Outdoor games of the peoples of the Volga region for preschoolers. Games of the peoples of the Volga region. Goal and objectives: Exercise the ability to jump over a rotating rope; develop speed and strength qualities of the legs, agility, coordination abilities

Card index

"GAMES OF THE PEOPLES OF THE VOLGA REGION"

for children of senior preschool age

Prepared by the teacher

2013

Mari folk game

Rolling the ball(Meche dene modmash)

Goal and tasks: Develop hand-eye coordination, eye, concentration, and dexterity.

Attributes: felted wool ball

Progress of the game:

The players agree on the order in which they will roll the felted wool ball. On a flat area, at a distance of 3 - 5 m from the line behind which the players are located, a small hole is dug out (its diameter and depth is slightly larger than the ball). The first player rolls the ball, trying to get into the hole. If he hits, he gets one point and rolls the ball again. If the player misses and does not fall into the hole, the next one in line rolls. The first one to score a conditional number of points will win.

Rules of the game:

1. The ball must be rolled, not thrown into the hole.

2. You cannot step beyond the line from which the ball is rolled.

Mari folk game

Bilyasha

Goal and tasks: Exercise the ability to act in a team in accordance with the game situation; develop dexterity and speed of reaction.

Attributes:

Progress of the game: The teacher on the site draws two lines at a distance of 3 - 4 m from one another. The players, divided into two teams, stand behind these lines facing each other. One of the comrades playing at his own request and consent shouting “Bilyasha!” runs to the other team, each member of which extends his right hand forward. The person running up takes someone from the opposing team by the hand and tries to pull him across the court behind his line. If he succeeds, he places the prisoner behind him. If he himself ends up outside the line of the enemy team, he becomes its prisoner and is located behind the back of the player who pulled him over to his side. The game continues, now the attacker is sent out by the other team. The game ends when one team attracts all the players of the other team.


Rules of the game .

1. You can only pull an opponent with one hand; you cannot help with the other hand.

2. No one should withdraw their hand extended forward.

3. If a player who has a prisoner is pulled over to his side by a player of the opposing team, then the prisoner is released and returns to his place on the team

Mordovian folk game

Boiler(Kotelso nalksema.)

Goal and tasks: Practice the ability to accurately hit a horizontal target; develop eye, reaction speed, dexterity.

Attributes: sticks 50 - 60 cm long, 2.5 cm in diameter.

Progress of the game: Teacher on the site. A deep hole (about 50 cm in diameter) is dug in the ground. Small dimples (ten to twelve pieces) are dug around it, which can be covered with the foot or heel. In the hands of the players there is a round, smooth stick 50 - 60 cm long, 2.5 cm in diameter. The leader throws a small ball into the pit-cauldron from a distance of 2 - 3 m. The players must knock the ball out of there. The ball that has flown out of the cauldron is taken by the host and thrown into the cauldron again. Players playing with sticks prevent the ball from getting into the hole. They play this way until the ball hits the cauldron. If the ball is in the cauldron, the players must move from one small hole to another, while the leader must take one of the holes (salok). The one who doesn't get the tag is the one who drives. Game continues.

Rules of the game :

1. The players must knock the ball out without leaving their place.

2. You can move from hole to hole only when the ball hits the pot.

Mordovian folk game

Salki (Varenets pongoma.)

Goal and tasks: Practice moving quickly depending on the game situation, accurately hitting a horizontal target; develop dexterity, concentration and switching attention

Attributes: balls with a diameter of 3 – 4cm


Progress of the game : The tag holes are dug according to the size of the ball (3 - 4 cm). The players stand near the tag, and the leader, from a distance of 0.5 - 1 m, rolls the ball into one of the holes located not far from each other. Whoever hits the tag with the ball, he takes it, all the children scatter to the sides, and he must hit one of the players with the ball. The player who was hit by the ball becomes the leader.

Rules of the game : You can throw the ball only at the feet of the players and only from a place.

Mordovian folk game

Circular (Kunsema ball.)

Goal and tasks: Practice throwing the ball accurately; develop accuracy, eye, speed, dexterity, coordination abilities.

Attributes: ball

Progress of the game:

The players draw a large circle, divide into two equal teams and agree who will be in the circle and who will be outside the circle. Those who remain outside the circle, distributed evenly, try to hit the children in the circle with the ball. If someone in the circle manages to catch the ball, he tries to hit any child outside the circle with it. If he succeeds, then he has a point in reserve; if he misses, he leaves the circle. When the ball has hit all the children, the players change places.

Rules of the game :

1. The ball can only be caught from the air, from the ground does not count.

2. The greasy ones leave the circle.

3. A player who catches the ball and hits a player outside the circle remains in the circle.

Tatar folk game

We sell pots (Chulmak ueny)

Goal and tasks: Practice the ability to accelerate; develop speed qualities, spatial orientation, dexterity.

Progress of the game:

The players are divided into two groups. Potty children, kneeling or sitting on the grass, form a circle. Behind each pot stands a player - the owner of the pot, with his hands behind his back. The driver stands behind the circle. The driver approaches one of the owners of the pot and starts a conversation: - Hey, buddy, sell the pot!

- Buy it.

- How many rubles should I give you?

- Give me three.

The driver touches the pot three times (or as much as the owner agreed to sell the pot for, but no more than three rubles), and they begin running in a circle towards each other (they run around the circle three times). Whoever runs faster to an empty space in the circle takes that place, and the one who lags behind becomes the driver.

Rules of the game :

1. You are allowed to run only in a circle, without crossing it.

2. Runners do not have the right to touch other players.

3. The driver starts running in any direction.

4. If he started running to the left, the spotted one should run to the right.

Tatar folk game

Throwing from below (Bynai akhst)

Goal and tasks: Practice throwing bags into the distance with one hand from below; develop strength in the muscles of the arms and upper shoulder girdle.

Attributes: sandbags according to the number of participants in the game.

Progress of the game:

The game is as follows: take a bag of sand in your right hand, lowered along the body, and try to throw it from below as far forward as possible.

The winner is the one who throws the bag further.

Rules of the game . When repeating the game, the bag is thrown with the left hand.

Tatar folk game

Gray wolf (Sary bure)

Goal and tasks: Exercise the ability to start running after a sound signal; develop reaction speed, spatial orientation, dexterity, determination, attention.

Progress of the game: One of the players is chosen as a gray wolf. Squatting, the gray wolf hides behind the line at one end of the area (in the bushes or in thick grass). The rest of the players are on the opposite side. The distance between the drawn lines is 20-30m. At the signal, everyone goes into the forest to pick mushrooms and berries. The leader comes out to meet them and asks (the children answer in unison):

- Where are you rushing, friends?


- We are going into the dense forest.

- What do you want to do there?

- We'll pick raspberries there.

- Why do you need raspberries, children?

- We'll make jam.

- What if a wolf meets you in the forest?

- The gray wolf will not catch us!

After this roll call, everyone comes up to the place where the gray wolf is hiding and says in unison:

I'll pick berries and make jam,

My dear grandmother will have a treat.

There are a lot of raspberries here, it’s impossible to pick them all,

And there are no wolves or bears to be seen at all!

After words are lost - the gray wolf gets up, and the children quickly run over the line. The wolf chases them and tries to tarnish someone. He takes the prisoners to the lair - to where he himself was hiding.

Rules of the game .

1. The person portraying the gray wolf cannot jump out, and all players cannot run away before the words are spoken.

2. You can catch those running away only up to the house line.

Tatar folk game

Skok-jump (Kuchtem-kuch)

Goal and tasks: Practice the ability to jump on one leg in different directions, drawing attention to the correct landing; develop speed and strength qualities of the legs, speed and precision of movement, agility.

Progress of the game:

The teacher draws a large circle on the ground with a diameter of 15 - 25 m, inside it there are small circles with a diameter of 30 - 35 cm for each participant in the game. The driver stands in the center of a large circle.

The driver says: “Jump!” After this word, the players quickly change places (in circles), jumping on one leg. The driver tries to take the place of one of the players, also jumping on one leg. The one who is left without a place becomes the driver.

Rules of the game :

1. You cannot push each other out of the circles.

2. Two players cannot be in the same circle.

3. When changing places, the circle is considered to be the one who joined it earlier.

Tatar folk game

Firecrackers (Abakle)

Goal and tasks: Practice fast running, the ability to accelerate and finish; develop speed qualities, reaction speed, agility.

Progress of the game:

On opposite sides of the room or area are marked with two parallel lines two cities. The distance between them is 20-30m. All children line up in one line near one of the cities: the left hand is on the belt, the right hand is extended forward with the palm up.

The driver is selected. He approaches those standing near the city and says the words:

Clap and clap - the signal is like this:

I'm running, and you're following me!

With these words, the driver lightly slaps someone on the palm. The driver and the stained one run to the opposite city. Whoever runs faster will remain in the new city, and the one who lags behind becomes the driver.

Rules of the game :

1. Until the driver touches someone’s palm, you cannot run.

2. While running, players should not touch each other

Tatar folk game

Take a seat (Bush uryn)

Goal and tasks: Exercise the ability to run quickly in a given direction; develop reaction speed and speed of movement, spatial orientation.

Progress of the game:

One of the participants in the game is chosen as the driver, and the rest of the players, forming a circle, walk holding hands. The driver follows the circle in the opposite side and says:

I chirp like a magpie,


I won't let anyone into the house.

I cackle like a goose,

I'll slap you on the shoulder -

Run!

Having said run, the driver lightly hits one of the players on the back, the circle stops, and the one who was hit rushes from his place in the circle towards the driver. The one who runs around the circle first takes a free place, and the one who lags behind becomes the driver.

Rules of the game :

1. The circle should stop immediately when you hear the word run.

2. You are only allowed to run in a circle, without crossing it.

3. While running, you must not touch those standing in a circle.

Chuvash folk game

Predator in the Sea (Shotkan kayak tinesre)

Goal and tasks: Practice jumping over a rotating rope; develop speed and strength qualities of the legs, agility, coordination abilities.

Attributes: rope 2-3m long

Progress of the game:

Up to ten children participate in the game. One of the players is chosen as a predator, the rest are fish. To play you need a rope 2-3m long. A loop is made at one end and placed on a post or peg. The player playing the role of a predator takes the free end of the rope and runs in a circle so that the rope is taut and the hand with the rope is at knee level. When the rope approaches, the fish children need to jump over it.

Rules of the game :

1. Fish touched by a rope leave the game.

2. The child, playing the role of a predator, starts running at the signal.

3. The rope must be constantly taut.

Chuvash folk game

Moon or sun (Uyohpa hevel)

Goal and tasks: Develop muscle strength of the upper and lower extremities, agility, endurance.

Progress of the game:

Two players are chosen to be captains. They agree among themselves which of them is the moon and which is the sun. The others, who had previously been standing aside, approach them one by one. Quietly, so that others do not hear, everyone says what he chooses: the moon or the sun. They also quietly tell him whose team he should join. So everyone is divided into two teams, which line up in columns - the players behind their captain, clasping the person in front by the waist. Teams pull each other across the line between them. The tug-of-war is fun and emotional, even when the teams are unequal.

Rules of the game . The loser is the team whose captain crossed the line during the tug-of-war.

