What games were played the old days. Forgotten games of the last Soviet generation. Cat and mouse in a maze

My son is growing up, and I see with sadness that today's children are completely different from us. We read books, went to the cinema en masse, and then acted out battle scenes, we talked more, were friends. And we also ran in the yards and played, and you can give many reasons why modern children walk so little with their peers, this is a criminogenic environment, and studies, which children are overwhelmed with, and computers, but ... I feel sorry for them, they are deprived amazing adventures and memories that will last a lifetime.

1. Hali-halo

Rules of the game
To begin with, they choose the driver with a little bit. The driver picks up the ball and makes the rest of the guys a floor. Usually they say to which category the invented word and its first and last letter belong. For example, the driver thought the word bed. He says this is a piece of furniture, it starts with the letter K and ends with a soft sign. Children begin to guess the word. As soon as the driver hears the correct answer, he shouts "Hali-halo", throws the ball up as high as possible, and runs away.
The child, who guessed the word correctly, catches the ball and shouts "Stop". The driver stops. The player must guess how many steps to the driver. But the steps are not easy. In each company, you can come up with your own steps.
Types of steps in the game of hali halo:
Giant - the largest steps, full width.
Normal is a normal baby step.
Lilliputian - very small steps.
Frog - in squatting.
Umbrellas - the child whirls in the direction of the driver.
Bricks - step heel to toe.
Camel - step and spit (the main thing is not to hit the driver).
The child with the ball makes the named number of steps and throws the ball into the ring, which makes the driver with his hands. If the ball hits the ring, then the player becomes the driver and the game continues.

2.Hidden

Rules of the game
One person drives, the rest are hiding. According to previously agreed conditions, the water counts up to a certain number, turning to the wall, during this time everyone hides without going beyond the boundaries of the agreed territory.
Well, the catchphrase of the water: one two three four five I go to look.

3.Shmurki

Rules of the game
Several people play Zhmurki. With the help of a rhyme or by lot, the driver is selected. The players blindfold the water with a thick blindfold (you cannot spy on it in this game), spin it in place and "crumble" to the sides. Zhmurka must catch and identify a player. If you've guessed right, the caught player becomes the driver.

4 Cossacks-robbers

Rules of the game
The players are divided into two teams (the more participants, the more interesting the game is). Each team has its own decals (armbands, ribbons or badges).
The site is designated (the boundaries of the territory where you can hide and run away).
By lot it is determined which team will be "Cossacks" and which will be "robbers".
At the signal, the "robbers" scatter to hide. At this time, the "Cossacks" are choosing a place for the "dungeon", where the caught "robbers" will be brought. The "dungeon" should not be very large so that it is convenient to guard it. Its boundaries are clearly marked (with chalk, pebbles, etc.).
After an agreed period of time, the "Cossacks" go to look for the "robbers" who have hidden in the agreed territory. Those whom they saw, they must catch up and "stain" (touch with a hand). A "stained" robber is considered caught, he must dutifully go with the "Cossack" while he is holding him. But if the "Cossack" accidentally unclenched his hands, the "robber" can run away.
The caught "robbers" are taken to the "dungeon".
The "robbers" can help out the comrades they come across. To do this, you must imperceptibly run up to the "Cossack" leading the "robber" and "stain" him. Then the "Cossack" is obliged to let the "robber" go, and both "robbers" run away to hide again. But if the "Cossack" turns out to be more agile and manages to "stain" the second "robber" earlier, he takes both prisoners.
The "robbers" can free their comrades from the "dungeon". To do this, it is necessary to touch the prisoner before the “Cossack” guarding the "dungeon" touches the liberating one.
Purpose of the game: to catch all the "robbers".

5. Lapta

Rules of the game
I know two versions of the game. One is simplified (for children), the other is an adult. As a child, in the country, we of course played a simple game:
On a flat lawn at a distance of 15-20 m from each other, two lines were drawn: one was called a city, the other - a horse, or house.
Then, using a counting rule or drawing lots, the striker is determined, he stood outside the city, the rest were located in the field behind the law.
The batter throws the ball up and hits it hard with the bat. The field players, watching the sword, wait for it to cross the horse, so that, without letting it fall to the ground, they can catch it. If they succeed, the batter goes into the field, and the player who takes possession of the ball takes his place. If the field players, gape, did not have time to catch the ball, the blow is repeated.
It happens that the batter misses the ball. The rules allow him to repeat the blow. After the third miss, the batter gives up his place to another player.

6. Bouncers

Rules of the game.
You need at least 3 people to play dodgeball. Of these, 2 kickers (bouncers) and one driver. The players are divided into two teams.
Two players from one stand at a distance of about seven to eight meters opposite each other. They have a ball. Two players of the other team move between them. The first task is to throw the ball with each other, hit the opponents and knock them out of the game. In this case, you need to throw so that the ball, without hitting the target, could be caught by a partner, and not fly away to nowhere every time.
The task of the latter is not to be knocked out. If you catch a flying ball, one life is added to you. You gain, for example, five lives and to knock you out of the game, you need to hit you six times. If the ball bounced off the ground and hit a player, it did not count. The place of the knocked out players was taken by other team members. When everyone was knocked out, the teams changed places.

7. Square

Rules of the game
This game requires a company of four and a ball. First you need to create a playing field. A randomly sized square is drawn on the ground, divided into four smaller squares, one for each participant. A circle is drawn in the center of the field to serve. The game begins with the ball being served by the player who is chosen by drawing lots (counting). The ball is thrown with one or both hands into the center circle so that it bounces towards the player on the diagonal. The diagonal player must hit the ball after touching the ground once in his quarter. You need to hit the ball with your feet, knee, head, you cannot touch it with your hands.

8. Fants

Rules of the game
Good old child's play. There are many options. I'll tell you about the one we played. The presenter collects one personal item from all the players, and then each writes a task on a piece of paper. Then the papers are collected, mixed, and the presenter, without looking, draws out first someone's object, and then a note. The person who owns the pulled out item must complete the task written on a piece of paper. The game is great, but only the players should remember that they themselves may get caught in their own task. This circumstance somewhat limits the sadistic habits.

9. I know five names

Rules of the game
The guys agree on the order of the ball and the sequence of topics.
The first player begins to strike the ball on the ground with one hand, saying:
- I know five names of girls. Anya one time, Katya two, Fields three, Masha four, Nastya five.
The player must follow the rhythm of the blows, uttering one word at one blow to the ball.
If the player has coped with the task, he goes to the next topic, predefined, for example:
- I know five names of boys (names of cities, animals, insects, birds, countries, cities, etc.)
If a player gets lost, missed the ball or thought for a long time, then the ball goes to the next participant.
He starts over:
- I know five girls names
To complicate the game, you can enter conditions that the names should not be repeated. When the ball, having made a circle, returns to the first player, he starts from the topic on which he left off.
The game lasts until everyone gets tired of it.
The winner is the one who managed to cover the maximum number of topics.

10. Salki

Rules of the game
One driver is chosen by lot or by counting. Then the boundaries of the game area are set. Everyone scatters within this area. The driver begins to catch the players within the established limits of the site. Whoever catches up and pisses off, he becomes a "tag" and announces, raising his hand up: "I am a boor!" He begins to catch the players, and the former "tag" runs away with everyone. The game has no definite ending.
Sorceresses
(this game is a kind of tag)
Participants run away from the driver. The driver catches up with the player and touches him - salves. The soldier spreads his hands, and any other participant can run up, touch him and "help out". The task of the driver is not to go far from the salted man and not to let anyone a step closer to him. The summer version of the sorcerers is to run around with "sprinklers" and pour water on each other from leaky bottles. Usually, five minutes after the start of the game, everyone is wet, but very funny.

