Ancient outdoor games methodological development on physical education on the topic. Presentation on the topic: Forgotten old Russian games (without objects) The name of the old Russian game

Children's pranks, at times, know no bounds: Chinese vases break, new wallpapers turn into an art object in about five minutes, and the cat loses its last hope of escaping from the diapers. Whatever the child was amused by ... I wonder if the games of children in Russia differed greatly from the amusements of the current generation?

"Horse"

Children in Russia adored the game of "horses". What could be easier! I found a suitable stick and jump for yourself wherever your heart desires. If the “horse” is successful, it will be “drunk”, “fed” with oats, cleaned and put in the “stable”. Sometimes the game of "horse" acquired a global scope. There was something that had the ability to "roll". The boys holding hands with ropes in their teeth stood in twos or threes, and the most lively climbed into the "carriage" and called himself a coachman. "Troika", starting from a quiet trot, goes to a gallop, rushes so that in the end it overturns the wagon with the coachman. And this is the most chic! The coachman, rubbing his bruised places and smearing blood with his sleeve, is worthy of universal respect today.

"Dumplings"

Usually those who were punished were amused by this game. The ban on leaving the house did not seem to oppress the rascals much. They gathered near the gate and whiled away the time playing. The essence is simple: with the help of the thumb and forefinger, a ring is formed through which each of the participants must pass their saliva. Whose saliva catches his fingers, he becomes a "dumpling". Everyone takes to teasing him with the cruelty characteristic of children. The enraged "dumpling" begins to chase the offenders. Whomever he catches becomes the new "dumpling". The game continued until the last of the rascals was exhausted.

"Hawk and Doves"

Among the entire gang, a hawk, a dove and a dove are selected. The rest become voracious chicks. Why voracious? Yes, because it was in search of food that the dove father had to leave the “nest” and expose himself to the danger of being torn to pieces by a hawk. However, when the predator completed the bloodthirsty massacre of the dove, it waited for the dove, which next went for food. And then, in turn, he “ruffled” all the chicks. The game reached such a riot that the children returned home covered in dust, in torn clothes. Here, a real reprisal awaited them, and angry parents acted as a hawk.

"Yarka"

The game was played in the field. There was, of course, an unsown area on which holes were dug at a short distance. The row ended with a large hole for the size of a ball-like object made of bast or wood. At the same time, each hole had its own owner, whose hands it was, in fact, created. Each in turn rolled the ball with force through the small holes to the big one. If the ball stops on someone's small hole, its owner is subjected to universal ridicule. He knelt down, everyone in turn ruffled his hair and sang a “teaser”, at the last word of which everyone rushed into the loose. After all, the “bright” tried to hit one of the offenders in the head with the ball. Whoever gets hit, he rolls the ball again.

"Slamming"

The game starts as soon as the first leaves appear on the trees. The sheet is applied to the lips. When retracted, it breaks with a loud "shock of the air". The boys get together in groups, and click every minute, showing their skills to each other. After all, the more skillfully you click, the louder the sound. It's not hard to guess what happens in the end. The nerves of adults are not iron!

"Fish"

The game was started mainly in the fall, since in the summer almost all the children were busy with work. A peg is driven in, to which a rope is tied. Various junk is thrown next to the peg: thin bast shoes, boots, shoes. The bigger, the better. This is the "fish". The leader - the horseman, holding on to the rope, must guard the "fish", which all participants are trying to pull off. Everyone tries to avoid the fate of the horseman. Missed the last "fish"? Run as fast as you can, because the stolen "fish" will fly at you. If you manage to pick up the abandoned “fish” and launch it at one of the offenders, a new horse leader has been determined.

"Lose"

Usually this game was started before going to bed. Children stood in a circle with their backs to each other and began to circle with or without songs. At some point, there is bound to be someone who will fall. They make fun of the fallen, they no longer take him into the game, calling him “lost”. Of course, no one had ever heard of astronauts in those days, but good coordination and firmness in the legs were never superfluous.

Old outdoor games

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

"SHAROVKI"

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

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

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

The game "BASE" or "PILL"

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

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

Old Russian games

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

Chizh

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

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

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

Burners

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

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

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

Shtander

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

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

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

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

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

fish

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

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

Hopscotch game

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

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

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

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

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

grandmother

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

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

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

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

Cossack robbers

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

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

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

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

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

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

Townships

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

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

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

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

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

Game Burners

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

Sandman's game song

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

Children's game Kostroma

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

Utena game

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

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

next con.

" STEPS"

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

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

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

“I KNOW 5 NAMES”

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

"DOG"

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

"OCEAN IS SHAKING…"

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

"HOUSES"

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

"RING"

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

“I BORN A GARDENER”,

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

"TRAFFIC LIGHTS"

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

"PROTEINS-ARROWS"

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

"LEAPFROG"

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

“ABOVE FEET FROM THE GROUND”

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

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

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

"BOYARS".

