Old children's games. Ancient outdoor games Ancient Russian games in spring

What to do with a child? Modern games are mainly focused on the online format. We invite you to get acquainted with Russian folk outdoor games. Children will be happy. And parents are happy, because movement is life!

Give children more and more content of the common, human, world, but mainly try to acquaint them with this through native and national phenomena.

V. Belinsky

The “Basic Directions for the Reform of General Education and Vocational Schools” set the task “to improve the work on the comprehensive development of preschool children, to cultivate a sense of beauty, to form high aesthetic tastes, the ability to understand and appreciate the beauty and richness of native nature, to educate in the spirit of love for the Motherland.” The education of selfless love for the Motherland is the main, leading principle of Russian and Soviet pedagogy.

For the first time, the Motherland appears before the child in images, sounds and colors, in games. All this in abundance carries folk art, rich and diverse in its content.

Funny outdoor games are our childhood. Who does not remember the constant hide and seek, traps, bastards! When did they arise? Who came up with these games? There is only one answer to this question: they are created by the people, just like fairy tales and songs.

Russian folk games have a long history, they have been preserved and come down to our days from ancient times, passed down from generation to generation, incorporating the best national traditions. Boys and girls gathered in the evening on the village street or outside the outskirts, led round dances, sang songs, ran tirelessly, playing burners, tags, competed in dexterity, playing bast shoes. In winter, entertainment was of a different nature: skiing from the mountains, snowball fights were organized; riding horses through the villages with songs and dances. All folk games are characterized by the love of a Russian person for fun, daring.

Especially popular and loved were such games as burners, Russian bast shoes, blind man's buff, gorodki, ball games. The game of hide and seek was common in many regions of Russia and had different names: “Blind frying pan”, “Zhmachki”, “Night blindness”, “Crooked rooster”, etc. Before starting the game, the children had a conversation in chorus with the driver: “ Cat, cat, what are you standing on? - "On the kvass" - "What's in the kvass?" - "Kvass!" - "Catch the mice, not us!" They will talk like this with the driver, and even make him turn around in one place several times, and only after that he begins to look for players, as a rule, with closed, squinted eyes.

There were many such games where the success of the players depended primarily on the ability to accurately throw the bat, knock down the gorodki, catch the ball or hit the target with the ball (gorodki, rounders, etc.). Both the names of the games and the rules were different in different regions of Russia, but the common thing for them was the desire to win, to win.

Russian folk games for children are pedagogically valuable, they have a great influence on the education of the mind, character, will, develop moral feelings, physically strengthen the child, create a certain spiritual mood, interest in folk art.

The collection includes outdoor games collected from various sources. They are quite diverse in their content, themes and organization. Some games have a plot, their rules are closely related to the plot (for example, "Kite", "Chicken", "Geese-swans", "Flock"). In games like "Lyapka", "A lot of three, two are enough", "Hot place" there are no plot and roles, all the children's attention is directed to movement and rules. There are games in which the plot and the actions of the players are determined by the text. In the game "Paints" the buyer talks with the driver: "Knock-knock!" - "Who's there?" - "Buyer." - "Why did you come?" - “For paint” - “For what?” - "For the blue."

Attractive to children in Russian games are various songs. In the game "Corners" each dash is accompanied by a song. At the last word, the players change places, and the buyer - the driver seeks to occupy the corner that has been vacated during the run.

In games like "Burners" the text distracts the attention of the catcher, while singing he must look up.

The collection contains games mainly for children of older preschool age. They are divided by types of movements: games with running, jumping, throwing; some of them can be carried out both in the warm and in the cold season. There are also games of low mobility, suitable for playing in inclement weather in a limited area.

The collection contains many ancient and modern counting rhymes, collusions. In any Russian game, there is always a driver or presenter. There are usually many applicants for this role, and you need to choose one, sometimes two, for which rhymes and collusions serve.

The driver can also be chosen by lot. It is carried out differently than a counting rhyme, and is used in those games where you need to split into two parties.

In the practice of preschool education, folk games are rare. In separate collections there are folk games, but they are so changed that in the new version they have lost folk traditions, are deprived of the game beginning, etc.

Russian folk games and their variants given in the collection are available to preschool children. They can be successfully used in working with children during walks and physical education.

Section I. RUNNING GAMES

Tracks

Lines of different shapes are drawn on the ground - these are paths. The players run along them one after another, make complex turns, while maintaining balance. You need to run along the path, exactly stepping on the line, not interfere with each other and not run into the runner ahead.

Instructions for carrying out. The game can be played with any number of children. The length of the track can be arbitrary, but not less than 3 m. This game can be played as a competition. Draw several lines of the same shape, put colored flags at the end of each. The one who is the first of the players to reach the flag must quickly raise it above his head.

snake

Children take each other's hands, forming a chain. One of the last players in the chain is chosen as the leader. He runs, dragging all the participants of the game with him, describes various figures on the run: in a circle, around trees, making sharp turns, jumping over obstacles; leads the chain with a snake, twisting it around the last player, then develops it. The snake stops, twists around the leader.

