The court (or course)

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1 TEI Towards a european identity Italian TRADITIONAL GAMES

2 The court (or course) To play hopscotch, a course is first laid out on the ground. Depending on the available surface, the course is either scratched out in dirt, or drawn with chalk on pavement. Designs vary, but the course is usually composed of a series of linear squares interspersed with blocks of two lateral squares. Traditionally the course ends with a "safe" or "home" base in which the player may turn before completing the reverse trip. The home base may be a square, a rectangle, or a semicircle. The squares are then numbered in the sequence in which they are to be hopped.

3 The first player tosses the marker (typically a stone, coin or bean bag) into the first square. The marker must land completely within the designated square and without touching a line or bouncing out. The player then hops through the course, skipping the square with the marker in it. Single squares must be hopped on one foot. For the first single square, either foot may be used. Side by side squares are straddled, with the left foot landing in the left square, and the right foot landing in the right square. Optional squares marked "Safe", "Home", or "Rest" are neutral squares, and may be hopped through in any manner without penalty. After hopping into the "Safe", "Home", or "Rest" the player must then turn around and return through the course (square 9, then squares 7 & 8, next square 6 and so forth) on one or two legs depending on the square until he or she reaches the square with their marker. They then must retrieve their marker and continue the course as stated without touching a line or stepping into a square with another player's marker. Upon successfully completing the sequence, the player continues the turn by tossing the marker into square number two, and repeating the pattern. If while hopping through the court in either direction the player steps on a line, misses a square, or loses balance, the turn ends. Players begin their turns where they last left off. The first player to complete one course for every numbered square on the court wins the game. Although the marker is most often picked up during the game, historically, in the boy's game, the marker was kicked sequentially back through the course on the return trip and then kicked out.

4 O Strummolo It derives from the greek stróbos = vortex, so spinning around in a whirling motion and it was a sort of spinning top, a conical, spherical, or pear-shaped toy with some thin screw groove and a nail as tip that may be set to spin through a thread string. Just the merry-go-round (trottola in italian) that the street urchin threw against another strummolo to scratch it and win.

5 Guardie e Ladri "Cops and Robbers" requires at least two players, but as many as 14 can play. There must be two teams with an equal number of players on each. The cops protect the treasure, while the robbers try to steal it. The robbers will pretend to have the treasure and the cops chase after them. When the cops catch, or tag, a robber, they take that robber back to the base, which can be a tree, fence or some designated area. The robbers will also have a base where they are safe from the cops. If one of the free robbers can sneak into the cops' area, that robber can free the other captured robbers. When all of the robbers are caught, the cops win. However, if the robbers free each other and make it back to base without getting caught, they win.

6 IL CUCUZZARO It is a group game for boys and girls and takes the name from the cucuzzi, a Sicilian dialect word that means pumpkins. Also adults can play. The players sat in a circle and are assigned a number starting from one until the last player. The head player, called u cucuzzaro (word that means a person who grows or sells pumpkins), starts the game saying: I went to the garden this morning and I saw there were four cucuzzi missing - (he can choose any other number he wants but according to the number of players). The player number four replies: They are not four cucuzzi, but three cucuzzi - (he can also choose the number he wants or the cucuzzaru saying in this case: They are not four cucuzzi, but all the cucuzzaru).

7 The player number three replies and chooses another number. The game goes on in this ways until the players are bored. In this game each player can choose who he wants, but everyone must pay attention and answer quickly without any mistakes. During the game it is permitted to confuse and to cheat the player looking or pointing at him as if you want to call his number but changing the number.. Who makes a mistake has to pay a forfeit and can only have it back when the head player or a chosen player, blindfolded, decides a penalty. There are diferent kind of penalties such as: give a kiss to someone, write a letter on the player s back tickling or hitting him/her, walk on knees and so on.

8 Popular games in Poland

9 CIUCIUBABKA BLIND GOBY/GRANDMOTHER WHAT'S UP? One person is blind goby and he has his eyes covered for example with bandage. Rest of the people encircle blind goby. When people say let's catch us then blind goby tries to catch someone but he has to depend upon his senses other than eyesight e.g. he can hear, what's going on aro und him. Caught person becomes blind goby and game starts from beginning.