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

"PIKE" -

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

"WATER"

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

"THIRD WHEEL"

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

"CROCODILE"

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

“They sat on the golden porch…”

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

"Shackles"

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

"BUTS"

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

“COLD_HOT”

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

"GATES"

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

"MAN-eater",

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

"ELEPHANT"

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

"BROKEN PHONE"

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

"GOAT"

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

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

Frogs and heron.

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

Wolf in the ditch.

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

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

Run and jump.

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

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

Encourage children to push off vigorously and land softly

Jumpers - sparrows (Do not get caught).

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

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

bounced.

Who is faster on the track.

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

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

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

Jumpers.

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

“A little white bunny sits and moves its ears,

Like this, like this, and wiggles his ears.

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

Clap-clap, clap-clap

You need to warm up your paws.

It's cold for a bunny to stand

Bunny needs to jump.

Jump-jump, jump-jump,

Bunny needs to jump."

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

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

Frogs in the swamp.

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

"Here from the hatched rotten

The frogs splashed into the water.

They began to croak from the water:

Kwa-ke-kekwa-ke-ke

It will rain on the river.

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

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

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

Put down the stones.

On one side of the playground, children do

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

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

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

Jumpers.

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

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

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

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

Horses.

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

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

Complication: Each groom makes himself a "troika".

Leg target.

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

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

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

Jump - turn around!

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

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

"BIRDS AND A CAGE"

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

"NORTH AND SOUTH WIND"

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

"TRAPS ON ONE LEG"

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

"TRAPS IN PAIRS"

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

"TRAPS - RACES"

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

"FEET FROM THE GROUND!"

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

"STOP"

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

"FIGHT OF COCKS"

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

"KARASI AND PIKE"

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

"FOX IN THE CHICKEN COOP"

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

"DO NOT STAY ON THE GROUND"

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

"TWO AND THREE"

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

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

"RIVER AND DITCH"

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

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

RELAY GAME "FUN COMPETITIONS"

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

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

Proteins, nuts, cones

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

Hot potato

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

Hare without a den

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

Clown

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

Fight for the ball

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

moving target

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

labyrinth

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

Pair fishing

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

Dragnet

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

enchanted castle

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

heel toe

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

Ali Baba - mobile

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

Two Frosts

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

hold the ball

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

Move stealthily

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



"Harvest". 1830s (Now it is known under the overseas word "puzzle").



Burners


AND the players stand in pairs one after another. Ahead of everyone at a distance of two steps is the driver - the burner. The sing-song players say the words:

Burn, burn bright
To not go out.
Stay at the bottom
Look at the field
There are trumpeters
Yes, they eat kalachi.
Look at the sky
The stars are burning
Cranes cry:
- Gu, gu, I'll run away.
One, two, do not 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 burns again. The game is repeated.

If the burner succeeds in spotting one of the runners 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 must not look back. He catches up with fleeing players as soon as they run past him.

Paints


At game owners choose the owner and two buyers. The rest of the players are paints. Each paint comes up with a color for itself 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. The buyer knocks: Knock, knock!

Who's there?
- Customer.
- Why did you come?
- For paint.
- For what?
- For blue.
If there is no blue paint, the owner says: "Go along the blue path, find blue boots, wear them 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 in turn and take apart the paints. The buyer with the most colors wins. If the buyer did not guess the color of the paint, the owner can give a more difficult task, for example: "Ride on one leg along the blue track."

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

Fanta


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

They sent you a hundred rubles
Buy whatever you want
Black, white do not take
"Yes" and "no" do not say!

After that, he conducts a conversation with the participants in the game, asks various provocative questions so that someone in the conversation utters one of the forbidden words: black, white, yes, no. The one who has gone astray gives the driver a phantom. The field of play, each who has committed a penalty, redeems his phantom. No more than ten people play, all participants in the game have several forfeits. Children in the game listen carefully to the questions and follow their speech. The moderator goes something like this:

What is sold in the bakery?
- Bread.
- Which?
- Soft.
- And what kind of bread do you like more: black or white?
- Everyone.
What kind of flour are buns made of?
- From wheat. Etc.
When redeeming forfeits, the participants of the game come up with interesting tasks for the owner of the forfeit. Children sing songs, make riddles, read poems, tell short funny stories, remember proverbs and sayings, jump on one leg. Fanta can redeem immediately after several people lose.

Rules of the game. Players must answer questions quickly. The answer cannot be corrected. The host can talk to two players at the same time. When redeeming a fanta, the presenter does not show it to the participants in the game.

"Journey along the Nikolaev railway". 1857 ("walker")

To enlarge - click on the image



Owl and birds


P 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 titmouse, 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 squat. Each player imitates the call 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 owl manages to catch someone, then he must guess what kind of bird it is. Only a correctly named bird becomes an owl.

Rules of the game. Bird houses and the owl 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.

Fifteen


AND the players choose the driver - a tag. Everyone scatters 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.

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

Fifteen bunnies. Fifteen can only tarnish a running player, but as soon as the latter jumps 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 catches up with the participants in the game. The persecuted person can save himself from spotting in the house, since spotting is not allowed within the boundaries of the circle.

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

Fifteen with a name. All 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).

