Antique children's games. Ancient folk games for children. Modern versions of pebble games


In the 21st century, children quietly disappeared from the courtyards of big cities - now they play computer games or spend time well-mannered in specially organized children's clubs. Along with the children, the culture of yard games and yard socialization (with all its features) disappeared.

"Rubber bands"

How to play. The main attribute of this game for girls is the elastic band. The ideal number of players is 3–4 people. Each participant performs jumping figures and combinations at different heights: from ankle level (the “first” jumpers) to neck level (the “sixth” jump). Jumping through a rubber band stretched at hip level had the mysterious name “pozhepe”. As soon as the jumper makes a mistake, another participant takes her place, and the girl who made the mistake puts on an elastic band. If there are four players, the pairs switch places when both players from one pair alternately make mistakes.

What develops : vestibular apparatus, coordination, attentiveness. Teaches you to train, win, lose with dignity, jump the highest and be friends with girls, even if at the moment they are rivals.

"Hopscotch"

How to play . Requires crayons, an asphalt pad and a pebble (or washer). You draw small cells with numbers in a certain sequence, and you can jump even alone. The main thing is to hit the cage with a stone, jump to it on one or two legs and return back the same way. The luckiest player is the one who manages to go all the way from one to ten. There can be any number of hopscotch players.

What develops : agility, accuracy, ability to concentrate and knowledge of numbers, if the players are very young.

"Boyars"

How to play . Participants in this ancient Russian folk game are divided into two equal teams and stand opposite each other in ranks, holding hands, at a distance of 10–15 m. The teams move towards each other, pronouncing in turn a long chant: “Boyars, we have come to you, dear ones.” , and we came to you...” The dialogue ends with the words: “Boyars, open the gates, give us the bride forever.” The one who is chosen as the bride must then run away and break through the enemy’s chain. If the attempt is successful, the player returns to his team; if not, he remains in another. The losing team starts the next round. The goal of the game is to gather as many participants as possible into a team.

What develops : the ability to be in a team and win in a “one against all” situation.

How to play . The driver’s task is to stand with his back to the participants at the finish line (the greater the distance between the driver and the participants, the better) and say loudly: “The slower you go, the further you go, stop.” While the driver is talking (and he can do this at any pace), the participants try to run as far as possible towards the finish line. As soon as the driver falls silent, you need to freeze in place. Anyone who did not have time to stop or made an accidental movement is eliminated from the game. The winner is the one who gets to the finish line first and touches the driver.

What develops : coordination, ability to run quickly and react to changing circumstances.

"Wizards"

How to play . Participants run away from the driver (this game is a type of tag). The driver catches up with the player and touches him - he gets dirty. The one who is saluted spreads his arms, and any other participant can run up, touch him and “help him out.” The driver’s task is not to move far from the person who has been oiled and not to let anyone get a step closer to him. The summer version of the sorcerers is to run around with “sprinklers” and pour water on each other from holey bottles. Usually, five minutes after the start of the game, everyone is wet, but very cheerful.

What develops : the ability to run quickly, think quickly and enjoy life to the fullest.

"The sea is agitated once"

How to play . The presenter turns away from the players and says a little rhyme:
The sea is agitated once
The sea is worried two
The sea is worried three,
Marine figure, freeze in place!
While he speaks, the participants move chaotically in any order, depicting the movements of waves with their hands. As soon as the driver falls silent, you need to freeze in some figure. The driver approaches one of the players and touches him. The player depicts his figure in motion, and the driver guesses what it is. The player whose figure was not guessed becomes the driver himself.

What develops : imagination, spontaneity and artistry.

"Cossacks-robbers"

How to play . The players are divided into two teams - “Cossacks” and “robbers”. They agree on what territory they will play on. This could be a yard, an entrance, a street, several courtyards. The "robbers" guess a secret word. The “Cossacks” move to the side so as not to see the “robbers”. The “robbers” run away, marking the direction of their movement with arrows on the asphalt (walls of houses, curbs, trees, etc.). They begin to run in a group, and then scatter in all directions, trying to confuse the “Cossacks” with arrows. The task of the “Cossacks” is to find the “robbers” using the arrows. The “Cossack” brings each “robber” to the “prison” and guards him, trying to find out the secret word, for example, using nettle torture. The “Cossacks” win as soon as they find out the secret word or find all the “robbers”.

What develops : basic skills of scouts, the ability to navigate the terrain and not give up “our own.”

"12 sticks"

How to play . The game is reminiscent of classic hide and seek. 12 small sticks are placed on a “lever” (for example, on a board and a pebble placed under it) so that stepping on the lever can scatter the sticks. The driver’s task is to collect the sticks, place them on the lever, and pronounce eyes closed count and go in search of hidden players. As soon as the driver discovers the player, he runs to the “lever” and breaks the sticks, calling the name of the one found. The player becomes the driver. If the one found manages to get ahead of the driver and reach the sticks first, the driver does not change.

What develops : the ability to competently hide and quickly run when necessary.

"Dodgeball"

How to play . “Bouncers” - two players - stand on both sides of the court. The remaining players are in the center. The task of the “bouncers” is to throw the ball to each other and hit any of the “central” players. The players' task is to dodge the flying ball. The one who is hit leaves the game. Other participants can “save” the eliminated player by catching the ball in the air (the main condition is not from the ground, otherwise you will also be thrown out). When there is only one participant left in the team of “central” players, he must dodge the ball as many times as he is old. If he manages to do this, all those who dropped out return to their original places.

What develops : the ability to dodge fast-flying objects, think about your neighbor and endure pain.

"I know 5 names"

How to play . The first player takes the ball in his hands, says: “I know one girl’s name,” hits the ball on the ground with one hand and says the name. Then he continues with different variations: “I know one boy’s name,” “I know one color,” “I know one animal,” “I know one city.” When all the combinations have been used, the player recites the same counting rhymes, only on the count of two: “I know two girl names” - and then in a circle. The game continues until ten. If, while hitting the ball, the player did not have time to say his name or hit the ball, the turn passes to another participant. When the ball, having passed through all the participants, returns to the first player, he continues to play from the phrase on which he made a mistake. The winner is the one who first gets to ten in this speech.

What develops : multitasking, erudition, ability to correct your mistakes and move on.

"Edible-inedible"

How to play . All players sit or stand in a row. The driver throws the ball to one of the participants and at the same time names an object. If the item is "edible", the player catches the ball. If not, he repels. The driver’s task is to confuse the player, for example, in the chain “apple-melon-carrots-potatoes” he suddenly says “iron”. If the player makes a mistake and “eats” the “inedible”, then he himself becomes the driver. The faster the driver throws the ball and names objects, the more exciting and interesting it is to play.

What develops : sense of humor, ability to listen carefully and react quickly.

"Knives"

How to play . Players mark a circle on the ground. Then, one by one, they try to get into the enemy’s outlined territory with a knife and thus win back as much as possible from him. more land. The knife can be thrown from the shoulder, with a flip, from the nose and even from the head. There are many versions of the game “knifes” under different names: “earth”, “cities”, “benches”, “grandparents”, “tanks”, “ships”, “football”, “ sea ​​battle" The knife can be stuck into the ground, sand and even a wooden bench.

What develops : ability to handle edged weapons, attentiveness and caution.

"Ring-ring"

How to play . Players sit in a row and cup their hands. The driver holds a small object in his fist or folded palms, for example a coin, button, ring. He goes around each player in turn, putting his own into his “boat” and saying the rhyme: “I wear and wear a ring and give it to someone.” The driver’s task is to discreetly place a “ring” on one of the players and say “Ring, ring, go out onto the porch!” After this, the player who got the item jumps up and tries to run away. The task of the other participants is to detain the escaping person.