Chuvash folk game

Who do you want? (Tili-ram?)

Goal and tasks: Practice the ability to quickly gain speed; develop agility, speed, endurance.

Progress of the game:

The game involves two teams. Players of both teams line up facing each other at a distance of 10 - 15m. The first team says in chorus: “Tili-ram, tili-ram?” (“Who do you want, who do you want?”) The other team names any player from the first team. He runs and tries to break through the chain of the second team holding hands with his chest or shoulder. Then the teams change roles. After challenges, teams pull each other over the line.

Rules of the game :

1. If the runner manages to break the chain of the other team, then he takes one of the two players between whom he broke into his team.

2. If the runner has not broken the chain of the other team, then he himself remains in this team.

3. In advance, before the start of the game, the number of command calls is set.

4. The winning team is determined after a tug of war.

Chuvash folk game

Bat (Syara sersi)

Target: Practice the ability to catch a target on the fly (in the air); develop speed of decision-making, dexterity, friendliness.

Attributes: pinwheel - bat.

Progress of the game:

Two thin planks or slivers are knocked down or tied crosswise. It turns out to be a pinwheel - a bat. Players are divided into two teams and choose captains. The captains stand in the center of a large area, the rest - around them. One of the captains is the first to throw the bat high into the air. Everyone else tries to catch her as she falls while still in the air or grab her already on the ground.


Rules of the game :

1. It is not permitted to take away a bat that has already been caught.

2. The one who catches the bat gives it to the captain of his team, who gets the right to a new throw.

3. The captain's second roll gives the team a point.

4. They play until they get a certain number of points.

Chuvash folk game

Disperse! (Sireler!)

Goal and tasks: Practice running in all directions, the ability to accelerate and slow down; develop dexterity, speed, orientation in the space of the site.

Progress of the game:

The players stand in a circle and join hands. They walk in a circle to the words of one of their favorite songs. The driver stands in the center of the circle. Suddenly he says: “Scatter!” - and after that he runs to catch the running players.

Rules of the game :

1. The driver can take a certain number of steps (by agreement, depending on the size of the circle, usually three to five steps).

2. The salty one becomes the driver.

3. You can run only after the word disperse.

Russian folk game

"Stream."

Goal and tasks: Exercise the ability to move quickly in a given direction and perform acceleration; develop speed and accuracy of movement, dexterity, and honesty.

Progress of the game:

Children stand in a circle, hold their hands behind their backs, and one of the players is Zarya. She walks behind with a ribbon and says:

Zarya - lightning, red maiden,
I walked across the field, dropped my keys,
Golden keys, blue ribbons,
The rings are entwined - she went for water!

With the last words, “Zarya” carefully places the ribbon on the shoulder of one of the players. He, noticing this, quickly takes the tape, and they both run into different sides round. Whoever is left without a place becomes Zarya.

Rules of the game :

1. The players do not turn while the driver chooses who should put the ribbon on their shoulder.

2. Runners must not cross the circle.

Russian folk game

"Silence"

Goal and tasks: Develop creativity, endurance, combinatorics of movements.

Progress of the game:

Before the game starts, all players say:

Firstborns, firstborns,

The little pigeons were flying,

On fresh dew,

In someone else's lane,

There are cups, tails,

Honey, sugar - Silence!

When the last word is said, everyone must remain silent. The presenter tries to make the players laugh with movements, funny words and nursery rhymes, and comic poems. If someone laughs or says one word, he gives the presenter a forfeit. At the end of the game, the children redeem their forfeits: at the request of the players, they sing songs. They read poetry, dance, perform interesting movements. You can play a forfeit immediately after you have committed a penalty.

Rules of the game :

1. The leader is not allowed to touch the players.

2. All players should have different forfeits.

Russian folk game

« Zarya"

Goal and tasks: Practice running in a certain direction with acceleration; develop observation, dexterity, volitional efforts.

Progress of the game:

Children stand in a circle, hold their hands behind their backs, and one of the players - Dawn - walks behind with a ribbon and says: Dawn - Dawn. Red maiden. I walked across the field. I dropped the keys. The keys are gold. Blue ribbons, entwined rings. Let's go get some water! With the last words, the driver carefully places the ribbon on the shoulder of one of the players, who, noticing this, quickly takes the ribbon, they both run in different directions in a circle. The one who is left without a place becomes the dawn. The game repeats itself.

Rules of the game:

1. Runners must not cross the circle.

2. The players do not turn while the driver chooses who should put the ribbon on their shoulder.

Russian folk game

"Needle, thread and knot."

Goal and tasks: Exercise the ability to act in a team, coordinating your actions with the actions of other participants; develop determination, endurance, honesty.

Progress of the game:

The players stand in a circle and join hands. Using a counting table, select “Needle”, “Thread” and “Knot”.

The heroes, one after another, then run into the circle, then run out of it. If “Thread” or “Knot” break away (they fall behind or run out incorrectly, run into a circle), then this group is considered a loser. Other heroes are chosen.

The winner is the trio in which the children moved quickly, deftly, and kept up with each other.

Rules of the game. “Needle”, “Thread”, “Knot” must be let in and out of the circle without delay, and the circle must be closed immediately.

RUSSIAN FOLK GAMES

"Swan geese".

Participants in the game choose a wolf and a master, the rest are geese-swans. On one side of the site they draw a house where the owner and geese live, on the other - a wolf lives under the mountain. The owner lets the geese out into the field to take a walk and browse some green grass. Geese go quite far from home. After some time, the owner calls the geese. There is a roll call between the owner and the geese:

Geese-geese!

Ga-ga-ga.

Do you want to eat?

Yes Yes Yes,

Swan geese! Home!

Gray wolf under the mountain!

Ryabchikov is pinched.

Well, run home!

The geese run into the house, the wolf tries to catch them. Those caught leave the game. The game ends when almost all the geese are caught. The last remaining goose, the most agile and fastest, becomes a wolf.

Rules of the game. The geese should “fly” all over the site. The wolf can catch them only after saying: “Well, run home!”

"Ordinary blind man's buff."

One of the players - the blind man's buff - is blindfolded, taken to the middle of the room and forced to turn around several times, then asked:

Cat, cat, what are you standing on?

In a kneading bowl.

What's in the kneader?

Kvass

Catch the mice, not us.

After these words, the participants in the game run away, and the blind man’s buff catches them. Whoever he catches becomes a blind man's buff.

Rules of the game.. If the blind man's buff comes close to any object that can be hit, the players must warn him by shouting: “Fire!” You cannot shout this word in order to distract the blind man's buff from a player who cannot run away from it. Players are not allowed to hide behind any objects or run very far. They can dodge blind man's buff, crouch, walk on all fours. The blind man's buff must recognize and call the caught player by name without removing the bandage.

"By the bear in the forest."

The bear chosen by lot lives in the forest. Children go to the forest to pick mushrooms and berries and sing a song:

By the bear in the forest

I'll take mushrooms and berries!

The bear is disgusted

Frozen on the stove!

When the players said their last words, | the bear, which had been dozing until now, begins G toss and turn, stretch and reluctantly leaves the den. But then the bear suddenly runs after the players and tries to catch someone. The one who is caught becomes a bear. Rules of the game. The bear leaves the den only after the last words of the opening have been uttered. Children, depending on the bear’s behavior, may not immediately run to their home, but tease it with a song.

"Lifesaver"

Children choose a driver with a counting rhyme:

I bought myself a pipe

And I'll go outside!

Louder, pipe, pipe!

We're playing, you drive!

The driver closes his eyes and stands facing the wall. A magic wand made of wood (50-60 cm long, 2-3 cm in diameter) and brightly colored so that it is clearly visible in the green grass is placed near the wall next to it.

The driver takes a stick, knocks it on the wall and says: “The stick came, but didn’t find anyone. Whoever he finds first will go for the wand.” After these words, he goes to look. Noticing one of the players, the driver loudly calls him by name and runs to the wand, knocks on the wall, shouts: “I found the lifesaver...(Player name)". This is how the driver finds all the children. The game repeats itself. The first one found when repeating the game should lead.

But the player who has been found can run to the magic wand before the driver with the words: “Magic wand, help me out” - and knock on the wall. Then throw it as far as possible from the wall and, while the driver is looking for the stick, hide. The driver again quickly runs for the wand and repeats the actions described above.

Rules of the game. You can't peep when children are hiding. The driver must speak the words slowly so that all the children have time to hide. The driver should look for children all over the site, and not stand near the lifesaver. Children can run from one hiding place to another while the driver looks for the magic wand and puts it in place.

Option. Children can help out the player they found. One of the players quietly comes out of hiding, quickly runs to the magic wand and says: “Help wand, help me out...(calls the name of the person he is helping out)" -knocks it on the wall. Then he throws the stick as far as possible. While the driver is looking for her, the children are hiding.

"Owl and the Birds."

Before starting the game, children choose for themselves the names of those birds whose voice they can imitate. For example, dove, crow, jackdaw, sparrow, tit, goose, duck, crane, etc.

The players choose an owl. He goes to his nest, and those playing quietly, so that the eagle owl does not hear, figure out what kind of birds they will be in the game. Birds fly, scream, stop and crouch. Each player imitates the cry and movements of the bird he has chosen.

At the signal “Owl!” all birds try to quickly take a place in their home. If the eagle owl manages to catch someone, then he must guess what kind of bird it is. Only a correctly named bird becomes an eagle owl. Rules of the game. Bird houses and the eagle owl's house should be located on a hill. Birds fly to the nest on a signal or as soon as the eagle owl catches one of them.

"Fanta".

The game starts like this. The leader goes around the players and says to everyone:

They sent you a hundred rubles.

Buy what you want,

Black, don't take white,

Don't say "yes" or "no"!

After this, he conducts a conversation with the game participants, asks various provocative questions, so that someone in the conversation will utter one of the prohibited words:black, white, yes, no.The one who gets lost gives the driver a forfeit. After the game, everyone who commits a penalty buys back their forfeit.

No more than ten people play, all participants in the game have several forfeits. Children in the game listen carefully to questions and monitor their speech. The presenter conducts a conversation something like this:

- What does the bakery sell?

Bread.

Which?

Soft.

L Which bread do you like more: black or white?

Any.

What flour are buns made from?

Made from wheat. Etc.

When redeeming forfeits, game participants come up with a forfeit for the owner interesting tasks. Children sing songs, ask riddles, read poems, tell short funny stories, remember proverbs and sayings, and jump on one leg. Forfeits can be redeemed immediately after several people lose. Rules of the game. Players must answer questions quickly. The answer cannot be corrected. The presenter can carry on a conversation with two players at the same time. When redeeming the forfeit, the presenter does not show it to the game participants.

"Paints".

Participants in the game choose the owner and two buyers. The rest of the players are paint. Each paint comes up with a color for itself and quietly names it to its owner. When all the paints have chosen a color and named it to the owner, he invites one of the buyers. The buyer knocks:

Knock Knock!

Who's there?

Buyer.

Why did you come?

For paint.

For which?

For blue.

If there is no blue paint, the owner says:

“Walk along the blue path, find blue boots, wear them and bring them back!” If the buyer guesses the color of the paint, then he takes the paint for himself.

