










| ||||||||||||||||||||||||||||||||||||
![]() |
Our Country: Culture: Games How to play Ang Kunh ("Ong Coon") An "ang kunh" is a dark reddish-brown oval seed about the size of an egg that is found all over Cambodia. You could use small pinecones, avocado pits (the oval kind) or egg-shaped stones. In Cambodia, teenagers often play ang kunh. A team of girls plays against a team of boys, as way of getting to know each other. 1. You will need two teams of two or three players each, and a piece of ground about 5 or 6 metres long. 2. Each team sets up a semicircle of 3 or 5 ang kunh standing up (3 if there are two players per team, 5 if there are three) at their end of the playing area, so that the two semicircles are 4 or 5 metres apart. The team members stand behind their semicircle, each holding another ang kunh. ![]() 3. The team members take turns throwing their ang kunh to try to knock over the opposition's ang kunh. 4. Once every member of the first team has thrown once, it is the other team's turn. 5. The game ends when one of the teams successfully knocks over all the opposition's ang kunh. 6. The prize is always decided before the game. This usually involves the winner getting to hit two ang kunh against the loser's kneecap. If the ang kunh do not make a clicking sound when they hit the loser's kneecap, the punishment is turned around so that the loser hits the winner's knee. Another common punishment is for the losing team to sing a song and dance for the other team.
How to play Leak Kon Saeng ("Lee-ak kon say-ng" - Hide the Handkerchief) 1. Take a large piece of cloth (a kramah) about 1.2 metres long and twist it to form a stiff loop. ![]() 2. The players form a circle. Everyone crouches down facing the centre of the circle with their hands on their knees, looking straight ahead. 3. One player walks around outside the circle with the twisted kramah, drops the kramah behind someone's back and keeps walking. 4. When a player realises the kramah is behind their back they must jump up, pick up the kramah and chase the person around the outside of the circle. If they catch them they hit them on the back with the kramah. If not, the other person sits in their place and the second person must take over as the walker. 5. There is no winner, only the opportunity to whack other players and get a bit of exercise - a lot like "duck, duck, goose". ![]() |
| ||||||||||||||||||||||||||||||||||
![]() ![]() |
copyright worldvision 2003 | |||||||||||||||||||||||||||||||||||