What develops : the ability to monitor the manipulations of others, to act quickly and decisively.

"Are you going to the ball?"

How to play . The driver says the rhyme:
Don't say yes or no
don't call it black and white
Will you go to the ball?

Its job is to confuse the player. After the counting, the driver asks the player a variety of clarifying questions: what will he wear, what will he ride on, what color will the dress or trousers be, what is the name of the groom, etc. The player's task is to answer the questions without using the words “yes”, “no”, “black”, “white”. The most interesting thing is to mix simple and complex questions, change the pace of speech and intonation.

What develops : the ability to think outside the box, monitor one’s own speech, maintain attention and quickly find a way out of the current situation.

"I was born a gardener"

How to play . Each player chooses a name for himself - the name of the flower and tells it to the “gardener”-driver and other players. The driver says a little rhyme: “I was born a gardener, I’m seriously angry, I’m tired of all the flowers, except...” And calls the “name” (name of the flower) of one of the players. A dialogue takes place between the driver and the player. The player pronounces the name of one flower from those on the team. The participant whose name was announced must respond. The dialogue continues. The one who made a mistake: for example, did not respond to his name, confused the name of the flowers, gives away a forfeit (any of his things). At the end of the game, forfeits are played out. The “gardener” turns away, they take out the thing and ask the driver: “What should this player do?” The “gardener” assigns a task (jump on one leg, squat, sing, recite a poem, etc.) - the player “works off” the forfeit and takes his item.

What develops : memory, attention, courage and willingness to be responsible for one’s actions.

"Kiss meow"

How to play . The driver and one of the players stand in front of the other participants: the driver with his face, the player with his back. The driver points to one of the participants and asks: “Kitty?” If the player with his back turned responds “Shoot,” the driver continues to choose. As soon as the player says “meow,” the driver asks him: “What color?” The player chooses a color and turns to face the other participants. Depending on the chosen color, the player and the team member complete the task. The player has no right to refuse the task. White is the scariest color. The two should retire in the entrance. What they do there - history is always silent. Green - three questions to which the player can only answer “yes”. Usually the questions are tricky like: “Do you love him?” Red - kiss on the lips. Pink - the same thing, but on the cheek. Yellow - three questions in private. When choosing orange color you need to walk hand in hand, preferably past adults. Blue - kiss the hand. Purple—commit a bad deed. For example, stepping on your foot, pulling your hair, or taking away your jewelry.

What develops : the ability to communicate with the opposite sex, control your impulses and find socially acceptable forms for your desires.

Russian folk outdoor games in kindergarten

"Empty place"
Children of all ages play “Empty Place” (independently), from 6 to 40 people.
Description. The players, except the driver, stand in a circle, the driver behind the circle. Everyone puts their hands behind their backs or simply lowers them down. The driver walks around the circle and touches someone, touching their back or arms. This means that he challenges this player to a competition. Having touched, the driver runs in any direction behind the circle, and the called one runs in reverse side round. Having met, they either simply walk around each other or greet each other (by crouching, bowing, etc.) and continue to run faster in a circle to take the vacant seat. Whoever takes it stays there, and the one left without a place becomes the driver.
Rules.
The driver has no right to hit the person being called. He can only touch it.
The driver can immediately start running in one direction or the other. The summoned one watches him and, as soon as he sees in what direction he is running, he rushes in the opposite direction in a circle.
When meeting, they perform different tasks (by agreement). Whoever fails to comply becomes the driver.

"Third wheel"
Number of participants - from 8 to 40 people.
Description. The players stand in pairs in a circle, facing the center so that one of the pair is in front and the other is behind it. The distance between pairs is 1-2 m. Two drivers take a place behind the circle. One of them runs away, and the other catches him. Fleeing from pursuit, the runner can stand in front of any pair. Then the person standing behind turns out to be the “third wheel”. He must run away from the second driver. If the one catching up catches (touches, touches) the one running away, then they change roles. Thus, the drivers change all the time.
This game, well-known and beloved by young people, becomes even more interesting if it is supplemented with the following: when the runner gets in front of any pair, the “third wheel” who is behind does not flee from the one who is catching up, but begins to pursue him.
Varieties of the game:
- the players stand in pairs facing each other and join hands. The person running away, saving himself, stands under the arms of someone with his back to him. Whoever turns his back is the “third wheel” who must run away;
- the game is played to music. The players walk in pairs, holding hands, and placing their free hands on their belts. A person running away, escaping persecution, can take one of the walkers by the arm at any moment. Then the person standing on the other side of the couple becomes the runner.
Rule. One who is escaping from pursuit must not be disturbed.

"Golden Gate"
In countless varieties and variants, this game exists among almost all nations. Among Russians, the following varieties are most common.
6-20 people play, most often preschoolers, primary schoolchildren, and sometimes teenagers, young men, and young people.
Description. They choose two stronger players. They step aside a little and agree which of them will be the “sun” and which will be the “moon” (“month”). Those who have chosen the roles of the moon and the sun stand facing each other, take hands and raise them, as if forming a gate. The rest of the players join hands and walk in a line through the “gate”. Often, the participants’ favorite songs are sung. When the last of those walking passes through the “gate”, it “closes”: the raised hands are lowered, and the Last one finds himself between them. The detainee is asked quietly which side he would like to be on: behind the “moon” or “sun”. He chooses and stands behind the corresponding player. The rest again go through the “gate”, and again the last one falls into the “moon” or “sun” group. When everyone is distributed, the groups perform a tug-of-war, holding hands or using a rope, stick, etc.
A variation of this game (which has become more widespread in recent decades than the one described above) is that those walking through the “gate” do not sing, but the players representing the “gate” say in a recitative:
The Golden Gate does not always let you through: The first time is forgiven, The second time is forbidden, And the third time we will not let you through!
The “gate” closes at the last word and “catch” the one who is in it. In order not to be caught, those walking involuntarily speed up their pace, sometimes start running, and those catching, in turn, change the speed of the recitative. The game becomes more active and fun. It also ends with a tug.
Another variation is that there are two “gates”. The players portraying them recite the rhyme simultaneously (in tune). Those caught do not choose where to stand, but are immediately included in the team of the “gate” that caught them. The gates represent a competition to see who can catch the most players. The competition ends with a tug-of-war.
Rules.
A player who must pass through a "gate" must not stop in front of it (for fear that it will close). Anyone who stops is considered caught.
Those walking or running cannot separate their hands; they must hold hands with at least one player. Anyone who runs without holding hands with anyone is considered caught.
You can only give up (“close the gate”) on the last word of the recitative.

Hitting the rope
To play, you need a rope closed in a circle. Players grab the rope from the outside with both hands. One driver is selected, who should be in the center of the circle formed by the rope. The purpose of the driver is to add salt, i.e. hit the hand of one of the players located on the outside of the circle. Those who are on the outside of the circle can only release one hand from the rope during the leader’s attack. If the player releases two hands from the rope or the driver hits one of them, then it is he who stands in the circle and the game continues.

Big ball
A game in which you need to form a circle. Children join hands, and one driver is selected, who stands in the center of the circle and there is a large ball near his feet. The task of the player in the center is to kick the ball and push it out of the circle. The player who misses the ball goes outside the circle, and the one who hits takes his place. At the same time, everyone turns their back to the center of the circle and tries not to let the ball pass into the center of the circle. An important condition is that the ball cannot be picked up during the entire game.