A second buyer arrives and the conversation with the owner is repeated. And so they come up one by one and sort out the paints. The buyer who collects the most colors wins. If the buyer does not guess the paint color, the owner can give a more complex task, for example:

“Ride on one leg along the blue track.”

Rules of the game. The buyer who guessed the most colors becomes the owner.

"Burners"

The players stand in pairs one after another. In front of everyone, at a distance of two steps, stands the driver - the burner. The players chant the words:

Burn, burn clearly

So that it doesn't go out.

Stay at your hem

Look at the field

The trumpeters are going there

Yes, they eat rolls.

Look at the sky:

The stars are burning

The cranes shout:

Gu, gu, I'll run away.

One, two, don't be a crow.

And run like fire!

After the last words, the children standing in the last pair run from both sides along the column. The burner tries to stain one of them. If the running players managed to take each other's hands before the burner stains one of them, then they stand in front of the first pair, and the burner is lit again. The game repeats itself.

If the burner manages to stain one of those running in a pair, then he stands with him in front of the entire column, and the one who is left without a pair burns.

Rules of the game. The burner should not look back. He catches up with fleeing players as soon as they run past him.

"Cat and Mouse."

The players (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 the mouse 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.

Rules of the game. The cat must not run into the hole. The cat and mice should not run far from the hole.

"Tag".

The players choose a leader - tag. Everyone runs around the site, and the tag catches them.

Rules of the game. The one whom the tag touches with his hand becomes the tag. Options.

Tag, feet off the ground.The player can escape from tag if he stands on some object.

Bunny tag. A tag can only stain a running player, but as soon as the latter jumps on two legs, he is safe.

Tag with the house.Two circles are drawn along the edges of the site; these are houses. One of the players is tag, he is catching up with the participants in the game. The pursued person can escape from the spot in the house, since within the boundaries of the circle there is spot

it is forbidden. If the tag is touched by one of the players with his hand, that player becomes a tag.Tags with a name.Everyone playing, except for tag, chooses the names of flowers, birds, and animals. Fifteen does not stain the one who identified himself in time (for example, a fox).

Circular tags.The participants of the game stand in a circle at a distance of one step. Everyone marks their place with a circle. Two drivers stand at some distance from each other, one of them is a tag, he is catching up with the second player. If the runner sees that the tag is catching up with him, he asks for help from the players standing still, calling one of them by name. The named player leaves his place and runs in a circle, the tag already catches up with him. The empty seat is occupied by the player who started the game. If there is time, a free circle can be taken by a tag, then the tag becomes the one who is left without a place. The game continues, the tag catches up with the player who left the circle.

"Ball up."

The participants of the game stand in a circle, the driver goes to the middle of the circle and throws the ball with the words: “Ball up!” At this time, the players try to run as far as possible from the center of the circle. The driver catches the ball and shouts:

"Stop!" Everyone must stop, and the driver, without leaving his place, throws the ball at the one who is closest to him. The stained one becomes a driver. If he misses, he remains the driver again: he goes to the center of the circle, throws the ball up - the game continues. Rules of the game. The driver throws the ball as high as possible. It is allowed to catch the ball from one bounce from the ground. If one of the players continued to move after the word: “Stop!”, then he must take three steps towards the driver. Players, when running away from the driver, should not hide behind objects encountered along the way.

"Lapta".

To play you need a small rubber ball and a lapta - a round stick (60 cm long, 3 cm thick handle, 5-10 cm wide base). Two lines are drawn on the site at a distance of 20 m. On one side of the site there is a city, and on the other there is a horse.

The game participants are divided into two equal teams. By lot, the players of one team go to the city, and the other team leads. The city team starts the game. The thrower kicks the ball, runs across the court beyond the line and returns to the city again. The drivers catch the hit ball and try to stain

running. They can throw the ball to each other to hit the runner at a closer distance. If the field players manage to stain the runner, they move to the city. Otherwise, the players remain where they are. The game continues, the second player scores the ball. In turn, all players on the kicking team act as throwers. But players are not always able to immediately return to the city. In this case, they expect to be rescued. Only the one who hits the ball far can help out.

It often happens that the one who hit the ball could not immediately run over the line. He waits for the next player to score the ball, then two players run behind the line. A more difficult situation may arise when all but one of the players on the kicking team are behind the line, then the player who has not yet kicked is allowed to hit three times. If he misses, then the city players give up their place to the drivers. Rules of the game. Serving workers must not cross city limits. Anyone who cannot score the ball with a rounder is allowed to throw it into the field with his hand. The city team moves into the field if all players have kicked the ball, but no one has crossed the line.

Option.

Changes. A line is drawn at the site. Two of the players stand behind this line. One of them (the server) throws the ball, and the other hits it with a rounder. The rest of the game participants, standing in different places,

catch the ball on the fly. The one who manages to catch the ball on the fly goes to hit it, and the one who hit it earlier goes to the catchers. If no one catches the ball, then the player to whom it fell closest takes it and returns it to the server. If the server catches it on the fly, he begins to hit the ball, and the server becomes the one who successfully threw the ball to him. The one who hit before goes to the catchers.

Rules of the game. The one who serves does not have the right to run beyond his line when catching the ball thrown to him. If the server does not catch the ball returned to him on the fly, he takes it and starts serving again.

At the beginning of the game, you can set the condition that the game is considered over if one of the players scores ten points, that is, hits the ball ten times without anyone catching it.

"Blooper."

One of the players is the driver, he is called the lyapka. The driver runs after the participants in the game, tries to make someone look bad, saying: “You’re wearing a blooper, give it to someone else!” The new driver catches up with the players and tries to pass the slip to one of them. This is how they play in the Kirov region. And in the Smolensk region, in this game, the driver catches the participants in the game and asks the caught one: “Who had it?” - “At my aunt’s.” - “What did you eat?” - “Dumplings.” - “Who did you give it to?” The person who is caught calls one of the game participants by name, and the named one becomes the driver.

Rules of the game. The driver should not chase the same player. Participants in the game carefully watch the change of drivers.

"Trap in a circle."

A large circle is drawn on the site. A stick is placed in the middle of the circle. The length of the stick should be significantly less than the diameter of the circle. The size of the circle is from 3 m or more in

depending on the number of players. All participants in the game stand in a circle, one of them is a trap. He runs after the children and tries to catch someone. The caught player becomes a trap.

Rules of the game. The trap should not jump over the stick during the game. This action can only be performed by game participants. It is prohibited to stand on a stick with your feet. The caught player has no right to escape from the hands of the trap.

"Dawn".

Children stand in a circle, hold their hands behind their backs, and one of the players - Dawn - walks behind with a ribbon and says:

Zarya-zarnitsa,

Red maiden.

I walked across the field,

Dropped the keys

Golden keys

Ribbons, blue,

Rings entwined -

Let's go get some water!

WITH With the last words, the driver carefully places the ribbon on the shoulder of one of the players, who, noticing this, quickly takes the ribbon, and they both run in different directions in a circle. The one who is left without a place becomes the dawn. The game repeats itself.

Rules of the game. Runners must not cross the circle. The players do not turn around while the driver chooses who should put the scarf on their shoulder.

"Game"

Children stand in a circle and hold hands. The leader is in the center. The players walk in a circle and chant the words:

At Uncle Tryphon's

There were seven children

Seven sons.

They didn't drink or eat

They looked at each other.

At once they did as I did!

At the last words, everyone begins to repeat his gestures. The one who repeated the movements best becomes the leader. Rules of the game. When repeating the game, children standing in a circle walk in the opposite direction.

"Mail".

The game begins with a roll call between the driver and the players:

Ding, game, ding!

Who's there?

Mail!

Where?

From the city...

What are they doing in the city?

The driver can say that in the city they are dancing, singing, jumping, etc. All players must do what the driver said. And the one who performs the task poorly gives away a forfeit. The game ends as soon as the driver collects five forfeits. Players whose forfeits are from the driver must redeem them. The driver comes up with interesting tasks for them. Children read poems, tell funny stories, remember riddles, and imitate the movements of animals. Then a new driver is chosen and the game is repeated.

Rules of the game. The participants in the game can come up with tasks themselves.

"Kite".

The players choose a kite and a hen, the rest choose chickens. The kite digs a hole, and the hen with her chicks walks around him and chants the words:

I walk around the kite,

I carry three pieces of money,

For a pretty penny

According to my owl.

The kite continues to dig the ground, it walks around the hole, stands up, flaps its wings, and crouches. The mother hen with her chicks stops and asks the kite:

- Kite, kite, what are you doing?

I'm digging a hole.

What do you need a hole for?

I'm looking for a pretty penny.

- What do you need a penny for?

I'll buy a needle.

Why do you need a needle?

Sew a bag.

Why a bag?

Place pebbles.

Why do you need pebbles?

To throw at your children.

For what?

They're creeping into my garden!

You should make the fence higher

If you don’t know how, then catch them.

The kite tries to catch the chickens, the hen protects them, chases the kite: “Shi, shi, villain!”

The caught chicken leaves the game, and the kite continues to catch the next one. The game ends when several chickens are caught.

Rules of the game. Chicks should hold each other tightly by the waist. Anyone who cannot stay in the chain must try to quickly get into his place. The hen, protecting the chickens from the kite, does not have the right to push it away with her hands.

"Geese."

A small circle is drawn on the site, and a wolf sits in the middle of it. The players, holding hands, stand in a large circle. Between the circle where the wolf sits and the round dance, the goslings stand in a small circle. Those playing in a round dance walk in a circle and ask the goslings, who also walk in a circle and answer questions:

Geese, you are geese!

- Ga-ha-ha, ha-ha-ga!

You gray geese!

- Ga-ha-ha, ha-ha-ga!

- Where have the geese been?

- Ga-ha-ha, ha-ha-ga!

- Who the geese did you see?

- Ga-ha-ha, ha-ha-ga!

With the end of the last words, the wolf runs out of the circle and tries to catch the gosling. The geese scatter and hide behind those standing in the round dance. The wolf leads the caught gosling to the middle of the circle - to the lair. The geese stand in a circle and answer:

We saw a wolf

The wolf carried away the gosling,

The best best wishes,

The biggest one.

Ah, geese, you geese!

Ga-ha-ha, ha-ha-ga!

Pinch the wolf.

Help the gosling!

Geese flapping their wings, screaming ha-ha run around circle, harassing the wolf. At this time, the caught goslings try to fly away from the circle, but the wolf does not let them in. The game ends when all the caught geese leave the wolf.

The game is repeated, but those playing in a round dance become geese, and the geese stand in a round dance. The wolf is chosen.

Rules of the game. Round dance of geese and goslings walk in a circle in different directions. Everyone should pronounce the text together. A caught gosling can leave the circle only when one of the players touches the wolf with his hand.

"Big Ball"

To play you need a big ball. The players stand in a circle and join hands. The driver with the ball is in the middle of the circle. He tries to roll the ball out of the circle with his feet, and the one who passed the ball between his legs becomes the driver. But he stands behind the circle. The players turn their backs to the center. Now the driver needs to roll the ball into the circle. When the ball hits the circle, the players again turn to face each other, and the one who missed the ball stands in the middle. The game repeats itself.