11. Broken phone

Rules of the game
An old time-tested child's game with a broken phone.
You can play it with one or two teams.
The driver is chosen, who whispers a word or phrase to one of the players in his ear, and he tries to pass it on to the other player in the same way, and so on along the chain.
The last player says out loud what he has done and is compared with the original.
Very unexpected and funny results are often obtained!
If two teams are playing, then the presenter passes the floor to two players from both teams. The winner is the team whose result will be most similar to the original.

12. Kis-Brys-Meow

Rules of the game
The game requires approximately the same ratio of players of different genders. The players sit on the bench. Two participants, the leader and one of the players, stand in front of the bench with their backs to each other (the leader facing the players, the player with his back).
The presenter points with his eyes (or imperceptibly with a finger) at one of the players and asks "kitty?"
If the player says "scatter", then he continues to choose.
If a player says "meow", then that player is asked "what color?"
The player named the color and completed the task that matched the selected color.
The color meanings were as follows:
White meant "five minutes alone." Those. the boy and the girl left and retired for 10 minutes so that no one from the company could see them.
Green - three questions for yes. Any questions were asked, but the player could only answer "yes". And the questions were asked tricky, like "Do you love him"? The respondent blushed and stammered, but had no right to say anything else. The whole company was having fun from such dialogues :)
Red - meant a kiss on the lips. Color was used very rarely.
Pink is a kiss on the cheek. It's easier with him, he was used often.
Yellow - three questions alone (you could ask anything and the player had no right not to answer). Of course, everyone asked "tricky" questions and often very personal, but the answers were usually kept secret.
Orange - walk a certain route under the handle.
Blue is the kiss of the handle.
Purple - three small dirty tricks (say, pull the pigtail, step on your foot, take away the hairpin). Also in front of all honest company.

13. The sea is worried once.

Rules of the game
There are several options for the game.
1) The presenter turns away from the players and pronounces the famous counting rhyme:
The sea is worried once
The sea is worried two,
The sea waves three,
Freeze the sea figure in place!
As he speaks, the participants move randomly in any order, depicting the movement of waves with their hands. As soon as the driver stops talking, you need to freeze in some figure. The driver approaches one of the players and touches him. The player depicts his figure in motion, and the driver guesses what it is. The player whose figure could not be guessed becomes water himself.
2) After pronouncing the count, the players must freeze in the position in which they find themselves. The driver turns, walks around all the players and examines the resulting figures. Whoever moves first of them takes the place of the leader, or drops out of the game (in this case, the player who has held out for the longest becomes the winner).
3) You can use another version of the game, when the presenter examines all the figures and chooses the one he likes best. In this case, the winner is the player who showed his imagination most vividly.

14. The quieter you go, you will continue - stop!

Rules of the game
On the ground, two stripes are drawn with chalk at a distance of about 20 meters.
All players stand on one side of the driver - on the other side, and turns their backs to everyone. The driver says:
"The quieter you go, you will continue. Stop."
The phrase can be pronounced as you like - deliberately tightening the words, the entire sentence, or, for example, starting slowly and then abruptly and quickly ending it - in general, bring an element of surprise to the game.
At this time, all the players try to run as far as possible, go to the finish line, freeze at the word "stop". After the word "stop" the driver turns around. If he saw the movement of a player (who did not have time to freeze, or stop because of the acceleration speed), he is eliminated from the game.
The winner is the one who gets to the finish line first and touches the driver - he takes his place, and the game starts over.

Rules of the game.
All players sit or stand in a row. The driver throws the ball to one of the participants and at the same time names an object. If the item is "edible", the player catches the ball. If not, he beats it off. The driver's task is to confuse the player, for example, in the chain "apple-melon-carrot-potato", suddenly say: "iron". If the player makes a mistake and "eats" the "inedible", then he himself becomes the driver. The faster the driver throws the ball and names objects, the more exciting and interesting to play

17. Knives

Rules of the game.
Players mark a circle on the ground. Further, in turn, they try to get a knife into the delineated territory of the enemy and thus win back as much land from him as possible. The knife can be thrown from the shoulder, with a turnover, from the nose and even from the head. The knife can be stuck into the ground, sand and even a wooden bench

Each player chooses a name for himself - the name of the flower and communicates it to the "gardener" - the guide and other players. The driver pronounces the count: “I was born a gardener, I got really angry, I’m tired of all the flowers, except ...” And he calls the “name” (name of the flower) of one of the players. There is a dialogue between the driver and the player. The player pronounces the name of one flower from those that are in the team. The participant whose name was sounded must respond. The dialogue continues. Anyone who was mistaken: for example, did not react to his name, confused the name of the flowers - gives a phantom (any of his things). At the end of the game, forfeits are played out. The "gardener" turns away, they take out the thing and ask the driver: "What should this player do?" The “gardener” assigns a task (to jump on one leg, squat, sing, recite a poem, etc.) - the player “fulfills” the phantom and takes his thing.

20. Mother's daughters.

Rules of the game.
The game was considered girly, but in certain cases boys were also allowed into it, who could understand what marriage is and what it threatens even before entering puberty. The game had one rule - to play using maximum imagination and life experience, peeped from parents or in soap operas.
Throughout the game, the roles could change ("come on now, you are a mother, and I seem to be your daughter?"), Occasionally found children, suddenly declared stepmothers, inexplicably lovers walked into the game. And revived dolls, babies, plush animals. There were sketches "let's like we are in a store", weddings, quarrels, intrigues, fights, death! Everything is like in life.

GAMES FUNCTIONING IN PINEZH AND KHOLMOGORSKY DISTRICTS
ARKHANGELSK REGION IN 1910 - 1930s

Ankles. They collected bones from sheep and played with them on the table, scattering all the ankles. The ankle that fell with a hole up was called a cow, a hump up - a bull, there were other names for various bones. It was necessary with clicks to hit one ankle with another (bull into a bull, etc.), without touching the third. If you hit, you take your ankles and pick up five different pairs by snapping - whores, bulls, pits (cows), smooth, zhokh. If any of the dice turned over to one of the sides, called a cheat, the game went to the next player in turn. When the player shook the bones in his palms, he said: "Burn it, pin it, so that there are no cheats," that is, so that there is no transfer of the move to another player.

Grandmas, bones, jockeys or whores- games resembling ankles (different villages had their own names).

Chock shuttle- a game with riddles. The driver began the game with the words:
Chok shuttle! Where did you spend the night?
Kind people, someone answered.
Driving:
Who's in the family?
There is a family: myself and myself, yes grandmother, yes gentleman, yes young lady. (Or: Yes, myself, yes, an old woman; myself, yes, grandmother, and three guys; myself, yes, yes, three guys, etc.)
The driver had to guess whose family he was talking about. If you guessed right, then the one who guessed became the driver.

Circle from the pillar- a game with a blindfolded driver with guessing elements.

