Old folk games for two people. Old Russian games

Organize your child's yard or village friends and offer them one of these activities.

The game "At the bear in the forest"

Two straight lines are drawn on the ground at a distance of 6-7 meters from each other. Behind one line is a "bear" (leading), behind the other - children. Players leave the house and go to the forest (the space between two lines) to pick berries and mushrooms. They “tease” the bear, coming as close as possible to his lair and singing a cheerful song in chorus:

Like a bear in a forest

I take mushrooms.

But the bear does not sleep

He is looking at us all.

As soon as the text is over, the bear should jump out of its lair and try to knock down one of the players. Children tend to run into their house as soon as possible (beyond the line). The one whom the driver catches becomes a bear himself.

Game "Colors"

This old Russian folk game has several names, one of which is "Traffic Light". A "monk" (leader) and a "seller" are selected. The rest of the participants in the game agree and guess the colors of the paints so that there are no repetitions (each participant will have his own color). The monk comes to the seller and asks to give him paint. The “seller” says: “I have a lot of colors, but what do you need?” The monk names some color, for example, blue.

Salki game

Cheerful folk outdoor game for children. The driver is selected - he must catch up with the players and “salt”. The salted one becomes “water” and must run after the rest of the participants, while holding on to that part of the body that the former presenter just touched.

If no one thought of such a color, the seller replies: “Go along the blue path, find blue boots, wear them and bring them back.” The monk restarts the game. If the blue paint is guessed by someone, the player tries to escape from the monk, and he catches up with him. If it is possible to catch up and taunt, then the monk becomes "paint", and the tagged player becomes a monk. If not, the game starts again with the same driver.

The game "Cossacks-robbers"

The famous Russian folk game for preschoolers and older children. Children are divided into two teams - Cossacks and robbers. The Cossacks have their own shelter, in which the watchman sits - he will guard the captured robbers throughout the game. The Cossacks first give the robbers the opportunity to scatter and hide. At the same time, the team must leave behind "evidence" - arrows are drawn on the ground, notes are left, etc. hints. But traces can also carry false information.

After 10-20 minutes, the Cossacks come out of their hiding place and start looking for the robbers. The end of the game comes when all the robbers are found and taken under the protection of the watchman. Then the robbers with the Cossacks change roles.


Game "Geese"

On the playground at a distance of 10 meters, two parallel lines are drawn - these are “houses”. Players (geese) enter one line, one person (the owner) enters the other. A wolf (leader) stands between the houses.

Geese-geese? (owner) - Ha-ha-ha! (geese) - Do you want to eat? - Yes Yes Yes! - Well, fly! - No no no! The gray wolf behind the mountain does not let us go home!

After that, the geese must run over to the side of the owner so that the "wolf" does not taunt them. The one who gets caught by the driver becomes the "wolf" himself

Game "Hide and Seek"

This Russian folk game for children is familiar to everyone, but not everyone uses its variants. The basic rule is that "water" is looking for children hiding on the street or indoors. That, the place near which he starts counting out loud to 20, 50 or 100 is called a con. It can be a wall, a tree, etc. As soon as the driver sees one of the players, he runs to the horse, knocks on him and loudly pronounces the name of the person found.

If the discovered participant manages to reach the end before the “water”, he is not considered caught - the child steps aside and waits for the end of the game. The next time the leader is assigned to the one who was discovered most recently, unless, of course, he had time to knock on the horse. When the "water" is very far away, each player has the right to jump out and quietly make his way to the stake, knock and give his name - this will guarantee that he will not be the last player found.


Game "Catch a fish"

This Russian folk game is quite suitable for the room. The players form a circle. "Water" is selected - he stands in the center and picks up a rope or a rope. In kindergarten, his role is played by the teacher. Water rotates the rope on the ground around its axis, and the participants must have time to jump over it. Whoever gets caught (does not have time to jump) on the "bait" is eliminated from the game or takes the place of the leader.

The game "Slow down"

Great folk game in kindergarten. "Water" and the players stand on opposite sides of the two lines (they are drawn at a distance of 5-7 meters from each other). The goal of the participants is to reach the driver as soon as possible and touch him. The one who does it before the rest takes his place. During the movement of the players, the water periodically says: “You go quieter - you will continue. Freeze! On this word, the players should freeze. Now the leader's task is to make someone move, laugh, speak. Then the participant will have to return to the beginning of the path - beyond the line. It is allowed to make faces to the players, tell something funny, look carefully into the eyes, but do not touch.


Game "Burners" One of the Russian folk winter games. The kids line up in a column of two, holding hands. The host stands with his back to them a few steps away and says: “Burn, burn clearly so that it doesn’t go out! One, two, three - the last pair run out! The guys who are the last in the column quickly run across and stand in front. The host must hurry to get ahead of them, taking one place of the first pair. To whom there was not enough space, he himself becomes "water", which himself appoints a running pair (last, second, fourth, etc.). The task of the players is to be attentive and remember what number they are in the column.


Games of the peoples of the world for children


Game "Storks" (Ukrainian)

The game is attended by 6-8 children who represent storks. All players stand in a common circle, and each of them draws a smaller circle around him (1 meter in diameter) - this will be a “nest”. The driver stands in the center of a large circle - he does not have a “nest”. When the "water" gives a signal, the storks must raise their right leg and remain standing. The driver also jumps on one leg, and then jumps into someone's "nest". Then two competitors jump out of the "nest" and jump on one leg, rounding the general circle (it is allowed to change the leg already). The one who is the first to return to the original circle remains in the "nest". The latecomer is appointed as the driver.


Lame Chicken game (Turkmen)

Players are divided into teams, each of which has three people. All participants stand along the start line. The last two of each trio join hands, and the one in the middle throws his left leg onto their interconnected hands. It turns out a "lame chicken" on five legs. At the signal of the leader, the race begins, in which the team that comes to the finish line before the rivals wins.

Quinta game (Lithuanian)

In such a game of different nations for children, 5 players participate. A square with a side of 10 meters is drawn on the asphalt or on the ground. Four participants stand at the four corners of the figure. In the center of the square, a circle with a diameter of one and a half meters is drawn - the fifth person (quint) gets into it. The "corners" throw the ball at the fifth, and he tries to dodge the object without going beyond the boundaries of the outlined circle. The one who falls into the fifth, takes his place.

The game "Shpen" (Belarusian)

A peg (wooden block) is installed in the center of the field. The leader is standing next to him. The players form a circle, each has a bat in his hand. The goal of the participants is to throw the bat with force so as to hit the peg and so that it rolls as far away from the center as possible. If someone manages to do this, then the leader runs after the bar, and the players at this time must pick up the thrown bits.


When the “water” sets the peg, he must have time to grab one of the bits before her owner did. If he fails, he remains the leader in the next round. A wonderful game of the peoples of the world for children, not only in the village, but also in urban settings (in a park, square). The pin can be replaced with pins, and the bits with balls (this way it will be even more difficult to hit the pin).

The game "One in a circle" (Hungarian)

Children stand in a circle, in the center of which is the driver. Players start throwing a small ball to each other. The task of "water" is to intercept the toy. Any child can suddenly throw the ball at the leader. If he does not dodge the ball, the game continues. If the driver caught the ball in his hands or dodged it, then he takes a place in the circle, and the player who threw the ball at him becomes the center.

Game "Balteni" (Latvian)

For such an outdoor game of the peoples of the world for children, it is better to choose summer time. The venue can be a park or clearing. All players lie face down on the grass and close their eyes. The driver throws the balteni (bat) as far as possible into the thickets of grass or bushes. At his signal, the participants run to look for the object. The one who finds it first becomes the leader.

In the old days, our ancestors whiled away the long winter evenings at home, in the family circle. In peasant huts they had fun with outdoor games in "Thorns", "Bear" or "Tergach". Noble people, on the other hand, complained about board games, such as cards, chess

Children preferred to play trousers: with a hook on a fishing line, one toy was pulled out of a pile so as not to hurt the rest. The youth played "Smoking room": they passed a burning torch around in a circle, saying “Alive, alive Smoking room, thin legs, short soul.” The loser was the one in whose hands the torch went out.

Many people still remember "Ring" The players sit on the bench. A leader is chosen who will have a ring. All players fold their palms in a “boat”. The host holds a ring or any other small object (button, pebble) in folded palms. Passing his hands between the palms of each player, the host imperceptibly puts a ring in someone's hands. Then he steps aside a little and says: “Ring-ring, go out on the porch!” After these words, the task of the player with the ring is to quickly stand up, and the other participants - to keep him on the bench. Managed to jump - became the leader. No - the leader remains the same.

Also, don't forget "The sea is worried". According to the number of players, chairs are placed in two rows so that the back of one chair is in contact with the back of the other. Each player must remember well his chair, where he sits. After everyone is seated, the chosen leader shouts: "The sea is rough!" All the players jump up and run around the chairs. The host seizes the moment when everyone ran far away from the chair, and unexpectedly for the players shouts: “The sea has calmed down!”. After that, you need to take your place, and since the leader has taken one of the chairs, there is turmoil between the players and everyone tries to grab the place that came across. The player left without a seat becomes the leader.

How about you "Pebbles"? The game is played with five pebbles for two minutes. Caught stones are removed from the game. The game ends after six rounds. On the sixth round, all five pebbles are taken into the palm, thrown up and picked up by the back of the hand, then four pebbles are shaken off. The last pebble is tossed up, and during the flight the remaining four are picked up from the table. At the end of the sixth round, the participant is awarded five points. If six rounds are completed without errors within the time allowed, five points are awarded. By the way, the game is played with only one hand. Changing hands is not allowed.

And how many street games were there! For example, a game that old-timers remember with pleasure is called "Master and Apprentice".

Three holes are dug in the ground in a straight line, two steps apart. The player moves away from the pits for 40 steps and throws a pebble into the first pit. If he hits, he throws in the second, then in the third, then in the reverse order. If you hit all the holes, you are a “master”, if only there or back you are an “apprentice”, and if you stumble on one of the first holes, then you are a “student”.

