
Historical origin:
It is a game practiced between popular classes and the clergy in the sixteenth and
seventeenth centuries, having survived to this day with many good practitioners in
our rural areas.
Materials:
1 ball of dry wood with 23 to 25 cm in diameter; 10 rounded pins: 9 of 22 cm of
height and 4 cm of diameter and the larger one, the "Silva", with 25 cm in length.
Starting position:
The pins are placed in three rows and three columns with three elements each. The
"Silva" is placed in front of all.
Development:
The players throw the ball about 20 meters from the "Silva". In each launch the
following result is assigned: each pin dropped 5 points; If only the "Silva" drops 10
points; If "Silva" falls along with others, each of them is worth 5 points, including
Silva. The aim of the game is to score 140 points.
JOGO DA BOLA OU SILVA
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Origem Histórica:
É um jogo praticado entre as classes populares e o clero nos séculos XVI e XVII,
tendo sobrevivido até hoje com muitos bons praticantes em nossas áreas rurais.
Materiais:
1 bola de madeira seca com 23 a 25 cm de diâmetro; 10 pinos arredondados: 9 de
22 cm de altura e 4 cm de diâmetro e o maior, o "Silva", com 25 cm de
comprimento.
Posições iniciais:
Os pinos são colocados em três linhas e três colunas com três elementos cada. O
"Silva" é colocado na frente de todos.
Desenvolvimento:
Os jogadores jogam a bola a cerca de 20 metros do "Silva". Em cada lançamento, o
seguinte resultado é atribuído: cada pino que caiu 5 pontos; se apenas o "Silva" cai
10 pontos; se o "Silva" cai junto com os outros, cada um deles vale 5 pontos,
incluindo Silva. O objetivo do jogo é marcar 140 pontos.
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3.8. ROLL HOOP
Historical origin:
The game of roll hoop is quite ancient.
In Greek antiquity it was practiced in the gymnasium, whereas in the time of the
Roman empire there are records of children playing with this game.
Sometimes the stick was not even used. As a hoop was used the rim of a wine kite
or the wheel of a bicycle, without rays, touched with a stick.
It is a game that is played in the street.
Aim of the game:
- Get to the finish line at the first place, when the course is done at the same
time by the all the players, or take the least time to complete the course
determined, when the course is done by only one player at a time.
Number of players:
- At least two.
Rules:
If the player loses control of the bow, he resumes the event where it happened.
JOGO DO ARCO E DA GANCHETA
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Origem histórica:
O jogo do arco e da gancheta é bastante antigo.
Na antiguidade grega era praticado no ginásio, enquanto no tempo do império
romano havia registos de crianças brincando com este jogo.
Às vezes, a gancheta nem sequer era usada. Como arco era usada a borda de uma
pipa de vinho ou a roda de uma bicicleta, sem raios, tocada com um pedaço de pau.
É um jogo que é jogado na rua.
Objetivo do jogo:
-Chegar primeiro à meta, quando o percurso é feito ao mesmo tempo pelos
jogadores, ou então demorar o menor tempo a completar o percurso determinado,
quando o percurso é feito por apenas um jogador de cada vez.
Número de jogadores:
- Pelo menos dois.
Regras:
Cada jogador percorre um percurso já determinado e controla o arco com a gancheta. O objetivo do jogo é demorar o menor tempo possível a terminar o percurso.
Quando o jogador deixa cair o o arco no chão, o jogo recomeça no local onde isso aconteceu.
Gnha o jogador que chega primeiro à meta ou então aquele que demora menor tempo a completar o percurso determinado.
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Chapter IV - ROMANIAN TRADITIONAL GAMES
4.1. 9 STONES
9 Stones is a simple but amusing game; a game that our parents and many of
us played in the childhood. It is not only an activity of filling free time but one in
which players develop their team spirit, develop the dexterity of feet and hands,
learning also to respect certain rules.
The game is played with up to 6 players. First the players form a "castle" of
9 stones, placing them one above the other. The participants are divided into two
teams. When the game starts, one of them will defend the castle, the other will
attack it. Nine steps from the castle of stones will be counted and a line will be
drawn. This is the point from where team 2 will try to demolish the castle with the
ball. If the castle is still standing after all members of the team 2 have thrown the
ball, the teams change roles and team 1 will try to demolish the castle with the ball.
After the demolition of the castle, the defending team at that moment will have to
recover the ball and to chase components of the other team, trying to get them out
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of the game (as in "ducks and hunters"). At the same time, the members of the
team that managed to demolish the castle will have to rebuild the castle in order to
win the game. They will have to do so without being hit with the ball by the
opposing team. In the end, the defending team wins if it can put out of action all
the members of the other team (by touching with the ball) before they rebuild the
castle. The team that demolished the castle - if it can rebuild the stone castle before
the other team put of action all the members. The winning team will start the next
game in attack position.
