Yulunga Games
Yulunga Games
Yulunga Games
jillora
‘jil-lor-a’
4
Variations
•• The game can be played by several players at
once. On the signal to start, all players start their
balls spinning.
•• In a competition the last ball left spinning is
the winner.
•• Timed-team jillora: Players are organised into
groups of three to five. Players add their times
together and attempt to set a ‘record’. Have
three attempts to set a record. At the end add
the times for all the groups to set a class record.
Comment
This version is designed for use as a warm-up
activity and is particularly suitable for younger
children.
Teaching points
•• Balls ready. Hands each side on top.
•• Push with one hand pull with the other.
Hold in the fingers. Make it spin.
•• Step back. Keep it going.
•• Try again. A little harder. That’s the idea.
5
BALL GAMES
Playing area
•• A basketball court works well
Equipment
•• A size 3 gator skin ball or similar to the buroinjin
(see page 12)
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•• Touch: Every time a player is touched the referee •• An advantage rule applies in the game.
will call out the touch count. When a team has •• Depending on the situation, players may at
been touched in possession four times (three the next opportunity be sent from the playing
times can be used in some competitions) the area — at the discretion of the referee — for
opposing team will gain possession of the ball a designated period of time for a breach of
where the final touch was made. Minimum force the rules.
must be used on all touches.
•• If a player runs with the ball behind the team’s
•• Infringements: For any infringements the opposing baseline and is touched, possession goes to the
team will take possession of the ball and pass to opposing team 5 metres out from the line. For
another player — no interference or interception safety reasons an in-goal area of 3–5 metres
is allowed on this pass. If a player runs out over may be marked.
a sideline, the other team gains possession on
the sideline, whether he or she has been touched
or not. Comment
•• Passing: The ball may be passed in any direction This game may be used as a variation for the
and may be played (including a bounce pass) sport of touch football. The game usually proves
off the floor. The ball may not contact a player to be popular and involves a good deal of activity
below the knees (change of possession). For and involvement. It is possible to have two teams
safety reasons no players will be allowed to dive playing and a team ready to rotate after a period
on the ball on the court and the ball may not be of time (usually five to seven minutes) as part of a
contacted with the fist but can be tapped or hit to sport education program.
another player using the flat of the hand.
•• A touch on the ball will count but a defender Variations
cannot hit the ball from the hands of the player •• A set number of players or passes (such as four)
with the ball. must handle the ball for a team to score.
•• When an intercept or loose ball is retrieved by the •• To avoid defenders placing themselves along the
opposing team, play continues unless there is no defensive line, players in a team may be restricted
advantage. (If a player or the ball goes out over the to attacking or defending parts of the court.
sideline then there is a throw-in to the other team.)
•• If an attacking player is touched and crosses Teaching points
the baseline, the opposing team starts with the
•• Teams ready. Start behind the line. First pass is a
ball from behind the baseline. After a touchdown
free pass.
(score) is made, the defending team re-starts play
from behind its own baseline. •• Everyone keep moving. Watch out for other
players. Go.
•• Replacements may be made at any time. A
player leaves the court across the sideline •• Run and pass. Call the touches. Keep going.
and makes contact with the player who is to Play on.
replace him or her. •• Touch 1, touch 2, touch 3, touch 4. Change over.
•• Players who do not play in the spirit of the rules •• Keep going. Call for the ball. Hands up to catch
are to be sent off the court for a designated the ball.
period of time without being replaced. A free
•• Keep the game fast. Move to space.
throw for an infringement is taken from the
No interference defenders.
place where it occurred on the court and must
pass at least 3 metres to another player. (For all
free throws defenders must move away at least
3 metres.)
15
BALL GAMES
marn-grook
‘marn-grook’
20
Game play and basic rules
•• The ball is dropped and kicked high into the
air using the instep of the foot. Players then
attempt to secure the ball. The player who takes
possession of the ball kicks it in the air and
again a scramble for the ball ensues. Players
may not dive on the ball on the ground to secure
it and must try to avoid physical contact as much
as possible. It is usual for the players to attempt
to catch the ball, but if it is knocked or dropped
to the ground by players it is still in play.