10 ZBIJAK We need The game play is required field divided into two equal parts and the ball. Rules In the game, two teams compete, with the same number of players. In this game there is no master, each player stands on its part of the playing fields. Playing the game The game is based on mutual "zbijaniu się" - hitting the ball in those in the opposing team. Players can not go beyond his part of the pitch. "Zbicie" occurs when the thrown ball touches a player of the opposing team and hits the ground. Each "zbicie" is counted as one point, the team that scores more points wins.

11 We need only skipping rope and some space. There is one person, who is twisting a skipping rope (circle), and a few players, who are jumping over the skipping rope. If someone doesn t jump on time, he starts twisting and gets letter D. Each next mistake means another letter from word DONKEY. When someone has the whole word, he becomes donkey and loses the game. The winner is a person, who jumps as the last one. DONKEY

12 TAG-SNAKE It's like a normal tag but in this game a caught person has to catch a hand of the first catcher and they hold their hands and run to catch others together. It is called: fishing of fishes too. Person, who stays alone wins.

13 The Dentist Players sit in a circle and choose one person, who will be a dentist. Then seated players have to tangle with their neighbors using their arms and legs. Chosen person - the dentist - have to pull the players from the circle - pull teeth. "Torn tooth" becomes dentists assistant and helps to pull people from circle too.

14 GAMES AND RULES TRADITIONAL GAMES PLAYED IN GREECE AND THEIR RULES

15 TRAVICHTO OR DIELKYNSTINDA -It is an ancient greek game.

16 TRAVICHTO OR DIELKYNSTINDA -The players make two teams and set boundaries.

17 TRAVICHTO OR DIELKYSTINDA They hold a rope and pull it as strong as possible.

18 TRAVICHTO OR DIELKYNSTINDA The team who crosses the line first loses and the other team wins.

19 OTHER GREEK GAMES ABARIZA

20 -The children make two teams and use two columns (usually a basket column) one across the other as their stronghold. ABARIZA

21 In the middle of the area they set boundaries. ABARIZA

22 Their goal is to reach the column of the opponent team and scream Abariza. ABARIZA

23 If they get caught by a player of the opponent team they have to wait till ABARIZA

24 another of their teammates comes and sets them free (by reaching the column and screaming Abariza. ABARIZA

25 ABARIZA Strongholds Players Jail area Players movement in the game area

26 PORTUGAL Children s Games

27 Children s games Among a range of games played by children during their school life we have selected the following ones: Macaca Hopscotch Saltar à corda Skipping rope Cabra Cega Blind Goat Sr. Barqueiro Mr. Bargeman

28 Macaca - Hopscotch Origin: It dates back to immemmorial times Place to play it: in schools playgrounds, in the sidewalks of streets, in a flat ground,etc. Aim: to be the first to hop all the way through the grid Number of players: Two or more How to play: Draw a grid (with 8 squares as in the picture). The first player stands behind the starting line and tosses her marker in square 1. Hops over square 1 to 2 and then continues hoping to square 8. Then she turns around and hops back again. Afterwards pauses in square 2 to pick the marker, hops in square 1 and out. The game goes on with the player tossing her marker in square 2. All hoping is done on one foot. Exception is when the design has two squares side-by-side where the player can place down with one foot in each square. The player must hop over any

29 Saltar à Corda Skipping rope Origin and history: Its origin is unclear but it is said it dates back from the Egyptians around 1600 BC and from Aborigenes of Australia Material: rope. Number of children : one or more participants Place to play it: playground Aim: to jump more time without interruption How to play: one or more players jump over a rope that is swung so that it passes under his or their feet and over his or their heads

30 The Blind Goat : Origin and History: the game was popular among the Romans in the 3th century BC. During the Middle Age it was practised as a Palatial entertainment Place to play it: a flat ground or in the playground of the schools during the breaks Material: a neckerchief or a cloth Number of players: Many Aim : To catch up the players and identify each one. Rules : The she-goat is blindfold. The other players touch him or her saying loud Blind Goat, blind goat on singing rhymes. When the blindfold player identifies another player only by the voice and by touching him or her, this latter becomes the next Blind goat

31 Sr. Barqueiro Mr.Bargeman Material: many players Origin: A 17th century legend from Portugal Place to play it: playground in a large outer area Aim: to get the largest number of items possible How to play: two of the players rise their arms and hand in hand make an arch. These two players are the bargemen. They agreed in a name for each one (example: cat for one and dog for the other). The other players line up and without knowing who is the cat or the dog sing: Mr Bargeman, Mr. Bargeman, let me go through, I have kids to care for The bargemen answer singing back : You can go through, but someone will be barred, the mother at the beginning of the line or the child at the end of it.