And you rarely see children playing tag, trap, burners. Yes, and modern children no longer know such words. However, it is important to remember that our grandparents didn’t really have toys, and those that were were most often home-made, but the games were one more interesting, and although now various and easily accessible online flash games dominate, it’s too early to celebrate - it’s time will show.

To start the game, the so-called "barkers" were used. Many people remember from childhood "Tai-tai, fly in ...". Of course, there are a huge number of such "barkers", especially since they were created by the children themselves, they were not limited by any rules.

The essence of the game lovichki (as a variant of "salochki") is that the leader (who is appointed or selected) catches up with one of the participants in the game. Nowadays, children often call such a game "catch-up". However, there are several complicated versions of this game. The first is that the leader runs after other players, holding on to that part of the body (or place) for which he was caught by the previous player. Another option: the player touched by the “catch” stops, spreading his arms to the sides, other players, touching him, can “disenchant” him. The task of the presenter is to “bewitch” all the participants.

Very popular and loved in Rus' was the game burners. Most likely, the game got its name from the fact that in the old days the players were surrounded by lights. For the game, the participants become pairs, one "burner". The driver becomes his back to the pairs, pronouncing phrases in poetic form (various options), but the last words must be “the last (first, second, fifth, and so on) pair run.” On the last words, the couple that was named should run around the tree (or some other object, this is agreed immediately) and stand first in the column. The driver must get ahead of one of the pair and take his place. Whoever is left without a place becomes the new driver.

Remembering the old Russian games, you can not miss "towns". The task of the players is to knock out figures (towns) built in a row with a bat (usually using a wooden one). This game can be both team and single. Several attempts are given to knock out. The player or team that was eliminated the largest number pieces with the fewest attempts are considered the winners. The important thing is the distance that the player moves to knock out the pieces, the number of towns.

Lapta- one of the favorite games of our grandmothers, which, unfortunately, has already begun to be forgotten. So the game requires a field 50-60 meters long. 10 meters from the end of the field, lines are drawn on both sides. Behind one line there will be a "home", and behind the other - "con". The players are divided into parts. The first team is called "beating", the second "driving". The “hitting” team is placed behind the “home” line, the “driving” team is on the field. The player of the “hitting” team with a bast shoe (wooden bat) must hit the ball and run to the “kona” line and back, while the “driving” team catches the ball and tries to hit it. If he managed to run, the players of his team play further in the “house”, no, they change places with rivals. However, at the moment the “leading” team runs over the “home” line, the players of the opposing team can “tarnish” any player who gapes on the field, then the teams change places again. So on the field there is a constant struggle for the possession of "home". The team of the player who has not “stained” himself gets a point. The team that earns the most points wins.

"football", which later the British who stole it will be renamed football!


it was this game that was captured by the German artist Christian Geisler, who worked in Russia in 1790-1798.

There you are "Seine".

The game takes place on a limited area, the limits of which cannot be crossed by any of the players. Two or three players join hands to form a net. Their task is to catch as many floating fish as possible, i.e. the rest of the players. The task of the fish is not to get caught in the net. If the fish is in a seine, then it joins the drivers and becomes part of the seine itself. The game continues until the player who turned out to be the most agile fish is determined. Details: Fish have no right to break the seine; disengage the hands of the drivers

Fishing rod. The players form a circle. The driver, standing in the center, rotates the rope with a bag of sand tied at the end - a fishing rod. The players jump over the rope as it passes under their feet, trying not to hit it. The one who touches the rope becomes the leader. Details: The rotation of the rope should be done no higher than the level of the knees.

At the turn of the 18th century and the 19th century, they also played gambling "Pristenok"

The participants in this gambling game alternately hit the wall with the edge of the coin so that it falls to the ground as close as possible to the opponents' coins. If you can reach the neighboring coin with your fingers, then you can pick up the coin.

Or more compact in the inventory "Grandma"


Played "Svayka"

In the Museum of Russian Fun under the open sky, created specifically for the revival of the Russian folk game, local historians have collected games that Vyatka peasants played a century or more ago. We bring to your attention some of them:

Malechina-kalechina

Malechina-kalechina is an old folk game. The game consists in placing the stick vertically on the tip of one or two fingers of the hand (you cannot support the stick with the other hand) and, turning to the little one, pronounce the rhyme in recitative:

"Malechina-kalechina,
how many hours till evening?
One two Three..."

They count as long as they manage to keep the stick from falling. When the stick sways, it is picked up with the second hand, preventing it from falling. The winner is determined by the value of the number to which he counted.

grandmother

In Rus', "Babki" were widespread already in the 6th-8th centuries. and were my favorite game. Grandmas are taken for the game - specially processed bones of the joints of the legs of cows, pigs, sheep. The Russians have the greatest respect for cow pasterns: they are larger and can be hit from a great distance. Each player should have their own bat and 3-10 money. The largest and heaviest headstock is taken as a bit (its inner cavity is often filled with lead or tin). Grandma games themselves are divided into countless types. Here is an example of one of them. Players bet out of the blue on a nest on a cue ball. Then they determine the conditional distance - horses. To whom to start the game first - to beat and to whom after, they draw lots about that. Players, standing on the line, beat with cue balls according to seniority. If the grandmas that are at stake are knocked down, then they are considered their winnings. When they have all struck, then each goes over to his cue ball and beats from the place where his cue ball lies; whoever lies further, he first starts and beats, and the rest finish the game according to the distance of their cue balls.

Rope

Rope - an old wedding game, amuses married and family people at conspiracies, at gatherings and young girls, alone, without men. But this has happened before; now all wedding conspirators amuse themselves with a rope indiscriminately. The matchmaker brings a rope into the room, the ends of which the matchmaker or boyfriend are tied in one knot. Players grab this rope with both hands, forming a circle around it. In the middle of the circle becomes a matchmaker or matchmaker for the beginning. Going around everyone, the matchmaker - to whom he says a red word, to whom he sings a saying or envies a fairy tale, trying to express in it the characters of the conspirators. Her words, although sometimes quite offensive, are answered with praise, a smile and good youth. Circular - this is the name of the matchmaker, standing in the middle of the players - among the stories, notices: someone is looking around, and, after watching, immediately beats him on the arm. The blunderer stands in a circle, with general laughter, and starts his tales. Sometimes, instead of fables, the players sing wedding songs.

turnip

Fun based on the Russian folk tale "Turnip". All players stand one after another, clasping the previous one around the waist. The first player grabs a small tree trunk or post. "Grandfather" begins to pull the last player, trying to tear him away from the rest. There is another version of the game: Players sit opposite each other, resting their feet on the opponent's legs. Hands hold on to a stick. On command, they begin, without getting up, to pull each other towards themselves. The one who pulls the opponent wins.

Fun "Cherry"

This game is intended for young boys and girls of marriageable age. Everyone becomes shoulder to shoulder in two lines opposite each other at arm's length (or a little closer). Participants put their hands in front of them at a level just above the waist with palms up or clasp their hands in a lock for a stronger connection. It turns out a corridor. Volunteer (cherry), runs up and jumps like a fish on his hands at the beginning of the corridor. The task is to throw a cherry to the end of the corridor. Cherry should stretch his arms forward and keep his legs together. The corridor should crouch a little and at the same time as shouting "Eeeh-x" toss the cherry up and forward along the corridor. The main thing here is to scatter more and fly higher and further away, and after that the hands of the comrades will bring the player to the girl who needs to be kissed. After rolling over the waves from your hands for a couple of tens of meters, the kiss turns out to be very sensual. The main thing in the game is to slow down in time, otherwise you will fly past the desired addressee.

Burners

Old Russian fun. Burners were played by girls and single young men. A guy was always chosen as the driver, and he could only catch a girl, so the game made it possible to get acquainted, communicate, choose a bride. “Single guys and girls are installed in pairs in a long row, and one of the fellows, who gets to burn by lot, stands in front of everyone and says:

- "I'm burning, I'm burning a stump!"

- "What are you burning for?" a girl's voice asks.

- "I want a red maiden."

- "Which?"

- "You, young!"

At these words, one couple scatters in different directions, trying to get back together with each other and grab their hands; and who was on fire - he rushes to catch his girlfriend. If he manages to catch the girl before she meets her mate, they stand in a row, and the one who remains alone takes his place. If he fails to catch, then he continues to chase other couples, who, after the same questions and answers, run in turn. A.N. Afanasiev

Brook

Not a single holiday in the old days was complete for young people without this game. Here you have a fight for your beloved, and jealousy, and a test of feelings, and a magical touch on the chosen hand. The game is wonderful, wise and extremely significant. The players stand one after another in pairs, usually a boy and a girl, join hands and hold them high above their heads. From clasped hands, a long corridor is obtained. The player who did not get a pair goes to the “source” of the stream and, passing under clasped hands, looks for a pair. Holding hands, the new couple makes their way to the end of the corridor, and the one whose couple was broken goes to the beginning of the "brook". And passing under clasped hands, he takes away with him the one he likes. This is how the “stream” moves - the more participants, the more fun the game is, it is especially fun to play with music.

Kubar

Head over heels were one of the most common games in Ancient Rus'. Already in the X century. Kubar had such a perfect form that it almost did not change to this day. The simplest kubari were carved with an ax and a knife from a wooden cylinder by squeezing its lower end to the shape of a cone. An obligatory accessory for head over heels games is a whip (rope on a short stick) or just a rope, with which head over heels spin up to a fast and steady rotation. Kubar starts in different ways. Sometimes it is untwisted between the palms, and more often a rope is wound head over heels and pulled with force at its end. This gives the head over heels a rotational movement, which can then be maintained by whipping head over heels with a whip or string. Kubar at the same time does not fall, but only slightly bounces “as if alive” and begins to rotate even faster, moving gradually in a certain direction. Skilled players compete by driving head over heels in an agreed direction, often winding, maneuvering between various obstacles or overcoming an obstacle.

Chizhik

Chizhik is a children's game, it amuses children successfully and saddens by accidental beatings. The eldest of the children outlines on the ground with chalk or a sharp stick a square - a “cage”, in its middle he sets a stone, on which he puts a stick - a “chizhik”. Everyone takes turns approaching the “cage” with another long stick and hitting the “chizhik”, which flies up from the blow. Then other players beat the "chizhik" on the fly, trying to drive him back into the "cage". The game continues until then, until one of the players with a broken face appears and, with a cry, begins to search for the culprit. But since the beatings are soon forgotten by the children, the Chizhik game will soon resume.