Rules. 1. The players must hold each other's hands tightly so that the snake does not break.
2. Accurately repeat the movements of the leader.
3. The leader is not allowed to run fast.
Instructions for carrying out. You can play "Snake" at any time of the year on a spacious playground, lawn, forest edge. The more players, the more fun the game is. To make it lively, it is necessary to teach children to come up with interesting situations. For example, the host calls the last player by name, the named child and the one standing next to him stop, raise their hands, and the host leads the snake into the gate.
Or: at the signal of the leader, the children scatter, then restore the snake.

Shuttle

All participants in the game stand in pairs facing each other and hold hands - this is the gate. Children from the last pair run or go under the gate and stand in front of the column, the next pair runs after them. The game ends when all the players have passed under the gate.
Rules. 1. You need to run or pass so as not to hit the gate.
2. Running through the gate, the children hold each other's hands.
Instructions for carrying out. The height of the gate can be different: children can raise their arms and keep them at shoulder level or at waist level. The lower the gate, the harder it is to run under it.
A more difficult option is when children, running through the gate, carry various objects, such as a ball in a spoon, a bucket filled with water, or pass by rolling a large ball in front of them with their hand.

Empty place

The players stand in a circle, choose the driver. Starting the game, he runs past the players, spots one of them and continues to run further in a circle. The stained one quickly runs in the opposite direction from the driver. Whoever of them is the first to reach a free place in the circle, he occupies it, and the latecomer becomes the driver.
Rules. 1. Children run only around the circle.
2. Those standing in a circle should not delay those who are running.
3. If the children run to an empty seat at the same time, then they both stand in a circle, and a new leader is selected.
Instructions for carrying out. This game is played at any time of the year in a large area where you can run without interference.
The participants of the game stand in a circle at a distance of one step from each other, everyone's hands are lowered. If there are many children, it is better to organize two circles of players.

Fifteen ordinary

They start the game by choosing a driver, he is called a tag. All participants in the game scatter around the site, the tag catches up with them. Whom he touches with his hand, he becomes a tag.
Rules. 1. During the game, children need to carefully monitor the change of drivers.
2. Fifteen should not run after only one player.

Fifteen with a house

Two circles are drawn along the edges of the site - these are houses. Children, running away from the driver, can run into the house where the tag cannot salt them. If he touches the player on the playing field with his hand, then the salted one becomes a tag.

Options
1. In order not to be stained, you need to sit down or stand on some object.
2. When the tag catches up with the player, he can jump on two legs like a bunny, and he can no longer be stained (tags "Bunnies").
3. The player who has been stained, if he is fast and dexterous, can immediately return the stain to the driver, and the former player remains the tag (“Fifteen with a transfer”).
4. All players, except for the tag, choose a name for themselves from flowers, birds, animals. Fifteen does not stain the one who called his name in time, for example, "fox" ("Fifteen with a name").

interrupted tags

Fifteen in this game needs to loudly say the name of the player whom he wants to tarnish. But if, during the pursuit, the tag sees that there is another participant in the game next to him, he changes his mind, calls him by name and tries to catch up with him and tarnish him. Stained is out of the game.
Rules. 1. Fifteen first calls the player by name, and then catches up with him and stains him.
2. In the game, the tag can change its decision many times depending on the situation.

circular tags

The participants of the game stand in a circle, each marks his place with a circle. Two players stand behind the circle at some distance from each other, one of them is a tag, he catches up with the second. If the runner sees that the tag is catching up with him, he calls one of those close in the circle by name. He leaves his place and runs in a circle from the tag, and the player takes his place. A free circle can also be occupied by a tag, then the one who is left without a place becomes a tag. He catches up with the player who ran out of the circle.
Rules.
1. Running through the circle is not allowed.
2. A player running away from a tag can run no more than one lap.
3. If the tag taunted the evader, then they change places.
Instructions for carrying out. In the game, children should be very attentive, if the player gapes, let his friend down. Children stand in a circle at a distance of one step from each other, facing the center. The tag can be replaced if he ran two laps, did not tarnish and did not take an empty place.
The game will be fun and interesting if the runaways quickly change places.

Watch out!

A cord is stretched on one side of the site, a tag becomes behind it. All participants in the game are on the opposite side of the site, their house is located there. Fifteen loudly says the words: “Beware one, beware two, beware three!” The players at this time go across the field and come close to the cord. With the last word, the tag jumps over the cord and tries to catch up and tarnish one of the children. Together with the stained one, he quickly runs for the cord. The game is repeated, but there are two tags.
Rules.
1. The players run to their house only after the words of the tag: “Beware of three!”
2. Fifteen is only allowed to pick one player.
3. Fifteen only jumps over the cord, but if, while jumping, he touches the cord, he repeats the jump.
4. Players cannot be kicked outside the house.
Instructions for carrying out. The game is played on a large open area. The distance between the house of the players and the place where the tag is located is 10-20 m. The height of the cord during the game can be changed: the higher the cord, the more difficult it is for the driver to jump over it. The words "Beware one, beware two, beware three!" the tag speaks slowly so that the players can come closer to the cord. The closer they are to the cord, the easier it is to pick them off.
Option. The players catch up with the tag and the player he takes with him, and try to tarnish one of them until they jump over the cord. The one they tarnished returns to the field.