Circle dots. 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 catches up with the second player. If the evader 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 is already catching up with him. The free seat is occupied by the player who started the game. A free circle, if in time, can be occupied by a tag, then the one who is left without a place becomes a tag. The game continues, the tag catches up with the player who left the circle.



cat and mouse


AND playing (no more than five pairs) stand in two rows facing each other, join hands, forming a small passage - a hole. Cats are in one row, mice are 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 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 hole.

Ball up


At the 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 as far as possible from the center of the circle. The driver catches the ball and shouts: "Stop!" Everyone should stop, and the driver, without leaving the spot, throws the ball at the one who is closest to him. The stained becomes the driver. 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 with one rebound from the ground. If one of the players after the word: "Stop!" - continued to move, then he must take three steps towards the driver. The players, running away from the driver, should not hide behind objects encountered on the way.

"Wolf and Sheep". 1884


V The center of the field is the lair of the Wolf, it is successively surrounded by gatehouses with guards 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 drawings in the corners of the field; possible directions of moves are stipulated by the rules. The goal of the game for the Wolf is to get into the sheepfolds 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 one of the players is the driver, he is called a lyapka. The driver runs after the participants in the game, tries to knock someone down, saying: "You have a blooper on, give it to another!" The new driver catches up with the players and tries to pass the 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 in the game and asks the person caught: "Who had it?" - "At the aunt." - "What did you eat?" - "Dumplings". - "To whom did you give?" The one who is caught calls by name one of the participants in the game, and the one named becomes the leader.

Rules of the game. The driver must not chase the same player. The participants in the game carefully observe the change of drivers.

Trap in a circle


H and 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 during the game should not jump over the stick. This action can only be performed by members of the game. Standing on a stick is prohibited. The caught player has no right to escape from the hands of the trap.

Dawn


D the 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-lightning,
red maiden,
Walked across the field
Dropped the keys
golden keys,
blue ribbons,
entwined rings -
Went for water.

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

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

gaming


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

And Uncle Tryphon
There were seven children
seven sons
They didn't drink, they didn't eat,
They looked at each other.
Together they did like me!

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, the 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...
- 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 phantom. The game ends as soon as the driver collects five forfeits. The players, whose forfeits are with the driver, must redeem them. The driver comes up with interesting tasks for them. Children read poems, tell funny stories, remember riddles, imitate the movements of animals. Then a new driver is chosen and the game is repeated.

Rules of the game. Tasks can be created by the participants themselves.

"Journey through Russia". 1885


C The purpose of the game is to make the train journey from Odessa to Moscow and back faster than others. 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 the number of points rolled on the die. Through stamps (they are, for example, nuts), players buy tickets for themselves and pay for various travel expenses.

To enlarge - click on the image



Kite


AND those playing choose a kite and a hen, the rest - chickens. A kite digs a hole, and a hen with chickens walks around him and in a singsong voice says the words: I walk around the kite, I carry three pieces of money, For a penny, For a little tip.

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

kite, kite, what are you doing?
- Dig a hole.
- What do you need a hole for?
- 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?
- Place stones.
Why do you need stones?
- Throw at your kids.
- For what?
- They climb into my garden!
- You would make the fence higher, If you can't, then catch them.

The kite tries to catch the chickens, the mother hen protects them, drives the kite: "Shi, shi, villain!"

The caught chicken is out of 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 belt. Anyone who did not stay in the chain should try to quickly get into his place. The hen, protecting the chickens from the kite, has no right to repel him with her hands.

geese


H and a small circle is drawn on the platform, 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 caterpillars stand in a small circle. The players in the round dance go in a circle and ask the caterpillars, who also walk in a circle and answer the questions:

Geese, you geese!
- Ha-ha-ha, ha-ha-ha!
- You, gray geese!
- Ha-ha-ha, ha-ha-ha!
- Where have the geese 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 captured caterpillar to the middle of the circle - to the lair. 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,
Save the gosling!

The geese flap their wings, run around in a circle with a cry of ha-ha, pester the wolf. Caught caterpillars at this time try to fly away from the circle, but the wolf does not let them. The game ends when all the captured geese move away from the wolf.

The game is repeated, but those playing in the 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 caterpillars go in a circle in different directions. The text should be spoken by everyone together. A captured 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 hold 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 outside 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 is repeated.

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

Rope


AND the players stand in a circle around the rope. The driver moves inside the circle, trying to touch someone's hand while it touches the rope. When escaping, those standing can pull this palm away from the rope or move it along the rope. Salted replaces the driver.

Spinning tops, turntables, spinning tops


W run 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 drop the arc.

spin


AND two are playing. One player who plays hitting the ball twists the rope on the pole in one direction, and the other tries to twist it in the other - until the whole rope is wound, in whose direction there are more turns, he won. You can play against the clock.

Boiler


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

jump rope


R develops coordination of movements. A simple rope helps craftsmen to show ingenious and most unexpected jumps.

Stilts


X odules come in different heights: who will go further

Turnip


AND
gra at the pole. One of the players holds on to the pole, the rest stand behind him in a chain and try to unhook him from the pole.