Chase the ball. Mainly girls 10-15 years old played, two by two. For the game, they took a ball, as a rule, homemade, sewn from rags, stuffed with rags or a tow, rolled out of wool, with a diameter of 7-10 cm. A playground or road was chosen as a playing field. The players stood against each other at a distance of 10-15 m. One of the players threw the ball, trying to throw it behind a partner, after which the second player moved to the place where the ball fell. Now he was throwing the ball to the first, also trying to throw the place where the partner was standing. In the course of the game, it turned out that the players moved around the court: one retreated if he threw weaker, the other approached if he threw stronger. The ball could be hijacked up to 1.5 km. The winner was the one who threw harder - "stole the ball further."

Is it a neighbor for reason. A game with a choice of a partner, a neighbor-neighbor.

Does the neighbor love. Also a game with a choice of partner. The players were seated in a circle in any order. One driver was chosen, who asked anyone sitting:
If the person sitting answered: "Love", then the driver passed to another, and if the person sitting answered: "Not love", then the one sitting on the right changed places with the one who loved, and if it turned out to be any driver, then the one sitting on the right became him ... Another option was also widespread, especially at youth games, when they sat strictly in pairs (boy-girl), then the game acquired a different meaning and an element of courtship was introduced.

Booty-chasing or driving a booty. A game reminiscent of modern towns. One of the players is the driver, the rest of the participants had to hit the bottom, a small log. In with. Surah in the 1930s-40s the pop was tapered. It was installed in a certain place, and then knocked down with sticks, trying to drive it as far as possible. If no one hit him, then the driver took the priest and ran to the place from where the game began. All the players ran after him, taking their sticks, but not overtaking him, and the one who ran last became the driver.

Ruffles- a game reminiscent of small towns.

Pebbles or 5 pebbles. For the game, they took 5 smooth stones. The one who started the game took them in his hand, threw one, put the other four on the ground and immediately caught the thrown stone. Then the player threw a stone up and during his flight tried to grab several others from the ground. If he succeeded, he continued to perform the exercises further, if he could not pick up the stones or did not catch the flying one, then the game passed to another person. It should be noted that in each village they played differently, and the order of completing tasks in each village was different. In the Pinezhsky region, pebbles were also played in the 1950s.

Rolled ball- a game reminiscent of the Pop-chasers, only instead of the priest they played a wooden ball.

Palms. Two players hit each other on the palms in a specific order.
In a whisper. The driver was blindfolded, and he had to guess who was whispering to him.

Coupon. A variation of the modern game of silence.

Volosyanka. Competition, who will pull out the sound longer -.

Kuma. Salki with a verse sentence.

Whit cabbage; around the pillar; I walk, I walk; loach; and we sowed millet; zainka; siskin to drive. Round dance games with choruses.

Burners. A game with a verse sentence "Burn, burn clearly, so that it does not go out". The players became pairs, and the driver standing in front had to grease the couple running past him.

Firstborns; bunnies; chickens and fox; a bear in the forest; into a kite; already rain-rain. Games with theatrical, dramatic action and touch elements.

Due to dry cod. Sticks with a broom or broom when hitting the driver to make it harder for him to hit someone.

Playing with a belt. The driver walked along the line of the standing players and had to slap one of them with a belt. The seized one had to run around the entire line of players and return to his place, and the driver had to catch him. If this succeeded, then the caught one became the driver. In a similar game in the villages of the modern Sursk rural administration, young people preferred to play at gatherings, since "sympathy was visible": a guy chose a girl and vice versa.

Russian folk outdoor games in kindergarten

"Empty place"
Children of all ages (independently), from 6 to 40 people, play in "Empty Place".
Description. The players, except for the driver, stand in a circle, the driver - behind the circle. Everyone puts their hands behind their backs or simply puts them down. The driver walks around the circle and touches someone, touching the back or hands. This means that he challenges this player to a competition. Having touched, the driver runs in any direction around the circle, and the called out runs in the opposite direction around the circle. Having met, they either simply walk around a friend or greet (squatting, bowing, etc.) and continue to run faster in a circle to take the vacant seat. Whoever takes it remains there, and the one left without a place becomes the leader.
Rules.
The driver has no right to hit the callee. He can only touch him.
The driver can immediately rush to 1C to run in one direction or another. The summoned follows him and, as soon as he sees in which direction he is running, he rushes in the opposite direction in a circle.
When they meet, they perform different tasks (by agreement). Whoever does not fulfill, he becomes the leader.

"Third wheel"
The number of participants is from 8 to 40 people.
Description. The players stand in pairs in a circle, facing its center so that one of the pair is in front and the other is behind him. The distance between the pairs is 1-2 m. Two drivers take a place behind the circle. One of them runs away and the other catches him. Fleeing from the pursuit, the runner can stand in front of any pair. Then the one standing behind turns out to be "the third superfluous". He must run away from the second driver. If the one who is catching up catches (touches, bruises) the fleeing person, then they change their roles. Thus, the drivers are changing all the time.
This game, well-known and loved by young people, becomes even more interesting if it is supplemented with the following: when the escaper is ahead of any pair, then the “extra third”, who is behind, does not flee from the one who is catching up, but begins to chase him.
Varieties of the game:
- the players stand in pairs facing each other and join hands. The fleeing person, escaping, becomes under the arms of someone with his back. To whom he turns his back is the "third extra" who must run away;
- the game is played to music. The players walk in pairs, holding the arm, and put their free hands on the belt. The fleeing person, fleeing persecution, can at any moment take one of the walking by the arm. Then the pair standing on the other side becomes an evader.
Rule. A person who escapes from pursuit must not be hindered.

"Golden Gate"
In countless varieties and variations, this game exists among almost all peoples. Among the Russians, the following varieties are most common.
6-20 people play, more often preschoolers, junior schoolchildren, and sometimes adolescents, young men, young people.
Description. Choose two stronger players. Those step aside a little and agree which of them will be the "sun" and who will be the "moon" ("month"). Those who have chosen the roles of the moon and the sun face each other, hold hands and raise them, as if forming a gate. The rest of the players take up the Hands and walk in a line through the "gate". Often at the same time, the songs favorite by the participants are sung. When the last of the walkers passes through the “gate”, they “close”: the raised arms are lowered, and the latter is between them. The detainee is asked quietly which side he would like to take: behind the "moon" or "sun". He selects and stands behind the appropriate player. The rest again go through the "gate", and again the latter falls into the group of the "moon" or "sun". When everyone is distributed, the groups will pull up by holding hands or using a rope, stick, etc.
A variation of this game (which has become more widespread in recent decades than the one described above) is that those walking through the "gate" do not sing, but the players representing the "gate" speak in a recitative:
The Golden Gate is not always admitted: The first time is forgiven, the second is prohibited, and the third time we will not let you in!
The “gates” are closed at the last word and “catch” the one who is in them. In order not to be caught, those walking involuntarily accelerate their steps, sometimes switch to running, and those who catch, in turn, change the speed of the recitative. The game becomes more mobile and fun. It also ends with a drag.
Another variation is that there are two “gates”. The players who portray them say the rhyme at the same time (in tune). The caught do not choose where to stand, but immediately join the team of the "gate" that caught them. The depicting gates compete in who will catch the players the most. The competition ends with a tug.
Rules.
The player who must go through the "gate" must not stop in front of them (for fear that they will close). The person who stops is considered caught.
Walking or running people must not unhook their hands; they must hold hands with at least one player. Whoever runs without holding hands with anyone is considered caught.
You can lower your hands (“close the gate”) only at the last word of the recitative.