Salka

The driver runs after the children and, trying to taunt someone, says: “I taunted you, you taunted another!” The new driver, catching up with one of the players, repeats the same words.
Option. The driver catches someone and asks the one who was caught: “Who had it?” - “At my aunt's.” - “What did you eat?” - “Dumplings.” - “To whom did you give it?” The one who is caught calls by name one of the participants in the game, and the one named becomes the leader. The game is repeated.
Rules. 1. The driver runs after only one of the players.
2. Participants in the game must carefully observe the change of drivers.

Traps in a circle

A large circle is drawn on the site, a stick is placed in the middle of it, the circle is divided into two parts. All participants in the game of traps stand on different sides of the circle. The trap, running around the stick, runs from one side of the circle to the other and tries to catch one of the players. Caught becomes a trap.
Rules. 1. The trap during the game should not run over the stick and run out of the circle. Other players run over the stick. The length of the stick should be less than the diameter of the circle.
2. You can’t stand on a stick with your feet.
Option
All participants in the game, except for the trap, stand outside the circle. They run across the circle, and the trap catches them. The caught player becomes a trap.

Too many three, two is enough

Children stand in pairs one after another, facing in the center of the circle. Two people start the game, one of them is the driver, he stands 3-4 steps behind the one who runs away from him.
The runaway claps his hands three times, after the third clap he runs away from the driver. In order not to be touched, he stands in front of a couple. Before getting up, he shouts on the run: “A lot of three, two is enough.” The one who stands last in this game runs away from the driver.
If the driver managed to knock out the runaway, then they change roles.
Rules. 1. During the game, you cannot run through the circle.
2. The evader must not run more than two laps.
3. As soon as he runs into the circle, he must immediately stand in front of a couple. Anyone who breaks this rule becomes a leader.
Instructions for carrying out. If the driver managed to pin down the evader and they switched roles, then the evader can stand in front of one of the pairs after a short run.
Sometimes the driver fails to catch up with the players running away from him for a long time, as they are stronger than him and run faster. In this case, you need to replace him, but not to blame, but to positively evaluate his efforts.

Owl and birds

The players choose an owl, he goes to his nest. Imitating the cry of the bird they have chosen, the players fly around the site.
At the signal "Owl!" all birds try to fly to their nests. If the eagle owl manages to catch someone, then he must guess what kind of bird it is, and only then the one who is caught becomes an owl.
Instructions for carrying out. Before starting the game, children choose for themselves the names of those birds whose voice they can imitate (for example, dove, crow, jackdaw, sparrow, tit, crane, etc.). It is better to choose nests of birds and an eagle owl on high objects (on stumps, benches, etc.). Each bird hides from the eagle owl in its own nest.
Option. Children are divided into 3-4 subgroups and agree on which birds they will portray. Then they approach the owl and say: “We are magpies, where is our home?”; “We are seagulls, where is our home?”; "We are ducks, where is our home?" Owl names the place where the birds should live. Birds fly around the site, at the word "Owl" they hide in their nests. The eagle owl must recognize the caught bird.

Handkerchief

All participants in the game stand in a circle. The driver with a handkerchief goes around the circle, puts it on the shoulder of one of the players and quickly runs in a circle, and the one who put the handkerchief takes it in his hand and runs after the driver. Both of them are trying to take a free place in the circle.
If the player with the handkerchief catches up with the leader and is able to put the handkerchief on his shoulder before he takes a free place in the circle, he again becomes the leader, and the player who gave the handkerchief takes the free place. If the runner is the first to stand in a circle, then the player with the handkerchief remains the driver. He walks in a circle, puts a handkerchief on someone's shoulder, the game continues.
Rules.
1. Children should not run across the circle.
2. While running, it is not allowed to touch those standing in a circle with your hands.
3. Standing players must not delay running players.
4. The players should not turn around while the driver chooses who to put a handkerchief on his shoulder.
Instructions for carrying out. The more children who take part in this game, the wider the circle will be, which means that you need to make more efforts to fill an empty seat. Children in a circle stand one step apart from each other.

chickens

The players choose a hostess and a cockerel, all the rest are hens. The cockerel leads the hens for a walk, pecking at the grains. The hostess comes out and asks the cockerel: “Cockerel, cockerel, have you seen my chicken?” "And what is yours?" - asks the cockerel. “Ryabenkaya, and the tail is black.” - “No, I didn’t see it.”
The hostess claps her hands and yells, “Shh! Kshsh! The hens run into the house, and the hostess catches them, the cockerel protects the hens.
The hostess takes all the caught hens to the house.
Rules.
1. Chickens run into the house only to the words: “Kshsh, kshsh!”
2. The cockerel, protecting the hens, should not repel the hostess. He, spreading his wings wide, stands in her way.
Instructions for carrying out. The houses of the hostess and the cockerel with hens need to be made as far apart as possible (10-20 m). To complicate the game, the chickens overcome obstacles on their way to the house, fly over the fence (jump over a stretched cord) or run along the bridge through the stream. In their house, they fly up to a perch (on a bench).