Variations
•• Players are in groups 15–20 metres apart.
When a player catches the ball he or she kicks
it towards the other group of players, who
attempt to catch the ball. This works very well
as a lunchtime or physical education class
skill activity.
•• Fast play. Use a number of light balls. One or two
designated players kick balls high into the air for
other players to chase and gather. The balls are
handed back to the kickers and play continues in
this manner. Change around kickers and observe
safety factors — the kickers should kick balls
in different directions. If players catch the ball
without it hitting the ground or after it bounces,
they are acknowledged.
Safety
Restrict the amount of physical contact. Stop the
activity immediately if safety is compromised.
Teaching points
•• Spread out. Ready.
•• Kick it high. Drop the ball to foot and kick.
•• Call for the ball. No contact.
•• Good catch. Let them kick.
•• Keep going.
21
BALL GAMES
millim baeyeetch
‘mill-im baey-eetch’
Short description
This is a keep-away ball game. Players attempt
to keep possession by kicking the ball to other
School School
members of their team.
Years Years Post-school age
7–9 10–12
Players
Background •• Two teams of six to 12 (or more) players.
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•• To start the game the ball is kicked in any •• Have three teams of players in the same area to
direction. Players who do not have the ball may increase the pressure on players.
run around the area, but after gaining the ball •• Play ‘marks’ for catches of the ball as in
they run (up to 5 metres) and kick it as soon as Australian rules football. The game can be played
they can — and usually as far as they can. on half an Australian rules football field and every
•• For safety reasons, and to allow for the so often a signal can be given and the player who
involvement of all players, no intentional physical next marks the ball has a shot at goal to score.
contact or obstruction/blocking of other players is Play continues.
allowed. Players are allowed to kick the ball if they •• Mark a number of small circles or place hoops
catch it or otherwise gain possession (such as about 10–15 metres outside the playing area.
from a dropped catch). After a team makes a set number of passes (such
•• If the ball is dropped or knocked along the ground as three or five) they may kick from where they
players are allowed to pick up the ball and run caught the ball to a player of the same team who
with it (up to 5 metres). goes and stands in a circle/hoop. A point is made
•• The ball may be kicked off the ground or while for a successful kick that is caught by a player
it is bouncing, as long as this is done safely. It who has at least one foot inside the circle/hoop
cannot be kicked off the ground if another player — if a player jumps to catch the ball he or she
is attempting to pick it up. must land with a foot inside the circle/hoop. Play
a game to ten points.
•• If a player puts the ball out of the playing area
the other team gains possession with a kick-in.
For any rule violations an opposition player will be Comment
given the ball and allowed to continue play. In the traditional game, the player (beiin) who kicks
the ball the highest during the game is considered
Scoring the best player and has the honour of burying it in the
ground (keeping the ball) until required the next day.
The team that kicks the ball the most number of
times or retains possession the longest wins the The game ends with a shout of applause and the
game. The game could be played to a set number of best player is complimented on his or her skill. In
passes to score a point. the traditional context, the fact that a player was
a good footballer did not entitle him to assist in
making laws for his people.
Variations
•• Kicks have to be 10 metres or longer, or a change Suggestion
of possession results.
This game is particularly suited as a skills practice
•• Possession changes if a kick is dropped. for Australian rules football, rugby union, rugby
•• The first player in position calls for the ball league or football (soccer).
(‘mark’) and is allowed to try to catch the ball
without any other player attempting to do so.
Teaching points
•• A team scores one point if they are able to make
•• Kick and control. Kick and move.
ten consecutive passes to players on the same
team. The team scoring the most points in the •• Move to open spaces. Everybody moving.
game is the winner. •• Call for the ball.
•• Allow limited physical contact in attempting to •• Cover (defend) someone.
gain the ball (the traditional form of the game).
•• Go to the ball.
•• Use two balls.
•• Good catch. Well done.
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BALL GAMES
puldjungi
‘puld-jun-gi’
28
hand. No hitting of the ball with a closed fist
is permitted.
•• When a player has the ball he or she may run
with it for a short distance (3–5 metres) in
attempting to pass to another player. The game
is played very quickly and if a player attempts
to slow the game down by holding onto the ball
for too long (more than 2–3 seconds) he or she
loses possession.