Hitting the string
A rope closed in a circle is required to play. Players grip the string from the outside with both hands. One driver is selected, who must be in the center of the circle formed by the rope. The goal of the driver is to add some salt, i.e. hit the hand of one of the players who are on the outside of the circle. Those who are on the outside of the circle, during the driver's attack, can release only one hand from the rope. If the player releases two hands from the rope or one of them hits the driver, then it is he who gets into the circle and the game continues.

Big ball
A game in which you need to form a circle. Children join hands, and one driver is chosen, who stands in the center of the circle and there is a large ball near his feet. The task of the player in the center is to kick the ball out of the circle by kicking the ball. The player who misses the ball goes out of the circle, and the one who hits takes his place. At the same time, everyone turns their backs to the center of the circle and tries not to miss the ball already in the center of the circle. An important condition is that the ball must not be picked up during the entire game.

Ball in the hole
A game that has many varieties. To play in the ground, a shallow hole is dug into which a ball is placed. All players must have straight sticks about a meter long. An executor is chosen by lot - the player who will guard the ball. All other players move beyond the conditional line, at a certain distance from the hole and begin to throw sticks in the order of the established turn, trying to get into the ball. For all those who threw past, the sticks remain in place.
If no one hits, then the performer rolls the ball with his stick in the direction of the one closest to him, trying to hit it. If he succeeds, then he runs over the starting line for throws, also called home. The executor becomes the one in whose stick the ball hit. If, in the course of the game, someone manages to knock the ball out of the hole, at the same moment, those players whose sticks are in the field run to pick them up, and the performer must set the ball in place. Thus, the players get the opportunity to make an additional roll. When throwing sticks, the performer is recommended to be slightly away from the ball in order to avoid getting the stick into it.

Bunnies
The game is played in an open space. Of all the players, one hunter is chosen, all the rest represent hares, trying to jump on two legs. The task of the hunter is to catch the most agile hare by shoveling it with his hand. But there is one important condition in the game, the hunter has no right to catch a hare if it is on a "tree". In the context of this game, a tree will be any sliver or stump. This condition greatly complicates the life of the hunter, which often makes him indignant during the game. However, as soon as one of the hares can be killed, he immediately becomes a hunter, taking on the unenviable duty of catching hares.

Jumping with tied legs
All participants are tied with a thick, wide rope or scarf. After that, everyone stands near the starting line and, upon a signal, begins to jump towards the finish line. The winner is the one who covered the distance the fastest. The distance should not be too great, as jumping with your feet tied is quite difficult.

Salt-free salt
For this game, two drivers are selected, who sit on the ground opposite each other, so that the soles of their feet are in contact with each other. The drivers are blindfolded with a thick cloth bandage. The drivers' hands are behind their backs. All the rest are players in the field. The field players, coming up alternately from one of the sides to the drivers, shout "No salt" and freely jump over their legs. On the way back, you need to shout "Salt" and try to jump over the legs of the drivers again. The only difference is that the drivers are trying to catch the jumpers with their hands. If they succeed, then the driver changes. The one who was caught sits down in the place of the one who caught him, and he is already blindfolded.

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

Burners (Burners, Pole, Steam)
For this game, a driver is needed, and he is chosen before the start of the game. All the rest form pairs, mainly a boy - a girl, and if adults take part in the game, then a man - a woman. Couples stand one after another, and the driver with his back to the first couple at a certain distance and he is strictly forbidden to look back. After that someone alone or all together begin to say: "Burn, burn clearly! So that it doesn't go out. Look at the sky, there are birds flying!" (There are also other rhymes.) Then the driver looks into the sky. Then the back pair runs through the sides forward, one person through the right side, the other through the left side. The task of the back pair is to try to stand in front of the driver, holding hands. The driver is trying to catch or at least bruise one of the moving couple. If this happens, the one who was assaulted becomes the driver, and the "old" driver takes his place in the pair. The game continues until the players lose interest or become tired.

The bear in the forest
A game for the little ones. Of all the participants in the game, one driver is chosen, who is appointed "bear". 2 circles are drawn on the playgrounds. The first circle is the "bear's" den, the second is the house for all other participants in the game.
The game begins and the children leave the house with the words:
The bear in the forest
I take mushrooms and berries.
And the bear does not sleep
And growls at us.
After the children say these words, the "bear" runs out of the den and tries to catch one of the children. If someone does not have time to escape into the house and the "bear" catches him, then he himself becomes a "bear" and goes to the den.

Wild Beast Tamer
On the playground, stumps are placed in a circle or soft rugs, if it is a hall. Hemp (mats) are placed in a circle, but one less than the players taking part in the game. The one who does not have a hemp is an animal tamer, and all other animals. Before the start of the game, children choose who will be a wolf, who will be a fox, and who will be a hare. The animals sit on the stumps. The animal tamer walks in a circle from the outside and names one of the animals. The one who has been named gets up and follows the tamer. And so the tamer can name several animals, they get up and follow the leader. As soon as the tamer says: "Attention, hunters", the animals and the tamer try to sit on a free stump. Anyone who does not find free space becomes a tamer and the game continues.

Spruce
A very interesting game that has become widespread in different regions and has several modifications. All the players are close to each other (on the lawn, in the yard, in the field) and dig small holes, each for himself. Then they become one foot in the fossa. Except for the driver, who has a meter-long stick and a ball (ball) in his hands. All field players also have sticks. The driver strikes the ball with a stick and tries to fall into the rest of the players. As soon as the players in the field see that the ball is rolling in their direction, they try to hit the ball by throwing it with a stick. If the player does not hit, then his comrades can help him. As soon as the ball is hit, the driver runs after the ball, touches it and tries to take the place of the one who threw the stick and must pick it up. If the driver manages to take the "empty space", the hole, the player of which ran away for the stick, then the driver changes.

In leg
The folk Cossack game, which became widespread in the 19th century. The game requires the display of accuracy and dexterity from its participants. Children are divided into 2 teams of equal number. Circles with a diameter of about 30 centimeters are drawn along one of the lines, according to the number of players on one team. After that, the players of one team line up in a line with one foot in the drawn circle. The players of the opposing team stand opposite, at a certain, predetermined distance. Their task is to hit the players of the opposing team with soft balls. The game lasts according to the number of set throws (for example, 5 each), after which the teams change places. Points can be awarded for each hit. The team with the most points wins. During the game, it is forbidden to throw the ball in the face, and the players in the circles must not lift the leg that is in the circle from the ground.

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

Fight of roosters
The game is played practically according to the same rules as the game Geese. The main difference is that players, jumping on one leg, put their hands behind their backs and push not with their palms, but shoulder to shoulder. The winner is the player who manages to push the opponent out of the circle or if the opponent stands on both feet. The team with the most individual victories wins.

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

Wolves in the moat
This game will require "wolves", no more than 2, 3 people, and all other children are assigned "hares". In the center of the site, a corridor with a width of about 1 meter (ditch) is drawn. The "wolves" occupy the space inside the corridor (ditch). The task of the "hares" is to jump over the moat and not be hardened by one of the "wolves". If the "bunny" is nailed and he comes across, he should leave the game. If during the jump the "hare" stepped into the territory of the moat, then he fell through and also leaves the game.

Crossing horse
Both adults and children can successfully take part in the game, especially during mass holidays. All participants are divided into two teams: some - "horses", others - "riders". "Riders" sit on "horses" and form a circle. One of the "riders" is given a ball. The riders pass the ball in a circle in one direction or another, for example, to the right. And you need the ball to go through several circles, as agreed before the game. After that, the teams change places, but, as a rule, the game develops differently. If during the throwing of the ball he is on the ground, then the teams instantly change places: "horses" become "riders", and "riders" - "horses".