Rules of the game. The players do not pick up the ball during the entire game; they roll it only with their feet.

"Bees and Swallow"

Playing bees fly across the clearing and sing:

The bees are flying

The honey is being collected!

Zoom. zoom, zoom!

Zoom, zoom, zoom!

The swallow sits in its nest and listens to their song. At the end of the song, the swallow says: “The swallow will get up and catch the bee.” With the last word, she flies out of the nest and catches the bees. The caught player becomes a swallow, the game is repeated.

Rules of the game. Bees should fly all over the site. The swallow's nest should be on a hill.

"Wolf".

All the players are sheep, they ask the wolf to let them take a walk in the forest: “Let us, wolf, take a walk in your forest!” The wolf replies: “Walk, walk, but just don’t nibble the grass, otherwise I won’t have anything to sleep on.” At first the sheep just walk in the forest, but soon they forget the promise, nibble the grass and sing:

We pinch, we pinch the grass,

green ant,

For grandma's mittens,

For grandfather a caftan,

To the gray wolf

Dirt, shovel!

The wolf runs across the clearing and catches the sheep, the one caught becomes a wolf, the game resumes. Rules of the game. Walking through the forest, the sheep should disperse throughout the entire area.

"Birdcatcher."

The players choose the names of the birds whose calls they can imitate. They stand in a circle, in the center of which is a blindfolded bird-catcher. Birds walk, circle around the bird catcher and chant:

In the forest, in the little forest,

On a green oak tree.

The birds sing merrily

Ay! The bird catcher is coming!

He will take us into captivity,

Birds, fly away!

The bird catcher claps his hands, the players stop in place, and the driver begins to look for birds. The one he finds imitates the call of the bird he has chosen. The birder guesses the name of the bird and the name of the player. The player becomes a bird catcher. Rules of the game. Players should not hide behind objects encountered along the way. Players must stop in place exactly when signaled.

"Wandering Ball"

All players, except the driver, stand in a circle at arm's length. They pass a big ball to each other. The driver runs outside the circle, trying to touch the ball with his hand. If he succeeds, then he goes to the place of the player in whose hands the ball was, and the player goes outside the circle. The game repeats itself.

Rules of the game. When passing the ball, the players must not move from their place. You cannot pass the ball through one person, only to the player standing next to you. The driver is prohibited from entering the circle. The ball can be passed in any direction. The passing of the ball begins with the player behind whom the driver stands before the start of the game. The player who dropped the ball becomes the driver.

"Ball".

A circle with a diameter of 1 m is drawn on the site, and a ball is placed in the center of it. At a distance of 3-5 m from the circle, the players each dig a hole for themselves. The driver stands in the same row as the players, but he does not have a hole.

Standing near the pits, children take turns throwing a bat at the ball. The ball needs to be knocked out of the circle, but so that it rolls out of the line.

At the same time, the one who knocked out the ball and the driver run into the field: one to get the bat, and the other to take the hole. If the driver is the first to occupy the hole of the player who knocked out the ball, then he changes roles with him.

The player who misses or hits the ball so weakly that it does not roll out of the circle leaves his stick in the field until one of his comrades makes a successful hit. Then all the players whose sticks are on the field run after them. The driver runs after the ball, places it in the center of the circle, runs to the holes and tries to take one of them. If none of the players hits the ball, then the driver rolls it along the ground into any hole. In whose hole the ball lands, he becomes the driver. If the ball does not hit the hole, then the driver remains the same. Rules of the game. When throwing a bat, players should not go beyond the line. The driver should first place the ball in the center of the circle and then occupy the hole.

"Positki."

The players are divided into two teams by lot, one of them is the driver. The players of this team form pairs that stand

in a corridor facing each other at a distance of 1-2 m, one pair from the other. Then the children also sit in pairs on the grass, straighten their legs, and touch each other with their feet. The players of the other party stand in single file and try to jump over their legs as quickly as possible. The drivers are trying to make fun of the jumping player. Each one who has been greased stands behind the back of the driver who has greased him. The players change places after all the children have passed, and the game is repeated.

Rules of the game. The one who has been insulted should not jump further than the pair of players who insulted him. The driver salutes the player only when he jumps over, and he should not change the position of his legs. Option. The players of the driving team may not sit down, stretching their legs, but hold the cord or elastic band while kneeling.

"Kick the ball out."

Two horse lines are marked on opposite sides of the site. The distance between them is 5-10 m.

The players are divided into two teams and stand opposite each other behind the lines. By lot, one of them starts the game. Children take turns sending the ball towards their opponents with a strong kick. They try

Don't let the ball go beyond the horse's line; kick it back. If the ball does not reach the stake line, then the players pass it with their hands. So the ball passes from team to team until it passes the line. A player who misses the ball is penalized (any object is placed behind him). The team with the fewest penalty points wins.

Rules of the game. When meeting the ball, the player can only go one step beyond the end line. If the ball is sent weakly and does not reach the end, the player is also fined.

"Male-maimed."

The players choose a leader. Each player picks up a small stick (20-30 cm long). Everyone says these words:

Maled-crippled,

How many hours

It remains until evening

Until winter?

After words before winter children place a stick on their palm or on any finger of their right (left) hand. As soon as the children put down the sticks, the leader counts: “One, two, three... ten.” The one who holds the item longer wins. The presenter can give different tasks:

players, holding a stick, must walk, squat, turn right, left,

Oh around you.

Rules of the game. Children should disperse throughout the playground and stand as far away as possiblefrom each other to make it easier to keep balance for the stick. Option. To complicate the task, players can be asked to simultaneously hold two sticks on two palms (right and left).

"Race the ball down the street."

Children are divided into two parties and stand opposite each other at a distance of 3-5 m. In each game, the players count on the first

and the second number and stand one step apart from each other.

The first numbers in both games make up one team; second or two. At the leader’s signal, the first numbers first drive (throw) the ball, and then the second. Each team runs the ball up to five times.

Rules of the game. The ball should only be passed to a player on your team and in order of turn. The ball must not touch the ground. When receiving the ball, the player can leave the line. The player who dropped the ball passes it to the opposing team. The leader fines the team one point for each dropped ball. The team with the fewest penalty points wins.

"Herd".

The players choose a shepherd and a wolf, and everyone else chooses sheep. The wolf's house is in the forest, and the sheep have two houses at opposite ends of the site. The sheep loudly call to the shepherd:

Shepherd, shepherd,

Play the horn!

The grass is soft

Sweet dew

Drive the herd into the field

Take a walk in freedom!

The shepherd drives the sheep out into the meadow; they walk, run, jump, and nibble grass. At the shepherd’s signal: “Wolf!” - all the sheep run into the house on the opposite side of the site. The shepherd stands in the way of the wolf and protects the sheep. Everyone caught by the wolf leaves the game.

Rules of the game. During the run, sheep should not return to the house from which they left. The wolf does not catch the sheep, but kills them with his hand. The shepherd can only shield the sheep from the wolf, but should not hold it back with his hands.

"Flip flops."

The players stand in a circle facing the center at a distance of one step from each other. The game begins with choosing a driver. Children count in order to five, the fifth one is the leader.

You can use a counting rhyme:

Cockerel, cockerel,

Show me your skin.

The casing is on fire,

How many feathers does it have?

One two three four five…

The driver goes to the center of the circle. Calls one of the children by name, throws the ball on the ground so that it bounces in the right direction. The player, whose name the driver called, catches the ball and hits it (slaps it with his palm). The number of times the ball is kicked is determined by agreement, but not more than five. After hitting, the ball is thrown to the driver, and the game continues until one of the players drops the ball. In this case, the game starts over. The one who dropped the ball takes the place of the driver. Rules of the game. You need to hit the ball while standing in one place. The player takes the place of the driver only if he has picked up the ball from the ground.

“Boilers. Classes."

A figure is drawn on the ground. Each compartment of a figure is called a class. The players set a queue for who should start the game first, second, third, etc.

The first player stands in front of the line and throws a pebble into the first class. If a pebble gets into the class, then he stands on one leg, jumps over the line into the class, then knocks the pebble out of the first class with his toe and jumps out himself. He throws the pebble again, but this time to the second grade. He jumps on one leg into the first, then into the second class and again knocks out a pebble with his toe. He plays until the pebble hits the line. After which the second player starts the game. When it’s the first one’s turn, he starts the game with the class in which he made a mistake. When he reaches the fourth grade, he takes a pebble in his hand and stands so that one leg is in the fourth grade and the other is in the seventh. He jumps up and rearranges his legs so that one is in the sixth grade and the other is in the fifth grade. Then he jumps into a semicircle, this is the “university”, where the player rests for some time. Then he throws the pebble into the seventh grade, stands with one foot in the seventh, the other in the fourth, and moves the pebble to the sixth. Class; jumping up and down with his feet in the sixth and fifth grades. Then he moves the pebble to the fifth grade, jumps up and stands up again in the seventh and fourth grades, moves the pebble to the fourth grade and, standing on one leg in the fourth grade, moves it to the third, then to the second and first, and then pushes it out of the classroom and jumps out on his own.

The player has passed all the classes, and then an exam awaits him. He puts a pebble on the toe of his foot and walks on his heel through all the classrooms. You need to walk carefully so as not to drop a pebble or step on the line. After the exam, he ends the game, but the other players can continue. Rules of the game. The next player starts the game if the previous player's pebble fell on the line or in the wrong class, or the player stood with his foot on the line. The player who made a mistake, starting the game again, throws a pebble into the class where he made a mistake.

“Towns. Chushki. Ryukhi. Wooden doughnuts."

Two cities are drawn on the ground and at a certain distance, which is determined by agreement, the place from which the players will throw the bat is marked with a line. In every city there are towns - ruffles. The players are divided into two teams, equal in strength and dexterity. Each team has its own leader. The team that received this right by lot starts the game. The players of one of the teams knock out towns from the enemy’s city. Until the city is set on fire, that is, ... not a single kick was knocked out of him, they beat him from the horse;

when they set the city on fire, they get the right

hit from the half-cone, i.e. closer to the location

figures.

According to the condition, they hit in turns: first the players

one team and then another. The goal of the game is

knock out all the enemy's towns.

The ruffles are folded like this:

1. Flat, one fluff next to the other.

2. Flat, just worth it.

3. Ryukhi lie with their side surface forward.

4. Ryukhi stand in two rows.

5. One at a time.

6. In pairs.

7. Figure “Nail”.

8. “Elephant” figure.

9. Figure "Gate".

10. Figure "Train".

11. Figure “Clapper”.

12. Figure “Lantern”.

13. Figure “Bottle”.

14. Figure “Well”.

The game ends when everyone is eliminated from the city/ "ryukhi. The team that did not manage to knock out all the towns loses. Rules of the game. Each player hits only once. If the first player knocks out the ryukhi, then everyone else hits from the half-con. If the bat does not roll out of the city when beating the ryukhi, it remains there , until it is knocked out by another player of the same team along with the ryukhas. At the end of the game, the teams change cities. The ryukha is considered knocked out if it lies outside the city limits. Each team has two bats. The ryukhas are placed at the front line of the city or on it on equal terms distance from the sides.

"Silence."