32 The last player of the line is then barred and has to choose which one he prefers : the cat or the dog. According to his answer he places himself behind the one he has chosen the name of. When all the players have gone through, then two groups result. A line is drawn on the ground. All the players in both sides hold each other s hands and pull back, as a line, as hard as they can to avoid crossing over the line. Winner is the group that didn t go across the line.

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34 There is no clear origin but as far as we know was invented in Ivory Coast. FLING SOCK We need a referee and two teams with the same number of players. Line up about 10 meters across from each other. The referee has the fling sock, which is placed in the center of the play area. Each team has to count off so that each player has a number - one, two, three and so on. The referee will start the game by calling out one or more numbers like number one. From both teams one or more players will come out and try to steal the fling sock without being tagged. The first one to grab the fling sock and get back across the line without being tagged by the other player earns a point. If you are tagged while stealing the other team receives the point.

35 One of the possible variations is that if the referee says a number the player has to go running in order to catch the fling sock. If he says two numbers one player should be at the other s back. If you say three numbers two players are holding hands and the third should be over. If you say four numbers one player should be at the other three players back, and so on.

36 HOPSCOTCH

37 The game stars when you through a small rock in the square with the number 1, the rock have to fall in the square without touching the outer lines. When you have the rock in the square you start jumping in the circuit without touching the square with the 1 and you have to do it on one leg keeping in balance. When you arrive at the square with number 4 and number 5 you can put both feet on the floor.

38 Then, you continue jumping and when you arrive to the number 10 you turn round and start doing the same in the other direction. When you arrive to the square with number 2 you have to get the small rock of the square 1 without putting the feet on the floor, keeping in balance because if you fall, you will lose your turn. If you gets the small rock without falling you have to start again but now, you have to throw the rock on the square with the number two, and then, you continue doing the circuit. When your rock arrives to the number 10 without touching the lines you have won the game.

39 RULES 1. You can t step away of the squares. 2. You can t jump IN the cell with the stone. 3. You restart if you do something wrong. 4. You must throw the stone into the correspondent number. 5. You can t skip a number.

40 HISTORY Although hopscotch is played all over the world today, it was not originally a game at all. Hopscotch began during the Roman Empire. The hopscotch course was over 100 feet long. Roman foot-soldiers played the game in full armor and field packs, for the purpose of improving their footwork, endurance, and general fitness. In essence, hopscotch was a military training exercise. Children, in imitation of roman soldiers, then drew their smaller courses an added a scoring system. The game spread throughout Europe, and eventually the world.

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42 What you need many children the more the better! a very large room (gym) or even outside Music (if you want)

43 Basic Rules Start the music One person is the caller : he/she tells the others what to do, normally stands in the middle of the room/the others All participants run/walk/crawl/jump, etc. around (the caller decides when music starts how the others have to move) When the music stops ( caller or a different person stops it), the caller calls out a certain order (the participants have to be told what the orders are about in advance so that they know what to do when the caller names them) which all the others have to follow

44 Orders to be chosen 1. Fire: Lay yourself down on the floor 2. Water: chair, a You have to climb up sth., e.g. a ladder, a bank, etc. 3. Lightening: stand still 4. Hurricane: Two people standing opposite each other, holding each other s hands and turn around together 5. Storm: Run into one of the four corners 6. Dog kennel: One person is standing and another person is sitting on the floor between his/her legs 7. Plane: stand on one leg and lean forward 8. Hamburger: three people lying on top of each other 9. Ladybird: lie on your bag and kick about your legs

45 !!!! Of course you can invent as many orders as you want, they only have to be clear in advance. The person who is last to do what he/she has been told is disqualified. He/ She becomes the next caller and will now tell the others what to do next.!!!!

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