"Race cyclists". 1892

To enlarge - click on the image



Lapta


D 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 - con. The participants of the game are divided into two equal teams. By lot, the players of one team go to the city, and the other team drives. The city team starts the game. The thrower scores the ball with a bast shoe, runs across the court behind the horse line and returns to the city again. The drivers catch the batted ball and try to spot the runner. They can throw the ball to each other to hit a runner at a closer distance. If the players of the field manage to spot the runner, they move to the city. Otherwise, the players remain in place. The game continues, the second player scores the ball. In turn, all the players of the hitting team act as throwers. But it is not always possible for players 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 horse line. He waits for the next player to score the ball - then two players run behind the horse 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 players of the city give up their place to the drivers.

Rules of the game. The waiters must not cross the city limits. Anyone who cannot score the ball with a bast shoe is allowed to throw it into the field with his hand. The city team goes into the field if all the players hit the ball, but no one ran over the horse line. Option.

Changes. A line is drawn on the site. Two of the players become beyond this line. One of them (server) tosses the ball, and the other beats it with a bast shoe. 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 beat it, and the one who beat it earlier goes to the catchers. If no one catches the ball, then the one from the players to whom he fell closest takes it and returns it to the server. If the server catches him on the fly, then he starts to hit the ball, and the one who successfully threw the ball to him becomes the server. The one who hit before goes to the catchers.

Rules of the game. The one who serves does not have the right, catching the ball thrown to him, to run out of his line. If the server did not catch the ball returned to him on the fly, then 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 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 importance, 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 a rational pedagogical system.

The proposed book is a collection of all kinds of books for children of various ages; the task of parents and educators is to navigate this vast material and choose one or another game, in accordance with the individual inclinations and ingenuity of this group of children ... "

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

The game "At the bear in the forest"

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

Like a bear in a forest

I take mushrooms.

But the bear does not sleep

He is looking at us all.

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

Game "Colors"

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

Salki game

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

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

The game "Cossacks-robbers"

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

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


Game "Geese"

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

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

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

Game "Hide and Seek"

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

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


Game "Catch a fish"

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

The game "Slow down"

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


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


Games of the peoples of the world for children


Game "Storks" (Ukrainian)

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


Lame Chicken game (Turkmen)

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

Quinta game (Lithuanian)

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

The game "Shpen" (Belarusian)

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


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

The game "One in a circle" (Hungarian)

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

Game "Balteni" (Latvian)

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

Russian folk outdoor games in kindergarten

"Empty place"
The "Empty Place" is played by children of all ages (on their own), from 6 to 40 people.
Description. The players, except the driver, stand in a circle, the driver behind the circle. Everyone puts their hands behind their backs or just 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 the competition. Having touched, the driver runs in any direction around the circle, and the called one runs in the opposite direction in a circle. Having met, they either simply go around the friend's circle or greet (crouching, bowing, etc.) and continue to run faster in a circle to take the vacant place. Whoever takes it stays there, and the one who is left without a place becomes the driver.
Rules.
The driver does not have the right to hit the called. He can only touch it.
The driver can 1C immediately rush to run in one direction or another. The summoned follows him and, as soon as he sees in which direction he is running, rushes in the opposite direction in a circle.
At the meeting, they perform various tasks (by agreement). Who does not comply, he becomes the leader.

"Third wheel"
The number of participants - from 8 to 40 people.
Description. The players become in a circle in pairs, facing its center so that one of the pair is in front and the other is behind it. The distance between pairs is 1-2 m. Two drivers take a place behind the circle. One of them runs away and the other catches him. Fleeing from the chase, the evader can get ahead of any pair. Then the one standing behind turns out to be “the third wheel”. He must run away from the second driver. If the chasing catches (touches, touches) the escaping, then they change roles. Thus, the drivers change 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 escaping person is in front of any pair, then the “third extra”, who is behind, does not flee from the chasing one, but begins to pursue him.
Game types:
- the players stand in pairs facing each other and hold hands. The escaping, escaping, stands under the arms with his back to someone. To whom he will turn his back, that "third extra", who must run away;
- The game is played to music. The players walk in pairs, holding hands, and put their free hands on their belts. The escaping, escaping from persecution, can at any moment take one of the walking arm in arm. Then the couple standing on the other side become the runaway.
Rule. The one who is escaping from persecution must not be interfered with.