•• Passes must be at least 3 metres long and a
player may not pass the ball back to the player
who passed to him or her.
•• Passes may be intercepted, but physical contact
with another player must be avoided. Players may
only defend from at least 1 metre away. When a
ball is dropped or goes out of the playing area
the opposing team gains possession.
•• For any infringement the other team gains
possession of the ball.
Variations
•• Play with three teams in the playing area.
•• The ball may be bounced on the ground in
attempting to make a pass.
•• Players are encouraged to tap or deflect the ball
to other players of the same team.
•• The ball must be kept below shoulder height.
•• Use different types of balls.
•• A team attempts to keep possession for a set
number of passes (such as ten).
Teaching points
•• Spread out in the area. Move around.
•• Ready. Go.
•• Pass to your own team. Pass and move.
•• Call for the ball. Use one hand only.
•• Watch out for other players.
•• Defend someone. No contact.
•• Quick passes. Keep going.
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BALL GAMES
pulyugge
‘puly-ugg-e’
Background Equipment
Keep-away types of ball games were played in •• A ball such as a football
many parts of Australia. Pulyugge was played
between selected teams of different groups in the
Duration
Murray, Lake Alexandria and Lake Albert areas of
South Australia. •• Play for 5–10 minutes or continue until both
teams agree to stop the game.
Short description
Game play and basic rules
A running, passing and ball-catching game of
team keep-away. •• This keep-away game starts when a player of
one team throws the ball towards another
player on the same team. Passes must be at
Players least 3 metres.
•• Four to six players (or more) on each team. One •• Players of the opposing team attempt to catch
team can be the Ibis team and the other the the ball, and if they do, throw it to one of their
Eagle-hawk team. Sometimes another team, team. A player with the ball may only run up to
such as the Water-rat team, may act as referee. 5 metres before passing.
•• The game continues with players of one team
Playing area attempting to keep the ball among each other,
•• An area approximately 20–40 metres square catching and throwing it while dodging or evading
their opponents.
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•• No physical contact is allowed and the ball •• Players run (up to 5 metres) and pass the ball to
should not be punched (safety rule). Players may each other in an attempt to touch a designated
only guard each other from 1 metre away and player with the ball. Swap around roles.
intercept or knock down passes. If a player who •• One player runs around the area and the other
is standing still, running or walking holds the players pass the ball to each other (pivoting on
ball for more than three seconds then there is a one foot when they catch the ball) and attempt to
change of possession. catch the runner — touch the ball with two hands
•• If the ball is dropped or knocked to the ground against their body.
it can be picked up and play continues — but
only if picked up by a player on the non-offending
Teaching points
team. There is no diving on the ball on the
ground or contacting it with any part of the body •• Teams ready. Go.
below the knees (including kicking). •• Pass and move.
•• Call for the ball.
Scoring •• Move to open spaces. Keep moving.
A team is deemed the winner when it retains the •• No contacts. Watch the guarding.
ball for the longest time or for a designated number
of passes (such as ten). •• Quick passes.
•• Call for the ball.
Variations
•• Some limited physical contact is allowed in
attempting to gain the ball. (This is the traditional
form of the game.)
•• A player touched while holding the ball will
lose possession.
•• Players count the number of passes. The team
with the highest number in one turn will be
the winner.
•• When a player catches the ball he or she may
only pivot on one foot to pass the ball.
•• If the ball is knocked out of the hands of a player
(by using the flat of the hand) he or she loses
possession. No other physical contact is allowed.
•• If a player in possession of the ball is touched
by a player of the other team he or she loses
possession of the ball. The first pass made
is a ‘free’ (unobstructed) pass. The team in
possession aims to make ten passes.
•• Vary the size of the playing area and/or the
number of players.
•• Have a small group (such as three attackers and
two defenders). If a defender touches a player
with the ball they swap places.
