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Nondi

सतोलिया | નાગોલચુ | लिंगोरचा | ஏழு கல் | ഡബ്ബ  | കളി | ఏడు | రాళ్ళు | সাতচারা | Seven Stones

Introduction

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.

Other Names

Region Name
TamilnaduNondi, Pandi attam
KarnatakaKunte bille
KeralaVattu kali
GujaratKundala, pagathiya, thikariya
KashmirSuza-Loung
PunjabStapu, Peecho bakree
Andhra PradeshTangidi billa
South KoreaTtangttamŏkki
AfghanistanCheendro
TurkeySek sek
RomaniaSotron
MalaysiaTeng teng
CubaPon
Germany, Austria, SwitzerlandHimmel und holle
Region Name
Philippines, VietnamPiko
PolandKlasy
SpainRayuela
NorwayPradis
BengalEkka dukka
ItalyCampana, mondo
NetherlandsHinkelen
Bosnia, CroatiaSkolica
RussiaKraccuku
MexicoBebeleche
BrazilAmarelinha
New YorkPotsy
SyriaHajla
Glasgow, EdinburghPeevers

The Play

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..

Number of Players   

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.

Equipment

  1. A piece of chalk or chalk powder or masking tape is required to mark the nondi patterns on the floor.
  2. A coin, a small slate stone, a pebble or a bottle cap is needed as a marker—usually not bigger than 3 inches— for players to throw to mark the circle.
  3. Nondi is also known as thikariya in Gujarat because broken earthen pot pieces called thikra are slid across the grid as a marker. Also, in New York, they call the game ‘potsy’. The term probably refers to a potsherd that was used as a marker.

Playground

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.

Drawing Pattern

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’.

Playing Method

Round 1

  1. Each player keeps a marker. The first player starts playing, and the other players will observe the play.
  2. The active player stands outside the grid near Circle 1 and throws the marker inside the first circle. The marker should land inside the designated circle without bouncing or sliding out of the boundary. If it lands on the wrong circle or on the boundary lines, then the player is out and passes the play to the next player.
  3. While the marker lands inside Circle 1, the player hops through the court starting behind Circle 1, but jumps over the Circle 1 (the one with the marker) for the first step, and proceeds through the series jumping one circle at a time, without stepping on any line. If the player steps on a line or outside it, then they are out.
  4. Players can choose to start with either foot but cannot land both feet on the single circle. When landing on two adjacent circles, they must land on one foot in each circle—the left foot in the left circle and the right foot in the right circle. As shown in the figure, Fig 3.2, in Circles 4-5 and 7-8, land with both feet.
  5. When the player reaches the end of the series (Circles 7 and 8), they must turn around at once with a jump and start hopping back on one foot, in reverse order. When they reach Circle 2 (right before Circle 1, which has the marker), they must pause, lean down, standing on one foot still, and pick the marker up. Then, they must skip over Circle 1 and finish up the series.
  6. If successful, the player’s turn continues, and he or she now attempts to toss the marker to the next circle, Circle 2, and repeats the course till all the eight circles are completed.

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

  1. Active players place the marker on the palm and keep the palm open and facing up.
  2. Then they hop, starting from Circles 1 to 8, and pause in the home circle (ninth circle).
  3. From the home circle, the players toss the marker ahead outside the series, in the direction they were proceeding. Then they jump on the marker from the home, with one foot and pause.
  4. These steps are repeated with the coin on the inverted palm.

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.

  1. The Active player asks other players to choose kaaya or pazhalama, meaning the position of sitting or standing.
    1. If the other players (any one or collectively) shout ‘kaaya’, the player sits down in the home circle (Circle 9). Facing away from the series and without looking at it, the player throws the marker over the head to aim at one of the circles.

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.

  1. If the other players select pazhalama, then active players stand facing away from the series and throw the marker behind them, over the head and without looking, aiming at one of the circles.
  2. Active players draw a cross in the circle in which the marker has landed. Then they pick up the marker and hop out of the series (ending near Circle 1). This success indicates that the player has captured that circle where the marker landed. In this circle, the player can land with both feet during the game from then onwards. Other players, however, while jumping through the circles, have to skip the circles which the current player owns.
  1. At the end of each set of three rounds, the player can capture any one of the circles in the series. All the players will go through all the three rounds again to capture the remaining circle. They can rest both feet in adjacent circles and in the circles that they have captured. Each player has to complete all the three rounds again to capture another circle.

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.

Rules

  1. The player who finishes the whole series first will be the winner of the first round.
  2. The players who are out can restart play in the next turn from where they last left off (even the next day if there is no time left).
  3. The winner of the third round is the player who captures the most circles and draws a cross in them to own them. The game may continue for a few sessions on different days to complete round 3.
  4. For a short duration of play, you can set a stopwatch for each player and play only the first round. The player who targets the most circles in the set time is the winner.
  5. A player loses turn at any stage, if
    1. While hopping through the course in either direction, the player steps on a line, hops on the wrong circle, skips a circle or goes out of the circle.
    2. He lands on a circle with a cross in it that has been captured by the other players (after the third round).
    3. The marker falls on or outside the grid lines of the grid or slips off the palm in the second round.
    4. The marker falls out of the series while tossing it from the home section in round 3.

Positions, Tasks and Techniques

RolesPositionsTasksStrategy | Techniques
The player on the moveStand 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 playersStand 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.

Key Skills Required

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.

Caution

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.

Skills Developed

  1. The game improves agility and hand-eyes-feet coordination and enhances concentration.
  2. It provides good exercise for the calf and leg muscles, and the game increases blood flow to the entire body as a general exercise. It also helps children to manage body rhythm and body conditioning, which is the core skill, by hopping with precision and bending while standing on one foot.
  3. According to a study published in the European Journal of Sports Physiology hopscotch improves the performance of long-distance runners as it produces a range of limb movements and increases the flexibility of lower leg muscles.

Life Lessons

  1. Players learn to follow instructions and have the patience to wait for their turn while observing others play.
  2. This game can be played alone too, and children learn self-discipline while following the rules.
  3. This game has no opponents and no teams either. So, the children learn to enjoy the play and play against themselves by improving timing, strength and precision. They also learn to compete and honour other’s efforts and achievements and not to intrude in other’s areas.

Current State

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.

Variations

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.

Zigzag Series

Sccargot

  1. Set a time limit. Make it a rapid nondi. Set the stopwatch for 30 to 50 seconds. Each player must complete the course within the time frame to proceed. If you go into overtime, you lose your turn. You could turn it into a race, covering two or three patterns at the same time.
  2. Kick the marker. The marker is typically picked up in the game, but historically, it was kicked sequentially back through the grid on the reverse move and then kicked out. You may try kicking the marker from circle to circle while hopping back in the series.
  3. The ultimate Pandi. This variation is the toughest stage of nondi and is only played by more experienced players. The players have to hop through a series of circles/rectangles with their eyes closed or blindfolded.

Similar Games

Name

Region

Hoppa hage

Sweden

Marelles

France

Templehufen

Germany

Laylay, Khane Bazi

Iran

Glossary

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 Program- An initiative by Indian Knowledge Systems (MoE)

India’s sports culture is thousands of years old, with countless games developed and played in the region.

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