At the bear in the forest

The players choose a bear, determine the place of his lair. Children go to the forest for mushrooms, berries and sing a song:
At the bear in the forest, the bear is cold,
Mushrooms, I take berries! Frozen on the stove!
The bear wakes up, leaves the den, slowly walks across the clearing. Suddenly, he quickly runs after the players and tries to catch someone.
Caught becomes a bear.
Rules.
1. The bear leaves the den only after the children sing a song.
2. Children, depending on the behavior of the bear, may not immediately run to their house, but repeat the song, provoke it.
Instructions for carrying out. It is better to place the bear's den at the other end of the site. The bear must get out of the den (climb over the log, get out of the box, basket).

Swan geese

The participants in the game choose a wolf and a master, all the rest are swan geese. On one side of the site is a house where the owner and geese live, on the other - a wolf under a mountain. The owner releases the geese into the field for a walk, to pinch the green grass. The geese leave the house
long away. After a while, the owner calls the geese: “Geese-swans, go home!” The geese answer: "The old wolf is under the mountain!" - "What
is he doing there? - “It nibbles on gray, white hazel grouses.” - “Well, run home!” The geese run home, and the wolf catches them.
The one caught is out of the game. The game is over when all the geese
caught.
Rules.
1. Geese can fly home and the wolf can catch them.
only after the words: “Well, run home!”
2. Geese, leaving the field, should disperse throughout the site.

horses

All participants in the game are divided into threes, in each three there is a coachman and two horses. The driver in the course of the game gives various commands, the horses carry them out, and the coachman manages and carefully watches whether the horses accurately perform all the movements. Horses walk, gallop in circles, turn right, left, etc.
To the words of the presenter: “Horses, in different directions!” - the coachman releases the reins, and the horses quickly scatter around the site. To the words: “Find your coachman!” - they find their coachman as soon as possible. When the game is repeated in each triple, the coachman changes.
Rules. 1. Horses must accurately follow all commands.
2. A coachman whose horses make a mistake receives a fine - a blue ribbon is tied to his reins.
Instructions for carrying out. The most difficult in this game is the role of the driver, who comes up with various movements for the horses. Therefore, when the game is played for the first time, the role of the driver is played by an adult. At the end of the game, in order for the triplets to get together, you can give a new task: “Coachman, find your horses!”
The game ends as soon as everyone in the top three plays the role of a coachman. At the end of the game, the best three is marked.

Lifesaver (Black stick)

Children choose the leader according to the counting rhyme. He runs away from them and stands facing the wall. There is a lifesaver against the wall. The driver takes a wand, knocks on the wall and says: “The wand came, it didn’t find anyone. Whomever he finds first, he will go for the wand. After these words, he puts his wand against the wall and goes to look. Noticing one of the players, he loudly calls him by name, quickly runs up to the wall, takes a wand, knocks it on the wall and shouts: “The magic wand found ...” (calls by the name of the player). So the driver finds all the children. When the game is repeated, the one who was found first must drive.
If the player who was found runs to the lifesaver before the driver, he quickly takes the wand and with the words: “Wand, help me out!” - knocks it on the wall, then throws it as far as possible and, while the driver is looking for it, hides. The driver finds the wand, returns to the agreed place, knocks with it and says loudly: “The wand came, it didn’t find anyone, whoever it finds first will go after the wand!”
Rules.
1. The driver should not peep when the children are hiding.
2. The leader says the words slowly so that all the children can hide.
3. He should search all over the site, not stand near the magic wand.
4. Children can run from one hiding place to another while the driver is looking for a lifesaver and puts it in place.
Instructions for carrying out. This game is good to play on the edge of the forest. Be sure to limit the playground and show the children several places where they can hide (behind bushes, trees, stumps, in a groove, in tall grass).
To play the game, you need to make a lifesaver out of wood 50-60 cm long, paint it in a bright color so that it can be clearly seen in the green grass.
Difficulty for the game. You can help out the player who was found by the driver. If one of the players quietly leaves the shelter, quickly runs up to the lifesaver, knocks it on the wall with the words: " Lifesaver, help me out ..." - and call by the name of the rescued. The wand is thrown as far as possible, and while the driver is looking for it, the children hide again.

Herd

The players choose a shepherd and a wolf, all the rest are sheep. The wolf's house is in the middle of the area, and the sheep have two houses at opposite ends of the area.
The sheep loudly call the shepherd:
Shepherd, shepherd,
Play the horn!
The grass is soft
Rose is sweet!
Drive the herd into the field
Walk freely!
The shepherd drives the sheep to the meadow, they walk, run, jump, nibbling grass. At the signal of the shepherd "Wolf!" sheep run into the house - on the opposite side of the site. The shepherd gets in the way of the wolf, protects the sheep. Everyone caught by the wolf is out of the game.
Rules.
1. During the run, the sheep must not return to the house from which they left.
2. The wolf does not catch sheep, but salutes with his hand.
3. The shepherd only shields the sheep from the wolf, but should not hold him back with his hand.