"Golden Gate"
In countless varieties and variations, this game exists in almost all peoples. Among Russians, the following varieties are most common.
6-20 people play, more often preschoolers, younger schoolchildren, and sometimes teenagers, boys, and youth.
Description. Choose two stronger players. They step aside a little and agree which of them will be the “sun” and which will be the “moon” (“month”). Those who have chosen the roles of the moon and the sun become facing each other, join hands and raise them, as if forming a gate. The rest of the players take up the Hands and go through the "gate" in a string. They often sing their favorite songs. When the last of those walking through the “gate” passes, they “close”: raised hands fall, and the Last one is between them. The detainee is quietly asked which side he would like to take: behind the "moon" or "sun". He chooses and stands behind the respective player. The rest again go through the "gate", and again the last one falls into the "moon" or "sun" group. When everyone is distributed, the groups arrange a tug-of-war, holding hands or using a rope, stick, etc.
A variation of this game (which has become more common in recent decades than the one described above) is that those walking through the “gate” do not sing, but the players depicting the “gate” speak in recitative:
The Golden Gate is not always passed: The first time is forgiven, The second is forbidden, And the third time We will not let you through!
The “gates” close at the last word and “catch” the one who is in them. In order not to be caught, those walking involuntarily speed up their pace, sometimes they 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 pull.
Another variation is that there are two “gates”. The players depicting them pronounce the rhyme at the same time (in tune). Those caught do not choose where to stand, but are immediately included in the team of the “gates” that caught them. Depicting gates compete in who will catch the most players. The competition ends with a pull.
Rules.
A player who has to pass through the "gate" must not stop in front of it (for fear that it will close). Stopped considered caught.
Walking or running can not disengage hands, you must hold hands with at least one player. Whoever runs without holding hands with anyone is considered to be caught.
You can lower your hands (“close the gate”) only on the last word of the recitative.

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

big ball
A game in which you need to form a circle. Children hold hands, and one driver is chosen, who becomes the center of the circle and there is a large ball near his feet. The task of the player in the center is to push 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 hit 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 cannot be picked up during the entire game.

Ball in the hole
A game with many varieties. To play in the ground, a shallow hole is dug into which a ball is placed. All players must carry straight sticks about a meter long. The performer is chosen by lot - the player who will guard the ball. All other players move beyond the conditional line, at a certain distance from the hole and begin to throw sticks in the order of the established turn, trying to hit 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 closest to him, trying to hit it. If he succeeds, he runs behind the starting line for throws, also called the home. The performer is the one whose stick hit the ball. If, during the game, someone manages to knock the ball out of the hole, at the same moment, those players whose sticks are in the field run to pick them up, and the performer must set the ball in place. Thus, players get the opportunity to make an additional throw. When throwing sticks, it is recommended that the performer stay slightly away from the ball to avoid hitting the stick.

Bunnies
The game is played outdoors. Of all the players, one hunter is selected, all the rest portray hares, trying to jump on two legs. The task of the hunter is to catch the most agile hare by slapping it with his hand. But there is one important condition in the game, the hunter does not have the right to catch a hare if it is on a "tree". In the context of this game, any chip or stump will be a tree. This condition greatly complicates the hunter's life, which often causes him to become indignant during the game. However, as soon as one of the hares manages to be touched, 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, on a signal, begin to jump towards the finish line. The winner is the one who covered the distance the fastest. The distance should not be too large, as it is quite difficult to jump with tied legs.

Salt without 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. Drivers are blindfolded with a thick cloth bandage. The hands of the leaders are behind their backs. All the rest are players in the field. The field players, approaching the drivers one by one from one side, shout "Without salt" and freely jump over their legs. On the way back, you need to shout "Sol" and try to jump over the legs of the drivers again. The only difference is that the drivers try to catch the jumpers with their hands. If they succeed, then the driver changes. The one who was caught sits in the place of the one who caught him, and his eyes are already blindfolded.

Confusion
Children participating in this game stand in one row, join hands, thereby forming a chain. On the right side of the chain, a leader is assigned, who, on command, starts running with a change of direction, and the entire chain begins to follow 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 fall or break the chain.

Burners (Ogaryshi, Pillar, Pairs)
For this game, a driver is needed, and he is chosen before the start of the game. All the rest form pairs, mostly a boy - a girl, and if adults also take part in the game, then a man - a woman. The pairs stand one after another, and the driver with his back to the first pair at a certain distance and it is strictly forbidden for him to look back. After that, one or all together begin to say: "Burn, burn clearly! So that it does not go out. Look at the sky, birds are flying there!" (There are also other rhymes). After that, the driver looks into the sky. After that, 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 tries to catch or at least knock one of the moving pair. If this happens, the one who was taunted becomes the driver, and the "old" driver takes his place in the pair. The game continues until the players lose interest or become tired.

At the bear in the forest
Game for the little ones. Of all the participants in the game, one driver is chosen, who is designated the "bear". 2 circles are drawn on the playground. The 1st circle is the bear's lair, the 2nd is the house for all other participants in the game.
The game begins, and the children leave the house with the words:
At the bear in the forest
Mushrooms, I take berries.
The bear doesn't sleep
And growls at us.
After the children pronounce 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 (rugs) are placed in a circle, but one less than the players taking part in the game. The one who does not have hemp is the tamer of animals, and all the rest are animals. Before the game begins, children choose who will be the wolf, who will be the fox, and who will be the hare. Animals sit on stumps. The animal tamer walks in a circle from the outside and calls 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. The one for whom there is no free place becomes a tamer and the game continues.

spruces
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 stand with one foot in the hole. With the exception of the driver, who has a meter-long stick and a ball (ball) in his hands. All "outfield" players also have sticks. The driver hits 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 a stick at it. If the player does not hit, then his comrades can help him. As soon as the ball is beaten off, 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 an "empty place", a hole whose player ran away for a stick, then the driver changes.

