U-GAMES-GUIDELINES
U-GAMES-GUIDELINES
UNIVERSITY WEEK
UniGAMES
GENERAL GUIDELINES:
SCHEDULE OF GAMES:
Patintero is a traditional Filipino game that requires agility, teamwork, and strategy. It
is played on a grid where one team attempts to cross lines while the others guard them.
Below are the official guidelines and mechanics for the SUNN University Week U Games.
1. Objective
a. Runners: Cross all the lines and return to the starting point without being
tagged by the defenders.
b. Taggers: Prevent runners from crossing the lines by tagging them.
2. Teams
a. Each team has 5 players with up to 5 substitutes. Teams alternate as runners
and taggers during a match.
3. Playing Field
a. A rectangular field, 5 meters wide and 8 meters long, is divided into 4 equal
zones with one vertical centerline. Tagging is allowed only on designated
lines.
4. Gameplay
a. Matches last 30 minutes composed of 2 15-minute innings alternating
between offense (runners) and defense (taggers).
b. Each successful crossing and return by a runner scores 1 point.
c. Once an offensive player is tagged, he/she will be eliminated from the team.
If all players of the team are eliminated before the 15-minute time ends,
teams will exchange roles.
d. If tied, the total number of horizontal lines crossed determines the winner.
5. Roles and Movement
a. Taggers:
The leader can move along all lines.
Other taggers can move sideways along their horizontal line and up
to the vertical midpoint between zones.
b. Runners: Aim to cross all lines and return without being tagged.
6. Tagging Rules
a. Tagging is allowed only on the upper arm, shoulders, and back using an
open palm.
b. Tags to prohibited areas (face, chest, stomach, or below the waist) or with
excessive force are invalid.
7. Fouls
a. Taggers:
Tagging outside allowed areas or with excessive force.
Stepping outside their assigned lines.
b. Runners:
Stepping out of bounds.
Deliberately disrupting the game flow.
c. General: Disrespectful behavior or ignoring referee instructions.
d. Penalties include verbal warnings, point deductions, or player removal.
8. Winning Conditions
a. The team with the most points at the end of 30 minutes wins.
b. If tied, the team with the highest number of horizontal lines crossed wins.
Kadang-Kadang
(Bamboo Stilts Race)
Chinese Garter is a popular Filipino game that combines agility, flexibility, and
coordination. This version is designed for a 3-player team with one designated Mother
Player to enhance gameplay.
Slipper Game is a traditional Filipino team sport where players use a slipper as a ball
and aim to score points by striking it with their foot and running through a diamond-shaped
field. The game combines elements of baseball and tag, with teams alternating between
offense (striking and running) and defense (fielding and tagging). Runs are earned by
completing the circuit of bases, and the team with the most points wins.
1. Objective
The goal is to score more runs (points) than the opposing team by successfully
hitting the slipper and advancing through the bases without being tagged out.
2. Field Setup
a. Field Dimensions: A 60 ft x 60 ft diamond with a 10 ft pitching distance.
b. Bases: Marked in a diamond layout.
3. Team Composition
a. Each team consists of 10 players (5 men and 5 women), including at least 1 faculty
member.
b. Teams alternate between offense (striking and running) and defense (fielding).
4. Game Duration
a. The game is played in 4 innings, each lasting 10 minutes.
b. The team with the most runs (1 run = 1 point) after 4 innings wins.
5. Starting the Game
A coin toss determines which team plays offense first.
6. Gameplay Rules
a. Pitching:
a. The pitcher throws the slipper underhand from the mound, targeting the
strike zone (between the batter's knees and feet).
b. Foul Throws: Throws above the knees count as fouls. Three foul throws
allow the striker to proceed to first base.
b. Striking:
a. The striker uses their foot to hit the slipper into fair play.
b. Each striker gets 3 attempts. Missing all 3 results in an automatic out.
c. Running:
a. Once the slipper is hit, the striker can run to first or further bases, as long as
they are not tagged out.
b. A backward hit is a foul, and runners cannot advance.
d. Fielding:
a. Fielders attempt to get the batter or runners out by:
i. Catching the slipper in the air.
ii. Tagging runners (tags must not hit the chest or stomach).
iii. Throwing the slipper to a base ahead of the runner.
e. Special Rules:
a. Tagging Up: Runners must return to their base if a slipper is caught mid-air
before advancing.
o Sliding: Runners may slide into bases to avoid being tagged.