Ball in the hole
A game with many varieties. To play, a shallow hole is dug in the ground and a ball is placed in it. All players must have straight sticks about a meter long. The performer is chosen by lot - the player who will guard the ball. All other players move beyond the conventional line, at a certain distance from the hole, and begin to throw sticks in the established order, trying to hit the ball. For everyone who throws it past, the sticks remain in place.
If no one hits, then the performer rolls the ball with his stick towards the side closest to him, trying to hit it. If he succeeds, he runs behind the starting line for throwing, also called the house. The performer becomes the one whose stick the ball hits. If during the game someone manages to knock the ball out of the hole, at the same moment, those players whose sticks are in the field run to pick them up, and the performer must put the ball in its place. This gives players the opportunity to make an extra throw. When throwing sticks, the performer is recommended to be slightly away from the ball to avoid the stick hitting it.

Bunnies
The game is played in an open space. One hunter is chosen from all the players, all the others pretend to be hares, trying to jump on two legs. The hunter's task is to catch the slowest hare by hitting him with his hand. But there is one important condition in the game: the hunter does not have the right to catch a hare if it is on a “tree”. In the context of this game, a tree will be any sliver or stump. This condition makes life very difficult for the hunter, which often makes him angry during the game. However, as soon as he manages to kill one of the hares, he immediately becomes a hunter, taking on the unenviable responsibility of catching hares.

Jumping with tied feet
All participants have their feet tied with a thick, wide rope or scarf. After which everyone stands near the starting line and, at a signal, begins to jump towards the finish line. The winner is the one who covered the distance the fastest. The distance should not be too large, since jumping with tied legs is quite difficult.

No salt salt
For this game, two drivers are selected, who sit on the ground opposite each other, so that the soles of their feet touch each other. The drivers are blindfolded with a thick cloth bandage. The hands of the drivers are behind their backs. Everyone else is a player on the field. The field players, approaching the drivers one by one from one side, shout “No salt” and freely jump over their legs. On the way back, you need to shout “Salt” and try to jump over the drivers’ legs again. The only difference is that the drivers try to catch the jumpers with their hands. If they succeed, then the driver changes. The one who was caught sits in the place of the one who caught him, and he is already blindfolded.

Confused
Children taking part in this game stand in one row, join hands, thereby forming a chain. A leader is appointed on the right side of the chain, who, on command, begins to run with a change of direction and the entire chain begins to move behind him. However, no one except the leader knows the direction of movement, so it is quite difficult to maintain balance and not disconnect the chain. The further a player is from the leader, the more difficult it is for him to maintain balance, not fall or break the chain.

Burners (burners, pillar, pairs)
This game requires a driver, and he is chosen before the game starts. Everyone else forms pairs, mainly a boy - a girl, and if adults also take part in the game, then a man - a woman. The couples stand one after another, and the driver has his back to the first couple at a certain distance and is strictly forbidden to look back. Afterwards, one or all of them together begin to say: “Burn, burn clearly! So that it doesn’t go out. Look at the sky, the birds are flying there!” (Other rhymes are also found). After which the driver looks into the sky. After which the back pair runs forward through the sides, one person through the right side, the other through the left side. The task of the back couple is to try to stand in front of the driver, holding hands. The driver tries to catch or at least insult one of the moving pair. If this happens, the one who was insulted becomes the leader, and the “old” driver takes his place in the pair. The game continues until the players lose interest or become tired.

By the bear in the forest
A game for the little ones. From all the participants in the game, one driver is selected, who is designated as the “bear”. Two circles are drawn on the playing area. The 1st circle is the “bear’s” den, the 2nd is the home for all other participants in the game.
The game begins, and the children leave the house saying:
By the bear in the forest
I take mushrooms and berries.
But the bear doesn't sleep,
And he growls at us.
After the children say these words, the “bear” runs out of the den and tries to catch one of the children. If someone does not have time to escape into the house and the “bear” catches him, then he himself becomes a “bear” and goes to the den.

Tamer of Wild Beasts
On the playground, stumps are placed in a circle or soft rugs, if it is a hall. Stumps (mats) are placed in a circle, but there is one less than the number of players taking part in the game. The one who does not have a stump is the tamer of animals, and all other animals are animals. Before the game starts, children choose who will be the wolf, who will be the fox, and who will be the hare. The animals sit on tree stumps. The animal tamer walks in a circle from the outside and names one of the animals. The one who was named gets up and follows the tamer. And so the tamer can name several animals, they get up and follow the leader. As soon as the tamer says: “Attention, hunters,” the animals and the tamer try to sit on a free stump. The one for whom there is no free space becomes the tamer and the game continues.

Fir trees
Very interesting game, which has become widespread in different regions and has several modifications. All the players are not far from each other (on the lawn, in the yard, in the field) and dig small holes, each for themselves. Then they stand with one foot in the hole. With the exception of the driver, who has a meter-long stick and a ball (ball) in his hands. All field players also have sticks. The driver hits the ball with a stick and tries to hit the other players with it. As soon as the players in the field see that the ball is rolling towards them, they try to hit the ball by throwing a stick at it. If a player misses, his comrades can help him. As soon as the ball is hit, the driver runs after the ball, touches it and tries to take the place of the one who threw the stick and must pick it up. If the driver manages to occupy the “empty place”, the hole in which the player ran for the stick, then the driver changes.

In leg
A folk Cossack game that became widespread in the 19th century. The game requires display of accuracy and dexterity from its participants. Children are divided into 2 equal teams. Circles with a diameter of about 30 centimeters are drawn along one of the lines, according to the number of players on one team. After this, players of one team line up along a line, placing one foot in a drawn circle. Players of the opposing team stand opposite, at a certain, predetermined distance. Their task is to hit the players of the opposing team with soft balls. The game lasts according to the number of established throws (for example, 5), after which the teams change places. For each hit you can score points. The team with the most points wins. During the game, it is prohibited to throw the ball in the face, and players in the circles are prohibited from lifting the leg located in the circle off the ground.

Geese
Children are divided into 2 teams. A circle is drawn in the center of the site. Players, one per team, go out into a circle, raise their left leg back, grab it with their hand, and extend their right hand forward. At the signal, the players begin to push with the palms of their outstretched arms. The winner is the player who manages to push the opponent out of the circle or if the opponent stands on both feet. The team with the most individual wins wins.

Rooster fight
The game is played according to almost the same rules as the game Geese. The main difference is that players, jumping on one leg, put their hands behind their backs and push shoulder to shoulder rather than with their palms. The winner is the player who manages to push the opponent out of the circle or if the opponent stands on both feet. The team with the most individual wins wins.

Padding
All children who participate in this game are divided into 2 equal teams. One person from each team is invited. There is a meter stick in the center of the site. The participants who come out grab a stick each from their side and, on command, begin to pull the stick, each in their own direction. The winner is the one who wins the opponent to his side. Next, the next team members go to the center of the site. The team with the most individual victories wins.

Wolves in the ditch
For this game you will need “wolves”, no more than 2 or 3 people, and all other children will be designated “hares”. A corridor about 1 meter wide (ditch) is drawn in the center of the site. "Wolves" occupy space inside the corridor (ditch). The task of the “hares” is to jump over the ditch and not be touched by one of the “wolves”. If the “bunny” is insulted and gets caught, he should leave the game. If during the jump the “hare” steps on the territory of the ditch, then he fails and also leaves the game.

Traveling horse
Both adults and children can successfully take part in the game, especially during public holidays. All participants are divided into two teams: some are “horses”, others are “riders”. The “riders” mount the “horses” and form a circle. One of the “riders” is given a ball. The “riders” pass the ball in a circle in one direction or another, for example, to the right. And the ball needs to go around several times, as agreed before the game. After which the teams change places, but, as a rule, the game turns out differently. If, while throwing the ball, it ends up on the ground, then the teams immediately change places: the “horses” become “riders”, and the “riders” become “horses”.