In leg
Folk Cossack game, which became widespread in the 19th century. The game requires the manifestation of accuracy and dexterity from its participants. Children are divided into 2 equal teams. Along one of the lines, circles with a diameter of about 30 centimeters are drawn, according to the number of players on one team. After that, the players of one team are built in a line along the line, placing one foot in the drawn circle. Players of the opposing team stand opposite, at a certain, predetermined distance. Their task is to hit the players of the opposing team with soft balls. The game lasts according to the number of set shots (for example, 5), 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 to tear off the foot 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 from a team, go into a circle, raise their left leg back, grab it with their hand, and stretch their right hand forward. On a signal, the players begin to push with the palms of outstretched arms. The winner is the player who manages to push the opponent out of the circle or if the opponent stands on both feet. The team with the most individual victories wins.

cock fight
The game is played according to almost the same rules as the Geese game. The main difference is that the players, jumping on one leg, lay 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 teams equal in number. One person is invited from each team. In the center of the site lies a meter stick. The participants who came out grab the stick each from their side and, on command, begin to pull the stick, each in their own direction. The one who pulls the opponent to his side wins. Further, the following team members go to the center of the site. The team with the most individual victories wins.

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

moving horse
Both adults and children can successfully take part in the game, especially during mass holidays. All participants are divided into two teams: one - "horses", others - "riders". "Riders" sit on "horses" and form a circle. One of the riders is given the ball. "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, by agreement before the game. After that, the teams change places, but, as a rule, the game develops differently. If during the transfer of the ball it is on the ground, then the teams instantly change places: the “horses” become “riders”, and the “riders” become “horses”.

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

Fishing Rod (Fish, Catch a Fish)
All players form a circle. One driver is selected, who becomes the center of the circle. The driver is given a rope. An adult can also be the driver. The leader begins to spin 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 developing the game.
1st option: without changing the driver (adult). In this case, those who fell for the bait are out of the game and go out of the circle. The game is played until the most dexterous and jumping children (3-4 people) remain in the circle.
2nd option: with a change of driver. That "fish" that falls for the bait, takes a place in the center of the circle and becomes a "fisherman".

mother hen and kite
Before the start of the game, 2 of the strongest are selected from all its participants: one is appointed as a kite, the other is appointed as a mother hen. All the rest are chickens. The kite is on the sidelines and, according to the old Russian rules, digs a small hole. Behind the mother hen, one after another, chickens stand and take each other by the waist. After that, the uterus with chickens approach the kite, and the uterus begins to say: "Kite! What are you doing?" - "Dig a hole." - "Why do you need a dimple?" - I'm looking for money. - "Why do you need money?" - Buy a needle. - "Why do you need a needle?" - "Sew a bag." - "Why the bag?" - "Put pebbles." - "Why pebbles?" - "In your children rustle-murmur." - "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. continues until the kite catches everyone.The game can be played and the run of the sentence of the mother hen.

Burners
This, one might say, is a classic of the genre. Players are arranged in pairs, holding hands and forming a column. The driver is in front. All in unison loudly say or sing:
Burn, burn bright
To not go out.
Burn, burn bright
To not go out.
Look at the sky
The birds are flying.
The bells are ringing!
One, two, three - run!

Another variant:
Burn, burn clear
To not go out.
And one, and two, and three.
Last couple, run!
In any case, at 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, when they meet, they join hands again.
If this succeeds, then together with the caught player, the driver stands in the first pair of the column, and the one who was not caught becomes the driver.

Frost - Red nose
Along the edges of the playground, the boundaries of two "houses" are outlined. In one of them the players gather.
Leading, i.e. Frost - Red Nose, stands in the middle of the site and says:
I am Frost - Red nose,
I freeze everyone indiscriminately.
I'll deal with everyone soon
Who decides now
Go on a long journey!
The players chant in response:
We are not afraid of threats
And we are not afraid of frost!
And then they run to the opposite "house". Frost is trying to catch up with them and "freeze": those whom he manages to touch with his hand freeze in place.
At the end of the run they are either 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 escape the touch of Frost.

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

geese
Along the edges of the playground there are two "houses", in one of which the players - "geese" gather. Selected for the role of "wolf" is placed in a circle, symbolizing his lair. The host 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 are not allowed:
Gray wolf under the mountain
He won't let us go home!
- Well, fly as you like,
Just take care of your wings!
"Geese", flapping their wings, try to cross to another house, and "the wolf catches them." The caught player becomes a "wolf".