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BALL GAMES
tjapu tjapu
‘ja-pu ja-pu’
School School
Years Years Post-school age
7–9 10–12
Playing area
Background •• An indoor or outdoor area suitable for the activity
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•• Players must try to avoid contacting each other •• Use a volleyball or badminton court without
or kicking dangerously at the ball — keeping the net. Two teams of equal numbers arrange
feet below waist level — as they attempt to gain themselves on each side. Either play the game
possession of the ball in the game. Players in the with continuous volleying between each team or
best position to receive the ball, and who have with up to three contacts (juggling and volleying)
called for the ball first, are allowed to attempt to before the ball is kicked to the other team.
catch it without interference. The idea is for both teams to work together to
•• For less-skilled players or in the early learning attempt to record the highest number of times
stages of the game, the ball may be allowed the ball is passed between the teams. Different
to bounce once between volleys and/or juggle rule variations such as an individual using up
the ball up to three times in succession to three contacts before passing (which counts
before passing. as only one contact) may be used. For younger
players the ball may be allowed to bounce
•• Normally, the arms are not allowed to contact once between player contacts and individual
the ball, but in the initial stages of playing or player volleys/juggling. This game may be made
for players who do not have a background in competitive with a low net and scoring.
playing football (soccer), the hands may be used
to contact or block the ball and direct it towards
the feet. The ball cannot be caught. No player Safety
may kick the ball (have a turn) more than once All appropriate safety issues should be considered.
in succession.
•• If the ball touches the ground the game is Suggestion
started again. The teams attempt to set the
This could be used as a football (soccer) practice
highest possible number of volleys before they
game. In another form with use of arms only —
lose possession of the ball.
bump passes and set passes — it could be used
as a volleyball skill game.
Variations
•• Younger or less-experienced players may use a Teaching points
medium-sized beach ball.
•• Spread out in the area. Ready. Go.
•• Play in a circle with a 10–15-metre diameter.
•• Call ‘My ball!’ Kick and move out of the way.
Players stand around the perimeter and as a
team in a cooperative activity attempt to volley •• Chase the ball.
the ball as many times as possible. •• Call out the number of volleys.
•• Players use football (soccer) juggling techniques, •• Watch the contacts. No catching the ball.
including the head and body rather than the feet, Be careful of other players.
to volley the ball. No hands are allowed.
•• Try again. A little faster. That’s the idea!
•• Players may volley or juggle the ball up to
three times to control it before passing to
another player.
35
BALL-HITTING GAMES
arrkene irreme
‘arr-ken-e irr-e-me’
Background Players
The boys of the Aranda and Luridja of central •• Two or more players
Australia played a hitting game. A small cylindrical
stick, sharpened at each end, was laid on the
Playing area
ground. A longer stick was held in one hand.
The player hit one end of the stick to make it •• A designated area suitable for the activity
bounce into the air and as it rose it was hit with
considerable force. Equipment
•• Tennis balls or Kanga cricket balls
Language •• Small hoops and a Kanga cricket bat or tennis
The game is named arrkene irreme after a word racquet are also required
from the Eastern Arrernte language of central
Australia, meaning ‘playing’ or ‘having fun’.
Game play and basic rules
•• The hitter has a Kanga bat or tennis racquet and
Short description another player (thrower) stands to one side with
A hitting and fielding game in which the batter a ball. The thrower places his or her hand above
attempts to hit a ball as far as possible. a small hoop and does an underarm lob of a ball
(tennis or Kanga cricket ball) above head height
so that it will land in the hoop.
38
•• After lobbing the ball the thrower steps out of Comment
the way and the hitter tries to hit the ball as
This is similar to a game called ‘tip-cat’, which has
far as possible. A player gets five attempts to
been played in various places around the world. The
hit the ball as far as he or she can. Hits for
version outlined would be suitable as a practice
distance or along the ground can be used. The
activity for softball or cricket.
thrower and the hitter should be seen as a team
working together.
Teaching points
•• Teams swap around after five attempts to hit the
ball. The fielders attempt to catch the balls and •• Ready. Eyes on the ball.
throw them back to the thrower (‘ball feeder’ for •• Throw (or feed) and step back.
the batter).
•• Hit through the ball.
•• Call the catch. Watch the ball.
Variations
•• Field and throw.
