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PHILIPPINE GAMES

1.SIKARAN
ikaran, which is literally translated “to exchange kicks”, is the Filipino art of kicking.  Unlike other art forms that were created
solely for combat, this art first originated as a sport. Nid Anima wrote in his book “Filipino Martial Arts”,  “Sikaran’s inception
has been placed at around 1900, a past time of Baras (Rizal) farmers whose wont had been to kick on another before going to
work in the fields.  Doing it constantly made them develop skills that would eventually be marked by effectiveness such that
other martial arts could hardly compare, or so claims its most ardent exponent.

The rules of the sport are very simple. Anima explains the rules in his book stating, “A sikaran session commences with the
drawing of a circle on the ground. The acknowledge talent of the kit by reason of his superior skill is often obliged to concede a
handicap, thus he positions himself inside the circle and trade kicking talents with one who stays at the circle’s rim. The
objective is for the combatant outside to dislodge the contestant within.” In traditional sikaran, hands were not to be used on
offense but on defense for parrying and blocking. There were no time limits but if an opponent was too tired, there were entitled
for a time out or give up depending on their preference. It was also customary that the two playing the game to have an audience
for the match.

The types of kicks in Sikaran vary and like other martial arts, each kick bears it’s own name. The kicks can be “frontal,
sideways, upward or downward, snapping or follow-through as well as on the ground or jumping.” Some of the kicks include
“the biakid  (similar to the karate reverse roundhouse), padamba (jumping front kick), pilatik (front snap kick), and tuhod (knee
blow).” All of these kicks were categorized into two separate groups: panghilo (kicks that aims to dizzy or paralyze the
opponent) or the pamatay  (lethal kicks). And like every martial art, sikaran bears a list of individuals that have propelled it into
the mainstream, none more influential than Col. Meliton Geronimo who was “an active competitor in the karate tournament
circuit in the 1960s” promoted sikaran all over Philippines as well as overseas.

Sikaran is just one example of Filipino martial arts that is rich but sadly remains a mystery to many. We, at Eskabo Daan, will
continue to work towards shedding light on this aspect of the culture, in the hopes of bringing Filipino and Filipino-Americans
alike closer to their identity.  

2. SEPAK TAKRAW
"Sepak" means to smash or kick in the Malay language, while "Takraw" originates from the Thai language,
meaning “rattan ball”. The objective of this game is to hit the ball over the net and onto the floor in the
opponent's court to score a point. Players are allowed to use their legs, head and torso to contact the ball, but
any contact with their arms or hands is an infringement of the rules.
Competitions and tournaments are run in accordance to rules and regulations set by the International Sepak
Takraw Federation (ISTAF). All equipment and attire must adhere to specifications set by ISTAF.
A game of Sepak Takraw is played between two teams (known as Regu). Each Regu has three players on court
and two substitutes. The players on court are the striker, server and feeder. Game play is very similar to the
sport of Volleyball. In Sepak Takraw, players are allowed a maximum of three contacts with the ball to get it
over the net.
A coin toss will decide which Regu will start service, while the other Regu can pick the side of court they wish
to start on. The feeder will start the game by tossing the ball to the server. The server will keep one foot within
the 'serving circle' and use his other foot to kick the ball past the net. On the defensive Regu, the server and
feeder becomes the setters to pass the ball to the striker within three contacts. The striker then hits or smashes
the ball over the net. During game play, the Regu who commits a fault will lose service and a point is awarded
to the opposing team.
Service will change over after three consecutive points scored by the serving Regu. Depending on the level of
competition and rules set by the organising committee, the first Regu that scores 21 points wins the set. The set
can only be won by the Regu with a two point lead, and the maximum points a set typically reaches is 25 points.
The umpire will announce for the set to extend to 25 points when there is a tie at 20 - 20. The game is played in
two sets with a two minute break in between. The Regu that wins two sets wins the match.

