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RECREATION
- Is the expenditure of time with intent to gain some refreshment.
- It is a break from monotony and a diversion from the daily routine.
- Is anything that is stimulating and rejuvenating for an individual.
RECREATIONAL ACTIVITIES
- Held during special occasions
- Revitalize all the different aspects of life (Physical, Mental, Social and Emotional)
- All activities are held for everybody’s enjoyment and pleasure
CLASSIFICATION OF RECREATIONAL ACTIVITIES
1. SPECTATOR TYPE – People spend their time watching the event and derive enjoyment from it.
2. PARTICIPANT TYPE – People do not gain enjoyment merely by watching; they do so by joining
the activity.
3. ACTIVE TYPE – People have to function effectively in performing the action.
4. PASSIVE TYPE – People have no excessive movement in performing the task or action
5. PHYSICAL ACTIVITY – People exerts efforts and bodily functions in performing the action
6. MENTAL ACTIVITY – The mind is doing the functions with less body movement
7. PUBLIC TYPE – Involves the general public
8. PRIVATE TYPE – Confined to people working in a private companies
9. COMMERCIAL TYPE – Endorsing products which are open to everybody
TYPES OF RECREATIONAL ACTIVITIES
1. PHYSICAL – minor games, group games, camping, outing etc.
2. SOCIAL – Social dancing, Attending parties, Joining parlor games and the likes etc.
3. CULTURAL – Arts and crafts, Joining clubs and music ministries and choirs etc.
4. INTELLECTUAL – Song, poetry, Jingle, short story writing, internet surfing, board games etc.
CHARACTERISTICS OF RECREATION
- Involves activity
- No single form
- Determined by motivation
- Gives direct satisfaction
- Voluntary participated
- Occurs in unobligated time
- By products
- Universally sought and practical
RECREATIONAL GAMES
1. SCRABBLE
- Is played by 2 to 4 players played in a 15 x 15 grids of squares.
- Invented by Alfred Mosher Butts, who figured Americans could use a bit of distraction during the
bleak economic times.
- Originally known as “Criss – Criss – Word”
- Players form interlocking words on the board, crossword fashion, with letter tiles of different
values. Each player vies for high score by using the letter values as well as premium squares on the
board.
- All players should have 7 tiles on their racks
- START OF PLAY – players will draw 1 tile and the first player will be determined closest letter to A.
The first player forms a word with 2 or more of his/her letters on the board to be read across or
down with one letter on the center.
- COMPLETING A TURN – a player completes a turn by counting and announcing the score for the
turn.
- BLANK TILES - The game has 2 blank tiles that can be used as any letter desired by the player
- ENDING THE GAME – the game ends when all tiles have been drawn and one of the players has
used all the tiles in his/her rack.
2. CHESS
- Played between two players (white and black) in a 8 x 8 grids of squares
- Each player has 16 pieces (8 pawns, 2 rooks, 2 bishops, 2 knights, 1 queen and 1 king)
CHESS PIECES
- ROOK – usually looks like a small tower. It moves in a straight line horizontally or vertically for any
number of squares.- BISHOP - moves in a straight line diagonally for any number of squares.
- QUEEN - the most powerful piece in chess, can move any number of squares in a straight line
horizontally, vertically or diagonally.
- KING - can also move in any direction, including diagonally, but it can only move one square at a
time.
- KNIGHT - which usually looks like a horse, moves in an irregular, L-shaped pattern. From the center
of the board, the knight can move to eight different squares. Though the knight can leap over other
pieces, it doesn't capture pieces it jumps over; it only captures a piece on a square it lands on.
- PAWN – shortest and weakest piece in chess
Special moves
1. En passant - an unusual pawn capture, the last rule about pawns is called “en passant,” which is
French for “in passing”. If a pawn moves out two squares on its first move, and by doing so lands to
the side of an opponent's pawn (effectively jumping past the other pawn's ability to capture it), that
other pawn has the option of capturing the first pawn as it passes by. This special move must be
done immediately after the first pawn has moved past, otherwise the option to capture it is no
longer available
2. Castling - This move allows you to do two important things all in one move: get your king to safety
(hopefully), and get your rook out of the corner and into the game. On a player's turn he may move
his king two squares over to one side and then move the rook from that side's corner to right next to
the king on the opposite side. (See the example below.) However, in order to castle, the following
conditions must be met:
a. it must be that king's very first move
b. it must be that rook's very first move
c. there cannot be any pieces between the king and rook to move
d. the king may not be in check or pass through check
3. Pawn promotion - Pawns have another special ability and that is that if a pawn reaches the other
side of the board it can become any other chess piece (called promotion). A pawn may be
promoted to any piece. A common misconception is that pawns may only be exchanged for a piece
that has been captured. That is NOT true. A pawn is usually promoted to a queen. Only pawns may
be promoted.