Dawn

The players stand in a circle, hold their hands behind their backs, and one of the players - “dawn” walks behind with a ribbon and says:

Dawn - lightning,

red maiden,

Walked across the field

Dropped the keys

golden keys,

blue ribbons,

entwined rings -

Went for water!

With the last words, the leader carefully places the tape on the shoulder of one of the players, who, noticing this, quickly takes the tape, and they both run in different directions in a circle. The one who is left without a place becomes a "dawn".

Petushki

The boys love to bully, push, even fight - in a word, cock. But real boyish fights were not carried out somehow, but according to the rules. For the game, a small circle was drawn, and two players stood in its center. The rules were strict - the guys had their hands behind their backs, you couldn’t stand on two legs, just jump on one leg. The guys could push with their shoulders, chest, back, but not with their heads and not with their hands. If you managed to push your opponent so that he stepped on the ground with his second foot or jumped out of the circle, you won.

Slaps in the face

Good old fun for guys. Two fellows sit on a bench opposite each other, cross-legged under the bench, and inflict “slaps” on each other. A narrow bench and crossed legs make it difficult to deliver strong blows with a tense arm. Once one of the guys tried to hit harder, and even with his fist, which was against the rules, but he got worse - he became a victim of his own outstanding inertia and a narrow bench and flew to the ground.

Bag fight

Two good fellows get up or sit down on a log, take a bag in their hands and, on command, begin to beat the opponent with a bag, trying to throw him off the log to the ground. For complexity, you can keep one hand tightly pressed to the lower back, and act with the other hand. Here, the ability to move, to feel the movement of the enemy, to use his inertia becomes more important.

Pole riding

This folk winter fun was once widespread in the provinces of Russia. On the slope of a mountain or mound, two even, smoothly planed poles (poles) 15-20 m long are placed under a slope parallel to each other at a distance of about 1 meter. Two smooth rails are obtained, along which you can slide down the mountain. The poles are repeatedly poured with water so that they freeze solid and become slippery. Whoever wants to ride on the poles picks up a partner of similar height and weight. Partners stand on poles facing each other, supporting each other with their hands by the shoulders or waist. However, the methods can be very different, if only to resist the rapid slide down. The coordination of actions, the ability to maintain balance, ingenuity, courage allow some to ride in the most remote and comic poses.

Cradle

For this fun, you need a rope 2-3 meters long. The rope is held by two, or you can tie one of the ends to a tree. The rope is not twisted, but only swayed above the ground on different height- from 10 centimeters and above. Guys and girls one by one (or in pairs) scatter and jump over a swinging rope, or they start jumping in different ways: with closed legs, on one leg, with legs crossed, with a turn when jumping, etc. They jump until they make mistakes. The one who makes a mistake replaces one of the rope swingers. A mistake is considered not only an unsuccessful jump, but also any touching of the rope.

Spillikins

Spillikins are small straws (or sticks - wooden, reed, bone or from any other, even artificial material) 10 centimeters long, and in number from sixty to one hundred. The beam is thrown on the table, or any flat surface, so that the spillikins lie in a chaotic disorder one on top of the other and side by side. The playing participants of the fun strictly alternately remove them one at a time - as it is more convenient: with their fingers or with a special wire hook mounted on a stick. Whoever just moves the neighboring spillikin, immediately passes the hook to the next player. This continues until the entire pile is completely disassembled. The winner is the participant who has accumulated the largest number of flawlessly taken spillikins. Heads are attached to some spillikins, calling them: king, general, colonel, etc .; you can also give the sticks the appearance of a spear, knife, saw, spade, etc. For such special spillikins, more points are awarded.

Zhmurki

The driving player is called a "blind man".

Blindfolded is blindfolded (usually with a scarf or handkerchief). They untwist it and then ask:

- Cat, cat, what are you standing on?

- At the pot.

- What's in the pot?

“Catch the mice, not us.

After that, the players scatter, and the blind man's blind man catches them. Blind Man's Buff should catch any other player and identify him. If successful, the one caught becomes a blind man's buffoon. Players can run, freeze in one place, “tease” the driver in order to attract his attention and, perhaps, thus save the player to whom the driver or “blind man’s blind man” came too close.

Bells

This is an old Russian game. The players stand in a circle. Two people go to the middle - one with a bell or a bell, and the other is blindfolded. Everyone else sings:

Tryntsy-bryntsy, bells,

The daredevils called:

Digi digi digi dong

Guess where the call is coming from!

After these words, the blindfolded player must, by the sound of the bell, catch the participant dodging him. When a participant with a bell is caught, he becomes the leader, and the second player becomes in the general circle.

Golden Gate

In this game, two players stand opposite each other and, holding hands, raise them up. Get the "gate". The rest stand one after another and put their hands on the shoulders of the person in front, or simply hold hands. The resulting chain should pass under the gate. And the "gates" at this time pronounce:

Golden Gate

They don't always miss!

Saying goodbye for the first time

The second time is forbidden

And for the third time

We won't miss you!

After these words, the “gates” abruptly lower their hands, and those players who were caught also become “gates”. Gradually, the number of "gates" increases, and the chain decreases. The game ends when all players become "gates".

Swan geese

Having chosen two or one wolf, depending on the number of players, they choose the leader, the one that starts the game. All the rest become geese. The leader stands at one end of the site, the geese at the other, and the wolves hide to the side. The leader paces, glances, and, noticing the wolves, runs to his place, claps his hands and shouts:

Geese-swans, go home!

- Run, fly home, there are wolves behind the mountain!

What do wolves need?

- Pinch gray geese and gnaw bones!

After these words, the geese should have time to run to the leader before the wolves grab them. The captured geese are out of the game, and the remaining players repeat the game again until the wolves have caught all the geese.

Easter egg rolling

Egg rolling is a competitive game, its goal is to get the eggs of other players. A track (also called a skating rink or tray) is installed on a flat area, which is a chute made of cardboard or wood, at the end of which painted eggs are laid out, as well as toys and other trinkets. The track can be inclined, and its shape varies. Sometimes they do without a special track, while eggs are rolled on the floor or on the grass. Each player rolls their egg along the path. If it hits any of the items, that item is won. If the egg does not touch any object, it is left on the site, and it can go to another player as a prize.

Elephant

Elephant is an old Russian game, which is especially loved by boys, as the game brings out the strongest and most enduring. The players are divided into two equal in strength and in the number of team members. One of the teams is an elephant, the other jumps on it. The strongest and strongest player stands in front facing the wall, leaning against it, bending over and lowering his head. The next participant grabs him by the belt and hides his head, followed by the third, fourth, and so on. They must hold tightly to each other, depicting an elephant. The members of the other team take turns running up and jumping on the back of the elephant so as to sit as far forward as possible, leaving room for the next. The task of the players is to stay on the elephant with the whole team and not fall off for 10 seconds. After that, the team members switch roles.

Kiss, girl, well done

The game will require many participants - girls and boys. The players stand in a circle, and one becomes in the center. Then everyone starts moving: the circle rotates in one direction, the one in the center in the other. The player in the center spins with their eyes closed and their arm outstretched in front of them. Everyone sings:

Matryoshka walked along the path,

Lost two earrings

Two earrings, two rings,

Kiss, girl, well done.

With the last words, everyone stops. The player pointed to by the leader's hand goes to the center. Players stand with their backs to each other and turn their heads to the left or right at the expense of "three"; if the sides match, then the lucky ones kiss!

ringleader

First, all players stand in a circle facing the center. The driver moves away from the players, who, in turn, choose the "ringleader". The ringleader shows all the other players different moves, and the players repeat these movements, keeping up with the ringleader. The driver must guess who is the "ringleader". If after 20 seconds he does not succeed, the driver is out of the game, and the players choose a new driver for themselves.

ring-ring

Everyone is sitting on a bench. The leader is chosen. He has a ring or other small object between his palms. The rest keep their hands closed. The driver with the ring goes around everyone and, as it were, puts a ring on them. But to whom he put it, only the one who got the ring knows. Others must observe and guess who has this item. When the driver says: “ring, ring, go out onto the porch,” the one who has it should jump out, and the rest, if you guessed it, detain him. If he managed to jump out, he starts driving, if not, the one who delayed him drives. Moreover, you can only hold it with your elbows, since the palms remain closed.

Denisenko Anna Viktorovna
Job title: physical education instructor
Educational institution: MDOU child development center - kindergarten№45 "Spikelet"
Locality: City district of Podolsk, city of Podolsk
Material name: Synopsis of sports and musical leisure
Subject:"How they used to play"
Publication date: 02.03.2017
Chapter: preschool education

Synopsis of sports and musical leisure for children

on the topic: "How they played in the old days"

Target:

to attach

to the Russians

popular

introduce

Russians

folk songs.

Tasks:

create a joyful, cheerful mood in children;

to develop in children an interest in playing Russian at home and on the street folk games;

teach to follow the rules of the game, develop dexterity, muscle strength;

develop a friendly relationship with each other.

Preliminary work:

individual work with children on learning counting rhymes;

introduce

Russians

folk

crafts:

contemplation

illustrations, albums, dishes, toys;

conversations with children about Russian folk traditions;

Material and equipment:

elements of Russian folk clothing for children (to create a positive

emotional state)

products of Russian folk crafts;

"time machine" is built from soft modules, in the center is a gymnastic

a bench, in a conspicuous place a dial with an arrow;

attributes required for games;

music Center;

musical repertoire.

Location: gym

Lesson progress

(A Russian folk melody sounds. Children and teachers enter the hall)

Leading:

Hello,

invite

to play

folk games of our great-grandmothers, great-grandfathers, grandmothers, grandfathers, mothers and fathers. Folk

games have been preserved and have come down to our days, absorbing the best national traditions.

All folk games are characterized by the love of a Russian person for fun and daring. Games

This is our childhood, they were passed down from generation to generation. Guys, let me

I will check if you know Russian folk games. I'm doing riddles now.