In the event that both Regus win a set each, the match is extended to a tie-break set. This third set is played to
15 points, and will be extended to 17 points if there is another tie at 14 - 14. Before the tie-break set, the Regus
will toss a coin to decide who starts the service. Service will change over when one Regu scores eight points
3. SIPA
Sipa, which is known by many names but is most commonly referred to as "sepak takraw," is a Southeast Asian
sport that is similar to volleyball, but the ball cannot by touched by the hands and players must instead volley
using their feet, knees, chest and head. The ball is smaller than a volleyball and there are three players on each
team.
Sepak takraw is a game that is played primarily in Southeast Asia. It is not an Olympic sport, but there are
national teams throughout Asia that compete both within the country and internationally. The following are the
basic rules for the game:
 Start the game with a coin toss
The game is started with a coin toss to determine which team will serve first and which side each team will be
on.
 Serve to the other team
One team member tosses the ball to the server, who must kick the ball out of the area and over the net to the
other team.
 Volley the ball back and forth without using hands
Once the ball has been served, the teams try to volley the ball back to the opposite team's side of the net using
only their feet, legs, knees, chest and head. The ball can be touched up to three times per side, and if the ball hits
the ground on a team's side of the net, then the other team gets a point. Sets are played up to 21 points.
4. SILAT
A silat competition arena is usually topped with a mattress for safety reasons. This mattress must have a level
surface that is not bouncy, and cannot measure more than five centimetres thick. A 10 by 10 metre non-slip
surface may be laid out on top of it
The arena for the Tanding (match) category measures 10 by 10 metres, and has a round match ground
measuring eight metres wide in diameter marked out within it. This match ground is outlined by a five
centimetre-wide border. The middle of the match ground is marked by a circle measuring three metres in
diametere, which separates the opponents at the beginning of a competition. The two opposing sides are also
allocated corners at the points of the square arena. These are labelled in blue and red at diagonal ends, while the
other two corners, marked yellow, are neutral areas. Tunggal (single), Ganda (double), and Regu (team)
categories simply use the entire 10 by 10 metre performance arena.
Tanding competitions are carried out in three two-minute rounds, with rest times lasting a minute each in
between each round. Tunggal, Ganda, and Regu categories comprise three minutes for each competition
showcase.
In a Tanding competition, participants challenge each other using a combination of defence and attack moves,
and must adhere strictly to a specific routine during the competition - sikap pasang (fighting stances), pola
langkah (step pattern), and then back to sikap pasang. Each silat contestant may undertake a series of moves
against his or her opponent at one go, but should not execute more than four different types.
The Tanding contestants may not exert physical force on any part of their opponents’ neck, head, and lower
abdominal area from the navel to the groin. Should limbs be inadvertently hit as part of an attack or defence,
neither penalty nor score will be given. However, they must not be targets of “direct attacks” that may result in
injury - such moves are not allowed.
5. DUMOG
Dumog is a style of wrestling practiced in the Philippines, which is a standing upright style of wrestling that
uses grappling techniques of Filipino martial arts. The objective of the sport is same as any other wrestling,
where wrestlers have to force the opponents onto the ground. This style of wrestling is practiced only in the
Philippines.
In dumog, wrestlers use techniques like pushing, pulling, and grabbing that move the opponents and throw them
off balance. Moves like joint locks are very common. Weight shift moves are used in which wrestlers use their
weight as an advantage to throw down the opponents. The entire concept of dumog revolves around targeting
various locations in the human body called "control points". In bouts, wrestlers target these control points also
referred to as "choke points", to disrupt the opponents balance and bring them down. Targeting check points
also presents opportunities for a close range attack moves like head butting, and striking with elbows, forearms,
and knees.
In matches, wrestlers are awarded points for various strikes, takedowns and submission holds.
There are several variations to dumog depending on the region in which it is practiced, each with minor
differences in rules and techniques used. Most dumog competitions are conducted only at a regional level
within the Philippines.

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