Symbol
Meaning
Symbol
Meaning
K
King
Q
Queen
R
Rook
B
Bishop
N
Knight
X
Captures
+
Check
+ +
Checkmate
0 - 0
Castle king’s side
0 – 0 – 0
Castle Queen’s side
3. Game of the generals
- The game of the generals is also called as GG or simply the generals
- Invented in the Philippines by Sofronio H. Pasola in 1970
- Its Filipino name is “Salpakan”
- is designed for two players, each controlling an army, and a neutral arbiter (sometimes called a referee
or an adjutant) to decide the results of "challenges" between opposing playing pieces, that like playing
cards, have their identities hidden from the opponent.
- Objective of the game is to eliminate or capture the flag of your opponent. You may also win by
successfully maneuvering your own Flag to the opposite end of the board. THE PIECES
PREPARING FOR BATTLE:
Spread out the board as illustrated in Figure A. Arrange your respective sets of pieces on the first three (3)
rows on your end of the board with the printed sides facing you. (See Figure A). There is no
predetermined place for any piece. You are therefore free to arrange the pieces according to your
strategy of style of play. Note that as you arrange your pieces on the first three (3) rows, you will find six
(6) vacant squares. This is to allow for maneuvering and freedom of movement when play begins
CHALLENGING:
1 As the game progresses, challenges are made resulting in the elimination of soldiers. A "challenge" is
made when a soldier moves into the same square occupied by an opposing soldier. When a challenge is
made the following rules of elimination apply:
a. A higher ranked soldier eliminates from the board a lower ranked soldiers.
b. If both soldiers are of equal, both are eliminated.
c. A spy eliminates any officer starting with the rank of 5-star General down to the Sergeant.d. The Flag can be eliminated or captured by any piece including the opponent's Flag.
e. Only a Private can eliminate the Spy.
f. The Flag that moves into the same square occupied by the other Flag wins the game.
2. For maximum interest and suspense, a natural party (arbiter) is present to preside over a challenge for
both players. As arbiter, he is not allowed to reveal to either player the ranks of any piece whether
engaged in challenges or not. In case of a challenge, the arbiter quietly removes the outranked piece and
gives it back to the player who has lost it. Care must be made that the eliminated piece is not shown to the
opponent. (Note: Official tournament games are conducted with an arbiter.)
3. When playing without an arbiter, every time there is a challenge both players must declare the ranks of
the two opposing pieces concerned, after which, the outranked player removes his piece from the Board.
HOW THE GAME ENDS:
1. The game ends:
a. When the Flag is eliminated or captured.
b. When a Flag reaches the opposite end of the board.
c. When a player resigns.
d. When both players agree on a drawn position.
2. A Flag reaching the opposite end of the board may still be eliminated by an opposing piece occupying a
square adjacent to the one reached by the Flag. In order to win, the Flag should at least be two square or
two ahead of any opposing piece.
- The player's set of pieces or soldiers with the corresponding ranks and functions consists of the following
21 pieces:
Pieces
No. of Pieces
Functions
Five (5)-Star General
One (1)
Eliminates any lower ranking officer, the private & the flag.
Four (4)-Star General
One (1)
Eliminates any lower ranking officer, the private & the flag.
Three (3)-Star General
One (1)
Eliminates any lower ranking officer, the private & the flag.
Two (2)- Star General
One (1)
Eliminates any lower ranking officer, the private & the flag.
One (1) — Star
General
One (1)
Eliminates any lower ranking officer, the private & the flag.
Colonel
One (1)
Eliminates any lower ranking officer, the private & the flag.
Lt. Colonel
One (1)
Eliminates any lower ranking officer, the private & the flag.
Major
One (1)
Eliminates any lower ranking officer, the private & the flag.
Captain
One (1)
Eliminates any lower ranking officer, the private & the flag.
1sI Lieutenant
One (1)
Eliminates any lower ranking officer, the private & the flag.
2nd Lieutenant
One (1)
Eliminates any lower ranking officer, the private & the flag.
Sergeant
One (1)
Eliminates the private & the flag.
SPY
Two (2)
Eliminates all officers (from the rank of Sergeant up to the
five (5) Star General & the flag.)
PRIVATE
Six (6)
Eliminates the spy & the flag.
FLAG
One (1)
The flag can be eliminated by any piece including the
opposing flag; a flag eliminates the opposing flag when it
takes aggressive action by moving into the same
square occupied by the other flag,
NOTE: If both soldiers are of equal ranks, BOTH are eliminated.