7. Scoring
1 point (run) is awarded each time a runner completes all bases and returns to
home plate.
8. Extra Innings
If the game ends in a tie, an extra inning is played to determine the winner.
CAPTURE THE FLAG “AGAWAN BASE”
Agawan Base also known as Sikyo is a traditional Filipino game that involves strategy,
teamwork, and physical activity. It is played by two teams to tag the opposing team's base
while defending one's own. The game also includes a dynamic element where players can
become "prisoners" on the opposing base, requiring a teammate to rescue them.
1. Objective
a. Each team must capture the opposing team's flag and bring it back to their
base without being tagged.
2. Team Composition
a. 5 players per team, with roles such as attackers, defenders, jail rescuers, and
a flag guard.
b. Teams may include both male and female participants.
3. Game Setup
a. Field Size: 20 meters wide x 30 meters long.
b. Territory: 15 meters long x 20 meters wide for each team.
c. Flag Zone: A 2-meter radius circle, located 8 meters from the back
boundary.
d. Jail: 2x2 meter space that can hold up to 3 players.
4. Game Duration
a. Each round lasts 15 minutes.
5. Gameplay
a. Teams start at their bases.
b. Players must infiltrate the opponent's territory, grab the flag, and return it to
their base.
c. Tagged players in the opposing team's territory are sent to jail and can only
be freed by a teammate tagging them.
d. The first team to successfully bring the opponent's flag to their base wins. If
no flag is captured, the team with the most players in the opponent’s
territory wins.
6. Fouls and Penalties
a. Fouls:
Standing directly over the flag to block access.
Rough play (pushing, tripping, tackling).
Crossing field boundaries.
Stalling (holding the flag without advancing).
b. Penalties:
Players committing fouls are sent to jail.
Teams may lose possession of the flag or receive a timeout for
repeated violations.
7. Additional Rules
a. Flags must be visible and cannot be hidden.
b. Flags must be carried, not thrown or passed.
Minute to Win It
Team Composition:
Each team consists of 2 players—1 faculty or staff member and 1 student.
Format
1. Single-elimination tournament.
2. Team leaders toss a coin to decide either serve or court side.
3. Matchups for eliminations and semi-finals are determined by draw lots.
Scoring
1. First team to reach 10 points wins (1 set per game).
2. Tiebreaker: At a 9-9 score, play continues until one team leads by 2 points.
3. Championship game: Played to 25 points.
Rules
1. A maximum of three touches per team before returning the ball.
2. If the ball lands outside the designated playing area, it is considered out.
3. Players are not allowed to spike the ball.
4. Players are not allowed to block at the boundary of the court.
5. Players must hit the ball; catching or holding the ball is not allowed.
6. Balls bouncing off boundaries remain in play.
Fouls
1. Touching the net.
2. Ball landing out of bounds.
3. Overreach (reaching over the net during play).
4. Blocking the ball (when prohibited).
"Lawin at Sisiw"
Overview
"Lawin at Sisiw" is a dynamic game inspired by the traditional Filipino laro ng lahi. This
revised version introduces a more focused goal and challenges participants to work
together strategically. The game revolves around protecting or capturing the "flag" held by
the last player (Sisiw) in the line while maintaining teamwork and agility.
Game Mechanics
Team Composition:
10 players per team.
Roles:
a. Lawin (1 player): The chaser, tasked with capturing the flag.
b. Inahin (1 player): The protector, guiding and shielding the Sisiw.
c. Sisiw (1 player): The target, holding the flag.
d. Connectors (7 players): Maintain the link between the Inahin and the Sisiw.
Formation
1. The Lawin starts opposite the opposing team's formation.
2. The team lines up as follows:
Inahin (leader) at the front, followed by the Connectors in a single-file line,
and finally, the Sisiw holding the flag at the tail end.
3. The line must remain unbroken during gameplay.
Objective
1. The Lawin's goal: Capture the opposing team's Sisiw (flag holder).
2. The team's goal: Protect their Sisiw while attempting to maintain their line and
avoid capture.
Winning Conditions
1. A team wins by capturing all flags of the opposing teams.
2. Flag Steal Rule: If a Lawin successfully captures a player holding multiple flags,
their team gains all of them.