hot seat

A line is drawn on the site, behind which there is a hot spot. The driver gets up 3-4 steps away from him. Children disperse across the playing field.
The players need to run from the playing field to a hot place and return back, but the driver does not let them in. The one he taunted remains below the line in a hot place. As soon as the driver knocks down the sixth player, the game ends. Everyone goes to the field, and the sixth player becomes the driver.
Those players who managed to run several times to a hot place win.
Instructions for carrying out. Where the place is hot, there are ribbons. Players who managed to run into a hot place take a ribbon. At the end of the game, by the number of ribbons, you can find out which of the players is the most daring and dexterous. If the player with ribbons is nevertheless taunted, he puts one ribbon in place and remains below the line.

rushes

On opposite sides of the site, two houses are marked with lines, the distance between them is 10-20 m. The participants in the game are divided into two equal groups and occupy houses. In the middle of the site is the driver. Players need to move from one house to another. The driver does not let them through, he tries to overpower those who run across. Salted out of the game. The group with the most players at the end of the game wins.

Runs with a rescue

The game takes place as simple dashes, only two circles are drawn on the site not far from the lines of houses. Players tagged by the drivers do not leave the game, but stand in one of the circles. They can be rescued by players of the same team. Running past, the player takes the greasy, who is standing in a circle, by the hand and runs with him to the house of his team.

Stop!

On one side of the site, a circle is drawn (with a diameter of about 1 m) - a place for the driver. At a distance of 20-30 steps from the circle, at the opposite end of the site, a horse line is drawn, behind it are the players.
The driver, standing with his back to the field, says loudly: “Walk quickly, look, don’t yawn ... Stop!” When he says these words, the children quickly go to him, but at the word "Stop!" freeze in place. The driver quickly looks around and, noticing the one who did not have time to stop in time, did after the word “Stop!” movement, returns him to the horse line. The driver turns his back again and says the words, and the children start their movement from the place where the signal caught them.
The game continues until one of the participants in the game stands with both feet in a circle, before the driver says the word “Stop!”. The one who did this becomes the driver, and the game is repeated.
Rules. 1. The driver is not allowed to look back until the word "Stop!".
2. He can say the phrase: "Step fast, look, don't yawn ... Stop!" - at any pace, but loudly.
3. The players begin to move simultaneously with the words of the driver. Walking is allowed only.
Instructions for carrying out. To take the driver's circle, you need to be attentive, have endurance and be able to quickly respond to a signal. This is one of the few games where the child wins the right to be the driver.
The game is very interesting if the driver says the words
at a different pace: sometimes very quickly, before the word “Stop!” pausing, then starting slowly, and ending with a patter.
The game "Stop!" can be done at any time of the year.
Options
1. All participants in the game have balls. To the word of the driver: “Walk quickly, look, don’t yawn ... Stop!” - children go and play ball at the same time, performing any exercise. They can dribble the ball, hitting it with one hand, alternately right and left, throwing up and catching, etc.
2. The driver says the words and plays the ball at the same time. Moving, the children perform the same exercises as the driver.
3. Only the driver has the ball. He says the words: "Step fast, look, do not yawn." All the players go towards the driver: “One, two, three, run!” To the word "Run!" the children run to the horse line, and the driver quickly turns around and, without leaving the spot, throws the ball at the fleeing ones. The one hit by the ball becomes the leader. If the driver misses, then he leads again. But it also happens that while the leader was speaking the words, one of the children reached the circle and managed to stand in it. The driver finishes the phrase, passes the ball to the one who stood in the circle, and runs away with those playing for the horse line.

Burners

Before the start of the game, you need to choose the driver, the one who will "burn" - hence the name of the game.
All participants in the game stand in pairs one after another, leading in front, at a distance of two steps from the players. The participants in the game say in a singsong voice:
Burn, burn bright
To not go out.
Stay at the bottom
Look at the field
Rooks are walking
Yes, they eat kalachi.
The birds are flying
The bells are ringing!

As soon as these words are sung, the driver should look at the sky, and the children of the last pair let go of their hands and quietly run along the column, one on the left, the other on the right. When they reach the driver, everyone shouts loudly to him:
One, two, do not crow.
Run like fire!
Two children run forward, deftly dodging the driver, trying to take each other's hands. If they hold hands, then the “burner” is not terrible for them, they calmly walk and stand in front of the first pair, and the driver “burns” again.
If the driver does not catch the runners when the game is repeated, then he “burns” a second time. If he didn’t catch anyone for the third time, the players can sing this song:
Ogrushek, zigzag!
You stand badly
Stand on the black stone!
You'll burn out completely!
(Cinder, cinder - the remains of an unburned candle.)
But if the driver manages to catch one of the fleeing, he stands with him in front of the entire column, and the one who is left without a pair “burns”.
The game continues until all pairs have run.
Rules.
1. The driver should not turn back.
2. He catches up with the fleeing immediately after the words: "Run like fire!"
3. The players of the last pair start running only with the last words: “The bells are ringing!”
Instructions for carrying out. Burners are a very fun game, they play it in the warm season. There can be many players, the more, the merrier.