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

Fishing Rod (Fish, Catch a Fish)
All players form a circle. One driver is selected, who stands in the center of the circle. The driver is given a rope. An adult can also be a driver. The driver begins to rotate the rope. The task of all the players in the circle is to jump over it and not be caught. There are two options for the development of the game.
1st option: without changing the driver (adult). In this case, those who fall for the bait drop out of the game and go outside the circle. The game is carried out until the most dexterous and jumping children (3-4 people) remain in the circle.
2nd option: with a change of the driver. That "fish" that falls for the bait takes place in the center of the circle and becomes a "fisherman".

Hen and kite
Before the start of the game, two of the strongest are chosen from all its participants: one is appointed as a kite, the other is appointed as a hen. All the rest are chickens. The kite is on the sidelines and, according to old Russian rules, pulls out a small hole. Behind the hen, one after the other, the chickens stand and take each other by the waist. After that the queen with the chickens come up to the kite, and the queen begins to say: "Kite! What are you doing?" - "I'm digging a dimple." - "Why do you need a dimple?" - "I'm looking for money." - "Why do you need money?" - "Buy a needle". - "Why do you need a needle?" - "Sew a bag." - "Why a bag?" - "Put pebbles." - "Why pebbles?" - "To rustle-grumble in your kids." - "For what?" - "They climb into my garden." - "You would make the fence higher, but if you don't know how, then catch them. After that, the kite tries to catch the last chicken. The hen protects its chickens, not allowing the last chicken to be bitten, which also tries to dodge. The caught chicken sit on the bench, and the game continues until the kite catches everyone The game can be played and the mother's sentence is running.

Burners
It can be said to be a "classic of the genre". Players are arranged in pairs, holding hands and forming a column. The driver stands in front. All chorus loudly say or sing:
Burn, burn clearly
In order not to go out.
Burn, burn clearly
In order not to go out.
Look at the sky -
The birds are flying.
The bells are ringing!
One, two, three - run !!!

Another variant:
Burn, burn, clear
In order not to go out.
And one, and two, and three.
Last couple, run!
In any case, with the word "run", those in the last pair open their hands and rush to the beginning of the column, running around it from different sides (one on the left, the other on the right), and the driver tries to catch one of them before the pair, having met, he will again join hands.
If this works out, then together with the caught player, the driver gets into the first pair of columns, and the one who was not caught becomes the driver.

Frost - Red nose
The borders of two "houses" are outlined along the edges of the playground. Players gather in one of them.
Leading, i.e. Frost - Red nose, stands in the middle of the site and says:
I am Frost - Red nose,
All ice cream indiscriminately.
I'll deal with everyone soon
Who will decide now
To embark on a long journey!
The responders chant:
We are not afraid of threats
And we are not afraid of frost!
And then they run to the opposite "house". Frost tries to catch up with them and "freeze": those whom he manages to touch with his hand freeze in place.
At the end of the dash, they either drop out of the game or remain in a “frozen” position for subsequent rounds. In this case, the winner is the one who remains the last to avoid the touch of Frost.

Malechina - cripple
Putting the stick on your finger, palm, leg, etc., you need to keep it in balance while they say the words: "Malechina-cripple, how many hours until evening?"
One, two ... ten.
Golden Gate
A pair of players face each other and raise their hands up - this is the gate. The rest of the players take each other so that a chain is obtained.
The gate players say the rhyme, and the chain must quickly pass between them.
Golden Gate
Not always skipped.
The first time he says goodbye
The second is prohibited.
And the third time
We will not let you pass!
With these words, hands are lowered, the gates are slammed. Those that are caught become additional gates. The "gate" wins if it succeeds in catching all the players.

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

Game "Guide"
This is more than just a game. This is an acquaintance of souls, when such factors as appearance and sight are not distracted.
Men stand in the inner circle, facing the center of the circle, hold hands and close their eyes. In the outer circle, girls dance in a round dance to the music. After some time, at the signal of the host, the clap or whistle of the girls begin to take apart the guys - any of those that they like who are closer. They take the guy by the hand and lead him in a circle, the guy walks with his eyes closed all this time. It is desirable that the number of girls and boys coincide, so that no one is left standing alone in the inner circle.
At the signal from the leader, the girls neatly line up the guys again in the inner circle, and they themselves go on in a round dance. This is repeated three times. When, after the third time, the guys are again put in the inner circle, the presenter gives a signal - "You can open your eyes." The hack begins. The guys describe their feelings, name which of the three girls they liked, whom they would like to see. Girls are usually happy to admit and show off.
Further, girls stand in the inner circle with their eyes closed, and the guys in the outer one, and everything is repeated.

Yasha
This game is the most ancient one (as pointed out by Academician B.A. Rybakov, and also mentioned by V.Ya. Propp).
Leading - Yasha (ie Lizard - the master of the underwater and underground world, one of the incarnations of Veles) sits in the center of the circle formed by the rest of the game. Holding hands, they move in a round dance, singing:
Yasha sits-sits
Under a walnut bush.
Yasha gnaws and gnaws
Roasted nuts,
Gifts for my dear ...
After that, a dialogue takes place:
- What does Yasha want?
- I want to get married.
- Take yourself a girl,
That you want.
The participants in the round dance scatter, and "Yasha" catches someone: if he catches the girl, he kisses her, if the guy, he becomes the driver.

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

"Salki" ("Fifteen", "Catch", "Lovishki", "Lyapki", "Lepki", "Dumplings", "Salo", etc.)
This game has different names and rules, but the main content is the same: one or more drivers catch other players and, if caught, change roles with them.
The game can be played in a wide variety of environments: indoors, outdoors, by children of all ages, young people and adults. The number of participants is from 3 to 40 people. The game does not require leaders or referees.
One driver is chosen by lot or by counting - "tag". The boundaries of the game area are conventionally set. Everyone scatters within this area. The driver announces: "I am a tag!" - and begins to catch the players within the established limits of the court. Whoever catches up and pisses (touches), he becomes a "tag" and announces, raising his hand up: "I am a tag!" He begins to catch the players, and the former "tag" runs away with everyone. The game has no definite ending.
Varieties of "Salok"
- "Salki with a home". For those fleeing, a "house" is drawn on the site, in which they can escape from the "tag", but they have no right to stay there for a long time.
- Salki "Feet off the ground". Fleeing from the "tag", the players must take their feet off the ground (floor). For this purpose, they climb on any object or sit down, lie down, raising their legs up. In this position, the "tag" has no right to pork them.
- Salki "Give me a hand." In this game, the person running away from the tag shouts: "Give me your hand!" If one of the comrades takes his hand with him, then the driver has no right to grease them. If, on the other hand, another player joins, that is, there will be three of them, the driver has the right to beat any extreme.
- "Crossing Salki". The runners can help out each other by crossing the road between the catching up "tag" and the one who runs away. As soon as someone crosses the road, "Salka" must catch him. Here again someone seeks to help out a comrade and runs across the road, the "tag" begins to catch him, and so everyone strives to save the comrade, after whom the "tag" is running. The driver ("tag") must quickly switch and catch a new player crossing the road.