Before the game starts, all players say the chant:

Firstborns, firstborns,

Little pigeons were flying

On fresh dew,

In someone else's lane,

There are cups, nuts,

Honey, sugar

Silence!

When the last word is said, everyone must be silent. The presenter tries to make the players laugh with movements, funny words and nursery rhymes, and comic poems. If someone laughs or says one word, he gives the presenter a forfeit. At the end

In games, children redeem their forfeits: at the request of the players, they sing songs, read poems, dance, and perform interesting movements. You can play a forfeit immediately after you have committed a fine.

Rules of the game. The presenter is not allowed to touch the players with his hands. All players should have different forfeits.

BASHKIR FOLK GAMES

"Yurt".

(Tirme.)

The game involves four subgroups of children, each of which forms a circle at the corners of the site. In the center of each circle there is a chair on which a scarf with a national pattern is hung. Holding hands, everyone walks in four circles at alternating steps and sings:

We are funny guys

Let's all gather in a circle.

Let's play and dance

And let's rush to the meadow.

To a melody without words, the guys move in alternating steps into a common circle. At the end of the music, they quickly run to their chairs, take a scarf and pull it over their heads in the form of a tent (roof), it turns out to be a yurt.

Rules of the game. With the end of the music it is necessary

quickly run to your chair and form a yurt. The first group of children to build a yurt wins.

"Copper".

(Bakir buken).

Players playing in pairs sit in a circle. Children representing copper stumps are sitting on chairs. The host children stand behind the chairs.

To a Bashkir folk melody, the driver-customer moves in a circle at alternating steps, looking carefully at the children sitting on the chairs, as if choosing a stump for himself. When the music ends, he stops near the couple and asks the owner:

I want to ask you,

Can I buy your tree stump?

The owner answers:

Since you are a daring horseman,

That copper stump will be yours.

After these words, the owner and buyer go out of the circle, stand behind the selected stump with their backs to each other and respond to the words: “One, two, three - run!” - scatter in different directions. The one who reaches first stands behind the copper stump.

Rules of the game. Run only when given a signal. The winner becomes the owner.

"Throwing stick."

(Soyosh tayak)

A circle with a diameter of 1.5 m is drawn. A throwing stick 50 cm long is placed in the circle. A shepherd is chosen with a counting table. One player throws a stick into the distance. The shepherd runs out to pick up an abandoned stick. At this time, the players are hiding. The shepherd returns with the stick, puts it back and looks for the children. Having noticed the one hiding, he calls him by name. The shepherd and the named child run to the stick. If the player comes running before the shepherd, then he takes the stick and throws it again, and hides again. If the player arrives later, he becomes a prisoner. He can only be rescued by a player who calls his name and manages to take the stick before the shepherd. When everyone is found, the one who was discovered first becomes the shepherd.

Rules of the game. You can start looking for players only when the stick is found and placed in the circle. The player called by name must immediately come out of hiding. The prisoner is saved by the player who reaches the stick before the shepherd.

"Sticky Stumps."

(Yebeshkek bukender)

Three or four players squat as far apart as possible. They represent sticky stumps. The rest of the players are running around

area, trying not to come close to the stumps. The stumps should try to touch the children running past. The greasy ones become stumps. Rules of the game. Stumps should not get out of place.

"Shooter."

(Uksy)

Two parallel lines are drawn at a distance of 10-15 m from each other. A circle with a diameter of 2 m is drawn in the middle between them. One player is the shooter. He stands in a circle with a ball in his hands. The remaining players begin to run from one line to another. The shooter tries to hit them with the ball. The one who is hit becomes the shooter.

Rules of the game. At the beginning of the game, the shooter becomes the one who, after the sudden command “Sit!” sat down last. The moment of throwing the ball is determined by the shooter himself. The ball is thrown wide, the players throw the arrow. If a player catches a ball thrown at him, this is not considered a hit.

MARI FOLK GAMES

"Rolling the ball."

(Meche dene modmash)

The players agree on the order in which they will roll the felted wool ball. On a flat area, at a distance of 3-5 m from the line behind which the players are located, a small hole is dug out (its diameter and depth is slightly larger than the ball). The first player rolls the ball, trying to get into the hole. If he hits, he gets one point and rolls the ball again. If the player misses and does not fall into the hole, the next one in line rolls. The first one to score a conditional number of points will win.

Rules of the game. The ball must be rolled, not thrown into the hole. You cannot step beyond the line from which the ball is rolled.

"Bilyasha."

Two lines are drawn on the site at a distance of 3-4 m from one another. The players, divided into two teams, stand behind these lines facing each other. One of the comrades playing at his own request and consent shouts"Bilyasha!" runs to the other team, each member of which extends his right hand forward. The person running up takes someone from the opposing team by the hand and tries to pull him across the court behind his line. If he succeeds, he places the prisoner behind him. If he himself ends up outside the line of the enemy team, he becomes its prisoner and is located behind the back of the player who pulled him over to his side. The game continues, now the attacker is sent out by the other team. The game ends when one team attracts all the players of the other team.

Rules of the game. You can only pull an opponent with one hand; you cannot help with the other hand. No one should withdraw their outstretched hand. If a player who has a prisoner is pulled over to his side by a player of the opposing team, then the prisoner is released and returns to his place on the team.

MORDOVIAN FOLK GAMES

"Boiler".

(Kotelso nalksema. Kotelso nalksema)

A deep hole (about 50 cm in diameter) is dug in the ground. Small dimples (ten to twelve pieces) are dug around it, which can be covered with the foot or heel. In the hands of the players, there is a round, smooth stick 50-60 cm long, 2.5 cm in diameter. The leader throws a small ball into the pit-cauldron from a distance of 2-3 m. The players must knock the ball out of there. The ball that has flown out of the cauldron is taken by the host and thrown into the cauldron again. Players playing with sticks prevent the ball from getting into the hole.

They play this way until the ball hits the cauldron. If the ball is in the cauldron, the players must move from one small hole to another, while the leader must take one of the holes (salok). The one who doesn't get the tag is the one who drives. Game continues. Rules of the game. The players must knock the ball out without moving. You can move from hole to hole only when the ball hits the pot.

"Salki."

(Varenets pongoma. Varyanyas povoma)

The tag holes are dug according to the size of the ball (3-4 cm). The players stand near the tag, and the leader, from a distance of 0.5-1 m, rolls the ball into one of the holes located not far from each other. Whoever hits the tag with the ball, he takes it, all the children scatter to the sides, and he must hit one of the players with the ball. The player who was hit by the ball becomes the leader. Rules of the game. You can only throw the ball at the feet of the players and only from a standing position.

"Circular".

(Kunsema ball. Nalkhsema topsa)

The players draw a large circle, divide into two equal teams and agree who will be in the circle and who will be outside the circle. Those who remain outside the circle, distributed evenly, try to hit the children in the circle with the ball. If someone in the circle manages to catch the ball, he tries to hit any child outside the circle with it. If he succeeds, then he has a point in reserve; if he misses, he leaves the circle. When the ball has hit all the children, the players change places.

Rules of the game. The ball can only be caught from the air, from the ground does not count. The greasy ones leave the circle. A child who catches the ball and hits a player outside the circle remains in the circle.

"Heaven, heaven."

Two children are chosen for the game - the gate;

the rest of the players are mothers and children. Children-

the gate raises their clasped hands up and says:

Heaven, heaven, I'm missing it,

And I leave the last ones.

The mother herself will pass

And he will take care of the children.

At this time, the playing children, having become a train, follow their mother through the gate. The gate children, with their hands down, separate the last child and in a whisper ask him two words - a password (for example, one child - a shield, the other an arrow). The responder chooses one of these words and joins the team of the child whose password he named. When the mother is left alone, the gate asks her loudly: shield or arrow. The mother answers and joins one of the teams. Gate children stand facing each other, holding hands. The remaining members of each team line up behind their half of the goal. The resulting two teams pull each other. The winning team is considered the winner.

Rules of the game. Children should not eavesdrop or give out the password.

TATAR FOLK GAMES

“We sell pots.”

(Chulmak uena).

The players are divided into two groups. Potty children, kneeling or sitting on the grass, form a circle. Behind each pot stands the player who owns the pot, with his hands behind his back. The driver stands behind the circle. The driver approaches one of the owners of the pot and starts a conversation:

- Hey buddy, sell the pot!

Buy it.

- How many rubles should I give you?

Give me three.

The driver touches the pot three times (or as much as the owner agreed to sell the pot for, but no more than three rubles), and they begin running in a circle towards each other (they run around the circle three times). Whoever runs faster to an empty space in the circle takes that place, and the one who lags behind becomes the driver.

Rules of the game. You are only allowed to run in a circle without crossing it. Runners do not have the right to touch other players. The driver starts running in any direction. If he started running to the left, the stained one should run to the right.

"Gray wolf".

(Sary bure)

One of the players is chosen as a gray wolf. Squatting, the gray wolf hides behind the line at one end of the area (in the bushes or in thick grass). The rest of the players are on the opposite side. The distance between the drawn lines is 20-30 m. At the signal, everyone goes into the forest to pick mushrooms and berries. The leader comes out to meet them and asks (the children answer in unison):

- Where are you going, friends?

- We are going into the dense forest.

- What do you want to do there?

- We'll pick raspberries there.

Why do you need raspberries, children??

- We'll make jam.

- What if a wolf meets you in the forest?

- The gray wolf won't catch us!

After this roll call everyone approaches

the place where the gray wolf hides, and the choir

They say:

I'll collect berries and make some jam,

My dear grandmother will have a treat.

There are a lot of raspberries here,and you can’t collect it all,

And there are no wolves or bears to be seen at all!

No words to be seen after the gray wolf gets up and

children quickly run over the line. The wolf is chasing

with them and tries to tarnish someone.

He takes the prisoners to the lair - to where

I was hiding myself.

Rules of the game. Depicting gray

the wolf cannot jump out, and all players

run away before words are spoken

not to be seen. You can only catch those running away

to the edge of the house.

"Jump-jump."

(Kuchtem-kuch)

A large circle with a diameter of 15-25 m is drawn on the ground, and inside it there are small circles with a diameter of 30-35 cm for each participant in the game. The driver stands in the center of a large circle.

The driver says: “Jump!” After this word, the players quickly change places (in circles), jumping on one leg. The driver tries to take the place of one of the players, also jumping on one leg. The one who is left without a place becomes the driver. Rules of the game. You can't push each other out of the circles. Two players cannot be in the same circle. When changing places, the circle is considered to belong to the one who joined it earlier.

"Flappers."

(Abakle)

On opposite sides of the room or site, two cities are marked with two parallel lines. The distance between them is 20-30 m. All children line up next to one

from cities in one line: left hand on

belt, right hand extended forward with palm

up.

The driver is selected. He approaches those standing

near the city and says the words:

Clap and clap - the signal is like this:

I'm running, and you're following me!

With these words, the driver lightly slaps someone on the palm. The driver and the stained one run to the opposite city. Whoever runs faster will remain in the new city, and the one who lags behind becomes the driver. Rules of the game. Until the driver touches someone's palm, you cannot run. While running, players should not touch each other.

"Take a seat."