•• A competition in pairs could be held with two
players fielding the ball. When the fielders catch
or field the ball they attempt to throw the ball
back and land it in the hoop to end the turn of
the hitter. If this happens the thrower becomes
the new hitter and has a turn. Teams either swap
over after five attempts or when a throw from a
fielder lands in the hoop.
•• A player steps on the end of a launch board,
which causes the ball to jump into the air. It is
then hit with a small bat or Kanga cricket bat.
Allow a number of turns. The winner is the player
who can hit the ball the longest distance.
•• Use a large inflated ball, which is lifted with the
foot and hit with the hand.
•• Drop a tennis ball on the ground or onto a
mini-trampoline and attempt to hit it as far as
possible after it bounces.
•• Place or throw (lob) a Kanga cricket ball on the
end of a bat. Lift or tap the ball into the air and
hit it as far as possible. A tennis ball and racquet
can also be used. (This activity could be used as
part of fielding practice in Kanga cricket.)
39
BALL-ROLLING GAMES
koolchee
‘kool-chee’
Playing area
•• An area about 20–30 metres long and
10–15 metres wide (badminton and volleyball
courts are ideal)
All school-age groups (K–12) Post-school age
Equipment
Background •• Tennis balls, Kanga cricket balls or larger balls
as the koolchee (ball)
This ball-throwing and hitting game was played by
the Diyari people from near Lake Eyre in South
Australia. The balls were called koolchee. The balls Game play and basic rules
used were as round as possible and were usually •• Players are in teams at each end of the playing
about 8–10 centimetres in diameter. Gypsum, area. Each team rolls their koolchees underarm
sandstone, mud, or almost any material that was (roll along the ground) towards the opposing
easy to work was used to make the balls. The game team. The game is a continuous activity. The idea
was played for hours and usually until the balls left of the game is to hit a koolchee rolled by a player
were too few to cause any excitement. from the other team. Each player has a number
of koolchees and each team has a large central
Short description supply in a bin/basket. Players may only use one
koolchee at a time. Hits made within 3 metres of
The aim of the game is for players to roll a koolchee
the line marked at each end of the playing area
(ball) to hit a ball rolled by a player from a team at
do not count.
the other end of the playing area. Players stay out
of the playing area in this game. •• When there are no koolchees left, the game is
temporarily halted for players to collect koolchees
so that the game can continue. No set scoring
Players is used. There is to be no interference with balls
•• Two opposing sides of equal numbers (usually on the playing area. Players cannot go into the
between two and ten or more). playing area unless the game is stopped.
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Variations
•• Competition koolchee: Use a badminton or
volleyball court. Place a line of five bowling pins
or skittles about 3 metres in front of each team.
Each team attempts to roll their koolchees past
these to knock over the pins at the other end
of the court before the pins at their end are
knocked down by their opponents. Players may
‘defend’ their own pins by rolling koolchees to
hit other koolchees that might knock over one
of their pins. Depending on the ability and age
of the group the pins may be knocked down
randomly or in order. No players allowed on
the court. Cooperative Koolchee (Sports Ability Program)
Suggestions
In a physical education class use a badminton,
volleyball or tennis court with the following
progressions:
•• Teams roll the koolchees (tennis balls) towards
each other — no scoring.
•• Each player has a koolchee (tennis ball). Place
a set number of pins in the centre of the area
and both teams attempt to knock them over in a
cooperative activity, perhaps timed with several
attempts to set the best time.
•• Place five pins 3–5 metres in front of each group
and the teams attempt to hit the pins in front of
Competition Koolchee (Sports Ability Program) the team at the other end of the area. A class
competition with four to six players in each team
on a badminton court works well — matches are
•• Cooperative koolchee: A number of bowling pins the best of three games. (Competition matches
or skittles (around ten) are placed along a line on a tennis court either to the best of 11 or the
halfway between two groups of players. The first to 11 games work well with older players.
two teams work together to knock them over. A Change ends every five games.)
time could be recorded until the skittles are all
knocked over. Repeat a number of times with
players attempting to set a koolchee record. For Teaching points
younger players the distance between the teams •• Line up facing the other team. Tennis balls ready.
could be reduced and the pins or skittles placed
•• Bend down and roll along the ground. No throws
closer together. Players may not retrieve balls
or bounces.
from the playing area — players need a supply
of balls at each end. (Recommended for physical •• Aim for a ball. Fingers towards, palms up,
education lessons). opposite arm and leg.