I can't see anything, not even my own nose.

I have a bandage on my face, there is such a game,

It is called…

Children's answer: Blind Man's Buff

Leading:

I've been sitting in the grass for a long time, I don't go out for anything.

Let them look, if not laziness, at least a minute, at least all day ...

Children answer: Hide and Seek!

Leading:

Burn, burn bright

To not go out.

Stay at the bottom

Look at the field

Look at the sky

The birds are flying

The bells are ringing…

Reply from children and parents: Burners!

Leading: Well, here we are with you and remembered folk games.

Instructor: What do you think it is in the corner of our hall? (listen to all

This is a train of time and on it today we will travel to the past in order to

find out what games our mothers and fathers, grandparents, great-grandmothers and

great-grandfathers. And, of course, we will play them. (The instructor invites the children to take

seats on the train of time. He picks up the steering wheel, puts on his cap, and drives. Lights go out and here

or turns on)

Leading: You and I found ourselves in the 19th century, when the first children's

gardens where your great-great-grandmothers may have been raised.

Mobile game "Bunnies"

development

dexterity

endurance.

Acquisition

peers.

Game progress: one hunter is selected from all players by a counting rhyme.

One, two, three, four, five, six, seven, eight, nine, ten, white comes up

Whoever reaches a month will go and catch hares!

All the rest depict hares, trying to jump on two legs. Hunter's task

nimble

exists

an important condition, the hunter does not have the right to catch a hare if it is on

"tree". The tree is

any plank or stump. As soon as you manage to peel

becomes

hunter,

taking

unenviable

duty is to catch hares.

Instructor: what a great game we played! And now we'll take the train of time and

fast forward to the time of our grandmothers, when our country was called the USSR, children wore

red ties and they were called "pioneers". The action is repeated.

Mobile game "Bunnies".

Middle group "Mishutki"

Mobile Russian game "Bunnies".

Senior group "Cranes"

Sedentary game "Hello, grandfather Mazay"

Purpose: development of speed of thinking, dexterity.

Game progress: "Mazay" is chosen by the counting room.

"Tili - Teli," the birds sang.

Soared, flew to the forest.

The birds began to make nests.

Who does not Viet, to drive.

The driver turns to face the children. The instructor shows the children the movement.

Children say the words “Hello, grandfather Mazay, get out of the box! where we were we weren't

let’s say, and what we did, we’ll show!”, and then they show the movements. If "Mazay" guesses,

the children scatter, and "Mazay" catches them. Whom he caught - that "Mazay".

Leading: oh how we played! Quick, guys, run to the time machine. We

Let's go back to your parents' childhood. The action is repeated.

sedentary game

"Hello, grandfather Mazai."

Middle group "Mishutki"

sedentary game

"Hello, grandfather Mazai."

Senior group "Cranes".

Purpose: to promote the development of will, purposefulness

Game progress: a cockerel is chosen by a counting rhyme.

The cuckoo walked past the net, and behind it were small children,

Cuckoos are asked to drink. Come out - you lead!

He sits down inside the circle. Children sing (in the meantime, the instructor puts in his hands

one of the participants in the game a bean seed):

You little blue rooster, you have excellent hearing.

You won't let me sleep!

The cockerel cries: Ku-ka-re-ku!! The one with the bean seed raises his hand

and shouts: “I am here!”, then the cockerel and the one who shouted run around the children in a circle and

return to the center. Who came running later, he will be the cockerel.

Instructor:

commit

journey

get on the time train and try to go there. (The lights go out. Sounds are heard

Russian folk song. The light turns on. Appears

boy and girl in Russian

folk costume. The boy plays the harmonica (balalaika).

Boy: Hello, we have come to you from the future.

Girl: Unfortunately you can't get there. We want to tell you about

that we also play Russian folk games.

Children together: Thank you for not forgetting them!

Boy: And now I want to play a Russian folk game with you, which

played on Pokrov. In folk tradition, this day marked the meeting of autumn and winter. Bound

with the beginning of evening girl gatherings and the autumn wedding season.

Mobile game "You are a little blue rooster"

Middle group "Mishutki"

mobile game

"You are a blue rooster"

Senior group "Cranes"

Mobile game "You are a little blue rooster"

Senior group "Cranes"

The game "Dawn-lightning"

develop agility in running, the ability to act on a signal.

The playing participants squat in one circle.

The driver (“dawn-dawn”) walks outside the circle and hides the “keys” behind his back -

a small handkerchief tied in a knot.

The “dawn-dawn” walks around and, together with everyone, says:

Zarya-Zaryanitsa - red maiden

Dropped the keys across the sky

I saw the month, the sun stole it!

The driver tries to quietly put the "keys" behind one of the players.

Players are strictly forbidden to look back and turn their heads.

The participant to whom the “keys” were planted immediately quickly runs after the driver and beats

with his handkerchief, saying: "Don't lose your keys, don't lose your keys!"

The driver who is caught sits in a general circle in his place, and the “stained” one now

becomes "dawn".

According to the terms of the game, if the participant to whom the “keys” were planted, this is not at all

will react

raises

"keys" and begins to lightly whip the onlooker, saying at the same time: "Do not hide the keys, do not

hide the keys!

Leading: It's time for the kids from the future to go home. Their parents are waiting there.

Get in the time machine, we'll send you back (Lights out, kids disappear)

Instructor: Our time travel has also come to an end. We are now

We know that children have always played and will always play folk games. They are forever

live in the memory of the Russian people and are passed down from generation to generation.

Reflection

Participants sit in a circle. From hand to hand they pass the bell and say that they

I liked that I remembered what they would play at home.

Senior group "Cranes"

Russian folk game "Zarya-Zaryanitsa".

Preparatory group "Luchiki"

Bibliography:

1. Litvinova M. F. Russian folk outdoor games / Ed. L. V., 2011.

2. Litvinova M.F. Russian folk outdoor games, Enlightenment, 2015

3. Matusik A.I. Raising children in the game: A guide for the teacher. / Comp. A.K. Bondarenko,

A.I. Matusik. - 2nd ed. revised and additional - M.: Education, 2013.

Old outdoor games

Today, few people remember the games that our grandparents played. Meanwhile, these old games are very useful forhealth, since the game requires constant movement, and the whole game takes place on the street. It is especially good to play them in squares, lawns, special playgrounds. The rules of the proposed games are simple, so it is easy to make various changes to them, to give them more excitement. These games can be played by both children and adults. Some of them may remember their childhood.

"SHAROVKI"

Two teams: one in the "field", and the second hits the ball with a ball (bat).
The main goal of those who hit the ball is for it to fly farther and not to be caught by a player from the “field team”.
If the opponents catch the ball or ball, then the teams change places

"TOWNS"
They draw a square in which they build "towns" of round blocks. “Towns can be of any shape. Each player in turn throws a stick and tries to bring down the "town". If the player knocked down the town, count how many blocks flew out of the area of ​​the square. They bring points.
Then the stick is passed to another player, and he does the same. If a player misses, he must pass the stick (bat) to the next one.
The one who scores the most points wins.

"BABKI"
The game "Grandma" is similar to the above game "Gorodki", but instead of round bars, "grandmothers" are used, which are placed in a pile.
("Grandmas" are parts of the spine of large domestic animals, more often cattle, were usually the size of a coin.)

The game "STANDING" or "PRESTENOK"

Children (no more than 4 people) stand one after another, facing the wall. The first player throws the ball against the wall, the one behind him catches it. Having caught the ball, he throws it into the wall, and the first player catches it. Then the first one throws the ball again, but in such a way that it bounces off the wall and reaches the third player. The third catches him and throws him so that, having bounced off the wall, he flew over the heads of all the players and reached the fourth player, who must catch the ball. The one who did not catch the ball is out of the game. After that, the players change places: the first one gets up last, the second one first, etc. The game ends when all the players play the role of a leader.

I liked playing this game.
A small board, at one end of which a box is fixed, is placed on a log. Balls according to the number of players are placed in the box.
The guys stand in a semicircle at some distance from the board. The driver kicks the free end of the board with his foot, the balls scatter in different directions. Everyone tries to catch them and put them back in the box. The one who ran last, he becomes the driver.
Or this game: Children are divided into two teams. They stand opposite each other by about 3-5 meters, and begin to throw the ball. The one who did not catch him moves from his team and stands next to the player who threw the ball to him. The team with the most players after a certain amount of time wins.
Children, and adults too, loved to swing on a swing, which was not always safe.
For example, they made such a swing for themselves (the simplest): they put a board on a log, stood on both ends of it and swung. Make yourself such a simple fun under hand even lazy.

Old Russian games

The new is the well-forgotten old, the well-known truth. The undeservedly forgotten old games played by our grandparents can be no less exciting than modern computer strategy and action games. They will give you sports passion, the opportunity to show dexterity and ingenuity in real life, and not on the monitor screen. In addition, you have a tempting prospect of becoming the champion of the yard in towns or grandmas!

Chizh

You will need a siskin and two sticks. Chizh is a short stick with pointed ends. A circle with a diameter of 1 m is drawn on the ground - con, a siskin is placed in the center and a field is determined where the siskin's flight should be directed.

Two are playing. One of the players (the thrower) hits the pointed end of the siskin with a stick, trying to knock it out into the field (you can first throw it up, and then knock it away with the second or third blow). In case of a miss or if the siskin lies too close to the horse (at a distance less than the length of the stick), the thrower can repeat the blow, but after the third miss he changes with the leading roles. The second player - the driver - tries to catch the siskin on the fly or detain him with a stick, and from the place where the siskin falls, throw him back into the game with a blow of the stick. The thrower prevents this, trying to repel the siskin and send it back into the field.

If the siskin gets into the circle or the driver catches him on the fly, the players change roles.

Burners

Participants become pairs, holding hands, one after another - form a column.

Ahead of the column is the driver. At the command of the driver, the last pair separates their hands and runs forward: one on the right, the other on the left side of the column.

