Invented in the region around today’s Tamilnadu and widely played in rural parts of India and Sri Lanka, Nondi is a hopping game with simple rules. Ancient Tamil literature has several references to a version of this game being played as Pandi Attam in temples across southern India. The game’s concept is to avoid stepping on lines while leaping through a specific pattern drawn on the ground. Many variations of the game are popular around the world with different names. The English name Hopscotch refers to hopping over the scotch—an incised line on the ground.
The game is also played in many other countries with large numbers of immigrant Indians. Hence, there are many varieties in the shapes of the grid designs.
Region | Name |
---|---|
Tamilnadu | Nondi, Pandi attam |
Karnataka | Kunte bille |
Kerala | Vattu kali |
Gujarat | Kundala, pagathiya, thikariya |
Kashmir | Suza-Loung |
Punjab | Stapu, Peecho bakree |
Andhra Pradesh | Tangidi billa |
South Korea | Ttangttamŏkki |
Afghanistan | Cheendro |
Turkey | Sek sek |
Romania | Sotron |
Malaysia | Teng teng |
Cuba | Pon |
Germany, Austria, Switzerland | Himmel und holle |
Region | Name |
---|---|
Philippines, Vietnam | Piko |
Poland | Klasy |
Spain | Rayuela |
Norway | Pradis |
Bengal | Ekka dukka |
Italy | Campana, mondo |
Netherlands | Hinkelen |
Bosnia, Croatia | Skolica |
Russia | Kraccuku |
Mexico | Bebeleche |
Brazil | Amarelinha |
New York | Potsy |
Syria | Hajla |
Glasgow, Edinburgh | Peevers |
For each player, the aim is to capture all the numbered circles drawn on the ground—at first, targeting them by throwing a marker, and then hopping through the series of circles to bring it back while balancing on one foot and without stepping on any lines. The goal for each player is to finish the series faster than others. However, there is no fixed number of turns or the duration of the game..
The number can vary from two to six. Any number of players can join the game, but the larger the number of players, the longer it will take to get the next turn to play. At one time, only one player is on the go, and the rest watch. Therefore, if there are many players, then it could be boring to wait to get one’s turn.
For speed nondi competitions, we draw several patterns and have several players play simultaneously in a separate series and note the time taken to finish the course for each player.
School playgrounds, house backyards or street pavements—any ground without potholes or other serious damages can be used as a field. Slippery or very smooth surfaces should be avoided as they may cause the players to slip. For a single grid, an area of 5 ft. x 18 ft. should be adequate.
Nondi is played on a series of connected circles, rectangles and parallelograms drawn with chalk on pavements and numbered 1 to 8. There are several configurations and the numbers change accordingly. We can use masking tape to outline the pattern on an indoor floor also. Each segment is about 2 ft. in diameter/length, large enough to land comfortably with both feet and also that the marker thrown into a circle does not bounce out of it too easily. The drawing pattern measures about 15 ft. x 4 ft. as a whole court.
The most popular street pattern with circles (kundala) is illustrated next in Fig 3.2.
It is common to designate the ninth circle shown in the figure as a safe or stop area. This circle allows players to pause and take a moment to turn around and regain their balance before continuing the reverse move. This section is called ‘home’ or ‘rest area’.
Round 1
As the distance to each circle increases, it becomes increasingly harder to throw the marker inside it. So, the last few segments generally take more tries to capture, while the slower players get a chance to catch up.
This game is played at leisure, usually without time limits, for recreation. It is not considered a highly competitive sport, though there are winners and losers. The fun quotient is high, and so is the level of physical effort.
Round 2
Round 3
After finishing round 2, the active players will stand with the marker outside the series near the home circle, facing away from the series. Now they proceed to round 3.
Note: The decision to select kaaya or pazhalama is not strategic to winning points. Hence, a suggestion by any player is usually accepted by the other players. However, if there is a conflict, a vote can be taken, or a coin can be tossed.
Hence, after every set of three rounds, the players make the game more challenging for others by taking away the freedom to land in the circles they have captured. At the same time, it is easier for the players who own more segments as they can land with both feet.
Roles | Positions | Tasks | Strategy | Techniques |
---|---|---|---|
The player on the move | Stand with a marker near Circle 1, facing the series ahead. Be ready to start the turn. | Throw the marker. Jump through the circles as per the rules. | Select a flat marker that is heavy and small so it does not roll or skid much. Develop precision with the exact force needed to place the marker in the designated circle. |
Other players | Stand near the series to closely observe the play. | Observe the playing teammate, and catch for fouls. Wait for one’s turn patiently. | The player who can remember the level and the circle number where each player reached before getting ruled out is believed to be the smartest player and keenest observer. |
The judgment of aiming at the right circle while throwing the marker in the primary skill, then comes the ability to jump and the skill of balancing on one foot. Negotiating the circles and assessing the needed force to jump for each leap so as not to step on the circle boundaries.
Any person who can keep the body balanced while hopping on one foot can enjoy the game. Men and women of all ages and children above the age of five can enjoy this game without any prior training or special skills. Not many tools or equipment is required to play it, and hence, it is popular during school vacations. It also can be played in the short duration of a school recess or as a street game for extended hours as the set-up time is insignificant. There is no set time limit for completing a game.
Nondi is generally not played in the hot sun during summer. In addition to players feeling the heat, the grounds become hot and may burn the feet as the game is generally played barefoot. The play area should be even without any potholes or pebbles to avoid injuries while hopping. Playing in very damp, sticky, muddy areas in the rainy season is not advisable either, as the players may slip.
The fastest game was completed in 1 minute and 1.97 seconds by an American, Ashrita Furman, in November 2010 The longest game, measuring 6,131 m, was created by the Chinese brand Teenmix of Belle International in Guangzhou in Guangdong, China, in 2016. The course consisted of 1,518 standard games, and over 300 participants took part in the two-day event. Five of them finished the entire game, with the fastest player completing in 8 hours and 55 minutes.
Several configurations are possible, constrained only by creativity. As this game can be played by a single player as well, one can create patterns and rules accordingly.
1. Change the drawing pattern. You can make rectangular or triangular sections or draw them in a zigzag pattern, with the numbers going in a spiral direction. In France, they call it escargot—the French word for snail. Start drawing from the middle and go outwards, making the shapes bigger as you go outward. The player hops on one foot on each circle all the way through the spiral and back.
Name | Region |
Hoppa hage | Sweden |
Marelles | France |
Templehufen | Germany |
Laylay, Khane Bazi | Iran |
Marker A coin, small slate stone, pebble or bottle cap that players throw to mark a circle
Kaaya The sitting posture
Pazhalama The standing posture
Bharatiya Khel
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