Game "Guide"
This is more than just a game. This is the acquaintance of souls when such factors as appearance and glance are not distracting.
In the inner circle, facing the center of the circle, men stand, 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 leader, a clap or whistle, the girls begin to disassemble the guys - any of those they like that are closer. They take the guy by the hand and lead him in a circle, the guy walks all this time with his eyes closed. It is desirable that the number of girls and boys match so that no one is left standing alone in the inner circle.
At the signal of the leader, the girls carefully line up the guys again in the inner circle, and they themselves go further in a round dance. This is repeated three times. When, after the third time, the guys are again placed in the inner circle, the leader gives a signal - "You can open your eyes." The hack starts. The guys describe their feelings, name which of the three girls they liked, whom they would like to see. Girls are usually happy to confess and show themselves.
Then the girls stand in the inner circle with their eyes closed, and the guys in the outer one and everything repeats.

Yasha
This game is the most ancient (as pointed out by academician B.A. Rybakov, and also mentioned by V.Ya. Propp).
The driver - Yasha (i.e. the Lizard - the owner of the underwater and underworld, one of the incarnations of Veles) sits in the center of the circle formed by the rest of the participants in the game. Holding hands, they move in a round dance, singing:
Sit-sit Yasha
Under the walnut bush.
Gnawing-gnawing Yasha
roasted nuts,
Gifted to dear...
This is followed by a dialogue:
- What does Yasha want?
- I want to get married.
- Get yourself a girl
Which one you want.
The participants in the round dance scatter, and “Yasha” catches someone: if he catches a girl, he kisses her, if a guy, he becomes the leader.

Mousetrap
Everyone stands in a circle, holding hands - this is a mousetrap. One or two are "mice". They are outside the circle. Holding hands and raising them up, they move in a circle with the words:
Oh, how tired the mice are,
Everyone ate, everyone ate!
Beware, cheaters
We'll get to you!
Let's close the mousetrap
And we'll catch you right away!
During the pronunciation of the text, "mice" run in and out of the circle. With the last word "the mousetrap slams" - they lower their hands and squat down. The "mice" that did not have time to run out of the circle are considered to be caught and stand in a circle. Other mice are selected.

"Salki" ("Pyatnashki", "Traps", "Traps", "Lapki", "Lepki", "Dumplings", "Salo", etc.)
This game has different names and rules, but the main content remains: one or more drivers catch other players and, if caught, change roles with them.
The game can be played in a variety of settings: indoors, outdoors, by children of all ages, youth and adults. The number of participants - from 3 to 40 people. The game does not require leaders, judges.
By lot or by rhyme, one driver is chosen - "salka". The boundaries of the playing area are conditionally established. Everyone scatters within this area. The driver announces: "I am a salka!" - and begins to catch those playing within the established limits of the site. Whomever he catches up and touches (touches), he becomes a "feed" and announces, raising his hand up: "I am a tag!" He begins to catch the players, and the former "trail" runs away with everyone. The game has no definite end.
Varieties of "Salok"
- "Salki with the house." For those who run away, a “house” is drawn on the site, in which they can escape from the “tag”, but they do not have the right to stay there for a long time.
- Salki "Feet from the ground". Fleeing from the "tag", the players must take their feet off the ground (floor). To this end, they climb on any object or sit down, lie down, raising their legs up. In this position, the "salka" has no right to salt them.
- Salki "Give a hand." In this game, the person running away from the "trail" shouts: "Give me your hand!" If one of the comrades takes his hand with him, then the driver does not have the right to touch them. If, on the other hand, another player joins, i.e. there will be three of them, the driver has the right to send any winger.
- "Legs-crossings". Runners can help each other out by crossing the road between the chasing tag and the one who is running away. As soon as someone crosses the road, "Salka" must catch him. Here again, someone seeks to rescue a comrade and runs across the road, the "trail" begins to catch him, and so everyone strives to save the comrade, whom the "trail" is running after. The driver ("salka") must quickly switch and catch a new player who has crossed the road.

Hawk
Children gather, up to 16 or more, in the yard, in the garden or in a spacious room and cast lots among themselves. The one chosen by lot represents the hawk. The rest of the children join hands and become pairs, forming several rows.
A hawk is placed in front of everyone, which can only look ahead and does not dare to look back. At this signal, the pairs suddenly separate from each other and rush in a run in different directions, at this time the hawk catches up with them, trying to catch someone.
The victim, i.e., found himself in the claws of a hawk, changes roles with him.
Children while running tend to throw a handkerchief or a folded tourniquet at the hawk - if they fall into it, it is considered killed and another one is selected from among the children in its place.

Cats and mice
The best place for this game is a spacious outdoor area.
The participants in this game, up to 25 or more, without distinction of gender, nominate one of their peers as a mouse and the other two as cats.
The rest of the children take each other's hands and form an open circle, in one place of which two neighboring participants lower one of their hands, thus forming a kind of open "gate", while cats are allowed to enter the circle exclusively through these "gates" , the mouse, in addition, even through all the other gaps formed between the children.
This game is based on the fact that cats strive at all costs to catch a mouse; as soon as this happens, these three most active participants join hands and adjoin the others to form the same circle, with a new mouse and cats moving forward to replace them, etc. until all the children have been in these roles.
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
Fifteen games take place outdoors, where children gather in any number, from 4-5 to 25 or more.
Having gathered, the children from their midst choose one, and give him the nickname Fifteen; his role is that he carefully follows the children running in different directions and tries at all costs to catch one and stain him, that is, touch him with his hand.
The one caught is held up in this way and turns into a "fifteen," while his name is spoken aloud 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.
Fifteen games are based primarily on movement; they can, however, be diversified by introducing various elements, such as throwing a ball and the like.