The task of the players is to dodge the driver and have time to join hands. If the driver manages to catch one of the players, then he, caught together, becomes the first pair of the column. If the players manage to outwit the driver and join hands, they stand at the head of the column, and the driver starts the game again.

Shtander

The driver is given the ball. Players gather around the driver. The driver throws the ball up and calls out the name of one of the players.

The named player catches the ball on the fly or picks it up from the ground and tries to hit one of the other players running away to the side. Having caught the ball on the fly, the player has the right to shout: "Shtander!" Then all participants should freeze, and the player with the ball can calmly aim and tarnish anyone with the ball.

A ball caught in the air also gives the right to immediately throw the ball up and shout out the name of one of the players.

If the one they tried to tarnish manages to catch the ball thrown at him, he gets the right to tarnish another player with it. The tainted one is out of the game.

The rules of the game allow frozen players, who are aimed at the ball, to crouch, dodge the ball, but they have no right to move.

fish

The game resembles a tag game, but it has an interesting feature. The participants in the game tie a one and a half meter thread with a short stick (fish) at the end to the belt. The task of the players is to catch more fish, that is, cut off more sticks dragging along the ground, stepping on them and keeping their own. The player who loses the fish is out of the game.

The winner is the one who managed to collect the most fish, keeping his own.

Hopscotch game

With the onset of spring, as soon as the snow leaves the asphalt, classics appear in the yards and playgrounds. Recall some variations of this old game.

On the asphalt, we draw a rectangle 1.5 m wide and 2.5 m long with chalk. The rectangle can be drawn in different ways.

The participants in the game determine the order by agreement or by lot. The first player stands in front of the classics and throws a flat round bat into the first rectangle (grade 1) (the bat can be carved from an iron bar, you can use an ordinary candy tin box, etc.). Then he jumps on one leg into the class and kicks the bat into the next class with a kick.

In this way, all classes can be passed. You can add a semicircle or another figure (house, paradise, fire) to the rectangles, in which, according to the condition, you can stand on both feet (for example, house or paradise), or, on the contrary, jump over it without leaving a bat (fire) in it.

If the bat flew to the wrong class or the player stepped on the line, he gives way to the next player. Playing hopscotch, you can add and come up with new rules, ways of jumping, the outlines of the hopscotch themselves.

grandmother

An old Russian game reminiscent of towns. In the old days, grandmothers were made from the hoof joint of a domestic animal, which remains after boiling the jelly. The cue ball - the largest grandmother - was filled with lead from the inside and used in the game as a bat.

Nowadays, bone pasterns can be successfully replaced with small wooden chocks, and for a cue ball, choose a heavier chock. Grandmas are placed on the horse line and knocked out from a distance of 3–5 m.

The players are divided into two teams. Grandmas are placed in front of each team behind the horse line in a certain sequence - at least 10 pieces. Team members strive to knock down the set grandmas with fewer throws.

Each sequence has its own rules: the “fence” is placed along the line of the horse, the “goose” in two rows perpendicular to it. The "fence" can be shot down from either end, but no more than two grandmas in one throw. "Goose" begin to shoot down from the last pair of pasterns from the horse line. If more than two grandmothers are knocked down in one throw or grandmothers are not knocked out in a row, they are put in place. Players take turns throwing the cue ball. The first team to knock out all the grandmas from the horse wins.

Cossack robbers

Once a very popular yard game among children. Before playing, you need to discuss the boundaries in which you can move around, hide - a yard, a quarter, a microdistrict. Then the players are divided into teams, one of which is the Cossacks, and the other is the robbers.

The robbers scatter to hide, and the Cossacks find and mark a place for a dungeon, where they will take the captured robbers. A dungeon can be a bench, a corner of the yard, a sandbox, or just a place under a tree.

The Cossacks will guard the dungeon, so it should not be too big, but not cramped either. If the game takes place in a relatively large area, the robbers should mark their path with infrequent chalk arrow marks on the pavement.

The Cossacks go out to search and catch the robbers. Their task is to find, catch up, tarnish and take the robbers to the dungeon. The Cossack takes the robber to the dungeon, holding his hand or sleeve. A trapped and tainted rogue must not break out according to the rules of the game. But if the Cossack accidentally unclenches his hand, the robber can run away. The robbers can help out their comrades on the way to the dungeon - unexpectedly run up and overpower the Cossack - then the Cossack must release the prisoner, and both robbers run away. The Cossack, in turn, can be the first to tarnish the robber who was trying to free the prisoner. If he succeeds, he will bring two prisoners already.

In addition, robbers can free their comrades from the dungeon. But for this they need, having passed the watchman, to stain the prisoner himself in the dungeon. The watchman at this time can stain the liberators themselves. To catch robbers and guards, prisoners can be divided into pairs or groups - this will complicate the game.

The game ends when all the robbers are caught and are in the dungeon. After that, the Cossacks and the robbers can switch roles.

Townships

To play, you need to prepare bits and ruffles. Ruhi is made from round wooden bars 5 cm in diameter, 15 cm long. The length of the bit is 80 cm, the diameter is 5 cm. For each team, horse lines, half a horse and cities are marked on the ground. Two teams are participating. You can play with a smaller number of participants - 2-3 people.

The task of the players is to knock out the largest number of figures in which the ruffles are stacked from their city with the least number of blows. Each figure consists of five ryuh. There are 15 of them in total. 1 - cannon, 2 - star, 3 - well, 4 - artillery, 5 - machine gun nest, 6 - sentries, 7 - shooting range, 8 - fork, 9 - arrow, 10 - crankshaft, 11 - racket, 12 - cancer, 13 - sickle, 14 - plane, 15 - letter. To begin with, you can use a predetermined number of pieces - 3 or 5 for younger players, 10 for older guys. After training, you can move on to a full set of figures.

In the towns, as a rule, the figures are installed and knocked out in the same sequence in which they are numbered. All figures are set on the front line of the city. Each team receives by lot the right or left city. Each player is given two bats for two throws on pieces.

First, all members of one team throw bits, then another. Ryuha is considered knocked out if it completely flew out of the horse line. If she lay down on the line or rolled back to the suburbs, they continue to beat her out. The blow is not counted if the player steps over the line of the horse or half of the horse. The first blow is always made from the horse. If the player did not miss and knocked out any number of ryuhs from the established figure, he delivers the next blow from half a horse. The next player also starts throwing the bat from the horse, with a successful hit it goes to the half horse. The team that spent the least number of bits on all the pieces gets a point.

There are usually several periods in the game, the players agree on their number in advance. The team with the most points wins

Game Burners

And here is another game of this period in the life of the Russian people, but already from children's folklore - burners. We read about it from S.K. Yakub: “Russian historians of the last century directly connected the burners with the customs of the pagan Slavs. Every year on the longest day of the summer solstice (June 23), the Slavs had a holiday of Yarila (and later Kupala), dedicated to the Sun. By evening, our distant ancestors - the Slavs - converged on the banks of the rivers, lit fires for night games, jumped over the fire and bathed, "to meet the rising luminary in purity." On the same night, the "mind-nodding" of the girls also took place. In our most ancient chronicle - "The Tale of Bygone Years" - this is how it is said about this: "I look like games, dances, and all the demonic games, and that umykovha of my wife." These words refer to an older type of burner where the boy can only catch the girl.

Sandman's game song

During the winter holidays, at festive gatherings, the game song “Dream” was also performed, also associated with calendar holidays, the rules of behavior in which were inherited from ancient pagan times. It can be assumed that the Sandman here is the image of the Sun, which is awakened, lightly, jokingly reproached, waiting for warmth from it:

Children's game Kostroma

In another children's game, "Kostroma", scientists find echoes of an ancient pagan ritual game in honor of Kostroma, who personified the spring-summer deity. Young girls and women made a scarecrow out of straw, dressed it in an elegant sundress, decorated it with flowers, put it in a trough and, imitating a funeral, carried it to the river with songs. There they sang all night, danced round dances, and then Kostroma was undressed and thrown into the river, mourning her death, along with which all summer round dances and festivities ended. The time of summer suffering has come. And in the children's refrain, words about the ancient meaning of the game were preserved: we dressed up Kostroma, saw off the spring and summer. Although the entertainment function is strengthened in it: the outcome of the game is, in essence, traps, because children need to run!

Utena game

Many games symbolically show the warmth and tenderness of family relationships. Such, for example, is “Utena”: She walked through the meadows, She built a nest, She took out Children, She collected Children. Folk tradition creates an image of affectionate, bright: The duckling swam through the blue lakes, Wet her legs, Wet her wings, She fluttered her wings, She fluttered to the shore

BOUNCER.
The playing field (~ 8-10 meters long is outlined on both sides by lines behind which there are bouncers (leaders), their task is to knock the players out of the field with the ball, the ball is served alternately from one bouncer to another, there are many options for players. a) becoming a bouncer “knocked out” or newly arrived players) the players are divided into teams and the knocked out players leave the field until all the players of the team are knocked out, while a “candle” can be caught from the hands of the bouncer, which means either the opportunity to stay in the circle, or the return of one of the knocked out players on the field. c) if the previous options are widely known, then I encountered this only once - in a pioneer camp. There should be quite a lot of players - at least 4-5 in each of the two teams. Each team has one bouncer (B) and the rest of the players (I) on the field are placed as follows:
Each of the teams in turn possesses the ball and knocks out the opponent's players, the knocked-out players from the category of players go into the category of bouncers, that is, they go beyond the boundaries of the field, only the player who caught the “candle” can take possession of someone else's ball (the ball caught from the ground is not considered a “candle”, the player who catches such a ball goes to the dodgeball). The winner is the team in which there are still players left, they also start

next con.

" STEPS"

(Option 1): A circle with a diameter of 1.5-2 meters is drawn, in which all participants are placed, the driver throws the ball as high as possible and runs farther from the circle, one of the players who managed to catch the ball shouts “stop” and assigns the number of steps to the driver (the steps can be very diverse and in different numbers, for example, 2 “giants” and “5 “midgets”), if after completing the designated steps he manages to touch the driver, he himself becomes the driver. I remember only a few steps, but you can dream up yourself: “Giant” - big steps in a jump, “Lilliputians” - a half-foot step, “thread” - from toe to toe, “ducklings” - squat, “umbrellas” - a flip jump , “bunny” - jump-legs together).

