TUMBANG PRESO



tumbang preso



Mechanics:


Pronounced as: tum-bahng preh-so, originated from Southern Tagalog Region during the Spanish Period.

This is a relatively simple game. At least 3 players are needed, although the more, the merrier. First, select the "it" or the defender. Next, find a can, or something that can be knocked over easily from a distance. Position this can in the center of the game area (this will be it's home plate or base). The game is played as follows. The "it" will defend the can from being knocked down. While it is in the upright position, the "it" can chase anyone and tag him/her. When a player is tagged, and the can is still in the upright position, that player becomes the new "it". The rest of the players must then see to it that the can is always knocked down. The "it" of course can always put it back in the upright position. The rest of the players usually use their slippers to knock the can from a distance. Or if one gets close enough to the can without getting tagged, he can kick it and pick-up the rest of the "weapons" or slippers used. Of course, it is usually up to the other players to get their own "weapons" or slippers. For fairness, it would be nice if the players had only two slippers to knock down the can, no more than that. Once all the players are out of slippers, this would be a major opportunity for the "it" to chase everyone before the can is kicked. The can has to be positioned in a particular area of responsibility.

This is a game of accuracy and agility. You need an empty evaporated or condensed milk can, pamato (cue) could be a medium- sized rock, wooden shoe or a shoe. Number of players 5 or 6 (represented by the squares in the diagram), one "IT" or taya (represented by the triangle beside the circle). The objective of this game is to avoid being an "IT."

On the ground, draw a starting line as shown. About 12-15 feet away, draw a circle about 4-5 feet in diameter. To determine who is the initial "IT" or taya, all participants gather around in the circle and from the milk's can's normal one end down, flip the milk can one turn into the air about a foot high, and let it come down. It's fairly difficult to make the milk can land on the other end so that it's standing when it comes down. The one who fails to make it come down standing becomes the "IT." So if there are two or more who fail, these remaining ones go through elimination until only one fails. If everyone succeeds, they go through it again and again until they have only one who fails. That one becomes the "IT." The "IT" then puts the empty can in the middle of the circle and stands near the circle (see triangle in the diagram). The "IT" stands by the circle (see triangle in the diagram). All other players stand behind the starting line (see diagram). These players aim to hit the milk can in the middle of the circle. If a player misses so that his pamato (cue) ends up somewhere, he needs to retrieve that pamato without being tagged and comes back to the starting line where he can aim again. He can only be tagged while the milk can is in its normal standing position and the player is past the starting line (see TAG AREA -- anywhere past the starting point is TAG AREA). Anybody in the TAG AREA is subject to being tagged as long as the milk can is in its normal position. If a player hits the can so that the milk can now lies on its side (not in its normal standing position), the "IT" retrieves it as fast as he can and puts it back inside the circle (doesn't have to be in dead center) in its normal standing position. In the meantime, the pamato (cue) of the player who hits the can ends up somewhere. This player has to retrieve his pamato (cue) without being tagged and comes back to the starting line. The objective of the "IT" person is to tag the player who is past the starting line but he can only tag the player if the milk can is in its normal standing position. So if the "IT" person tags the player, the tagged player becomes the new "IT." Anybody in the TAG AREA can be tagged as long as the milk can is in its normal standing position whether or not it is in or out of the circle.

As long as the milk can is not in its normal standing position, the "IT" needs to put it back in the circle in its normal upright position.

Scenario 1: While the milk can rolls away from the circle as it gets hit, a player who just hits that can runs to get his pamato knowing that the milk can will end up lying on its end in all probability. If the milk can actually ends up standing up in its normal position after being hit and the "IT" tags the player, this tagged player becomes the new "IT."

Scenario 2: If a player no longer has his pamato, he can attempt to kick the milk can to tip it on its side -- that way as the "IT" retrieves the milk can, that player can retrieve his pamato and goes back to the starting point. He, however, risks being tagged since the "IT" stands guard near the can.

Scenario 3: If Player A no longer has his pamato and Player B hits the milk can, Players A and B can try to retrieve their respective pamatos as the "IT" retrieves the milk can and puts it back in the circle. You could have a Scenario 1 here afterwards.

tumbang preso tumbang preso

The IMAGE is taken from:
filipino fine artists
filipino traditional, native and folk games