Wolf in a circle
The number of participants can be arbitrarily large. Children gather in the spacious yard.
A circle is drawn on the floor or ground and, having chosen a wolf by lot from its midst, they place it inside the outlined circle.
The children participating in the game break into the circle and try to run out of it without being spotted by the wolf, who tries his best to spot them.
The victim changes roles with the wolf and takes his place in the 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, take with them an ordinary ball, of medium size, and go to the yard.
The children taking part in the game, all except one, are installed in a circle, turning their faces to the center of the circle. They fold their hands behind their backs, thus passing each other the ball, which in this case serves as a bunny.
One of the participants, located in the circle itself, seeks to capture it when passing the ball from hand to hand, and he has the right to require each participant to show him his hands.
As soon as he notices someone has a ball or one of the children drops it out of distraction, he picks up the ball and takes the place of the victim, and he enters the circle, changing roles with him.
The one in the circle is called "leader"; as soon as he finds himself with his back to one of the participants who took possession of the ball, he has the right to touch the back of the “leader”, that is, to stain him, and staining is allowed only in the back, and not in any other place.
The stained one picks up the ball and rushes after the one who stained it; with great dexterity, he takes revenge, that is, he also tries to tarnish him; on success, they switch roles.
In the event that he fails to overtake the enemy, he again goes to the middle of the circle and continues to be the leader.
In this game, in addition to running, throwing a ball is an important element - both of these conditions are extremely useful for children, as they give them the opportunity to develop the maximum of their musculoskeletal energy; with prolonged running and throwing, muscles develop and become stronger, respiratory movements become frequent and deep, the chest develops and blood circulation improves significantly.
The game should be suspended as soon as fatigue becomes noticeable.

Bear
The number of players can be arbitrarily large.
The participants in the game by lot choose from among their midst one comrade who is entrusted with the role of a bear, and supply each with bundles - the latter are easy to make by folding handkerchiefs accordingly.
On one side of the space allotted for the game, a small place is arranged or, rather, limited by the line, serving as a den for the bear.
At this signal, the children rush from one end of the yard to the opposite, and the bear, not armed with a tourniquet, rushes at them, trying to touch one of them with his hand, that is, to stain him.
The tainted one also becomes a bear and is led into a lair. The game continues in this order until there are more bears than the remaining participants in the game.
As the number of the bear's helpers increases, they all go out with him to prey, are installed in a row, and only those on 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 dexterity and agility, and entrust him with the role of a cat. The cat carefully hides behind a tree or a bush, trying to remain unnoticed by his comrades.
The latter, at the signal of one of the elders, rush in all directions to search for the cat; the cat, on the other hand, meows from time to time, letting you know about its presence, and quickly hides so as not to be open.
The game continues until the cat is found, then another cat is chosen by lot and the game is played until the children get tired or lose interest in it.

lame fox
The number of participating children can be arbitrarily large. Having gathered in a spacious courtyard or in a large room, they choose one of the participants, who is given the nickname lame fox.
At the place chosen for the game, a rather large circle is drawn, which includes all the children, except for the lame fox. At this signal, the children rush in a circle, and at that time the lame fox jumps on one leg and tries at all costs to tarnish one of the runners, that is, to touch him with his hand.
As soon as she succeeds, she enters the circle and joins the rest of the fleeing comrades, while the victim takes on the role of a lame fox.
The children play until everyone is the 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: the children who entered the circle must run only in it and not go beyond the outlined line, in addition, the participant chosen by the lame fox must run only on one leg. The main elements of this game are running and jumping.

Zhmurki
Children often and willingly play hide-and-seek, especially young ones, since this game is very simple. A large, spacious room or a clean courtyard is chosen as a place for her.
Children choose one from their midst, put a blindfold 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 blindfold, standing in the middle of the yard or room, tries to catch someone any of the fugitives.
The one who gets caught changes roles with him, that is, he is blindfolded and he, in turn, also tries to catch one of his comrades.
Children must, while running, still make sure that the one who is blindfolded does not stumble upon 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 put a handkerchief over his eyes and tie him up, and give him a tube of folded paper in his hands. The blind man's blind man stands in the middle of the room, and the rest of the participants take each other's hands, forming a circle, in the center of which the blind man's blind man is placed. At this signal, the children walk 2-3 times around the blind man's blind man, after which the latter approaches one of them and calls him some word or asks: who are you?
The person asked should mumble something indistinctly in response, and the blind man's blind man, hitting him with a tube, should name his comrade. If successful, they switch roles. The main element that enters the game is walking, and if it is in the fresh air, then the benefits of 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 down, hands on their sides and vying with each other, overtaking each other, trying to jump to the opposite end of the place designated for the game.
Which of the children will be 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.