“Steps” (Option 2): the circle is divided into sectors - countries, while water pronounces a game phrase (again lost, you have to invent it), the players scatter. The command “Stop!” Sounds, the players freeze, then the water selects the victim (usually the one closest to it) and assigns steps, if you guessed right, it cuts off a piece from the country of the loser, no, he gives up part of his territory (you can cut only standing with your foot ( feet) on your territory, and there how you can reach (the circle should be large enough).

"POTATO" - the ball should be light, preferably a small inflatable one. The players, standing in a circle, throw the ball to each other (they catch or beat it off like in the game “volleyball”), the one who misses or drops the ball becomes a “potato” - squats in a circle and the ball can be hit on it. If the ball after hitting the “potato” falls to the ground, then it is not considered missed and the game is resumed, if the “potato” manages to catch the ball (like a “candle”), then the “potato” becomes the one who lost the ball, and the rest of the players leave the circle. The last of the two remaining players to drop the ball to the ground becomes the first "victim" of the new hand.
“Edible-inedible” - The playing field is drawn in a line, where each line is separated from the other by one step (you can play on a wide ladder), the players stand behind the last line and the driver throws them a ball in turn, naming various objects. If an “edible” word sounds, the player must catch the ball, “inedible” - skip or discard, if the player’s actions correspond to the named word, the player proceeds to the next line (to the next step). The one who first crosses the last line wins and becomes the driver.

“I KNOW 5 NAMES”

- they mint the ball (palm) on the ground, with each hit saying the next word: “I know 5 names of girls (boys, names of flowers, birds, and so on ad infinitum): Masha - one, Tanya - two, Katya - three, “Sonya - four, Ira five”, “I know 5…” If a player makes a mistake or pauses for a long time, the ball goes to another player, when the ball makes a circle and returns to the player, the game for this player resumes from where it left off (as this is done in the “classics”), while it is better to agree in advance in what order the objects will be called. This game is useful even without a ball, at home

"DOG"

- the players stand in a circle and throw the ball to each other, the task of the “dog” is to take possession of the ball, the one who lost the ball becomes the “dog” himself. This is a limited list of ball games, it can be supplemented with classic games of football, basketball, volleyball, pioneer ball - a domestic brainchild for kids (a variant of volleyball where the ball is not beaten off, but caught)

"OCEAN IS SHAKING…"

The water stands with its back to the players, who make all kinds of passes depicting various figures in motion and pronounces the words: “The sea is worried - one, the sea is worried - two, the sea is worried - three, freeze in place”, then turns around, the one who did not have time to freeze or moved first becomes the driver.
““Slower ride ...” - one of the options for “sea figures”, the driver becomes on one side of the playing field, the players are at its other end, the water turns away and says: “Slower ride - you will continue, one, two, three, stop” and turns around, the players who are running to the driver at this moment should freeze, the one who did not have time to stop in time returns to the starting line. The winner, the first to reach the water, becomes water himself. The whole interest lies in the fact that the phrase can be cut off in any way (an element of surprise is introduced), but the last word should still be “stop”, only after it the water can turn around.

"HOUSES"

house circles are drawn on the field, exactly one less than the number of players, water bypasses the houses, collecting players in a chain and takes them away, while telling where it leads them, after the command “go home” everyone rushes back and the player who did not get the house , becomes driving. I don’t remember the words at all, it’s not particularly important, but here’s my hasty version of the beginning of the saying: “the gnomes went for a walk, left their houses: Misha the gnome (for example), Sasha the gnome (etc., listing all the players), they went into the forest, but got lost, walked for a long, long time, (further to taste) ”then an unexpected command“ home ” follows anywhere in the story - it develops attention and reaction.

"RING"

- the players sit on a bench and hold their palms folded in a boat in front of them, the water clamps a ring (you can have a coin) in its “boat” and passes through all the players in turn (you can do it more than once), putting their palms into the palms of the players, imperceptibly shifting the “ring” to one of them ”, Then he says: “Ring-ring, go out on the porch”, the task of the player who received the ring is to get up and go out, while becoming the driver, the task of the rest is to keep him, if they, of course, have time to figure out who got this ring, it’s interesting to play in the composition at least 4-5 people.

“I BORN A GARDENER”,

the driver becomes a gardener, the rest choose the name of the flower to taste and only respond to it. The leader gives a start with the words: “I was born a gardener, I was seriously angry, I was tired of all the flowers except ... (the temporary name of any of the players is called, for example, “rose”), “Rose should immediately respond: “Oh” Gardener: “What with you?" Rose: “In love” Gardener: “With whom?” Rose: “Vtulipa” Tulip: “Oh” ... And then the dialogue continues between him and the rose, etc., among the selected ones there may be a gardener with full rights, I note that he bears the main burden, since the names of flowers are forgotten quickly, and the gardener remember and name most often. The one who made a mistake: responded to someone else's name, did not respond to his own, or made a long pause - forgot the “names” of the flowers, is eliminated and the gardener starts again, etc., until two players remain. As an option, the players do not drop out, but give away “forfeits”, which are subsequently played out (any personal item). Forfeits are played out as follows: one takes out a phantom, the other (turning away) assigns a task to the owner of the phantom, which he must complete in order to get the thing back (sing, tell a rhyme, crow, jump on one leg, etc., depends on fantasy).

"TRAFFIC LIGHT"

the field is limited on 4 sides (moderately, depends on the number of players), it is something like a walking droshky, you cannot run outside of it. So, the driver in the center of the playing field, turning away, assigns a color, those players who have this color on their clothes calmly pass, the rest - the “violators” must run across the “road”, the salted “violator” becomes water.

"PROTEINS-ARROWS"

(someone mistakenly, or maybe correctly, calls this game “Cossack-robbers”) The players are divided into two teams, the “shooters” are given time to hide and then the chase begins, the search is carried out along the tracks-arrows placed by the players-“shooters” cornering, maybe more. As soon as the last “shooter” is found and caught, the teams switch roles.

"LEAPFROG"

- jumping over each other along the chain, "Brook" is also known to everyone and is more suitable for folk dances (IMHO).

“ABOVE FEET FROM THE GROUND”

- the players in a row scatter and attach themselves so that their feet do not touch the ground (sit down, hang on trees, etc.) your location.

“GRANDMA, THE THREADS ARE Tangled” or “Confusion”

The players clasp their hands in a circle and get confused, climbing over each other as soon as possible, while the driver

"BOYARS".

Two teams holding hands go first to meet each other, then back, and so on in turn. And they say: - Boyars, and we came to you, dear, and we came to you - Boyars, why did we come, dear, and why did we come - Boyars, we need a bride, dear, we need a bride - Boyars, and how sweet you are, dear , and how dear to you -Boyars, this is dear to us (they point to one of the players), dear, this is dear to us -Boyars, she is a fool with us, dear, she is a fool with us, -Boyars, and we whip her, ... -Boyars, she's afraid of whips, .. -Boyars, and we'll give gingerbread, ... -Boyars. Her teeth hurt, ... -Boyars, and we'll take him to the doctor, ... -Boyars, she's afraid of the doctor ... -Boyars, don't play the fool give us the bride forever. The “bride” runs up and tries to break the chain from the hands of the opposite team, if it doesn’t break, stays in the team, if it breaks, takes one player and goes to his team.

"PIKE" -

a variant of salts (tags), the salted one clings to the water and together they salute the next one, the last salted player becomes the leader.
“?” (untitled) Another version of this game, but the staggered ones freeze in place, opening their hands, they can be re-enchanted if the driver allows other players to approach them, the last stashed one becomes the leader.

"WATER"

everyone stands in a circle and walks around, leading with closed eyes: “Grandfather Vodyanoy, why are you sitting under water! Look out for a little, for a minute!” After that, the merman gets up and chooses any player at random, touches and tries to guess who it is. If you guessed correctly, then the guessed one becomes “Water”.

"THIRD WHEEL"

- the players stand in a circle in twos (one after another) the driver runs after one of the free players in the outer circle without crossing it, the player can stand in front of one of the pairs and then the one who turns out to be third and stands with his back to the border of the circle will have to run away. The salted one becomes the leader.

"CROCODILE"

two teams, the opposite team guesses a word, some of the players try to portray it in pantomime, the second part - to guess. If they guess, they switch roles.
“ Option 2: “Grandfather Mazay” - the water leaves while the players agree on who they will portray, then they call him with the words: - Grandfather Mazay get out. - Hello, guys, where were you, what were you doing? - Where we were, we will not say, but what we did - we will show. After that, the driver must guess the meaning of their actions.

“They sat on the golden porch…”

The driver spins in place and rotates jump ropes around him near the ground (if long, it is better to fold them in half), saying (for each turn a word): “A king, queen, king, queen, cook, tailor, ... (no further I remember, but it rarely came to that, if you come up with it yourself. So, the players around should jump over the rope, whoever doesn’t have time, he leads and until the next mistake is called the word on which he got tangled in the rope.

"Shackles"

(an abbreviated version of the game "Boyars"), this game differs only in the dialogue of the playing teams: - Shackles. - Bound. - Unwind. - By whom? - My friend. - What? Next, a player is selected who breaks someone else's chain.

"BUTS"

The water knocks out the ball of the players lying on the ground with their legs up, with which they fight off, but only the one who was hit in the soft spot is considered to be knocked out.

“COLD_HOT”

Water hides an object that players must find according to its instructions: cold, colder, warmer, hot, very hot, etc., depending on the temperament of the players. (can be played at home)

"GATES"

A variant of blind man's blind where two people lead with their eyes closed - "guards", between which the rest of the players must pass, those caught change places with the guards.

"MAN-eater",

this game spontaneously arose in our family circle, maybe there is a well-known analogue (new - well-forgotten old). So, water (“cannibal”) sits with its eyes closed and everyone touches it in turn, the one whom it manages to grab by the hand becomes a “cannibal”.