3. If time runs out, the team with the most flags wins.
Gameplay Rules
1. Start Signal: Teams must wait for the referee's signal to begin.
2. Line Maintenance: Teams must maintain their line at all times. Breaking the line
pauses the game until restored.
3. No Physical Violence: Players must avoid pushing, pulling, or using excessive
force.
4. Role Integrity: Players must stick to their assigned roles for the entire game.
5. Flag Capture: The Lawin must grab hold of the flag to successfully capture it.
Simply grazing the flag does not count as a "Dakip."
6. Prohibited Formations: Teams cannot form a circle around the Sisiw. Other
formations like zigzag or straight lines are allowed.
7. Elimination: When a team is eliminated, they must leave the playing area promptly
without disrupting the game.
8. Attire and Flags: Players must wear proper PE uniforms and use designated color-
coded flags for safety and recognition.
Goal:
Protect your team's President from being stained with colored water while targeting
and staining the opposing President.
Game Mechanics:
1. Defenders' Role:
o Block attacks using their bodies but cannot use their hands or raise their
arms above the President’s head.
o Movement is restricted to the Defenders' circle.
2. Attackers' Role:
o Aim to stain the opposing team's President with colored water.
o Attackers cannot leave their designated circle except during Rush Time.
3. President’s Role:
o Remain standing in the President’s circle throughout the game.
o No ducking, sitting, or leaving the circle is allowed.
4. Rush Time:
o Activated in the last 30 seconds of the 5-minute game.
o Attackers can move out of their designated circle but cannot cross set
boundaries.
o Defenders and the President must remain in their respective circles.
Guidelines:
1. The game must take place within a pre-designated area.
2. Attire:
o The President must wear a white T-shirt for easy visibility of stains.
o Defenders and Attackers wear team color-coded shirts.
3. Players must remain within their respective circles unless specified during Rush
Time.
4. Warnings and Penalties:
o The President leaving or changing position results in a warning.
o Defenders stepping out of their circle or jumping/raising hands results in a
warning.
o Attackers stepping out of their circle (before Rush Time) results in a warning.
o Accumulating 3 warnings results in the removal of 1 Defender for 15
seconds.
Winning Condition:
The team whose President has the least amount of stains at the end of 5 minutes
wins.
Tie-Breaker:
An additional 3-minute round with the same mechanics determines the winner.
Penalties:
President Movement: Warning for stepping out or changing position.
Attackers' Movement: Warning for stepping out of the circle before Rush Time.
Defenders' Movement: Warning for stepping out of the circle, jumping, or raising
hands above the President’s head.
Sack Race
Team Size:
5 players per team.
Game Mechanics:
1. Sack Size: 50 kg sacks.
2. Team Composition: Each team should consist of 3 boys and 2 girls, which can be a
mix of staff, faculty, and students.
3. The 8 teams are divided into 2 categories, with 4 teams per category competing.
4. Player Order:
1. Players line up in sequence.
2. Each player must jump in the sack to the turning point and return.
3. Once a player returns, they remain in their sack and the next teammate
takes their sack to continue.
4. The sequence continues until all players have completed the race.
5. Sack Movement: All players must stay inside their sacks while jumping.
o If a player falls out of their sack, the entire team must return to the starting
point and restart the race.
Game Rules:
1. Sack Control: Players must be inside their sacks during the race.
2. Falling Out: If any player falls out, the team must go back to the starting point.
Winning Process:
1. The first two teams from each category that complete the race advance to the semi-
finals.
2. In the semi-finals, the 4 teams compete, and the top two teams advance to the
finals.
3. The finals consist of the final two teams racing, and the first team to finish wins.
AMAZING RACE
Cardboard Challenge
1. Team Size: Varies
2. Objective: Move a ball through folded cardboard without touching the ball.
3. Rules: No direct ball contact, no cardboard overlap.
4. Fouls: Touching the ball results in a restart.
5. Winning Condition: Get 2 balls in a cup, using only one hand.
Caterpillar Race
1. Team Size: 4-8 members
2. Objective: Scoot to the finish line without touching feet.
3. Gameplay: Only hands allowed, legs wrapped around the person in front.
4. Penalty: Feet touching the ground results in a restart.
5. Winning Condition: All players cross the finish line.