(Bush Uryn)

One of the participants in the game is chosen as the driver, and the rest of the players, forming a circle, walk holding hands. The driver follows the circle in the opposite direction and says:

I chirp like a magpie,

I won't let anyone into the house.

I cackle like a goose,

I'll slap you on the shoulder -

Run!

Having said run, The driver lightly hits one of the players on the back, the circle stops, and the one who was hit rushes from his place in the circle towards the driver. The one who runs around the circle first takes a free place, and the one who lags behind becomes the driver.

Rules of the game. The circle should stop immediately at the word run. You are only allowed to run in a circle without crossing it. While running, you must not touch those standing in a circle.

"Traps."

(Totysh uyena)

At the signal, all players scatter around the court. The driver tries to tarnish any of the players. Everyone he catches becomes his assistant. Holding hands, two of them, then three of them, four of them, etc., they catch the ones running until they catch everyone.

Rules of the game. The one whom the driver touches with his hand is considered caught. Those who are caught catch everyone else only by holding hands.

"Blind Man's Bluff."

(Kuzbaylau uyen)

They draw a large circle, inside it, at the same distance from each other, they make holes-holes according to the number of participants in the game. They identify the driver, blindfold him and place him in the center of the circle. The rest take places in burrow holes. The driver approaches the player to catch him. He, without leaving his hole, tries to dodge him, now bending over, now crouching. The driver must not only catch, but also call the player by name. If he names the name correctly, the participants in the game say: “Open your eyes!” - and the one who was caught becomes the driver. If the name is called incorrectly, the players, without saying a word, make several claps, making it clear that the driver was mistaken, and the game continues. Players change minks, jumping on one leg.

Rules of the game. The driver has no right to peek. During the game, no one is allowed to leave the circle. Exchange of minks is allowed only when the driver is on the opposite side of the circle.

"Interceptors".

(Kuyshu uyena)

At opposite ends of the site, two houses are marked with lines. The players are located in one of them in a line. In the middle, facing the children, is the driver. The children say the words in chorus:

We can run fast

We love to jump and gallop.

One two three four five,

There's no way they'll catch us!

After finishing these words, everyone runs scattered across the site to another house. The driver tries to tarnish the defectors. One of the stained ones becomes the driver, and the game continues. At the end of the game, the best guys who were never caught are celebrated. Rules of the game. The driver catches the players by touching their shoulder with his hand. The stained ones go to the appointed place.

"Timerbay".

The players, holding hands, make a circle. They choose a driver - Timerbai. He stands in the center of the circle. The driver says:

Timerbai has five children,

They play together and have fun.

We swam in the fast river,

They wandered about, splashed about,

Cleaned up nicely

And they dressed up beautifully.

And they didn’t eat or drink,

They ran into the forest in the evening,

We looked at each other,

They did it like this!

With last words like this The driver makes some movement. Everyone must repeat it. Then the driver chooses someone instead of himself.

Rules of the game. Movements that have already been demonstrated cannot be repeated. The movements shown must be performed accurately. Can be used in the game various items(balls, braids, ribbons, etc.).

Chanterelles and chickens(Telki ham tavyklar)

At one end of the site there are chickens and roosters in a chicken coop. On the opposite side there is a fox.

Hens and roosters (from three to five players) walk around the site, pretending to peck various insects, grains, etc. When to approach them. a fox creeps up, the roosters cry: “Ku-ka-re-ku!” At this signal, everyone runs to the chicken coop, the fox rushes after them,

which tries to tarnish any of the players.

Rules of the game. If the driver fails to stain any of the players, then he drives again.

"Guess and catch up."

(Chitanme, buzme)

The players sit on a bench or on the grass in one row. The driver sits in front. He is blindfolded. One of the players approaches the driver, puts his hand on his shoulder and calls him by name. The driver must guess who it is. If he guesses correctly, he quickly takes off the bandage and catches up with the runner. If the driver says the player's name incorrectly, then another player comes up. If the name is named correctly, the player touches the driver on the shoulder, making it clear that he needs to run.

Rules of the game. If the driver does not understand your friend, you can repeat the game again with him. As soon as he catches the player, the driver sits at the end of the column, and the caught one becomes the driver. The game has a strict order.

"Who is first?"

(Uzysh uyena?)

The players line up on one side of the court, and on the other side a flag is placed to indicate the end of the distance. At the signal, the participants begin running a race. Whoever runs this distance first is considered the winner.

Rules of the game. The distance from one end of the site to the other should be no more than 30 m. The signal can be a word, a wave of a flag, or a clap. When running, you should not push your comrades.

(Yrgytu uyeny?)

The players line up in two lines on both sides of the court. There is a flag in the center of the site at a distance of at least 8-10 m from each team. At the signal, the players in the first rank throw the bags into the distance, trying to throw them to the flag, and the players in the second rank do the same. The best thrower from each line is revealed, as well as the winning line, in whose team the largest number of participants will throw the bags to the flag. Rules of the game. Everything must be thrown at the signal. The team leaders keep score.

"Ball in a circle."

(Teenchek ueny)

The players, forming a circle, sit down. The driver "stands behind a circle with a ball, the diameter of which is 15-25 cm. At a signal, the driver throws the ball to one of the players sitting in the circle, and he moves away. At this time, the ball begins to be thrown in a circle from one player to another. The driver runs after the ball and tries to catch it on the fly. The player from whom the ball was caught becomes the driver.

Rules of the game. The ball is passed by throwing with a turn. The catcher must be ready to receive the ball. When the game is repeated, the ball is passed to the one who was left out of the game.

"Tangled Horses"

(Tyshauly atlar)

The players are divided into three or four teams and line up behind the line. Flags and stands are placed opposite the line. At the signal, the first team players begin jumping, run around the flags and return back - running. Then the second ones run, etc. The team that finishes the relay first wins.

Rules of the game. The distance from the line to the flags and posts should be no more than 20 m. You should jump correctly, pushing off with both feet at the same time, helping with your hands. You need to run in the indicated direction (right or left).

UDMURT FOLK GAMES

"Water".

(Wu murt).

They outline a circle - this is a pond or lake, a river. A leader is selected - a merman. The players run around the lake and repeat the words:

“There is no water supply, but there are a lot of people.”

The merman runs around the circle (lake) and catches

players who come close to the shore

(circle lines). Those caught remain in a circle.

The game continues until there is no

Most of the players are caught.

Rules of the game. The merman catches without leaving

beyond the circle line. They also become traps

those who were caught. They help the merman.

"Gray Bunny"

(Purys kechpi)

A square (6x6 m) is drawn on the site - this is a fence. A bunny sits on one side of the fence. The dogs (ten players) are located in a semicircle 3-5 m away from the opposite side of the fence. Those participating in the game say: “Little bunny, little bunny, why did you come into the garden? Why did you eat my cabbage? At the last words, the bunny jumps from the fence and tries to run away. The dogs catch him, surrounding him with clasped hands. Rules of the game. The hare is considered caught when the circle is completely closed. The hare has no right to run out from under the hands in a closed circle.

"Catching up."

(Tyabyken shudon)

The players stand in a circle. One of them recites a rhyme:

Five beards, six beards,

The seventh is a grandfather with a beard.

The one who goes out catches up with the players, who scatter in different directions. By touching the hand of one of the players, the trap says the word Tyabyk The one caught leaves the game. Rules of the game. When three or four players are defeated, everyone gathers in a circle again and a new leader is chosen with a counting rhyme.

"Moose Hunting"

(Losyosty Kuton)

The players are divided into two teams. Everyone stands behind a line drawn at a distance of 1.5 m from the elk antlers (their number corresponds to the number of participants in the team). Each player has a lasso in his hands. Everyone is trying to lasso the moose (throw\ lasso on the horns). Those hunters win

who caught more moose, i.e. threw the lasso more times.

Rules of the game. The game should begin at the direction of the leader, alternately in both teams. Before playing the game, you should learn a certain way of throwing a lasso. Keep the score up to ten points.

"Game with a handkerchief."

(Kysheten shudon)

The players stand in a circle in pairs, one after another. Two presenters are chosen, one of them is given a handkerchief. At the signal, the leader runs away with a handkerchief, and the second leader catches up with him. The game goes round and round. The leader with the handkerchief can pass the handkerchief to any player standing in a pair and take his place. Thus, the leader with the handkerchief changes. The leader, left without a pair, catches up with the leader with a handkerchief.

Rules of the game. The player runs away only when he receives the handkerchief. When the leader with a handkerchief is caught by the second leader, the second leader is given a handkerchief, and the next leader is chosen from among the children standing in pairs. The game starts at the signal.

CHUVASH FOLK GAMES

"Predator at sea"

(Shotkan kayak teensrz)

Up to ten children participate in the game. One of the players is chosen as a predator, the rest are fish. To play, you need a rope 2-3 m long. Make a loop at one end and put it on a post or peg. The player playing the role of a predator takes the free end of the rope and runs in a circle so that the rope is taut and the hand with the rope is at knee level. When the rope approaches, the fish children need to jump over it.

Rules of the game. Fish touched by the rope leave the game. The child, playing the role of a predator, starts running at a signal. The rope must be constantly taut.

"Fish."

(Pula)

On the site, two lines are drawn or trampled in the snow at a distance of 10-15 m from each other. According to the counting rhyme, the driver is selected - a shark. The remaining players are divided into two teams and face each other behind opposite lines. At the signal, the players simultaneously run from one line to another. At this time, the shark salivates those running across. The score of the winners from each team is announced.

Rules of the game. The dash begins at the signal. The team that has the agreed number of players, for example five, loses. Those who are salted do not drop out of the game.

"Moon or Sun."

(Uyohpa hevel)

Two players are chosen to be captains. They agree among themselves which of them is the moon and which is the sun. The others, who had previously been standing aside, approach them one by one. Quietly, so that others do not hear, everyone says what he chooses: the moon or the sun. They also quietly tell him whose team he should join.

So everyone is divided into two teams, which line up in columns - the players behind their captain, clasping the person in front by the waist. Teams pull each other across the line between them. The tug-of-war is fun and emotional, even when the teams are unequal.

Rules of the game. The loser is the team whose captain crossed the line during the tug-of-war.

“Who do you want?”

(Tili-ram?)

The game involves two teams. Players from both teams line up facing each other at a distance of 10-15 m. The first team says in chorus: “Tili-ram, tili-ram?” (“Who do you want, who do you want?”) The other team names any player from the first team. He runs and tries to break through the chain of the second team holding hands with his chest or shoulder. Then the teams change roles. After challenges, teams pull each other over the line.

Rules of the game. If the runner manages to break the chain of the other team, then he takes one of the two players between whom he broke into his team. If the runner has not broken the chain of the other team, then he himself remains in this team. In advance, before the start of the game, the number of command calls is set. The winning team is determined after a tug of war.

“Disperse!”

(Sireler!)

The players stand in a circle and join hands. They walk in a circle to the words of one of their favorite songs. The driver stands in the center of the circle. Suddenly he says: “Scatter!” - and after that he runs to catch the running players.

Rules of the game. The driver can take a certain number of steps (by agreement, depending on the size of the circle, usually three to five steps). The salty one becomes the driver. You can only run after the worddisperse.

"Bat".