12 sticks
12 Sticks is a game that can be played by a large number of children. An important condition for its implementation is the area in which it is carried out. There should be a lot of bushes, trees or other shelters so that there is an opportunity to hide. All players must know each other by name. To play you will need a board about 50-80 centimeters long, 12 short sticks (about 15 centimeters long) and a round log. The board is placed on a log, and the sticks are placed on one edge of the board. The result is a structure similar to a swing.
From all the players, the driver is selected. He closes his eyes and counts, for example, to 20. All other players must hide. The sticks lie on a log. The driver must find the players, but not forgetting about the sticks. As soon as he finds someone, he must call the player’s name, run up to the board and kick the end opposite the sticks so that they fly apart, after which he can hide, and the one who was found becomes the driver. The game continues.
If the driver has gone far from the board with sticks, then one of those who is hiding can run up and hit the board so that the sticks fly apart. In this case, the driver must collect the sticks and only then go look for other areas of the game.

Fishing rod (Fish, Catch a fish)
All players form a circle. One driver is selected to stand in the center of the circle. The driver is given a rope. The driver can also be an adult. The driver begins to rotate the rope. The task of all players in the circle is to jump over it and not get caught. There are two options for developing the game.
1st option: without changing the driver (adult). In this case, those who fall for the bait are eliminated from the game and go outside the circle. The game is played until the most agile and jumping children (3-4 people) remain in the circle.
2nd option: with a change of driver. The “fish” that takes the bait takes a place in the center of the circle and becomes the “fisherman”.

Hen and kite
Before the start of the game, the two strongest are chosen from all its participants: one is appointed as a kite, the other is appointed as a hen. All the rest are chickens. The kite stands aside and, according to old Russian rules, digs a small hole. The chickens stand behind the hen, one after the other, and take each other by the waist. After which the queen and her chicks approach the kite, and the queen begins to say: “Kite! What are you doing?” - “I’m digging a hole.” - “Why do you need a dimple?” - “I’m looking for money.” - “Why do you need money?” - “Buy a needle.” - “Why do you need a needle?” - “Sew a bag.” - “Why a bag?” - “Place pebbles.” - “Why pebbles?” - “Mutter and rustle at your children.” - "For what?" - “They’re creeping into my garden.” - “You should make the fence higher, but if you don’t know how, then catch them. After which, the kite tries to catch the last chicken. The hen protects her chickens, not allowing the last chicken, which is also trying to evade, to be greased. The caught chicken sits on a bench, and the game continues until the kite catches everyone. The game can be played and the hen's sentence runs.

Burners
This is, one might say, a “classic of the genre.” Players sit in pairs, holding hands and forming a column. The driver stands in front. Everyone speaks loudly or chants in chorus:
Burn, burn clearly
So that it doesn't go out.
Burn, burn clearly
So that it doesn't go out.
Look at the sky -
Birds are flying.
The bells are ringing!
One, two, three - run!!!

Another variant:
Burn-burn clearly
So that it doesn't go out.
And one, and two, and three.
Last couple, run!
In any case, when the word “run” is said, those standing in the last pair open their arms and rush to the beginning of the column, running around it from different sides (one on the left, the other on the right), and the driver tries to catch one of them before the pair, Having met, he will join hands again.
If this works, then together with the caught player the driver stands in the first pair of the column, and the one who was not caught becomes the driver.

Frost - Red Nose
The boundaries of two “houses” are outlined along the edges of the playing area. Players gather in one of them.
The driver, i.e. Frost - Red Nose, stands in the middle of the platform and says:
I am Frost - Red Nose,
I freeze everyone indiscriminately.
I'll deal with everyone soon,
Who will decide now?
Set off on a long journey!
The players chant in response:
We are not afraid of threats
And we are not afraid of frost!
And they immediately run to the opposite “house”. Frost is trying to catch up with them and “freeze” them: those whom he manages to touch with his hand freeze in place.
At the end of the run, they are either eliminated from the game or remain in a “frozen” position for subsequent rounds. In this case, the winner is the one who remains the last to escape the touch of Frost.

Malechina - crippled
Having placed the stick on your finger, palm, leg, etc., you need to keep it in balance while they say the words: “Malechina-kalechina, how many hours until evening?”
One, two... ten.
Golden Gate
A pair of players stand facing each other and raise their hands up - this is the goal. The remaining players take on each other so that a chain is formed.
The gate players say a rhyme, and the chain must quickly pass between them.
Golden Gate
They don't always miss.
Saying goodbye for the first time
The second one is prohibited.
And for the third time
We won't miss you!
With these words, hands drop and the gates slam shut. Those that are caught become additional gates. The "Gate" wins if they manage to catch all the players.

Geese
Along the edges of the playing area there are two “houses”, in one of which the players - “geese” - gather. The one chosen for the role of “wolf” is placed in a circle symbolizing his lair. The presenter goes to an empty “house” and starts a dialogue with the “geese”:
- Geese, geese!
- Ha-ga-ha!
- Do you want to eat?
- Yes Yes Yes!
- So fly home!
- We are not allowed:
Gray wolf under the mountain
He won't let us go home!
- Well, fly as you wish.
Just take care of your wings!
“Geese,” flapping their wings, try to cross to another house, and “the wolf catches them.” The caught player becomes a “wolf”.

Game "Guide"
This is more than just a game. This is an acquaintance of souls, when there are no distractions such as appearance and look.
Men stand in the inner circle, facing the center of the circle, hold hands and close their eyes. In the outer circle, girls dance in a circle to the music. After some time, at the leader’s signal, a clap or a whistle, the girls begin to sort out the guys - any one they like from those who are closer. They take the guy by the hand and lead him in a circle, the guy does all this time is running with eyes closed. It is advisable that the number of girls and boys coincide so that no one is left standing alone in the inner circle.
At the leader’s signal, the girls carefully line up the guys again in the inner circle, and they themselves move on in a round dance. This is repeated three times. When, after the third time, the guys are again placed in the inner circle, the leader gives a signal - “You can open your eyes.” The sharing begins. The guys describe their feelings, name which of the three girls they liked, whom they would like to see. Girls are usually happy to confess and show themselves.
Then the girls stand in the inner circle with their eyes closed, and the guys stand in the outer circle, and everything repeats.

Yasha
This game is the most ancient one (as academician B.A. Rybakov points out, and V.Ya. Propp also mentions).
The driver is Yasha (i.e. the Lizard is the master of the underwater and underworld, one of the incarnations of Veles) sits in the center of the circle formed by the other participants in the game. Holding hands, they move in a round dance, chanting:
Yasha sits and sits
Under a walnut bush.
Yasha is gnawing and gnawing
Roasted nuts,
Gifted to my dear...
After this the dialogue occurs:
- What does Yasha want?
- I want to get married.
- Get yourself a girl
Whichever one you want.
The round dance participants scatter in all directions, and “Yasha” catches someone: if he catches a girl, he kisses her, if he catches a guy, he becomes the driver.

Mousetrap
Everyone stands in a circle, holding hands - this is a mousetrap. One or two are “mice”. They are outside the circle. Holding hands and raising them up, they move in a circle with the words:
Oh, how tired the mice are,
They gnawed everything, ate everything!
Beware, you rascals,
We'll get to you!
Let's slam the mousetrap
And we'll catch you right away!
While the text is being spoken, the “mice” run in and out of the circle. With the last word, “the mousetrap slams,” they drop their hands and squat down. Those who did not have time to run out of the circle are considered caught and stand in a circle. Other “mice” are selected.