In my opinion it is an interesting game that I have enjoyed playing.
Unfortunately it is not played by the children of the present generation and I think
we need to change something. There are many beautiful games of this type that are
"forgotten" because computers and other electronics. What should we do to change
things?
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9 PIETRE
9 Pietre este un joc simplu, dar distractiv; jocul pe care parintii nostrii si
multi dintre noi l-au jucat in copilarie. Nu este doar o activitate de umplere a
timpului liber ci una in care jucătorii îşi dezvoltă spiritul de echipa, îşi dezvoltă
dexteritatea picioarelor şi a mâinilor, invatand totodata sa respecte anumite reguli.
Jocul se joacă cu de la 6 jucători în sus. Pentru inceput jucatorii formeaza un
"castel din 9 pietre asezandu-le una peste alta. Participantii se impart in doua
echipe. Cand jocul incepe una dintre ele va apara castelul, cealalta il va ataca. Se
vor numara 9 pasi de la castelul de piatra si se va trage o linie. De aici va incerca
echipa 2 daramarea castelului, cu ajutorul mingii. Daca, dupa ce toti componentii
echipei 2 arunca cu mingea, castelul este inca in picioare, echipele vor schimba
rolul si echipa 1 va incerca ea sa darame castelul cu ajutorul mingii. Dupa
daramarea castelului, echipa aflata in aparare in acel moment, va trebui sa
recupereze mingea si va vana componentii celeilalte echipe, incercand sa ii scoata
din joc (ca la ratele si vanatorii). In acelasi timp, componentii echipei care a reusit
daramarea castelului vor trebui sa recladeasca castelul pentru a castiga jocul.
Acestia vor trebui sa faca acest lucru fara sa fie loviti cu mingea de echipa adversa.
La final va castiga echipa aflata in aparare daca reuseste sa scoata din joc (sa atinga
cu mingea) toti componentii celeilalte echipe, inante ca acestia sa recladeasca
castelul. Echipa care a daramat castelul – daca reuseste sa recladeasca castelul de
piatra inainte ca cealalta echipa sa ii scoata toti componentii afara din joc. Echipa
castigatoare va incepe urmatorul joc in poziti de atacant.
In opinia mea, este un joc interesant pe care eu l-am jucat cu mare drag. Din
pacate nu prea mai este jucat de copii din generatiile actuale si eu cred ca ar trebuii
sa schimbam ceva. Sunt multe jocuri frumoase de acest gen care sunt “uitate’’ din
cauza calculatorului si a altor electronice. Ce trebuie sa facem pentru a schimba
ceva?
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4.2. OINA Oina (or hoina) is a traditional Romanian sports game. The game was spread
throughout the country, with a large number of names and variants: in Banat it was
called the "small ball" or "saw" in Transylvania "long" or "long ball" in Sibiu area
"Run away" in Muntenia and Moldova "hoina" and then in Maramures the "ojerul"
or "oirul" in Dobrogea "long" etc. In some parts, the girls are also played by the
girls as "oinita". It is similar to sports games common to other countries, such as
the German Schlagball, the Finnish pesäpallo, the paul play in France and the
Cluiche Corr Irish.
The game requires complex sports qualities (good running speed, quick
reflexes in self-defense moves against ball blasts, precision in throwing and hitting
the ball with a stick or bat).
Regulations
Oina is an outdoor sports game on a rectangular ground, preferably covered
with grass, between two teams of 11 players.
The game starts when someone in the team kicks the ball in the air while
another player in the same team has to hit it with a wooden stick and send it as far
as he can. After that, if the ball is caught by the field team, the player must run
(with or without another teammate) on the runway and then on the return lane
trying not to be hit by the team at the grip. If he stops the ball with his palm, he is
not considered "hit". The player is not allowed to catch the ball and must
immediately release it. If the player is hit on the duct, he has to go to the bottom. If
he is hit on the return aisle, he is removed from the game.
Every time after the hit ball lands on one of which / triangles, a point is
awarded to the team. Two points are awarded if the ball passes the bottom line and
no point if the ball lands off the side.
The team in the field is given two points each time they manage to hit a
player running in the color.
