Peregrina, pon or hopscotch (children’s game)

La Peregrina also known as the pon , hopscotch , [1] the little plane , the gourmand , the fight , heaven and hell , the hopscotch (in English) the saltacojitos , the amarelinha – is a popular game Children of balance and motor skill in which several players can participate.

Summary

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  • 1 Story
  • 2 Features
  • 3 Rules of the game
  • 4 Independence of the plays on the hopscotch or pilgrim
  • 5 Sources

History

The emergence dates back to the game that the Greeks knew as asculias, and the Romans as a game of wineskins and in other countries it is known as hopscotch. The pilgrim is played more among girls, but can be played by both sexes. This game helps children develop visomotor coordination.

It is believed that this game was developed in Renaissance Europe and that the theme is based on the book The Divine Comedy by Dante Alighieri , a work in which the character, when he leaves Purgatory and wants to reach Paradise, has to go through a series of nine worlds to do it. The player acts as a token.

He must jump from box to box, on one leg, pushing the stone that was supposed to represent his soul. He started from Earth to get Heaven (Uranus), taking care not to fall into the well or Hell ( Pluto ) during his journey. In no case should the stone stand on a line, since, from Earth to Heaven, there are no borders or demarcation zones, nor separations, nor rest.

characteristics

Each player represents a “soul” that is in transit from Earth to Heaven, therefore they must make their way through a tortuous path similar to that seen in the following images, a path that is usually drawn with chalk on the ground according to different dimensions or variations previously agreed between the players.

It consists of three longitudinal squares (drawers), three transversal (wings). The complete drawing gives the impression of a cross . This is drawn with chalk ( plaster ) on the ground or on the ground . The size can range between two or three meters in total length and the drawers can have the dimensions that the young women decide. This playful activity is quite shared between boys of both sexes , not without a certain predominance of girls.

In the neighborhoods it is noticeable in its most common variant, that is, from a diagram drawn on the floor, towards which the children throw an escaped can, trying to reach the boxes that make it up progressively.

If they achieve this goal, they must advance by one foot to the following tables and return in that order to the beginning and exit. If the can falls on the line or outside the intended box, the players will give their turn to the next competitor. The similarity of the graphic to an airplane gives the game its name.

Other variants such as “The Nine” and “The Snail”, appeared in “Cuban Games”. In the described case, the one who, having thrown the can at box twelve, will go to that one and after taking it out, manage to descend to the first.

Game rules

Hopscotch or pilgrim players at the beginning determine the order of turns to play. Then the first player in turn must start the journey by landing on the area identified as Earth , and from there he must throw a small object (a coin, a stone , a cork , a piece of wood , the lid of a container, etc. ) representing his soul, so that this object falls within the area of ​​the number 1 space, his shot not being valid if the object falls outside that space or if it is located on any of the lines that delimit that space. (That would be equivalent to his soul falling into hell, in which case the player loses his turn and must give the next opportunity.

If the shot is successful, then the player must jump through the squares of the path in ascending order from the Earth zone until reaching the 9th square, without being able to step on the 1st square where the object that was thrown lies (that would be as much as step on his own soul, and then in the same way he must return from box 9 to the Earth area, but on that route he must stop at box 2 and from there he must bend down to pick up with one hand the object he threw and that rests in the box of 1.

For the round trip to be valid, the player must always advance by jumping from square to square following the ascending or descending order of the numbering as he goes there or back, when making the jumps he must not step on any line of the route and he must also not step off the track (that would be equivalent to “falling into hell”), he must always step and balance with one foot in the individual boxes (the one of 3, the one of 6 and the one of 9), in the case of neighboring squares (1−2, 4−5 and 7−8) must jump in them in such a way that the left foot remains in the left square and the right foot remains in the right square. , never during the tour should you step on the square where the object you threw fell,once you are perched on a square, you must not step on it again or walk inside it, but you can only take momentum to jump to the next square, and when you try to recover with one hand the object that you threw and that rests on a square You must balance on one foot or both feet, depending on the case, without being able to help yourself by supporting another part of your body on the ground.

When the course is not valid, the player is considered to have committed a foul and loses the turn. If the route is valid, then the player retains the turn and now has the right to try to hit the 2 square with the object, and if he is successful, he must make the same round trip on the track, and then he must hit him. with the object recovered to the box of 3 repeating the same route, and so on in ascending order, until you hit the box of 9 and overcome the respective route, in which case you can try to hit the box identified as sky with the object to make the final journey to that square and thus obtain victory. Each player always starts his turn trying to hit the last square he missed with the object,

Independence of the plays in the hopscotch or pilgrim

It is evident that hopscotch is a non-strategic game , because each player should only focus on having good aim to hit each square and having good balance and agility to travel the course in a valid way. The fact that some players advance faster than others by gradually hitting the squares of the path, or the fact that other players advance more slowly, are circumstances that do not interfere or limit in any way the decisions and abilities of others. players when it is their turn to play in search of victory.

It is true that in this game all the players act as referees to ensure that each participant validly hits each square and validly performs each round, but this collective surveillance is not a form of strategic intervention that affects decisions or plays of the other players in the search for victory

 

by Abdullah Sam
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