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Vish Amrut

बर्फ पानी | Freeze Tag | Lock and Key | Ice and water | Stuck in the mud

Introduction

Vish-Amrut is the original name of the popular chasing game that has recently come to be known as ‘lock and key’. With unique features, the play involves lots of running and group cooperation. The terms vish (poison) and amrut (elixir) (also spelled amrit) are used as symbols for suspending the players out of the game and making them active in the play again, respectively. In this form, the chaser tags and suspends the runners from the play, and the runner’s teammates revive them by touching them.

The game is also played in villages and small towns all over India, especially in Andhra Pradesh, Tamilnadu, Punjab and Gujarat, and in other countries, including Pakistan, Cambodia and Italy.

Other Names

Region Name
Tamilnadu Uyir Eluppu
India Barf-paani or ice and water Lock and Key
Region Name
United States Freeze tag
United Kingdom Stuck in the mud
 

The Play

This tag game doesn’t require any arrangements except a plain bounded play area. This game involves the complexity of playing a double role at a time—reviving frozen mates by unfreezing them and saving oneself from getting tagged out by the chaser.

A Runner Giving Amrut to the Frozen Teammate

Playing Method

  1. One player is selected as the chaser—either voluntarily or by writing everyone’s names on pieces of paper and choosing one. Chasers stay in one corner of the playfield.
  2. Other players are distributed across the field randomly.
  3. The chaser will chase other players to give them vish by touching them and loudly saying ‘Vish’.
  4. As soon as vish is given to a player, this player stays still as a statue and cannot move.
  5. Other players attempt to touch the player frozen with vish to set him or her free, and the moment a player succeeds, he or she shouts ‘Amrut’. Now the player with vish has been revived, and he or she too now joins other players.
  6. The chaser continues to touch other players and give vish to make them a statue and suspend them from the play. The mission of the chaser is to freeze all the players.
  7. Any player without vish can give amrut to the frozen players. The game continues as the chaser keeps giving vish and other players keep giving amrut.
  8. The game ends when all players have been given vish except the last runner, and no one is left to give amrut.
  9. The time taken by the chaser to complete the game is the score.
  10. The next game starts with another chaser, generally the person who has been given vish maximum number of times.
  11. In fixed-time format, the players can set rules for ending the chaser’s turn by setting a time limit or when any player has been given vish three times. The player who is given vish three times will be the next chaser.

Scoring

  1. The runner who gives amrut and successfully revives a teammate without being caught by the chaser gets one point for each time amrut is given.
  2. If any player is given vish three times, then he or she is immediately removed from the game.
  3. At the end, the player who has scored the most points wins that round.

Rules

  1. Upon catching any runner, the chaser must loudly say ‘vish’ .
  2. Once the chaser touches a player and gives vish, that player is temporarily suspended from the game.
  3. The chaser and other players are not allowed to go out of the restricted area while playing.
  4. A player, while giving amrut, may not be given vish. The chaser cannot stand around waiting for them to finish and should be at least 4 ft. away from the frozen runners.
  5. The runners must loudly say ‘amrut’ while touching and unfreezing their teammates.

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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