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Rules
The team at bat is selected by a ritual where the players have to grab the bat,
thrown by the referee, and the last one to be able to place at least 4 fingers on the
bat wins. The game begins with the team at bat, with one of the players throwing
the ball while another player of the same team has to hit it with a wooden bat
("bâtă") and send it as far as he can towards the adversary field. After that, if the
ball is caught by the adversaries, the player can run (if he wishes, or if he is forced
to run by the referee) the advance and return corridors/lanes ("culoarele de ducere
şi întoarcere"), without being hit by the defenders. If he stops the ball with his
palm, it is not considered a hit. The player is not allowed to catch the ball, and he
must release it immediately. If the player doing a run is hit he goes out of field and
into the back zone, or he finishes his tasks, depending on which lane he is running.
Ball
A spherical ball made of leather, filled with horse, pig, or bovine hair is used
in oină. The ball is around 8 cm in diameter and 140 grams in senior games and
around 7 cm in diameter and 100 grams in U-18 games.
Equipment
Batting stick
The ounce stick (or bay) is made of hardwood, such as fragile or ash. It has
the shape of a trunk and has a length of 90 to 100 centimeters. The handle has two
inches of two-inch tightening so that it does not slip out of the player's hand.
The ball
The ball is made of leather, has a diameter of eight centimeters and weighs
about 140 grams.
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OINA
Oina (sau hoina) este un joc sportiv tradițional românesc. Jocul de oină era
răspândit pe întreg cuprinsul țării, având un număr mare de denumiri și variante: în
Banat i se spunea „lopta mică” sau „pila”, în Transilvania „de-a lunga” sau „lopta
lungă”, în zona Sibiului „fuga”,în Muntenia și în Moldova „hoina” și apoi oina, în
Maramureș „ojerul” sau „oirul”, în Dobrogea „de-a lunga” etc. În unele părți oina
se juca și de către fete, sub numele de „oiniță”.Este asemănător cu jocuri sportive
comune altor țări, cum ar fi Schlagball-ul german, pesäpallo-ul finlandez, jocul
paume din Franța, respectiv Cluiche Corr-ul irlandez.
Jocul solicită calități sportive complexe (viteză bună de alergare, reflexe
rapide în mișcările de autoapărare față de loviturile mingii, precizie în aruncarea și
lovirea mingii cu un baston sau bâtă).
Regulament
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Oina este un joc sportiv practicat în aer liber, pe un teren dreptunghiular,
preferabil acoperit cu iarbă, între două echipe de câte 11 jucători.
Jocul începe când cineva din echipa la bătaie aruncă mingea în aer în timp ce
un alt jucător din aceeași echipă trebuie să o lovească cu un baston din lemn și să o
trimită cât poate el de departe. După aceea, dacă mingea este prinsă de echipa din
teren, jucătorul trebuie să alerge (cu sau fără alt coechipier) pe culoarul de ducere
iar apoi pe culoarul de întoarcere încercând să nu fie lovit de către echipa la
prindere. Dacă oprește mingea cu palma, nu este considerat "lovit". Jucătorul nu
are voie să prinda mingea și trebuie să îi dea drumul imediat. Dacă jucătorul este
lovit pe culoarul de ducere, acesta este nevoit să se ducă în zona de fund. Dacă este
lovit pe culoarul de întoarcere, el este eliminat din joc.
De fiecare dată după ce mingea bătută aterizează pe unul din
caree/triunghiuri i se acordă un punct echipei la bătaie. Se acordă două puncte dacă
mingea trece de linia de fund și niciun punct dacă mingea iese din teren pe lateral.
Echipei din teren i se acordă două puncte de fiecare dată când reușesc să
lovească un jucător care fuge pe culoare.
Echipament
Bastonul de bătaie
Bastonul (sau bâta) de oina este confecționat dintr-un lemn de esență tare,
cum ar fi fragul sau frasinul. Are forma unui trunchi de con și are lungimea între
90 și 100 de centimetri. Mânerul are șantulețe din doi în doi centimetri pentru a nu
aluneca din mâna jucătorului.
Mingea
Mingea este confecționată din piele, are diametrul de opt centimetri si
cântărește aproximativ 140 grame.
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4.3. THE HIDDEN OR THE (YOU) SEEK
Children's game in which a searcher must find hidden players in a particular
area previously established.
Is called: Ajumitul, Eve, bees, the cuckoo, the Dubas, the LUSU, the Mija,
the stealth, the Tupu ', Mija-Patca, Mojoarca, Mijoiu, Mijoatca, Motroaşca,
Pitulatu, Wren
Hide-and-seek, or hide-and-go-seek, is a popular children's game in which
any number of players (ideally at least three)[1] conceal themselves in the
environment, to be found by one or more seekers. The game is played by one
player chosen (designated as being "it") closing their eyes and counting to a
predetermined number while the other players hide. For example, count to 100 in
units of 5: "five, ten, fifteen, twenty, twenty-five thirty, thirty-five forty, forty-five