"Salki" ("Pyatnashki", "Lovitki", "Lovishki", "Lyapki", "Lepki", "Dumplings", "Salo", etc.)
This game has different names and rules, but the main content remains the same: one or more drivers catch other players and, if caught, change roles with them.
The game can be played in a variety of conditions: indoors, outdoors, by children of all ages, youth and adults. Number of participants - from 3 to 40 people. The game does not require leaders or judges.
By lot or by counting, one driver is chosen - the “salka”. The boundaries of the playing area are conventionally established. Everyone scatters within this area. The driver announces: “I am a tag!” - and begins to catch players within the established limits of the site. Whomever he catches up and salutes (touches), he becomes a “tag” and declares, raising his hand up: “I am a tag!” He begins to catch the players, and the former “tag” runs away with everyone. The game has no definite ending.
Varieties of "Salok"
- "Tag with the house." For those escaping, a “house” is drawn on the site, in which they can escape from the “tag”, but they have no right to stay there for a long time.
- Salki "Feet off the ground." To escape from the "tag", the players must lift their feet off the ground (floor). For this purpose, they climb onto some object or sit down, lie down, raising their legs up. In this situation, the “salka” has no right to salt them.
- Salki "Give me your hand." In this game, the person running away from the tag shouts: “Give me your hand!” If one of his comrades takes his hand, then the driver has no right to insult them. If another player joins on the other side, that is, there will be three of them, the driver has the right to salt any last one.
- "Tag-crossings." Those running away can help each other out by crossing the road between the catching “tag” and the one running away. As soon as someone crosses the road, “Salka” must catch him. Here again, someone tries to help out a comrade and runs across the road, the “salka” begins to catch him, and so everyone tries to save the comrade, whom the “salka” is running after. The driver ("tag") must quickly switch and catch a new player who has crossed the road.

Hawk
Children gather, up to 16 or more, in the yard, garden or spacious room and cast lots among themselves. The one chosen by lot represents the hawk. The rest of the children join hands and become pairs, forming several rows.
In front of everyone is a hawk who can only look forward and does not dare look back. At this signal, the pairs suddenly separate from each other and run in different directions, at which time the hawk catches up with them, trying to catch someone.
The victim, that is, the one who finds himself in the claws of the hawk, changes roles with him.
While running, children try to throw a scarf or a rolled tourniquet at the hawk - if they hit it, it is considered killed and another one is chosen from among the children to take its place.

Cats and mice
The best place for this game is a spacious outdoor area.
Participants in this game, up to 25 or more, without distinction of gender, nominate one of their peers to play the role of a mouse and the other two to play the role of a cat.
The rest of the children take each other's hands and form an open circle, in one place of which two neighboring participants lower one of their hands, thus forming a kind of open "gate", and cats are allowed to enter the circle exclusively through these "gates" , the mouse, in addition, through all the other gaps formed between the children.
This game is based on the fact that cats strive to catch the mouse at all costs; As soon as this happens, these three most active participants join hands and join the others to form the same circle, and a new mouse and cats are put forward to replace them, etc. until all the children are in these roles.
With this game, children are given ample opportunity to frolic and run around in the open air, which for the development and strengthening of their physical strength is of enormous importance.

Tag
Tag games take place outdoors, where children gather in any number, from 4-5 to 25 or more.
Having gathered, the children choose one from their midst and give him the nickname tag; His role is that he carefully watches the children running in different directions and tries at all costs to catch one and stain him, that is, touch him with his hand.
The one caught is detained in this way and turns into a “tag,” while his name is pronounced publicly so that his comrades know who they should beware of.
As soon as he, in turn, catches one of the participants, he immediately transfers his role to him, moving himself into the group of children fleeing.
This game should be continued until the children maintain a keen interest in it and do not feel tired.
Tag games are primarily based on movement; they can, however, be varied by introducing various elements, for example throwing a ball and the like.

Wolf in a circle
The number of participants can be as large as desired. Children gather in the spacious yard.
A circle is drawn on the floor or ground and, having chosen a wolf from among oneself by lot, they place it inside the outlined circle.
The children participating in the game rush into the circle and try to run out of it without being stained by the wolf, who is trying his best to stain them.
The victim changes roles with the wolf and takes his place in the circle. This game is not complicated and provides great entertainment for children. The main element included in it is running.

Bunny
Children, in any number, up to 30 or more, take with them an ordinary ball, medium size, and go into the yard.
The children taking part in the game, all except one, are placed in a circle, turning their faces to the center of the circle. They fold their hands behind their backs, thus passing each other a ball, which in this case serves as a bunny.
One of the participants, located in the circle itself, strives to grab it when passing the ball from hand to hand, and he has the right to demand that each participant show him his hands.
As soon as he notices someone has a ball or one of the children drops it absent-mindedly, he picks up the ball and takes the place of the victim, and he enters the circle, changing roles with him.
The one in the circle is called the “leader”; As soon as he finds himself with his back to the one of the participants who has taken possession of the ball, he is given the right to touch the back of the “driver” with it, that is, to stain him, and staining is allowed only in the back, and not in any other place.
The stained one picks up the ball and rushes after the one who stained it; with great dexterity, he takes revenge, that is, he also tries to tarnish him; If successful, they exchange roles.
If he fails to overtake the enemy, he again goes to the middle of the circle and remains as the driver.
In this game, besides running, important element is throwing a ball - both of these conditions are extremely useful for children, as they give them the opportunity to develop the maximum of their muscular-nervous energy; with prolonged running and throwing, muscles develop and strengthen, breathing movements become frequent and deep, rib cage develops and blood circulation improves significantly.
The game should be paused as soon as fatigue becomes noticeable.

Bear
The number of players can be as large as desired.
Participants in the game choose by lot one comrade from among themselves, who is entrusted with the role of a bear, and supply each with tourniquets - the latter are not difficult to make by rolling up handkerchiefs accordingly.
On one side of the space allocated for the game, a small place is set up, or rather, limited by a line, which serves as a den for the bear.
At this signal, the children rush from one end of the yard to the opposite, and the bear, not armed with a tourniquet, rushes at them, trying to touch one of them with his hand, that is, to stain it.
The spotted one also becomes a bear and is taken to the den. The game continues in this order until there are more bears than the remaining participants in the game.
As the number of the bear's helpers increases, they all go out with him to hunt for prey and are placed in a row, with only those on the edges having the right to catch the players. The main element of the game is running.

Cat
Children gather in a spacious place. The best time to start this game is as soon as dusk begins to fall.
Participants choose one from their midst who is distinguished by dexterity and agility, and entrust him with the role of a cat. The cat carefully hides behind a tree or bush, trying to remain unnoticed by its comrades.
The latter, at a signal from one of the elders, rush in all directions to look for the cat; the cat meows from time to time, making its presence known, and quickly hides so as not to be open.
The game continues until the cat is found, then another cat is again assigned by lot and the game is played until the children get tired or lose interest in it.

Lame fox
The number of children participating can be as large as desired. Having gathered in a spacious courtyard or in a large room, they choose one of the participants, who is given the nickname of the lame fox.
At the place chosen for the game, a fairly large circle is drawn, which includes all the children except the lame fox. At this signal, the children run in a circle, and at this time the lame fox jumps on one leg and tries at all costs to stain one of the running people, that is, to touch him with his hand.
As soon as she succeeds, she enters the circle and joins the rest of her running comrades, while the victim takes on the role of a lame fox.
The children play until everyone is in the role of a lame fox; the game, however, can be stopped earlier, at the first sign of fatigue.
To play the game correctly, the following conditions must be observed: children who enter the circle must run only in it and not go beyond the outlined line; in addition, the participant, chosen by the lame fox, must run on only one leg. The main elements of this game are running and jumping.