Handkerchief burners

All participants in the game stand in pairs one after another, the driver stands in front of the column and holds a handkerchief in his hand above his head.
The players say in unison:
Burn, burn, oil,
Burn, burn bright
To not go out.
Look at the sky
The birds are flying!
After the words "The birds are flying!" the players of the last pair are rapidly running forward, and whoever of them takes the handkerchief first, he gets up with the leader in front of the column, and the latecomer “burns”.

Double burners

The players stand in pairs in two columns at some distance from one another. Leaders stand in front of each column. With the last words "The birds are flying!" the children standing in the last pairs run along the columns (one on the left, the other on the right), trying to connect in front of the column in pairs. The drivers do not allow them to see each other, they try to tarnish one of them.
If the running players managed to take each other's hands before they stained one of them, they stand first in the columns, and the drivers “burn” again. If the driver manages to spot a running child, he stands with him in front of the column, and the players left without a pair become “burning”.
Variant (Fig. 8). The players stand in two columns in pairs, one opposite the other at a distance of 10-15 m. The leaders are the first in the columns. After the words "The bells are ringing!" the children of the last couples from each column release their hands and run forward, trying to pair up with the players of the opposite column. Holding hands, they stand in front of one of the columns.
The drivers try to knock down one of the players until they are connected. The driver and the player whom he taunted stand in front of the column. The one from the players who was left without a pair “burns”.

Lace

Children choose two drivers, one of them is a shuttle, the other is a weaver. The rest stand in pairs in a circle or semicircle facing the center. Children in pairs take each other's hands and make gates. The shuttle gets up at the second pair, and the weaver at the first. At the signal of the weaver, the shuttle begins to run like a snake without missing the gate, and the weaver catches up with it. If the weaver catches up with the shuttle before he reaches the end of the semicircle, then he becomes a shuttle. The child, who was a shuttle, goes to the beginning of the semicircle, chooses the player of the first pair and stands with him at the opposite end of the semicircle, the player left without a pair becomes a weaver.
If the shuttle runs to the last gate and is not caught, then they and the weaver get up last, and the first couple starts the game. One of the players of the first pair plays the role of a shuttle, and the second one plays the role of a weaver.
Rules.
1. The shuttle begins the game only at the signal of the weaver.
2. The weaver and the shuttle, running under the gate, must not touch the hands of the players standing in pairs.

cat and mouse

The players before the start of the game choose a cat and a mouse, take each other's hands and stand in a circle. The cat is behind the circle, the mouse is in the circle. The cat tries to enter the circle and catch the mouse, but the players close the entrances in front of her. She tries to crawl under the gate, the players squat and do not let her into the circle.
When the cat finally gets into the circle, the children immediately open the gate and the mouse runs out of the circle. And they try not to let the cat out of the circle. If the cat catches the mouse, then they stand in a circle, and the players choose a new cat and mouse.
Rules.
1. The cat can catch the mouse both in the circle and outside the circle.
2. The players open the gate only for the mouse.
Instructions for carrying out. If the cat cannot catch the mouse for a long time, a new pair is selected.
Complications.
1. During the game, the children in a circle slowly move in one direction or the other, everyone's hands are lowered. The cat and the mouse run freely, the children do not close the gate.
2. Two couples can play at the same time, but in this case the cat runs after only one mouse.

Mouse and two cats

For this game you need to choose two cats and one mouse. The players stand in a circle and hold hands. On opposite sides of the circle, the gates are open, the cats run into the circle and run out of it only through the open gates. In front of the mouse, the players open any gate. If one of the cats managed to catch the mouse, she stands in a circle with it, and the second cat chooses the other cat and mouse to play with.

Cat and mouse in the maze

The players stand in rows of 5-10 people and take each other's hands. The mouse runs away from the cat between the rows. Once
the cat begins to catch up with the mouse, at the signal of the leader (adult), the players lower their hands, turn to the right or left and rearrange themselves in perpendicular rows. The cat is again far from the mouse. When the cat does catch the mouse, they stand together in one of the rows, and the players choose another pair.

Ocean is shaking

The participants of the game scatter around the site, stop from each other at a distance of 1 m, and each one marks his place with a circle. The driver walks between the players, performing different movements. He approaches the players and with the words "The sea is worried" puts his hand on the player's shoulder. Everyone touched by the driver follows him, performing the same movements. So the players all leave their seats. The driver takes them as far as possible from the circles. Then he suddenly stops, turns to the players and quickly says: "The sea is calm." The driver and the players run to take circles. The one who did not have time to take a circle becomes the leader.