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

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

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

Wolf in a circle
The number of participants can be as large as you like. Children gather in the spacious yard.
A circle is drawn on the floor or on the ground, and a wolf is chosen by lot from their midst, and it is placed inside the outlined circle.
The children participating in the game burst into the circle and try to run out of it without being tarnished by the wolf, which tries with all its might to tarnish them.
The victim changes roles with the wolf and takes his place in a circle. This game is not difficult, giving children great entertainment. The main element included in it is running.

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

Bear
The number of players can be as large as you like.
The participants in the game by lot choose one comrade from among their midst, who is entrusted with the role of a bear, and supply each with tourniquets - the latter are easy to make, by folding handkerchiefs accordingly.
On one of the sides of the space allotted for the game, a small place is arranged or, rather, limited by a line, which serves as a den for the bear.
At this signal, children run from one end of the yard to the opposite one, and the bear, not armed with a tourniquet, rushes at them, trying to touch one of them with his hand, that is, to stain it.
The stained one also becomes a bear and is taken away to a den. The game continues in this order until there are more bears than the remaining participants in the game.
As the number of bear's helpers increases, they all go out with him to prey, are set in a row, and only those at the edges have the right to catch the players. The main element of the game is running.

Cat
Children gather in a spacious place. It is most convenient to start this game as soon as dusk begins to approach.
Participants choose from their midst one who is distinguished by agility and agility, and entrust him with the role of a cat. The cat carefully hides behind a tree or bush, trying to remain unnoticed by his comrades.
The latter, at the signal of one of the elders, rush in all directions to find the cat; the cat, on the other hand, meows from time to time, letting him know about his presence, and quickly hides so as not to be open.
The game is continued until the cat is found, then another cat is again appointed by lot and the game is played until the children get tired or lose interest in it.

Lame fox
The number of children involved can be as large as you like. Gathered in a spacious yard or in a large room, they choose one of the participants, who is given the nickname lame fox.
In the place chosen for the game, a circle of rather large sizes is drawn, which includes all the children, except for the lame fox. At this signal, the children rush in a run in a circle, while the lame fox jumps on one leg at this time and tries at all costs to stain one of the running people, that is, to touch him with his hand.
As soon as she succeeded, she enters the circle and joins the rest of the running comrades, while the victim takes on the role of a lame fox.
Children play until everyone is in the role of a lame fox; the game, however, can be stopped earlier, at the first appearance of signs of fatigue.
For the correct conduct of the game, the following conditions must be observed: children entering the circle must run only in it and not go beyond the outlined line, in addition, the participant, chosen by a lame fox, must run only on one leg. The main elements of this game are running and jumping.

Zhmurki
Children often and willingly play blind man's buff, especially young ones, since this game is very simple. A large, spacious room or a clean courtyard is chosen as a place for it.
Children choose one from their midst, put a bandage on his eyes, using a clean handkerchief or the like. At this signal, the participants in the game rush in different directions, and a boy with a bandage on his eyes, standing in the middle of a yard or room, tries to catch someone - any of the running people.
The one caught changes roles with him, that is, they put a blindfold on his eyes and, in turn, also tries to catch one of his comrades.
Children should, while running, still make sure that the one of them who is blindfolded does not bump into any object; at the sight of danger, they warn with a cry: "fire"!

Tubule
The tube resembles a blind man's buff, only it is of much greater interest to children.
There can be any number of participants - children gather in a large room or in a clean yard. One of them gets the nickname "blind man's buff", they throw a handkerchief over his eyes and tie him up, and give him a rolled paper tube. The blind man's buff stands in the middle of the room, and the rest of the participants take each other by the hands, forming a circle, in the center of which is the blind man's buff. At this signal, the children walk 2-3 times around the blind man's buff, after which the latter approaches one of them and calls him a word or asks: who are you?
The person asked should mutter something indistinctly in response, and the blind man, hitting him with a pipe, should name his comrade. If they are successful, they exchange roles. The main element included in the game is walking, and if it is in the fresh air, then the benefits from it are obvious, since walking is the best gymnastic exercise for the body.

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

The bright and distinctive features of the culture of any people are manifested in the best possible way in the games they have created. For many centuries, Russian folk games have been a part of both everyday life and an obligatory "highlight of the program" of any holiday for both children and adults. They played the role of not only a great way to have fun and interestingly spending time, but also being an excellent psychological relief, a good means of self-knowledge, unobtrusively teaching the younger generation of dexterity, courage, courage, kindness, mutual assistance, nobility and self-sacrifice in the name of the common good.

In the life of the Russian people, as noted by historians, folk games, reflecting the special features of the Slavic mentality, social structure and general outlook, have always occupied a very important place. They were of great educational value, demanded from the participants of the games and fun not only physical efforts, but also an outstanding mind, dexterity, cunning, presence of mind in any situation, indefatigability and perseverance. Usually, all games were held outdoors and in an unlimited space, which undoubtedly contributed to the physical development of the younger generation, their tempering and preparation for a difficult adult life.

Russian games were diverse, both children and adults took part in them, who on holidays, rare from hard work, could afford to have fun, competing in strength or dexterity, though not much throwing away the gray everyday life. Russian folk games can be conditionally divided into men's ("Babki", "Lapta", "Gorodki", "Taking a Snow Town"), children ("Ladushki", "Magpie-crow"), collective ("Burners", "Hide and Seek" , "Stream", "Hide and Seek", "Guide").

Games and fun of the Russian people:

Grandmas

Peeled bones of the lower periosteal joints of hoofed domestic animals (cows, pigs, sheep) and one large bone used as a bat, usually filled with lead or cast iron for weight, were used as equipment for the game "Grandma". From two to ten children could participate in the game, each with its own bat and several grandmothers. On a flat surface, a playing field was drawn, in a special window (line of the horse) bones (grandmothers) were placed in a certain sequence, each of which had to be knocked out with a bat in a certain way. This is an emotional and fascinating old Russian game that improved throwing skills, developed strength, speed, eyes, brought up endurance and attention.

Lapta

Lapta is a Russian folk team game that used a bat (it was spade-like, hence the name of the game) and a ball, it was played in an open natural space, divided into two sides: the city and the con, occupied by different teams. The game consisted in the fact that a player of one team had to hit the ball harder with a bat to the side belonging to the opponent, so that he flew away and run during this time into the camp of the "enemy" and back, and so that you would not be "showered" with the ball caught by the team players enemy. A successful run brought the team a point, whoever had more of them won. This game contributed to the rallying of people, developed in them a sense of strong camaraderie, mutual support, loyalty and, of course, developed attentiveness and dexterity.

Small towns

"Gorodki" (in other words "Ryukhi", "Chushka", "Pigs"). In this game, from a certain distance with a special bat on a lined area, placed "towns" were knocked out - figures from several wooden blocks made of birch, linden, beech, etc. The main task was to knock out 15 main figures, each of which had its own name, using the minimum number of throws. Competitions for knocking out figures can be both personal and team. The game is fun, requires dexterity and strength, endurance, accuracy and excellent coordination of movements.

Brook

In ancient times, not a single holiday was complete among young people without a cheerful, wise and very significant game "Stream", in which such important feelings for young people as the choice of sympathy, the struggle for their love, testing the strength of feelings, jealousy, a magic touch to the hand were intertwined your chosen one.

The participants in the game stood in pairs one after another, held hands and raised them high above their heads, forming a long corridor of clasped hands. The player who did not get the pair passed inside a kind of stream-like corridor and, breaking the pair, took his chosen one or chosen one to the end of the corridor. The man, left alone, went to the beginning, choosing a new pair for himself. Thus, the "trickle" is constantly in motion, the more people, the more fun and exciting the game is.