Zhmurki
Children often and willingly play blind man's buff, especially young ones, since this game is very simple. The place chosen for it is a large, spacious room or a clean courtyard.
Children choose one from their environment, put a blindfold on his eyes, using a clean handkerchief, etc. At this signal, those participating in the game rush into different sides, and a boy with a blindfold, standing in the middle of the yard or room, tries to catch one of the running ones.
The one who gets caught changes roles with him, that is, he is blindfolded and he, in turn, also tries to catch one of his comrades.
While running, children should still make sure that the one who is blindfolded does not bump into any object; When they see danger, they warn by shouting: “fire”!

tube
The tube resembles a blind man's buff, only it is much more interesting for children.
There can be any number of participants - children gather in a large room or in a clean yard. One of them receives the nickname “blind man’s buff”, they put a scarf over his eyes and tie him up, and give him a tube of folded paper in his hands. The blind man's buff stands in the middle of the room, and the rest of the participants take each other's hands, forming a circle, in the center of which the blind man's buff is placed. At this signal, the children walk around the blind man's buff 2-3 times, after which the latter approaches one of them and calls him some word or asks: who are you?
The person asked must mutter something indistinctly in response, and the blind man's buff, hitting him with a straw, must name his comrade. If successful, they exchange roles. The main element included in the game is walking, and if it is in the fresh air, then the benefits of it are obvious, since walking serves as the best gymnastic exercise for the body.

Dragonfly
Children gather in the yard, in the garden or in a spacious room, squat down, hands on their sides and vying with each other, racing each other, trying to jump to the opposite end of the place designated for the game.
Whichever child reaches the designated place first in this way is considered the winner, and the one who stumbles along the way is punished by being excluded from the number of players. This simple game gives children great pleasure and develops their physical strength.

In the old days, our ancestors whiled away the long winter evenings at home, with their families. In the peasant huts they entertained themselves with outdoor games "Thorns", "Bear" or "Twitch". Noble people favored board games, such as cards, chess

Children preferred to play pants: using a hook on a fishing line, they pulled out one toy from the pile at a time so as not to touch the others. The youth played "Smoking room": They passed a burning torch around in a circle, saying, “The Smoking Room is alive, alive, thin legs, short soul.” The loser was the one in whose hands the torch went out.

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

Also, we haven’t forgotten yet "The sea is agitated once". Depending on the number of players, chairs are placed in two rows so that the back of one chair touches the back of the other. Each player must remember well his chair, where he sits. After everyone is seated, the selected leader shouts: “The sea is rough!” All the players jump up and run around the chairs. The presenter seizes the moment when everyone has run far from the chair, and unexpectedly for the players shouts: “The sea has calmed down!” After this, you need to take your place, and since the leader took one of the chairs, there is a commotion between the players and everyone tries to grab the place they find. The player left without a place becomes the leader.

How do you like it "Pebbles"? The game is played with five pebbles for two minutes. Caught pebbles are removed from the game. The game ends after six rounds. In 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 thrown up, and during the flight the remaining four are picked up from the table. Upon completion of the sixth round, the participant is awarded five points. Completing six rounds without errors within the allotted time will award five points. By the way, the game is played with only one hand. Changing hands is not allowed.

How much was it street games! 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 from each other. The player moves 40 steps away from the holes and throws a pebble into the first hole. If he hits, he throws it to the second, then to the third, then in the reverse order. If you hit all the holes, you are a “master”; if you hit all the holes, you are a “apprentice”, and if you stumble on one of the first holes, then you are a “student”.

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

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

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

The game was very popular and loved in Rus' burners. Most likely, the game got its name because in the old days, players were surrounded by lights. To play the game, the participants become pairs, one “burner”. The driver stands with his back to the couples, pronouncing phrases in poetic form (various options), but the last words must necessarily be “the last (first, second, fifth, and so on) couple run.” On the last words, the couple that was named must run around a tree (or some other object, this is specified 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 ancient Russian games, you can’t miss "towns". The task of the players is to use a bat (usually a wooden one) to knock out the figures (towns) built in a row. This game can be either team or solo. Several attempts are given to knock out. The player or team that eliminates the most pieces in the fewest attempts is considered the winner. What is important is the distance the player moves to knock out pieces and the number of towns.

Lapta- one of our grandmothers’ favorite games, which, unfortunately, has already begun to be forgotten. So the game requires a field 50-60 meters long. Lines are drawn 10 meters from the end of the field on both sides. Behind one line there will be “house”, and behind the other there will be “con”. The players are divided into parts. The first team is called “hitting”, 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 lapta (wooden bat) must hit the ball and run to the “kon” line and back, while the “driving” team catches the ball and tries to hit it with it. If he managed to run, the players of his team play further in the “house”, if not, they change places with their opponents. However, at the moment the “driving” team runs over the “home” line, the players of the opposing team can “tarnish” any player who has wandered on the field, then the teams change places again. So on the field there is a constant struggle for possession of the “home”. The team of the player who has not “sullied” himself gets a point. The winner is the team that earns the most points.

“leg ball”, which the British who stole it would later rename 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 boundaries 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 swimming fish as possible, i.e. the rest of the players. The fish's task is not to get caught in the net. If the fish is in the net, then it joins the drivers and itself becomes part of the net. The game continues until the player who turns out to be the most agile fish is determined. Details: Fish do not have the right to tear the net, i.e. unclasp the hands of the drivers

Fishing rod. The players form a circle. The driver, standing in the center, rotates a 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 touch it. The one who touches the rope becomes the driver. Details: Rotation of the rope should be no higher than knee level

They played at the turn of the 18th and 19th centuries the gambling game “Pristenok”

Participants of this gambling alternately, the edge of the coin is hit against the wall so that it falls to the ground as close as possible to the opponents’ coins. If you can reach the adjacent coin with your fingers, then the coin can be taken away.

Or to the more compact ones in the inventory “Babki”


Played "Pile"

Lyudmila Makarova
Methodical collection of outdoor games “Forgotten old Russian games”

through children of subsequent generations

children's the games are repeated again, again

revived in the memory of living generations and become younger again... E. A. Pokrovsky.

Russians folk games have a centuries-old history, they have been preserved and reached our days from deep antiquity, passed down from generation to generation, incorporating the best national traditions. Merry outdoor games are our childhood. Who doesn’t remember the constant hide-and-seek, blind man’s buff, catch-up, and tag? When did these games? Who invented them? It is probably impossible to find an exact answer to these questions. These games, like songs and fairy tales, were created by the people. They perfectly temper the body and soul. Games These make you move a lot and require resourcefulness, ingenuity, dexterity and perseverance. They are usually held in the fresh air in an open area. These children's outdoor games outdoors will give us many fun moments. Children from all ages can participate in such games. different ages– from preschoolers to high school students. Children love it very much outdoor games. This games for any time of year. They are easy to prepare and carry out. Each game describes in detail the rules and indicates what qualities this game develops. I would like to suggest some outdoor games which I use in my work.

Name games: Homeless hare

Target

Inventory: hoops according to the number of children.

Selected "hunter" And "homeless hare". Rest "hares" stand in hoops - "houses". "Homeless Hare" runs away and "hunter" is catching up. "Hare" can get into the house, then "hare", standing there, must run away. When "hunter" caught "hare", he himself becomes one, and "hare" - "hunter".

1. The hare can run in any direction.

Name games: Empty place.

Target: develop reaction speed, agility, speed, attention.