Wrong

On opposite sides of the site, two cities are marked with lines at a distance of 10-20 m from each other. Play lines are drawn 2-3 steps from the city, the place of captivity is marked on the left side.
Children are divided into two groups, go to their city, stand one after another facing the city line. At the signal of an adult, the first numbers run to the town of their opponents, run to the playing line, stand on it with one foot and quickly return to their city. Players standing second in teams catch up with those who run away. If they succeed in overpowering those fleeing, they are taken away as prisoners, and they themselves stand last in their row.
Then the third numbers run to the enemy’s city, and the fourth ones catch up with them, etc.
If the player who is catching up runs out of the city before the opponent has stepped on the playing line with his foot, they shout to him: “Wrong!” He must return to the city, stand in his place, and only then begin to catch up with the enemy. Those who catch up do not always succeed in overpowering those who run away. In this case, they return to their city and stand last in a row.
The group with the most players left wins.
Rules.
1. It is not allowed to stain the opponent behind the playing line.
2. The second player starts chasing the opponent only after he stepped on the playing line with his foot.
3. Players can release their comrade from captivity by hitting him on the palm of his outstretched hand.

Pike and carp

On opposite sides of the site, the place of the hole is marked, where carp hide from the pike. The pike lives in the reeds.
Before the start of the game, all crucians gather in one hole. On a signal, they swim out of the shelter and try to cross to the opposite side of the river. The pike goes hunting. Caught crucians do not leave the game, they take each other by the hands and stand in the middle of the playing area, form a network. The remaining crucians, swimming from one side of the site to the other, pass through the net. There are more and more people caught, the net is getting longer. Then a basket is made from the net, the players stand in a circle. Participants in the game, when running, must run into the basket. The game ends when the pike catches all the carp.
Rule. Pike should not swim into the net and into the basket for crucians.
Instructions for carrying out. The more players, the more interesting the game is. Burrows for crucians can be distinguished by a simple line, but it is better to pull a cord under which crucians swim. The places where the pike hides (there may be 3-4 of them) must be made along the edges of the site.
Tagged players can make a net when there are at least 3-4 of them. If the pike at the beginning of the game pissed off, for example, only one player, then he stands aside and waits for there to be more of them. Players representing the network can be placed in two rows.

Bears with a chain

A circle is drawn on the playground - this is a den where two bears live. The players walk around the playground, watching the lair. Bears are waiting for an opportunity, unexpectedly run out to the site, holding hands, catching up with the players. If they pissed off the player, then they loudly call him by name, take him by the hand and quickly run away to the lair. The players can help out their comrades: if they catch up with the bears and touch the hand
one of them. then the bear releases the caught.

Corners (Gossips)

For this game you need to draw a quadrilateral. There are 5 participants, one of them is the driver, and four occupy the corners. The driver approaches one of the players and says: “Gossip,
give me the keys! The one standing in the corner replies: “Go, knock over there!” At this time, the rest of the players run from corner to corner. If the driver manages to take a corner, then the player who was left without a corner takes his place.
Option. The players stand in a circle, each marks his place with a pebble or outlines a small circle. The leader stands in the center of the large circle. He approaches one of the players and says: “Gossip, give me the keys!” They answer him: “Go, there
knock!” While the driver goes to the next player, the children change places.
The driver should not yawn and try to take a circle. The player left without a place becomes the driver.
Instructions for carrying out. The game had different names: "Keys", "Neighbors", "Corners". The game is good to play on pain-
site. At first, the corners should be located close to each other, then it is easier for the driver to take the corner. Then the distance can be increased. If there are trees located close to each other on the site, then the players stand near the trees. The driver can also say the following words:
Mouse, mouse, sell the corner!
For an awl, for soap, for a white towel,
For a mirror.

Day and night

A line is drawn in the middle of the site, two cities are marked on both sides of it 20-30 steps away. The players are divided into two equal groups: one of them is night, the other is day. They stand at a distance of 1 m from the midline, 2 steps apart. Opposite each group is the house of the enemy.
When everyone has taken their places, the host casts lots - a board painted black on one side. If the plank fell on the white side, the presenter shouts loudly: “Day!”
The players from the group of the day turn and, running between the players of the night, quickly run to their house. They run after them and try to stain them. The tarnished move into the group of the night.
The host again casts lots, the game continues. The group with the most pissed off players wins.
Rules.
1. It is forbidden to run to your house before the leader gives a signal.
2. It is impossible to dump players outside the city limits.
3. It is not allowed to turn back when players run into their city.
4. You can catch up with the fleeing only when they all run past the opponents.
5. When the game is repeated, all players stand at the middle line.

Run and run

On opposite sides of the site, lines are drawn at a distance of 10 m from each other - these are houses. The players are divided into 2-3 groups and stand at one line. Children assigned as leaders go to the opposite side and stand at the line, each opposite their group.
The first numbers start the game. On a signal, they run to the opposite line, run up to the drivers, hit them on the outstretched palm and quickly return. Drivers try to catch up with those who run away and knock them down.
If the player is offended, then he goes to the side of the driver and stands in front of him. Players who managed to get away unstained stand at the end of their row. The game ends when they run
last group players. The winner is the group with the fewest players in the game.
Instructions for carrying out. If the playground area allows, then the distance between the houses can be increased to 30 m. The number of players is not limited. If more than 25 people take part in the game, you need to divide them into 4 groups.