(Syara serey)

Two thin planks or slivers are knocked down or tied crosswise. It turns out to be a pinwheel - a bat. Players are divided into two teams and choose captains. The captains stand in the center of a large area, the rest - around them. One of the captains is the first to throw the bat high into the air. Everyone else tries to catch her as she falls while still in the air or grab her already on the ground.

Rules of the game. It is not permitted to take away a bat that has already been caught. The one who catches the bat gives it to the captain of his team, who gets the right to a new throw. The captain's second roll gives the team a point. They play until they get a certain number of points.


Folk outdoor games of the Volga region (from work experience)

"O joy of life, child's play,
never leave the neighbor's yard.
My mother came for me, but even my mother
He happened to play lapta with us.”
V. Berestov
Cheerful mobile folk games– this is our childhood. Who doesn’t remember the constant tags, traps, hide and seek! Who invented these games? When did they arise? There is only one answer to this question: they were created by the people, just like fairy tales and songs.
Folk games have a long history, they have been preserved and come down to the present day from ancient times, passed down from generation to generation, absorbing the best national traditions.
In April of this year in our kindergarten within theme week“Costumes of the peoples of the Volga region” was held by a district methodological association, where our students and teachers shared their experiences. The event was dedicated to the 165th anniversary of the Samara province.
We also run a “Folk outdoor games” group, the goal of which is to strengthen children’s health, cultivate moral and patriotic feelings, form and enhance physical activity, and introduce them to folk traditions.
More than 150 nationalities live in the Samara region. In our kindergarten, children from different cultures live in a friendly community. Therefore, when we play Tatar, Mordovian, Russian, Chuvash outdoor games, children of these nationalities pay attention to this. They have a feeling of pride and belonging to this nation. We are a multinational state, and the task of teachers is to raise a new healthy generation in peace and friendship. And since gaming is now our main activity, this is how the education of moral and patriotic qualities takes place.
During club classes and during walks, the children and I play games such as:
Chuvash folk outdoor game “Family”
Rules of the game: Children stand in a circle and hold hands. The driver is in the center. The players walk in a circle and chant the words:
At Uncle Tryphon's
There were seven children
Seven sons.
they didn't drink, didn't eat,
They looked at each other.
At once they did as I did!
At the last words, everyone repeats the exercise shown by the driver.
Chuvash folk game “Predator in the sea”
Rules of the game. One of the players is chosen as a predator, the rest are fish. To play, you need a rope 2-3 m long. Make a loop at one end and put it on a post or peg. The player playing the role of a predator takes the free end of the rope and runs in a circle so that the rope is taut and the hand with the rope is at knee level. When the rope approaches, the fish children need to jump over it; the fish touched by the rope are out of the game. The child, playing the role of a predator, starts running at a signal. The rope must be constantly taut.
Tatar folk outdoor game “Catch the Fox”
Rules of the game: Children stand at a distance of one step from each other, facing the center, counting on the first and second numbers. So they are divided into two groups (first and second numbers). There is a ball on the floor in a circle. Two teams stand opposite each other behind a line. At the signal, children begin to throw sandbags at the ball (fox), trying to push the ball out of the circle. The team that does it faster wins.
Russian folk outdoor game "FLY"
A stake is driven into the center of the site, and a circle is hung on it - a “fly”. The players stand in front of the stake at a distance of 2 m. At the command “Knock down the fly!” The players throw sandbags or small balls, trying to knock the “fly” off the stake. There is a guard at the stake, who must hang it on the stake again every time a “fly” is knocked down. When the players throw all their “shells”, they run after them, and whoever, upon returning, does not have time to take his place, becomes the guard at the “fly”.
Mordovian folk outdoor game “North and South Wind”
With the help of a counter, two leading winds are selected - the north and south winds. The north wind is given a blue ribbon, and the south wind a red one. The task of the north wind, touching the player’s palm, is to “freeze” him. The south wind, touching the player, “unfreezes” him. On command, the game begins. Players scatter across the field, and the north and south winds “freeze” and “unfreeze” the players, respectively.
Russian folk outdoor game “Corners”
A large square is drawn on the site. The players stand in the “corners”, in the center is the leader in a rooster mask. The driver says: “Ku-ka-re-ku! I’ll disperse and chase, from corner to corner, get out!” As soon as the driver says the last word, all children must change places. The driver strives to take one of the empty seats. Those who do not have enough space become the driver.
Counting tables:
The peas were rolling on the dish,
You drive, but I won't.
The cuckoo walked past the net,
And behind her are small children,
The cuckoos are asked to drink,
Come out - you'll drive!
The bees flew into the field,
They buzzed and buzzed.
The bees sat on the flowers.
We play - you drive!

CONCLUSION: Folk outdoor games teach children a lot, contribute to the development of dexterity, speed of movement, and accuracy. They teach you to be smart. Of course, these games are a national treasure, and it is important that preschoolers know and love them.


Attached files

Yulia Vafina
Games of the Volga Region Peoples

Culture Volga people is part of its history. Its formation and subsequent development are closely connected with the same historical factors that influenced the formation and development of the region’s economy, the political and spiritual life of society. The concept of culture naturally includes everything that is created by the mind, talent, and handicraft people, everything that expresses his spiritual essence, his view of the world, nature, human existence, and human relationships.

Representatives Povolzhsky The region is quite distinctive, cohesive national communities, due to the peculiarities of the historical past in their ethnopsychological characteristics.

During the entertainment, the following decisions were made: tasks: popularization folk games among preschoolers; development of dexterity, coordination abilities, endurance, ingenuity; formation of muscle-motor skills; development of basic physical qualities: strength, agility, speed, endurance, coordination and flexibility; fostering tolerance and interest in the culture of others peoples; kindness and mutual assistance in the team.

Bashkir folk games:

The game involves four subgroups of children, each of which forms a circle at the corners of the site. In the center of each circle there is a chair on which a scarf with a national pattern is hung. Holding hands, everyone walks in four circles at alternating steps and sing:

We are funny guys

Let's all gather in a circle,

Let's play and dance

And let's rush to the meadow.

To a melody without words, the guys move in alternating steps into a common circle. At the end of the music, they quickly run to their chairs, take a scarf and pull it over their heads in the form of a tent (roof, it turns out to be a yurt. Rules games. When the music ends, you need to quickly run to your chair and form a yurt. A group of children wins, the first to build a yurt.

Copper stump.

Players playing in pairs sit in a circle. Children representing copper stumps are sitting on chairs. The host children stand behind the chairs.

Under the Bashkir folk the melody, the driver-customer moves in a circle at alternating steps, looks carefully at the children sitting on the chairs, as if choosing a stump for himself. When the music ends, he stops near the couple and asks owner:

I want to ask you

Can I buy your tree stump?

The owner answers:

Since you are a daring horseman,

That copper stump will be yours.

After these words, the owner and buyer go out of the circle, stand behind the selected stump with their backs to each other and words: "One two Three

Run!” -running away in different directions. Arrived

is the first to stand behind the copper stump.

Sticky stumps

Three to four players squat as far away from each other as possible. They represent sticky stumps. The rest of the players run around the court, trying not to come close to the stumps. The stumps should try to touch the children running past. The greasy ones become stumps.

Rules games. Stumps should not get out of place.

Two parallel lines are drawn at a distance of 10-15 m from one another. A circle with a diameter of 2 m is drawn in the middle between them. One player is the shooter. He stands in a circle with a ball in his hands. The remaining players begin to run from one line to another. The shooter tries to hit them with the ball. The one who is hit becomes the shooter.

Rules games. At first games the shooter becomes the one who, after a sudden command "Sit down!" sat down last. The moment of throwing the ball is determined by the shooter himself. The ball is thrown wide, the players throw the arrow. If a player catches a ball thrown at him, this is not considered a hit.

Mari folk games

Rolling the ball

The players agree on the order in which they will roll the felted wool ball. On a flat area at a distance of 3-5 m from the line behind which the players are located, a small hole is dug (its diameter and depth are slightly larger than the ball). The first player rolls the ball, trying to get into the hole. If he hits, he gets one point and rolls the ball again. If the player misses and does not

gets into the hole, the next one in line rolls. The first one to score a conditional number of points wins.

Rules games. The ball must be rolled, not thrown into the hole. You cannot step beyond the line from which the ball is rolled.

Two lines are drawn on the site at a distance of 3-4 m from one another. The players, divided into two teams, stand behind these lines facing each other. One of the comrades playing at his own request and consent shouts "Bilyasha!" runs to the other team, each member of which extends his right hand forward. The person running up takes someone from the opposing team by the hand and tries to pull him across the court behind his line. If he succeeds, he places the prisoner behind him. If he himself ends up outside the line of the enemy team, he becomes its prisoner and is located behind the back of the player who pulled him over to his side. The game continues, now the attacker is sent out by the other team. The game ends when one team attracts all the players of the other team.

Rules games. You can only pull an opponent with one hand; you cannot help with the other hand. No one should withdraw their outstretched hand. If a player who has a prisoner is pulled over to his side by a player of the opposing team, then the prisoner is released and returns to his place.

Mordovian folk games

The players must knock the ball out with a stick. The ball that has flown out of the cauldron is taken by the host and thrown into the cauldron again. Players playing with sticks prevent the ball from getting into the hole. They play this way until the ball hits the cauldron. If the ball is in the cauldron, the players must move from one small hole to another, while the leader must occupy one of the holes (salok). The one who doesn't get the tag is the one who drives. Game continues.

Rules games. The players must knock the ball out without moving. You can move from hole to hole only when the ball hits the pot.

Tag holes are dug according to the size of the ball (3 -4 cm). The players stand near the tag, and the leader, from a distance of 0.5-1 m, rolls the ball into one of the holes located not far from each other. Whoever hits the tag with the ball, he takes it, all the children scatter to the sides, and he must hit one with the ball of those playing. The player who was hit by the ball becomes the leader.

Rules games. You can only throw the ball at the feet of the players and only from a standing position.

Circular

The players draw a large circle, divide into two equal teams and agree who will be in the circle and who will be outside the circle. Those who remain outside the circle, distributed evenly, try to hit the children in the circle with the ball. If someone in the circle manages to catch the ball, he tries to hit any child outside the circle with it. If he succeeds, then he has a point in reserve; if he misses, he leaves the circle. When the ball has hit all the children, the players change places.

Rules games. The ball can only be caught from the air, from the ground does not count. The greasy ones leave the circle. A child who catches the ball and hits a player outside the circle remains in the circle.

Tatar folk games

We sell pots

The players are divided into two groups. Potty children, kneeling or sitting on the grass, form a circle. Behind each pot stands a player - the owner of the pot, with his hands behind his back. The driver stands behind the circle. The driver approaches one of the owners of the pot and begins talk:

Hey buddy, sell the pot!

How many rubles should I give you?

Give me three.

The driver touches the pot three times (or as much as the owner agreed to sell the pot for, but no more than three rubles) and they begin running in a circle towards each other. (run around three times). Whoever runs faster to an empty space in the circle takes that place, and the one who lags behind becomes the driver.

Rules games. You are only allowed to run in a circle without crossing it. Gray wolf

Rules games. The person depicting the gray wolf cannot jump out, and all players cannot run away before the words are brought in. You can catch those running away only up to the house line.