•• No players on the court. Stay behind the line.
•• Collect another ball and keep going.
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BALL-ROLLING GAMES
weme
‘we-me’
Background Players
The Walbiri people of central Australia played a •• Play with two to four or more players. The game
stone-bowling game. One player rolled a stone, can be played alone, one player against another
which was used as a target by the second player. player, or in pairs/teams of players against
In the traditional game players alternated turns, with another pair/team.
each one aiming at the other’s stone.
Playing area
Language •• Use a designated area. Two lines are marked
The game is named weme after a word from the 8–10 metres apart — the distance depending on
Eastern Arrernte language of central Australia, age and ability of players. In the middle between
which refers to ‘throwing something at something the two lines draw a circle with a half-metre
else and hitting it’. diameter or use a small hoop.
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Players take turns to roll a ball and attempt Teaching points
to knock the ball out of the hoop — one to
•• Balls ready. First person ready. Aim for the ball.
three turns each. Retrieve the balls after each
player’s turn. •• All know what to do? Ready. Go.
•• Play with no scoring in the game. Play for the fun •• Roll and retrieve. Next player’s turn.
of the activity. •• Keep going.
•• Remember; bend down arm towards, palm and
Variations fingers up. Opposite arm and leg.
•• Play a set number of turns (such as 20) for •• Keep going. Good. Work to help each other.
each player.
•• Three balls are placed in the circle/hoop and
players alternate turns in attempting to knock
the balls out of the circle. If one or more balls
are knocked out of the marked circle they are
replaced before the next player’s turn. Keep a
score or use as a skills practice activity.
•• Mark two parallel lines 8–12 metres apart. Play
individually with one player against another.
Players have a ball each. One player rolls his
or her ball to stop before the other line. If it
rolls past the line it is taken again. The player
attempts to have his or her ball stop close to the
line. The other player then rolls his or her ball to
attempt to hit the ball. This player scores a point
if he or she hits it. Players move to the other end
and swap roles. (This is similar to the traditional
version of the game.)
•• Play in pairs. One player from each pair is at each
end of the playing area. Players from one end
have their turns. The player on the same team
as the last player to roll his or her ball has a turn
first — alternate play in this manner. The players
do not swap ends in this game.
•• If scoring is used a player scores one point
for contacting the ball, two points for knocking
the ball out of the circle and three points for
contacting the ball and causing the rolled ball to
remain in the circle.
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BOOMERANG GAMES
ilye
‘il-ye’
School School
Years Years Post-school age
7–9 10–12
86
•• To start the game a disc is thrown and players Suggestion
run after it to catch up with it and give it another
This can be played as a disc (frisbee) game.
throw. The player who catches or picks it up
may throw in any direction or may run (up to 10
metres) with it before he or she throws it. A throw Teaching points
must travel at least 10 metres to another player. •• Throw and run.
•• A team attempts to work together and by •• Spread out. Call for the pass.
throwing back and forth to each other aim to
•• No contact. Keep moving.
keep possession and wear down the opposition
team. (Fitter players usually give a team an •• Run and pass.
advantage after a time and team play should •• Keep going. A fast game is a good game.
consider this.)
•• No physical contact is allowed. A player with the
disc cannot be interfered with in any way but
players can follow (or ‘guard‘) him or her until it
is thrown.
•• A player who catches a disc in the air or touches
it first when it is on the ground gains possession
of it.
Scoring
The team retaining possession of the disc the
longest is considered the winner of the game.
Variations
•• Play in a restricted area using a small disc.
•• A cricket oval represents an ideal area to use.
All players start at one end of the field.
•• Play a set number of passes (such as ten) to
score one point. The most points in a set time
will win the game.
•• Use two discs at the same time.
•• Play with three teams in same playing area.
•• Play a keep-away version of the game of
ultimate disc.
Comment
A disc (frisbee) is substituted for a boomerang in
the game. This is used because it is easy for most
players to use when compared to a boomerang and
also for safety reasons.
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