Burners

"Burners" is a fun, mischievous and active game that develops attention and speed. The players split into pairs and stood in columns, the chosen driver stood with his back to them, not looking back. A line is drawn in front of him at some distance, the participants sang a funny song "Burn, burn it is clear" and at the end of it on the word "run" the couple opens their hands and runs to the line, and the driver must catch one of them until they closed their hands behind the line ... With the caught one, he becomes a pair, and his partner, who remains alone, becomes the next driver.

Hide and seek

The game of "Hide and Seek" is a popular children's entertainment, characterized by gaiety, excitement and mobility, it contributes to the development of ingenuity, endurance and resourcefulness, teaches to work in a team. You can play it both together and as a team. They choose the driver who faces the wall and closes his eyes, the rest run away and hide, the driver must find them and call them by name.

Okay

Well-known "Ladushki" was a favorite nursery rhyme game for very young children, designed to cheer the child up, to interest him in funny rhymes, accompanied by hand and head movements, clapping hands, and captivating facial expressions. This game develops fine motor skills of hands and coordination of movements well, teaches communication skills and of course brings the kid a lot of positive emotions.

Taking a snow town

"Taking the Snow Town" is a traditional winter fun of the Russian people, which was part of the daring Shrovetide games. The “town” (represented by two walls with gates decorated with a figurine of a rooster, bottles and glasses) was built from snow in an open space (in a field or on a square), poured over with water to make it more inaccessible.

The game involved two teams, usually consisting of young tough guys, one was "besieged", they were inside the snow fortress, the other "siege", they attacked in order to capture the snow town and destroy it (by the way, they were allowed to be on horseback). The defenders of the town (they were on foot) defended themselves with the help of branches and brooms, covered the attackers with snow with shovels and threw snowballs at them. The first one to break into the gates of the snow fortress was considered the winner. Such entertainment was distinguished by unbridled prowess, fun and desperate recklessness.

The Russian people came up with games and fun with care and love for their children, hoping that with their help they will not only spend their free time in a fun and healthy way, but also become fast, dexterous and strong, learn to communicate with each other, value friendship , come to the rescue, be honest and not be afraid of difficulties, firmly believing in yourself and the help of friends.


"Harvest". 1830th. (Now this is known by the overseas word "puzzle").



Burners


AND the singers stand in pairs one after the other. Ahead of all at a distance of two steps is the driver - the burner. The singers say the words:

Burn, burn clearly
In order not to go out.
Stop the 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, run away.
One, two, do not crow,
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 spots one of them, then they stand in front of the first pair, and the burner burns again. The game repeats itself.

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

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

Paints


Have the private owners of the game choose the owner and two buyers. The rest of the players are paints. Each paint comes up with a color and quietly calls it to the owner. When all the paints have chosen a color for themselves and named it to the owner, he invites one of the buyers. Buyer knocks: Knock, knock!

Who's there?
- Customer.
- Why did you come?
- For paint.
- For what?
- For the blue.
If there is no blue paint, the owner says: "Go along the blue path, find blue boots, diarrhea and bring them back!" If the buyer guessed the color of the paint, then he takes the paint for himself.

There is a second buyer, the conversation with the owner is repeated. And so they come up one by one and sort out the paints. The buyer who has collected more colors wins. If the buyer has not guessed the color of the paint, the owner can give a more difficult task, for example: "Ride on one leg on the blue carpet."

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

Forfeits


AND the game starts like this. The presenter bypasses the players and says to everyone:

They sent you a hundred rubles
Buy what you want
Do not take black, white,
Don't say yes and no!

After that, he leads a conversation with the participants in the game, asks various provocative questions so that someone in the conversation will say one of the forbidden words: black, white, yes, no. The one who got lost gives the driver a phantom. The field of the game, every person who makes a mistake, buys out his 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 has something like this conversation:

What's on sale at the bakery?
- Bread.
- Which?
- Soft.
- What kind of bread do you like more: black or white?
- Anyone.
- What kind of flour are baked from?
- From wheat. Etc.
When buying out forfeits, the participants in the game come up with interesting tasks for the master of the phantom. Children sing songs, make riddles, read poems, tell short funny stories, remember proverbs and sayings, 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 have a conversation with two players at the same time. When buying a fantasy, the host does not show it to the participants in the game.

"Travel on the Nikolaev railway". 1857 ("walker")

To enlarge - click on the image



Owl and birds


NS Before starting the game, children choose for themselves the names of those birds whose voice they can imitate. For example, a dove, a crow, a jackdaw, a sparrow, a tit, a goose, a duck, a crane, etc. The players choose an owl. He goes to his nest, and those who play quietly, so that the owl does not hear, come up with 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 of his choice.

To the signal "Owl!" all birds try to quickly take a place in their home. If the 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 house must be located on a dais. The birds fly away to the nest on a signal or as soon as the owl catches one of them.

Fifteen


AND the singers choose the driver - the tag. Everyone scatters around the site, and the tag catches them.

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

Options.

Fifteen, feet off the ground. The player can escape from the tag by standing on an object.

Fifteen bunnies. Fifteen can stain only a running player, but as soon as the last one hops on two legs, he is safe.

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

If the tag of one of the players touches with his hand, he becomes a tag.

Fifteen with a name. All the players, except for the tag, choose the names of flowers, birds, animals. Fifteen does not stain the one who named himself in time (for example, a fox).

Circular tags. The participants in the game stand in a circle at a distance of one step. Each place is marked 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 who are standing still, calling one of them by name. The named player leaves his place and runs in a circle, the tag is already catching up with him. The free space is occupied by the player who started the game. A free circle, if it has time, can take a tag, then the one who is left without a place becomes a tag. The game continues, the fifteen catches up with the player who left the circle.



Cat and mouse


AND singers (no more than five pairs) stand in two rows facing each other, hold hands, forming a small passage - a hole. In one row there are cats, in the other - mice. 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 players' clasped hands. As soon as the cat has caught the mouse, the players line up. 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 burrow.

Ball up


Have private players 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!" The players at this time try to run away from the center of the circle as far as possible. The driver catches the ball and shouts: "Stop!" Everyone should stop, and the driver, without leaving his place, throws the ball at the one who is closest to him. The tarnished one becomes the driving one. If he missed, then 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 off the ground. If one of the players after the word: "Stop!" - continued to move, then he must take three steps towards the driver. Players, running away from the driver, should not hide behind objects on the way.

"The Wolf and the Sheep". 1884


V In the center of the field is the Wolf's lair, it is successively surrounded by guards with watchmen or shepherds, dog kennels, sheepfolds. The first of the participants plays for the Wolf, the second for the Watchmen, the third for the Dogs, the fourth for the Sheep (they stand still, so you can play three together). At the beginning of the game, the chips are placed on the corresponding figures in the corners of the field; possible directions of moves are stipulated by the rules. The object of the game for the Wolf is to get into the sheepfold and eat all the Sheep. If the Watchman and the Dogs manage to "lock" him and he cannot make further moves, the Wolf loses.

To enlarge - click on the image



Lyapka


O Dean of the players is the driver, he is called a blooper. The driver runs after the participants in the game, tries to insult someone, saying: "You have a blooper on you, give it to someone else!" The new driver catches up with the players and tries to pass a blooper 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 of the game and asks the caught one: "Who was it?" - "At my aunt." - "What did you eat?" - "Dumplings." - "Who gave it to?" The caught one calls one of the participants in the game, and the named one becomes the driver.