Jump-jump

A large circle with a diameter of 15-25 m is drawn on the ground, inside it there are small circles with a diameter of 30-35 cm for each participant games. The driver stands in the center of a large circle.

The driver says: "Jump!" After this word, the players quickly change places (in circles, jumping on one leg. The driver tries to take the place of one of the players, also jumping on one leg. The one who is left without a place becomes the driver.

Firecrackers

On opposite sides of the room or area, two cities are marked with two parallel lines. The distance between them is 20-30 m. All children line up near one of the cities in one line: left hand on the belt, right hand extended forward with palm up. The driver is selected. He approaches those standing near the city and says words:

Clap and clap - signal such:

I'm running, and you're following me.

With these words, the driver lightly slaps someone on the palm. The driver and the stained one run to the opposite city. Whoever runs faster will remain in the new city, and the one who lags behind becomes the driver.

Take a seat

One of the participants games are chosen by the driver, and the rest of the players, forming a circle, walk holding hands. The driver walks in a circle in the opposite direction and speaks:

I chirp like a magpie,

I won't let anyone into the house.

I cackle like a goose,

I'll slap you on the shoulder

Having said run, the driver lightly hits one of the players on the back, the circle stops, and the one who was hit rushes from his place in the circle towards the driver. The one who runs around the circle first takes a free place, and the one who lags behind becomes the driver.

Rules games. The circle should stop immediately when you hear the word run.

You are only allowed to run in a circle without crossing it. While running, you must not touch those standing in a circle.

At the signal, all players scatter around the court. The driver tries to tarnish any of the players. Everyone he catches becomes his assistant. Holding hands, two of them, then three of them, four of them, etc., they catch the ones running until they catch everyone.

Rules games. The one whom the driver touches with his hand is considered caught. Those who are caught catch everyone else only by holding hands.

Interceptors.

Timerbay.

The players, holding hands, make a circle. They choose a driver - Timerbai. He stands in the center of the circle. Driver speaks:

Timerbai has five children,

They play together and have fun.

We swam in the fast river,

They got dirty, splashed,

Cleaned up nicely

And they dressed up beautifully.

And they didn’t eat or drink,

They ran into the forest in the evening,

We looked at each other,

They did it like this!

With the last words, the driver makes some kind of movement like this. Everyone must repeat it. Then the driver chooses someone instead of himself.

Chanterelles and chickens

At one end of the site there are chickens and roosters in a chicken coop. On

opposite - there is a fox. Hens and roosters (three to five players) walk around the site, pretending to peck various insects, grains, etc. When a fox creeps up on them, the roosters crow “Ku-ka-re-ku!” That's why

At the signal, everyone runs to the chicken coop, and the fox rushes after them, who tries to stain any of the players.

Rules games. Everything must be thrown at the signal. The team leaders keep score.

Russian folk games

Salki

The plot of the game is very simple: one driver is selected, who must catch up and make fun of the players running around the site.

But this game has several options that complicate it.

1. The taunted player becomes the driver, and he must run, holding his hand on the part of the body for which he was taunted.

The first player whom the driver touches becomes the driver himself.

2. The upset player stops, stretches his arms to the sides and shouts: “Tea-tea-help out.” He is "bewitched".

Other players can “disenchant” it by touching their hand. The leader must “bewitch” everyone. To do this faster, there can be two or three drivers.

Two lines are drawn on the site at a distance of 6–8 meters from one another.
Behind one line is the driver - the “bear”, behind the other is the “house” in which the children live.
Children go out of the “house” into the “forest” to pick mushrooms and berries.


They approach the bear's den with the words:


By the bear in the forest


I take mushrooms and berries.


But the bear doesn't sleep,


Everything is looking at us.


At the last words, the “bear” jumps out of the “den” and tries to grease the children running away to their house.


A player hit by a bear becomes a bear.

It is better to play this game outside, in a spacious and level place, and it is advisable for more people to play.


Children choose a leader, and the rest sit on the ground in a circle.


The leader begins to walk slowly from the outside of the circle, touches each player with his hand and says the word “duck” or “goose”.


If the player is called a duck, he continues to sit quietly; if he is a goose, he jumps up and catches up with the leader before he manages to take the goose’s free place.


If the leader succeeds, the “goose” leads the next game.

Golden Gate

This game is very dynamic and is designed not so much for the dexterity of its participants as for their luck. The rules of the “Golden Gate” are as follows: two players stand opposite each other and join their hands in such a way as to form a goal. The rest of the participants join hands and take turns walking through them. The players making up the goal chant:

Golden Gate
They don't always miss!
Saying goodbye for the first time
The second time is prohibited
And for the third time
We won't miss you!

After the song ends, they lower their hand, and those players who are caught also become gates. Thus, the chain of participants gradually decreases. The game ends the moment everyone becomes a “gate.”

Tatar folk games

“Guess and catch up” (Chitanme, buzme)

The players sit on a bench or on the grass in one row. The driver sits in front. He is blindfolded.

One of the players approaches the driver, puts his hand on his shoulder and calls him by name. The driver must guess who it is. If the driver says the player's name correctly, he quickly takes off the bandage and catches up with the runner. If the driver does not guess the player's name, then another player comes up.

· if the name is named correctly, the player touches the driver on the shoulder, making it clear that he needs to run;

· as soon as the driver catches the player, he sits at the end of the column, and the caught player becomes the driver.

“We sell pots” (Chulmak ueny)

The players are divided into two groups: potty children and potty owner players. Potty children form a circle by kneeling or sitting on the grass. Behind each pot stands the player who owns the pot, with his hands behind his back. The driver stands behind the circle.

The driver approaches one of the owners of the pot and starts a conversation:

- “Hey buddy, sell the pot!”
- Buy it!
- How many rubles should I give you?
- Give me three.

The driver touches the owner's hand three times (or as much as the owner agreed to sell the pot for, but no more than three rubles), and they begin running in a circle towards each other (they run around the circle three times). Whoever runs faster to an empty space in the circle takes that place, and the one who lags behind becomes the driver.

· running is only allowed in a circle, without crossing it;

· Runners do not have the right to touch other players;

· The driver can start running in any direction. If he started running to the left, the stained one should run to the right.

"Gray Wolf" (Sary Bure)

One of the players is chosen as a gray wolf. Squatting, the gray wolf hides behind the line at one end of the area (in the bushes or in thick grass). The rest of the players are on the opposite side. The distance between the drawn lines is 20-30 m. At the signal, everyone goes into the forest to collect mushrooms and berries. The leader comes out to meet them and asks (the children answer in unison):

Where are you going, friends?

We are going into the dense forest.

What do you want to do there?

We'll pick raspberries there.

Why do you need raspberries, children?

We'll make jam.

What if a wolf meets you in the forest?

The gray wolf won't catch us!

After this roll call, everyone comes up to the place where the gray wolf is hiding and says in unison:

I'll pick berries and make jam,

My dear grandmother will have a treat.

There are a lot of raspberries here, it’s impossible to pick them all,

And there are no wolves or bears to be seen at all!

After the words are out of sight, the gray wolf gets up, and the children quickly run over the line. The wolf chases them and tries to tarnish someone. He takes the prisoners to the lair - to where he himself was hiding.

The person depicting the gray wolf cannot jump out, and all players cannot run away before the words are spoken. You can catch those running away only up to the house line.

“Take a seat” (Bush uryn)

One of the participants in the game is chosen as the driver, and the rest of the players, forming a circle, walk holding hands. The driver follows the circle in the opposite direction and says:

I chirp like a magpie,

I won't let anyone into the house.

I cackle like a goose,

I'll slap you on the shoulder -

Run!

Having said run, the driver lightly hits one of the players on the back, the circle stops, and the one who was hit rushes from his place in the circle towards the driver. The one who runs around the circle first takes a free place, and the one who lags behind becomes the driver.

The circle should stop immediately when you hear the word run. You are only allowed to run in a circle without crossing it. While running, you must not touch those standing in a circle.

"Timerbay"

The players, holding hands, make a circle. They choose a driver - Timerbai. He stands in the center of the circle. The driver says:

Timerbai has five children,

They play together and have fun.

We swam in the fast river,

They got dirty, splashed,

Cleaned up nicely

And they dressed up beautifully.

And they didn’t eat or drink,

They ran into the forest in the evening

We looked at each other,

They did it like this!

With the last words, the driver makes some kind of movement like this. Everyone must repeat it. Then the driver chooses someone instead of himself.

Movements that have already been demonstrated cannot be repeated. The movements shown must be performed accurately. You can use various objects in the game (balls, braids, ribbons, etc.).

Mordovian folk games

"Into the keys"

(“Panjomnese” - erz., “Pantemasa” - moksh.)

Five people playing. A square is drawn on the ground, four players sit in the corners of the house, and the fifth stands in the middle. He approaches one of the sitting players and asks:

Uncle (aunt, do you have the keys?

He answers, pointing to his neighbor:

Ask your uncle (aunt).

So the driver goes around all four. The latter advises him:

Look in the middle!

The driver moves to the middle, and at this time the others jump up and change places. The driver tries to quickly take someone's place, the fifth player is again left without a place. And the game repeats from the beginning.

You can change places only when the leader moves to the middle. The corner is occupied by the one who got there first. If someone does not change his place, he becomes the driver.

« To the chickens"

(“Saraskese” - erz., “Saraskaks” - moksh.)

The players are divided into two groups. Children - chickens, sitting on the grass, form a circle. Behind each chicken there is a player - the owner of the chicken. The driver walks in a circle and decides who to take the chicken from. He approaches one of them and touches her head. Immediately the driver and the owner of the chicken begin to race in a circle. Whichever one of them comes running first becomes the owner, and the remaining one becomes the driver. Game continues.

You cannot interfere with those running around the players. The owner will be the one who takes the place first. You can run the race only after the driver touches the chicken with his hand.

"Circular"

(“Ball kunsema” - erz., “Topsa nalkhksema” - moksh.)

The players draw a large circle, divide into two equal teams and agree who will be in the circle and who will be outside the circle. Those who remain outside the circle, distributed evenly, try to hit those in the circle with the ball. If someone in the circle manages to catch the ball, he tries to hit any child outside the circle with it. If he succeeds, then he has a point in reserve; if he misses, he leaves the circle. When the ball has hit all the children, the players change places.

The ball can only be caught from the air, from the ground does not count. The rest leave the circle. A child who catches the ball and hits a player outside the circle remains in the circle.

"Heaven - heaven"

Two children are chosen for the game - gates; the rest of the players are mothers and children. The gate children raise their clasped hands up and say:

Paradise - heaven. I'm skipping

And I leave the last ones.

The mother herself will pass

And he will see the children through.

At this time, the children, having become a train, follow their mother through the gate. The gate children, with their hands down, separate the last child and in a whisper ask him two words - a password (for example, one child is a feather, the other is a button). The responder chooses one of these words and joins the team of the child whose password he named. When the mother is left alone, the gate loudly asks her: shield or arrow? The mother answers and joins one of the teams. Gate children stand facing each other, holding hands. The remaining members of each team line up behind their half of the goal. The resulting two teams pull each other. The winning team is considered the winner.

Children should not eavesdrop or give out the password.



Domino