Inventory: hoop, tokens, chalk

Graphic representation Contents Games Rules of the game Game options

Children hold the hoop with their right hand and move clockwise, and the presenter goes in the opposite direction with the words:

I walk around the house

And I stroke through the window,

I'll go to one

And I'll knock softly:

"Knock-Knock".

All the children stop. The player near whom the presenter stopped asks: "Who's come?"The presenter calls the child's name and continues:

You have your back to me,

Let's run, you and I.

Which one of us is young?

Will he run home faster?

The leader and the child run in opposite directions

The one wins who will be the first to take an empty space near the circle. 1. The leader and the child run in opposite directions

2.They run away immediately after the words: “He’ll run home quickly”

The driver simply walks around in a circle and puts his hand on someone’s shoulder, and with him they run in different directions, trying to take up empty space.

Name games: Sly Fox

Target: To develop endurance and observation in children. Practice running quickly with dodging, lining up in a circle, and catching.

Inventory: chalk

Graphic representation Contents Games Rules of the game Game options

The players stand in a circle at a distance of one step from each other. The fox's house is outlined outside the circle. The teacher invites the players to close their eyes, walks around the circle behind the children and says “I’m going to look for a cunning and red fox in the forest!”, touches one of the players, who becomes a sly fox. Then the teacher invites the players to open their eyes and carefully look to see which of them is the sly fox, and whether she will give herself away in some way. The players ask in chorus 3 times, first quietly, then louder "Sly fox, where are you?". At the same time, everyone looks at each other. The sly fox quickly goes to the middle of the circle, raises his hand up and says "I'm here". All the players scatter around the site, and the fox catches them. The caught fox takes him home to his hole. 1. The fox begins to catch children only after the players ask in chorus 3 times and the fox says "I'm here!"

2. If the fox gave himself away earlier, the teacher appoints a new fox.

3. A player who runs out of bounds of the court is considered caught.

You can choose 2-4 foxes and run around the site different types running.

Name games: Crucian carp and pike.

Target: teach children to walk and run in all directions, when given a signal, to hide behind pebbles, squatting. Develop agility, speed, spatial orientation.

Inventory: chalk, tokens

Graphic representation Contents Games Rules of the game Game options

At the signal, the crucians run across to the other side. "Pike" catches them. Caught "crucian carp" (four five) They join hands and, standing across the platform, form a net.

Now the crucians must run to the other side of the site through the net (under hands). The "pike" stands behind the net and lies in wait for them. When there are eight or nine “crucians” caught, they form baskets - circles through which you need to run. There can be only one such basket, then it is depicted by 15-18 participants holding hands. The “pike” takes a place in front of the basket and catches the “crucian carp”.

When there are more caught crucian carp than uncaught ones, the players form vertices - a corridor of caught crucian carp, through which the uncaught ones run. The "pike", located at the exit from the top, catches them. The winner is the one who remains last. He is entrusted with the role of the new “pike”. 1. The game begins at the signal of the leader. 2. All “crucian carp” are required to pass through the net, basket and top when running. 3. Those standing have no right to detain them. 4. Players forming a basket can catch a “pike” if they manage to throw their clasped hands behind the back of the “pike” and drive it into the basket or slam the tops. In this case, all the “crucians” are released, and a new “pike” is selected. One child is chosen as a pike, the rest are divided into two groups. One of them forms a circle - these are pebbles, the other - crucian carp that swim inside the circle. The pike is outside the circle. At the teacher’s signal, the pike quickly runs into the circle, trying to catch crucian carp. The crucians rush to take a place behind someone playing and sit down on the pebbles. The caught crucian carp go outside the circle and are counted. The game is repeated with another pike.

Name games: Make a figure.

Target: teach children to run randomly around the hall or area. To teach to change movements on a signal, to develop balance, the ability to maintain motionless prose.

Inventory: chalk, tokens.

Graphic representation Contents Games Rules of the game Game options

At the teacher’s signal, all children scatter around the hall. On the next signal (hit the tambourine) all players stop at the place where the team found them and take some pose. The teacher marks those whose figures turned out to be more interesting as the most successful. All children take their usual position, and the driver names those who completed the task most correctly.

You can choose a driver who will determine whose figure is more interesting and complex, those who come up with new figures every time.

Name games: Trap

Target: develop agility, speed.

Inventory: chalk, token.

Graphic representation Contents Games Rules of the game Game options

He becomes in the center. The children stand to one side. At the signal, the children run to the other side, and the trap tries to catch them. The one who is caught becomes a trap. At the end games say, which trap is the most dexterous. 1. The trap should only take the tape without delaying the players.

2. The player who has lost the ribbon moves aside.

Name games: Burners

Target: run fast; navigate in space.

Inventory: Tokens, chalk.

Graphic representation Contents Games Rules of the game Game options

All participants games stand in pairs one after another, the leader in front, at a distance of two steps from the players. Participants gameschant words:

Burn, burn clearly

So that it doesn't go out.

Stay at your hem

Look at the field:

Rooks are walking

Yes, they eat rolls.

Birds are flying

The bells are ringing!

As soon as these words are sung, the driver should look at the sky, and the children of the last pair let go of their hands and quietly run along the column, one on the left, the other on the right. When they catch up with the driver, everyone shouts loudly to him:

One, two, don't be a crow.

Run like fire!

Two children run forward, deftly dodging the driver, are trying take each other's hands. If they hold hands then "burner" they are not afraid, they calmly walk and stand in front of the first couple, and the driver again "burning".

If driving and when repeating the game won't catch the runners, then he "burning" a second time. If he didn’t catch anyone the third time, the players can sing this song:

Ogarushek, ogarushek*,

You stand badly -

Stand on the black pebble!

You'll completely burn out!

But if the driver manages to catch one of the runners, he stands with him in front of the entire column, and "burning" the one who is left without a mate.

The game continues until everyone has run

Couples. 1. The driver should not turn back.

2.He catches up with those running away immediately after the words: "Run like fire!"

3.The players of the last pair start running only with the last words: "The bells are ringing!"

Name games: Cat and mice

Target: To teach children to run easily, on their toes, without bumping into each other; navigate in space, change movements at the teacher’s signal.

Inventory: bench or chair,

Graphic representation Contents Games Rules of the game Game options

Children sit on benches or chairs. These are mice in holes. IN opposite side There is a cat sitting in the room or playground, whose role is played by the teacher. The cat falls asleep (closes his eyes, and the mice scatter throughout the room. But then the cat wakes up, stretches, meows and begins to catch mice. The mice quickly run away and hide in holes (take their seats). The cat takes the caught mice home. When the rest of the mice hide in their holes, the cat walks around the room again, then returns to its place and falls asleep. 1. Mice can run out of the hole when the cat falls asleep.

2. They can return to their holes only after that. like a cat wakes up and meows.

A game "Cat and Mouse". Playing (no more than five pairs) stand in two rows facing each other, hold hands, forming a small passage - a hole. There are cats in one row, mice in the other. The first pair starts the game: the cat catches the mouse, and it runs around the players. At a dangerous moment, the mouse can hide in the corridor formed by the clasped hands of the players. As soon as the cat catches the mouse, the players stand in a row. The second pair starts the game. The game continues until the cats catch all the mice.

Name games: Hunters and hares

Target: Improve the skills of jumping and throwing at a target on both legs. Develop agility, speed and spatial orientation.

Inventory: Ball, chalk.

Graphic representation Contents Games Rules of the game Game options

On one side - "hunter", on the other in drawn circles of 2-3 "hare". "Hunter" walks around the site, as if looking for traces "hares", then returns to his place. The teacher says: “The hares ran out into the clearing”. "Hares" jump on two legs, moving forward. By word "hunter", "hares" they stop, turn their backs to him, and he, without leaving his place, throws the ball at them. That "hare", which I hit "hunter", is considered shot, and "hunter" takes him to her place.