Rules of the game. The driver must not chase the same player. The participants in the game are closely watching the change of drivers.

Trap in a circle


H 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, 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 forbidden to stand on a stick with your feet. The caught player has no right to escape from the trap's hands.

Zarya


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

Dawn-lightning,
Red maiden,
I walked across the field
I dropped the keys
The keys are golden
The ribbons are blue
Entwined rings -
I went to fetch water.

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

Rules of the game. Runners must not cross the circle. The players do not turn while the driver chooses who to put a scarf on his shoulder.

Playroom


D children stand in a circle, join hands. In the center is the presenter.The players walk in a circle and chant the words:

And uncle Tryphon
There were seven children
Seven sons
They didn't drink, they didn't 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 of all becomes the leader.

Rules of the game. When the game is repeated, children standing in a circle go in the opposite direction.

mail


AND The game begins with the roll call of the driver with the players:

Ding, ding, ding!
- Who's there?
- Mail!
- Where?
- From the city...
- And what are they doing in the city?

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

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

"Travel across Russia". 1885


C spruce of the game - faster than others to make a railway trip from Odessa to Moscow and back. You can go either through Kharkov and Kursk, or through Kiev and Smolensk, but, having reached Moscow in one way, you need to return to Odessa in another way. The player receives a locomotive and moves it to as many stations as there are points on the dice. By means of stamps (they are, for example, nuts), players buy their own tickets and pay various travel expenses.

To enlarge - click on the image



Kite


AND the singers choose the kite and the brood hen, the rest choose the chickens. The kite digs a hole, and the mother hen with the chickens walks around him and sings the words: I walk around the kite, I carry three money, For a pretty penny, For a little owl.

The kite continues to dig the ground, he walks around the hole, gets up, flaps his wings, crouches. The mother hen with the chickens stops, asks the kite:

Kite, kite, what are you doing?
- Digging a hole.
- What is the hole for you?
- I'm looking for a 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?
- Put pebbles.
- Why do you need pebbles?
- Throw at your kids.
- For what?
- They climb into my garden!
- You would have made the fence higher, If you do not know how, so catch them.

The kite tries to catch the chickens, the hen protects them, chases the kite: "Shi, shea, villain!"

The caught chick is out of the game, and the kite continues to catch the next one. The game ends when several chicks are caught.

Rules of the game. Chicks should hold each other tightly by the belt. Anyone who does not hold on to the chain should try to quickly fall into place. A hen, protecting chickens from a kite, has no right to push him away with her hands.

Geese


H a small circle is drawn on the platform, in the middle of it sits a wolf. 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 who play in a round dance go in a circle and ask the goslings, who also walk in a circle and answer questions:

Geese, you geese!
- Ha-ha-ha, ha-ha-ha!
- You gray geese!
- Ha-ha-ha, ha-ha-ha!
- Where, geese, have you been?
- Ha-ha-ha, ha-ha-ha!
- Whom, geese, have you seen?
- Ha-ha-ha, ha-ha-ha!

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

We saw a wolf
The wolf took the gosling,
The best best wishes.
The biggest

Ah, geese, you geese!
- Ha ha ha ha ha ha!
- Pinch the wolf,
Help the gosling out!

Geese flap their wings, screaming ha-ha, running around in circles, pestering the wolf. The caught goslings try to fly away from the circle at this time, but the wolf will not let them. The game ends when all the captured geese leave the wolf.

The game repeats itself, but those who play in the round dance become geese, and the geese get up in the round dance. The wolf is chosen.

Rules of the game. A round dance of geese and goslings walk in a circle in different directions. The text should be pronounced by everyone in unison. The caught gosling can leave the circle only when one of the players touches the wolf with his hand.

Big ball


D You need a big ball to play. 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 missed 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 turn again to face each other, and the one who missed the ball stands in the middle. The game is repeated.

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

Rope


AND the players stand in a circle around the string. The driver moves inside the circle, trying to grease someone's palm while it touches the rope. Escaping, those standing can pull this palm away from the rope or move it along the rope. The soldier replaces the driver.

Tops, turntables, whirligig


Z put on a racket for a duration; run and throw to the other side.

Arc


H It is necessary to crawl under the arc, standing on the ground, so as not to fall yourself and not to drop the arc.

Twirl


AND two are playing. One player with kicks on the ball twists the rope on the pole in one direction, and the other tries to twist in the other - until the whole rope is wound, in which direction there are more turns, he won. You can play for a while.

Boiler


V
The player drives the ball with a club, trying to roll it into the cauldron (the hole in the middle of the circle), or take one of the holes around the cauldron with the end of his club, although each is guarded by the player with the club.

Skipping rope


R Develops coordination of movements. An uncomplicated rope helps craftsmen to show the most ingenious and most unexpected jumps.

Stilts


NS Oduli come in different heights: who will go next

Turnip


AND
gra at the pillar. One of the players holds on to the post, the others follow him in a chain and try to unhook him from the post.

"Races of cyclists". 1892

To enlarge - click on the image



Lapta


D To play you need a small rubber ball and a roundel - a round stick (60 cm long, 3 cm thick handle, base width 5-10 cm). On the site, two lines are drawn at a distance of 20 m. On one side of the site there is a city, and on the other, there is a con. The participants in the game 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 rounder thrower scores the ball, runs across the court over the line of the stake and returns to the city again. Drivers catch the bounced ball and try to stain the runner. They can toss the ball to each other to hit the runner at a closer distance. If the players on the field manage to stain the runner, they move to the city. Otherwise, the players remain in their places. The game continues, the second player scores the ball. In turn, all the kicking team playing act as throwers. But players do not always manage to immediately return to the city. In this case, they expect to be rescued. Only the one who will hit the ball far can help out.


It often happens that the one who hit the ball could not immediately run over the line of stake. He waits for the next player to score the ball - then two players run behind the line of stake. A more difficult situation may be created when all but one of the players on the kicking team are behind the line of the stake, then the player who has not yet hit is allowed to hit three times. If he misses, then the players of the city give up their place to the drivers.

Rules of the game. Servants should not cross the city line. Anyone who cannot score the ball with rounders is allowed to throw it into the field with his hand. The city team moves to the field if all players hit the ball, but no one ran over the line of stake. Option.

Change. A line is drawn on the site. For this line two of the players become. One of them (the server) tosses the ball, and the other hits it with a roundel. The rest of the participants in the game, 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 catching ones. If no one catches the ball, then the one of the players to which it fell closer takes it and returns it to the server. If the server catches him on the fly, he starts hitting the ball, and the server becomes the one who successfully threw the ball to him. The one who beat earlier goes to the catching ones.

Rules of the game. The one who serves has no right, catching the ball thrown to him, to run over his line. If the server does not catch the ball returned to him on the fly, then he takes it and begins to serve again. At the beginning of the game, you can set the condition that the game is considered over if one of the players scored ten points, that is, hit the ball ten times so that no one caught it.

As additional material:


Prof. G. Wagner and K. Freyer.

"Children's games and entertainment" 1902


“That children's games are of great educational value, developing thought, imagination and memory in children - we will talk about this in more detail in the general part of the book: this has long been a commonplace of the rational pedagogical system.

This book is a collection of all kinds of books for children of different ages; it is up to parents and educators to navigate this vast material and choose certain games in accordance with the individual inclinations and intelligence of this group of children ... "



Chess