"ELEPHANT"

(fun for schoolchildren) two teams play: the “elephants” stand in a chain, holding each other in a bent state, the riders jump on them and the “elephant” tries to walk with this burden (in my opinion, not a completely harmless game)

"BROKEN PHONE"

Unfortunately, I vaguely remember the rules. The players sit on a bench, the driver whispers a word to the first player, who deliberately quickly passes it on along the chain. The whole point is that it will reach the last player. Then the queue shifts and the last player becomes the first - water.

"GOAT"

or “King”: The players stand in a circle, dance around the Leader (“goat” or “king”) with the words: - The _king_ walked through the forest, through the forest, through the forest, Found himself a princess, princess, princess, (the goat from the round dance chooses the princess ) Let's jump, jump, jump with you, (everyone performs the indicated actions) And we jump with our legs, we jump, we jump, And we stomp our legs, we stomp, we stomp, And we clap our hands, we clap, we clap, We shake our heads, and we start again ... (to choose a princess better with eyes closed

"SECRETS" (loved by girls) - a hole comes off in the ground, a candy wrapper (preferably shiny) is placed on the bottom, something like a herbarium is placed on it and it is all covered with a piece of glass, then it is covered with earth. Then, in secret, the girls show their treasures to each other.

Frogs and heron.

The boundaries of the swamp (rectangle, square or circle) where frogs live are marked with cubes with a side of 20 cm, between which ropes are stretched. At the ends of the ropes are sandbags. Aside is a heron's nest. Frogs jump, frolic in the swamp. The heron (leader) stands in its nest. At the signal of the teacher, she, raising her legs high, goes to the swamp, steps over the rope and catches the frogs. The frogs escape from the heron, they jump out of the swamp. Caught frogs, the heron takes to his house. (They stay there until they choose a new heron.) If all the frogs manage to jump out of the swamp, and the heron does not catch anyone, she returns to her house alone. After 2-3 repetitions of the game, a new heron is selected. Directions. The ropes are laid out on the cubes so that they can easily fall if they are hit while jumping. The fallen rope is put back in place. The players (frogs) should be evenly spaced in the swamp. Frogs can only jump over ropes.

Wolf in the ditch.

A moat is marked across the site by two parallel lines at a distance of about 100 cm from one another. There is a driver in it - a wolf. The rest of the players are goats. They live in the house (stand behind the line along the border of the hall). On the opposite side of the hall, a line separates the field. According to the teacher, "Goats, in the field, the wolf in the ditch!" children run from the house into the field and jump over the ditch along the road. The wolf runs in the moat, trying to overpower the jumping goats. Salted steps aside. The teacher says: “Goats, go home!” The goats run home, jumping over the ditch along the way. After 2-3 runs, another leader is selected or assigned.

Directions. A goat is considered caught if the wolf touched it at the moment when it jumped over the ditch, or if it hit the ditch with its foot.

Run and jump.

Several children stand in a line, At a distance of 10 m from them, a strip 30 - 40 cm wide is drawn. At the signal of the teacher, the children quickly run forward. The winner is the one who first, exactly stepping on the strip, jumps forward and up.

Directions : jump only up from the strip, pushing with one foot.

Encourage children to push off vigorously and land softly

Jumpers - sparrows (Do not get caught).

A circle is drawn. Diameter 4-6 m. The leader is chosen - a big bird. He stands in the middle of the circle. All the other playing sparrows, they stand outside the circle. Sparrows jump on two legs, then jumping into a circle to peck grains, then jumping out of it. A large bird flies in a circle, does not allow sparrows to collect grains, pecks them (touches them with a hand). Sparrows try to stay in the circle as much as possible, dodge the catcher.

Directions. The teacher makes sure that the players do not stand still, but

bounced.

Who is faster on the track.

From sticks, cones, pebbles lay out 4-5 narrow paths (width 20 cm, length 4 m). 4-5 children stand at the beginning of the path and, on a signal, jump on two legs to the end, where cubes lie or sticks are stuck in the ground.

Directions: jump on two legs along the path without going beyond it.

Complication: perform jumps on one leg; jump over 4-5 low objects (cubes, pebbles) put on each track; perform jumps sideways, from foot to foot.

Jumpers.

Three sticks are placed on the ground. Three children stand so that the sticks are between their legs. To the lyrics of the song, children jump in turn over the sticks, now crossing, then spreading their legs, touching the stick. For every quatrain another child jumps,

“A little white bunny sits and moves its ears,

Like this, like this, and wiggles his ears.

It’s cold for a bunny to sit, you need to warm up your paws.

Clap-clap, clap-clap

You need to warm up your paws.

It's cold for a bunny to stand

Bunny needs to jump.

Jump-jump, jump-jump,

Bunny needs to jump."

Directions : jump without touching or moving the sticks; observe the rhythm of jumps, start and end jumps in accordance with the beginning and end of poetry reading.

Complication: while jumping, perform claps in front of you, above your head, behind your back.

Frogs in the swamp.

It draws a large rectangle on the ground, on both sides - the coast, on them at a distance of 50-60 cm from each other there are bumps (small tubercles, painted circles), to the side there is a crane in the nest. The frogs are located on the bumps and say:

"Here from the hatched rotten

The frogs splashed into the water.

They began to croak from the water:

Kwa-ke-kekwa-ke-ke

It will rain on the river.

With the end of the words, the crane catches the frogs, and they jump into the water, where they cannot be caught. As soon as the crane moves away, the frogs jump onto the bump. Caught frogs go to the cranes' nest. After the crane has caught several frogs, a new crane is selected from those who have never been caught.

Directions : jump from a hummock into a swamp in one jump, landing softly on both feet, you can catch frogs on a hummock or outside the swamp.

Complication : enter the second crane; increase the distance from the bumps to the swamp

Put down the stones.

On one side of the playground, children do

small holes (or outline circles) and stand, on the contrary, in a line at a distance of 4-5 m. There are 5-6 pebbles near each. On a signal, the children take one pebble at a time, jump on two legs to their hole or mug, put a pebble and run back. Jump with the next pebble. The one who completes the task first wins.

Directions : put a pebble in a hole or circle; if it popped out, one must go back and put it down again; jump all the way to the hole; do not start running until the pebble is in the hole.

Complication: jump to the hole on one leg; jump to the hole sideways.

Jumpers.

On the ground at a distance of 50-60 cm from one another

draw lines. Children one after another jump over the lines on two legs in different ways: straight, sideways right and left, between lope in place.

Directions : jump in the indicated way, pushing off with two legs at the same time; coordinate the force of the push with the obstacle (closer, farther).

Complication : change the distance between the lines, developing in children the ability to perform shorter or longer jumps.

Horses.

Horses are standing in the stable, and grooms with reins are sitting on benches not far from them. The senior groom - educator comes up to a plank suspended on a tree and beats off about 15-18 strokes. During this time, the grooms quickly lead the horses out, harness them and line up one after another. At the signal "Let's go" they gallop. At the signal “the horses are scared,” they scatter in different directions. Grooms catch and take the horses to the stable. Children switch roles, the game is repeated.

Directions: have time to line up while blows are heard; correctly, rhythmically perform a gallop; You can catch any horse; the horse must not run away from the stable.

Complication: Each groom makes himself a "troika".

Leg target.

In front of a bench or a log 30 cm high, they lay out cords or draw a circle with a diameter of 30 cm. Children stand on a raised platform, jump into circles at a signal and immediately jump out of them.

Directions: jump off gently, do not squat strongly; quickly make the next jump; hitting the cool, out of the game.

Complication: jumping into a circle, perform a jump up in it.

Jump - turn around!

Children, standing freely, perform three jumps in place in a hoop (diameter 1 m), on the fourth, high jump, they try to pull their knees of bent legs to their chest at the top of the take-off, wrap their arms around them, then quickly straighten their legs, and land softly.

Complication: instead of bending your legs, do a 360 turn. Penguins with a ball. Children stand in 4-5 links. Opposite each link (at a distance of 4-5 m) the landmark is a high cube. The first in the links receive the balls. Clutching them between their knees, they jump to the object, take the ball and, having run around the landmark, each returns to his link, and pass the ball to the next.

"BIRDS AND A CAGE"

Children are divided into two subgroups. One forms a circle in the center of the playground (children walk in a circle holding hands) - this is a “cage”, the other subgroup is “birds”. The teacher says: “Open the cage!” Children forming a cage raise their hands. "Birds" run into the "cage" and immediately run out of it. The teacher says: “Close the cage!” Children put their hands up. "Birds" remaining in the "cage" are considered to be caught. They stand in a circle. The "cage" increases, and the game continues until 1-3 "birds" remain. Then the children switch roles.

"NORTH AND SOUTH WIND"

Choose two leaders. A blue ribbon is tied on one hand - this is the “north wind”, the other is red - this is the “south wind”. The rest of the children run around the playground. "Northern Wind" is trying to "freeze" as many children as possible - they will touch them with their hands. Frozen take any position (arms to the sides, up, on the belt, standing on one leg, etc.). The "South Wind" seeks to "unfreeze" the children, also touching the hand and exclaiming: "Free!" After 2-3 minutes, new drivers are appointed, and the game resumes.

"TRAPS ON ONE LEG"

The game is played according to the principle of "Traps", only a new rule is introduced - you cannot catch someone who managed to stand on one leg and wrapped his arms around his knee.

"TRAPS IN PAIRS"

Choose a driver. At the signal of the teacher, the children scatter. The driver catches by touching the escaping with his hand. The one who is caught becomes paired with the driver. They join hands and catch other children. Caught also form a pair and participate in fishing. The game ends when all the children have been caught. The last child caught becomes the leader.

"TRAPS - RACES"

A group of children stand on one side of the playground beyond the line. A line is also drawn on the opposite side of the site. In the middle, between two lines, there is a trap. After the words "Raz. Two, three - catch! the children run across to the other side of the playground, and the trap tries to catch them. The one he touches before the runner crosses the line is considered to be caught and steps aside. After 2-3 runs, the caught ones are counted and a new trap is selected.

"FEET FROM THE GROUND!"