Make sure that "hunter" He threw the ball with both his right and left hands. "Hunters" throw the ball only at your feet "hares". The one who threw the ball picks it up. the total number of hares decreases, and instead of circles "houses" For "hares" Children serve, 3-4 holding hands. They open "doors" (raise hands) before "homeless hare", letting him into the house, and closing him in front "hunter". Simultaneously through others "doors" The hare who was in it leaves the house. Otherwise the game is on according to the same rules.

Name games: At the bear in the forest

Target: learn to navigate in space; develop attention.

Inventory:

Graphic representation Contents Games Rules of the game Game options

A line is drawn at one end of the site. This is the edge of the forest. Beyond the line, at a distance of 2-3 steps, a place for the bear is outlined. At the opposite end, the children's house is indicated by a line. The teacher appoints one of the players to be a bear (you can choose with a counting rhyme). The rest of the players are children, they are at home. The teacher says: "Go for a walk". Children head to the edge of the forest, pick mushrooms, berries, etc. imitate the appropriate movements and speak: “At the bear in the forest,

I take mushrooms and berries, and the bear sits and growls at us.”

The bear gets up with a growl, the children run away. Bear tries to catch them(touch). He takes the caught one to himself. The game resumes. 1. The bear leaves the den only after the children sing a song.

2. Children, depending on the behavior of the bear, may not immediately run to their home

Name games: Fishing rod

Target: teach correctly, bounce: push off and pick up your feet.

Inventory: a rope 3-4 m long, at the end of which a bag filled with peas or sand is tied, an ordinary jump rope.

Graphic representation Contents Games Rules of the game Game options

The driver rotates the rope with the bag so that it slides along the floor, making circle after circle under the feet of the players. They carefully monitor the movement of the bag and jump so that it does not hit any of them. The one who is touched by the bag or rope stands in the middle and begins to rotate the rope, and the former driver takes his place in the circle.

Two or three players win, the last ones left. 1. A player is considered caught if the rope touches his leg no higher than the ankle. 2. Players are not allowed to approach the driver during jumping. 3. The player who is touched by the rope is eliminated from games.

Players standing in a circle are counted on first or second and make up teams accordingly. Driver (same as option 1)- the same. The player who was hit by the rope raises his hand up: He gives his team a penalty point. After each mistake, the score is announced loudly.

The team wins the game after 2-4 minutes games received fewer penalty points.

Organize your child’s yard or village friends and offer them one of these entertainments.

Game "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 there is a “bear” (driver), behind the other there are children. Players leave the house and go into the forest (the space between two lines) to collect berries and mushrooms. They “tease” the bear by coming as close to its den as possible and singing a cheerful song in chorus:

Like a bear in the forest

I take berries and mushrooms.

But the bear doesn't sleep,

He keeps looking at us.

As soon as the text ends, the bear must jump out of its den and try to make fun of one of the players. Children strive to quickly run into their house (beyond the line). The one whom the driver catches becomes a bear himself.

Game "Pretties"

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

Game "Tag"

A fun folk outdoor game for children. A driver is selected - he must catch up with the players and “salt”. The one who is salted becomes “water” and must run after the other participants, while holding the part of the body that the former leader just touched.

If no one has asked for this color, the seller replies: “Walk along the blue path, find blue boots, wear them and bring them back.” The monk starts the game again. If blue paint is hidden by someone, the player tries to escape from the monk, and he catches up with him. If you succeed in catching up and making a face, then the monk becomes a “paint”, and the made player becomes a monk. If not, the game starts again with the same driver.

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 a watchman sits - he will guard the captured robbers throughout the game. The Cossacks first give the robbers the opportunity to run away and hide. At the same time, the team must leave behind “evidence” - arrows are drawn on the ground, notes are left, etc. tips. But traces can also carry false information.

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


Game "Geese"

On the playground, at a distance of 10 meters, two parallel lines- this is “at home”. The players (geese) go behind one line, and one person (the owner) goes behind the other line. There is a wolf (leading) 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 won't let us go home!

After this, the geese must run over to the owner’s side so that the “wolf” does not insult them. Anyone who gets caught by the driver becomes a “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 hidden on the street or indoors. The place near which he begins to count out loud to 20, 50 or 100 is called the kon. This can be a wall, a tree, etc. As soon as the driver sees one of the players, he runs to the stake, knocks on it and loudly pronounces the name of the person found.

If the discovered participant manages to reach the horse before the “water”, he is not considered caught - the child moves aside and waits for the end of the game. Next time, the one who was discovered most recently is assigned to the role of leader, unless, of course, he had time to knock on the stake. 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 say 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 indoor use. The players form a circle. “Water” is selected - he stands in the center and picks up a rope or jump rope. In kindergarten, his role is played by the teacher. The water rotates the rope on the ground around its axis, and the participants must have time to jump over it. Whoever falls for the “bait” (does not have time to jump over) is eliminated from the game or takes the place of the leader.

Game "Slow down"

An excellent folk game for 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 and touch him as soon as possible. The one who does this before the rest takes his place. As the players move, the water periodically says: “The slower you go, the further you will go. Freeze! The players should freeze at this word. Now the presenter’s task is to make someone move, laugh, or speak. Then the participant will have to return to the beginning of the path - beyond the line. It is allowed to make faces at the players, tell them something funny, look carefully into their eyes, but not touch them.


Game "Burners" One of the Russian folk winter games. The kids line up in a column of twos, holding hands. The presenter 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 last in the column quickly run across and stand in front. The leader must hurry to get ahead of them, taking one place in the first pair. Whoever does not have enough space becomes the “water”, who himself nominates the running pair (last, second, fourth, etc.). The players' task is to be attentive and remember where they stand in the column.


Games of the peoples of the world for children


Game "Storks" (Ukrainian)

The game involves 6-8 children who pretend to be storks. All players stand in a common circle, and each of them draws a smaller circle around themselves (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 like that. 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, going around a common circle (you are allowed to change legs). The first one to return to the original circle remains in the “nest”. The latecomer is appointed driver.


Game “Lame Chicken” (Turkmen)

Players are divided into teams, each of which has three people. All participants stand along the starting line. The two outermost of each three join hands, and the one standing in the middle throws his left leg over their interconnected hands. It turns out to be a “lame chicken” with five legs. At the signal from the leader, a race begins, in which the team that reaches the finish line before its opponents wins.

Game "Quinta" (Lithuanian)

This game of different nations for children involves 5 players. A square with a side of 10 meters is drawn on asphalt or ground. Four participants stand at the four corners of the figure. A circle with a diameter of one and a half meters is drawn in the center of the square - the fifth person (quint) stands in 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.

Game "Shpen" (Belarusian)

A peg (wooden block) is installed in the center of the field. The presenter stands next to him. The players form a circle, each holding a bat. The goal of the participants is to throw the bat with force so as to hit the peg and have it roll as far from the center as possible. If someone manages to do this, then the leader runs after the block, and at this time the players must pick up the thrown bats.


When the “water” installs the peg, he must have time to grab one of the bits before its owner does. 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 countryside, but also in urban settings (in a park, square). The pin can be replaced with pins, and the bats with balls (this will make it even more difficult to hit the pin).

Game "Alone in a Circle" (Hungarian)

Children stand in a circle with the driver in the center. The players begin to throw a small ball to each other. The task of the “water” is to intercept the toy. Any child can unexpectedly throw a 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 stands in the center.

Game "Balteni" (Latvian)

For such an active 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 grass or bushes. At his signal, the participants run to look for the object. The one who finds it first becomes the driver.



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