The game is played in the same way, but with the condition that you cannot catch those children who managed to stand on some kind of towering object (log, board)

"STOP"

The players stand in a circle. The driver with a small ball goes to the middle of the circle. He tosses the ball up (or hits it hard on the ground) and says someone's name. The child who was named runs after the ball, the rest scatter. As soon as the child catches the ball, he says loudly: “Stop!”, All players must stop and stand motionless where the signal caught them. The driver tries to hit a player with the ball. The one at whom the ball is thrown can dodge, squat, but not move. If the driver misses, he runs after the ball, and everyone scatters again. If the driver hit someone with the ball, he takes the place of the driver, and the game continues.

"FIGHT OF COCKS"

The players try to unbalance each other by jumping on one leg and pushing the opponent with their right or left shoulder. The one who touches the ground with the other foot loses. Children keep their hands on their belts or crosswise in front of their chests; you can hold on to the toe of the bent leg with one hand. Hand pushing is not allowed. The winner is the one who lasts the longest, jumping on one leg.

"KARASI AND PIKE"

One child is chosen as a “pike”. The rest of the players are divided into two subgroups: one of them forms a circle - these are “pebbles”, the other is “carp”, which swim inside the circle. "Pike" is outside the circle. At the signal of the teacher "Pike!" the child depicting her runs into the circle and tries to catch the "carp". "Karasi" hide behind "pebbles" - they squat behind one of the players standing in a circle. "Pike" catches those players who did not have time to hide, and takes them out of the circle. After 2-3 repetitions, the number of caught players is counted. Choose a new "Pike". Children standing in a circle and inside it change places, and the game continues.

"FOX IN THE CHICKEN COOP"

Gymnastic benches are placed in a square - this is a "perch". On the benches are children - "hens". A "fox" runs inside the square ("chicken coop"). “Chickens” either jump off the “perch” and run around the “chicken coop”, then climb onto the benches. The "fox" tries to catch (touch with his hand) the "chicken", which touches the ground with at least one foot. After the driver catches 3-5 "hens", a new "fox" is appointed from among the most dexterous. The game is repeated 4-5 times

"DO NOT STAY ON THE GROUND"

The game is played in that part of the site where the gymnastic wall, benches, stairs, and other objects up to 30 cm high are located. A driver is chosen - a trap. A colored ribbon is tied around his arm. Children are placed on shells. At the first blow to the tambourine, they jump off and begin to run around the site, observing the rhythm that the teacher sets. The trap takes part in the general movement. At the signal of the teacher "Catch!" all the children again climb the placed objects. The trap catches those who did not have time to stand on the dais. Those caught move aside, and after 2-3 repetitions they are counted. A new trap is chosen and the game continues.

"TWO AND THREE"

Children walk or run in all directions. At the teacher's signal "Two!" they pair up with any nearby player, join hands and run to a predetermined place (flag), where they form a column in the order in which they run up. If the teacher says “Three!”, Then the children form threes and then run to the place of construction.

Game variant. Children should line up in front of the teacher (facing him), no matter where he is on the site. To make the game more difficult and interesting, the teacher, before giving a signal to build, says: “Stop!” The children stop and close their eyes. The teacher moves to another place and gives a signal (“Two!” Or “Three!”) - the children open their eyes, form pairs or triples and run to line up

"RIVER AND DITCH"

Children are built in the middle of the playground in a column one at a time. To the right of the column is a "ditch", to the left - a "river". You need to “swim across” through the “river” - go, imitating the movements of a swimmer with your hands, jump over the “moat”. At the signal of the educator "Ditch - on the right!" children turn to the right and jump forward. The one who jumped in the other direction is considered to have fallen into the river, and he is helped to get out by giving a hand. Then everyone returns to the initial formation.

At the signal "River - on the left!" children turn to the left and "sail to the other side." The one who made a mistake and got into the "moat" returns to his comrades.

RELAY GAME "FUN COMPETITIONS"

Children stand behind the line in three columns with an interval of 2-3 steps between them. Each column has the same number of players. In front of the columns there are "paths" of two parallel lines three meters long (the distance between the lines is 20-25 cm). Further, the "paths" cross two perpendicular lines with a distance of 70-80 cm between them - "grooves", and even further, at a short distance from the "grooves", there are hoops. At the signal of the teacher, the children standing in front of the columns run along the “paths”, jump over the “grooves”, run up to the hoops, take them, put them on themselves and lower them to the ground. After that, they quickly return to the end of their column. The one who comes running first is given a flag or other badge. The column with more flags is considered the winner.

Another variant. The first participants who completed the task, returning, touch the second players with their hands and stand in the horses of the column. The second players run as soon as they are touched. The team that completes the task faster wins..

Proteins, nuts, cones

Number of players: any
Extras: no
All the guys stand up, holding hands, three people each, forming a squirrel's nest. Between themselves, they agree who will be a squirrel, who will be a nut, who will be a bump. The driver is alone, he has no nest.
There is also a presenter in this game who pronounces the words: squirrels, cones, nuts. If he said squirrels, then all squirrels leave their nests and run to others. At this time, the driver takes a free place in any nest, becoming a squirrel. The one who did not have enough space in the nests becomes the leader.
If the host says: nuts, then the nuts change places and the driver, who has taken a place in the nest, becomes a nut.

Hot potato

Number of players: at least three
Optional: ball
Children stand in a circle and throw the ball to each other, as if it were a hot potato. Players must toss the ball quickly so as not to get burned.

Hare without a den

Number of players: any
Extras: no
The participants of the game stand in pairs facing each other, raising their clasped hands up. This is a hare's lair. Two drivers are selected - a hare and a hunter. The hare must run away from the hunter, while he can hide in the lair, i.e. stand between the players. The one to whom he stood with his back becomes a hare and runs away from the hunter.
If the hunter taunts the hare, then they change roles.

Clown

Number of players: any
Optional: matchboxes
To conduct this game, you need to split into 2-3 teams and prepare 2-3 boxes of matches. More precisely, not the whole box is needed, but only its upper part. The inner, retractable part, together with the matches, can be set aside.

Fight for the ball

Number of players: any
Optional: ball
Team captains stand in circles. The rest of the team members are divided into attackers and interceptors. The leader plays the ball between the players of opposite teams.
When throwing the ball to your players, you need to bring the ball closer to the captain and throw it to him so that he catches it on the fly.
Game up to 5 points.

moving target

Number of players: any
Optional: ball
Children form a large circle, located 2 - 3 steps apart. You can draw a line in front of their socks. The driver stands out, who goes to the middle of the circle.
On a signal, the children begin to throw the ball to each other in order to choose the moment and hit the driver with it. The driver, running in a circle, dodges the ball. The one who hit the driver with the ball goes to his place.

labyrinth

Number of players: at least 11 people
Extras: no
A labyrinth is a kind of tag. Two people - drivers - a cat and a mouse. Participants stand in an orderly manner with their arms apart, facing the same direction (forming corridors). At the command of the host (either clap or whistle), all participants turn back. The cat and mouse are allowed to run only along the corridors.
If the cat caught the mouse, then they change roles, or with someone standing in the maze.

Pair fishing

Number of players: any
Extras: no
The driver is on the sidelines, the rest are placed arbitrarily on a limited area (15x20 m). On a signal, the driver begins to catch the guys, and they try to run away from him. Catching someone, he takes him by the hand, and the two of them begin to catch others, surrounding them with their free hands. The victim moves away. When the second one is caught, they form a new pair and start catching on their own. Thus, the number of pairs is increasing all the time.
The game ends when everyone has been caught.

Dragnet

Number of players: any
Extras: no
Two teams are playing. One team, holding hands, forms a "nonsense" and catches "fish" freely moving around the area. Captured players are out of the game. After a while, the teams switch roles.
The team that catches the most fish wins. A "fish" is considered caught if the fishermen manage to form a circle around it. The game is repeated several times.

enchanted castle

Number of players: any
Optional: eye patches
The players are divided into two teams. The first must disenchant the castle, and the second team must prevent them from doing so. The castle can be a tree or a wall. Near the castle are the main gate - two guys from the second team are blindfolded. In general, all players on this team must be blindfolded. They randomly, as they want, are located on the playground.
The players who must cast the spell at the command of the leader begin to silently move towards the main gate. Their task is to quietly reach the gate, go through it and touch the castle. In this case, the game is considered over.

heel toe

Number of players: 12-20 people
Extras: no
Two circles are formed: external and internal with the same number of players. One person from the inner circle and one from the outer form a couple (each must remember his partner). At the command of the leader, the outer circle begins to run clockwise, and the inner one against. The host will give commands that each pair must complete, and very quickly. The pair that turns out to be the last one leaves the game. For example, if the leader shouts out: back to back!, It means that the pairs must connect with these particular parts of the body. The last pair to do so is out of the game. The pair that reaches the end wins.

Ali Baba - mobile

Number of players: any
Extras: no
The players are divided into two teams and stand, holding hands, facing the opposing team, at a distance of 5-7 meters. One of the teams starts the game with the words:
- Ali Baba!
The second team responds in unison:
- What is the servant about
The first command says again:
- Fifth, tenth, Sasha us here!.

Two Frosts

Number of players: any
Extras: no
In front of the children are two drivers, two Frosts.
- We are remote Frosts, young brothers:
I am Frost Red Nose,
I'm Frost Blue Nose.
Which of you will decide on the path - the path will start?
Children answer:
- We are not afraid of threats and Frost is not afraid of us.
After that, the children must run to the other side and not get caught by Frost.

hold the ball

Number of players: any
Optional: balloons
Children are divided into pairs. For each pair, a circle with a diameter of 1m is drawn. Players stand in this circle, they are given a balloon. They must, without leaving the circle, blow on the ball so that it rises and falls above them,
and over the boundaries of their circle. You can not "correct" the trajectory of the flight of the ball with your hands. The pair that can last the longest wins.

Move stealthily

Number of players: any
Extras: no
The game is played in the forest.
The leader sets the task for the players: to move behind him secretly, being at a distance of 30-40 m. When the players take their places at the indicated distance, the leader goes forward, but from time to time stops, turns around and tries to notice one of the players. Seen and called correctly by the last name is attached to it.
This is done until there is one unnoticed left, he will be the winner (provided that he kept the specified distance).