Hares in the forest

Hares and a fox are chosen for the game, the rest of the children are trees. Lines are drawn on opposite sides of the site - these are fields. On one of them, before the start of the game, hares gather.
Children representing trees stand at a distance from each other, allowing them to hold hands. The fox lives in a hole at the edge of the forest (the hole is indicated by a circle).
Hares run into the forest, they need to move from one field to another, but a fox is hunting them. She tries to catch hares, she takes them to her house.
Trees prevent the fox from running through the forest: children take each other's hands, squat, bend over, wave their hands. Hares between trees pass freely. The game ends when all the hares cross to the opposite side. Starting the game again, the children choose again the hares and the fox.
Rule. Caught hares remain in the fox's hole until the end of the game.
Instructions for carrying out. In this game, the number of hares and foxes can be different, depending on the number of players. The more foxes, the more difficult it is for hares to run through the forest. The whole course of the game depends on the trees. Children playing the role of trees must carefully observe the actions of the cunning fox and constantly change the position of their hands, rebuild.

Pie

The players stand one after another, holding on to the belt. A baker stands in front, he is the leader, the last is a pie. A buyer comes up to the baker and asks: “Where is my pie?” The baker replies: "He lies behind the stove." Last Pie Player
shouting: "I'm running, running!" With these words he runs away
leader, and the buyer is trying to catch him. If the pie manages to get ahead of the leader, he becomes a baker, and the last player becomes a pie, and the buyer goes to buy again. If the pie is caught, then he plays the role of the buyer, and the buyer - the baker.
Rule. The buyer should not stand in one place, after the words "Behind the stove lies" he runs to the end of the column and catches a pie.

Cossacks and robbers

The players are divided into two groups. One by lot depicts the Cossacks, and the other - the robbers. The robbers run and hide. The Cossacks have their own house (camp). They leave to catch robbers, one Cossack is left to guard the camp. Caught-
Cossacks bring nyh robbers to the camp. The game ends when all the robbers are caught.
Instructions for carrying out. The game is especially interesting on the edge of the forest, where there are trees, shrubs, small holes. Then it is more difficult for the Cossacks to catch the robbers. Sometimes they agree that the captured robbers become Cossacks. To distinguish the robbers from the Cossacks, you can tie scarves around your neck or pin a distinctive sign on your sleeve. If the game takes place on the edge of the forest, then you need to limit the place where the robbers should hide.

Hide and seek with the house

A house is outlined on the playground. The driver chosen by the children stands near the house, closes his eyes and waits for everyone to hide. On a signal, he goes to look for the children. He loudly calls each one found by name, he quickly runs out of hiding and runs to the house, the driver catches up with him and tries to stain him. The stained player becomes the driver.
In the course of the game, it also happens that the one found managed to run to the house clean, then the driver drives again, and the player hides with everyone together.

Pozhmurki

On the playground, they mark the house for the driver - the blind man. He gets up into the house, turns away, closes his eyes, all the players scatter and hide. The driver goes out in search, calls the found one by name and quickly runs to his house. The player who was found tries to catch up with the driver and knock him down before he runs into the house. If he succeeds, then he shouts: “To the porridge!” All players come out of hiding, stand around the driver and say the words:
Eat, eat porridge
I eat straw.
Eat with us, Aponas
Chase us!
After these words, the children scatter, and the leader catches up with them. Whom he has stained, he becomes the leader. If the driver ran to the house and was not stained, then he goes to hide, and the one found takes his place.
Rule. The driver must look for players throughout the site.

Bast shoes

A stake is driven in in the middle of the site, a rope 3 to 5 m long is tied to it. A circle is drawn around the stake for the length of the rope. The driver takes the free end of it and stands at the stake. The participants in the game stand behind the circle, turn their backs to the center and throw each object over their heads (for example, a bag of sand). Turning to the driver, they ask him: “Did you weave bast shoes?” The driver answers:
"Not". The players ask again: “Weaved bast shoes?” - and hear the same answer. They ask for the third time: “Weaved bast shoes?” - "Weave!" - the driver answers. Then, the children run into the circle and try to take their object, and the driver guards the bast shoes: he runs in a circle and tries to stain the players.
The one whom the leader has stained takes his place. The players take their items and the game starts over.
Sometimes the driver, no matter how much he runs around in a circle, fails to tarnish the players, and he leads again.
Rules. 1. The driver runs in a circle only for the length of the stretched rope, he is not allowed to run around the circle.
2. If the player failed to take his item, then he leaves the game.
3. Players around the circle are allowed to move from one place to another.
4. The driver can only salute the players in a circle.
Instructions for carrying out. Better to play the game
a large area, in this case, the distance for running both the players and the drivers increases.
The game is more fun if two drivers guard the thrown objects in the center of the circle. This creates certain difficulties for the players.

baskets

The players are divided into pairs and disperse around the court. They take each other's hands and form circles-baskets.
Two drivers stand at some distance from each other, one of them is a tag, he catches up with the second player. The evader runs between pairs and, in order not to be taunted, quickly calls by name one player from any pair. The player, whose name was called, runs away, the player of the leading pair takes his place. If the tag taunted the escaping, then they take each other's hands and form a basket.
Rule. The children of the leading couple should not run far from the rest of the players.

Catching birds on the fly

One of the players is a birder, he stands facing the wall. The players are divided into groups of several people and agree on which birds they will portray. Then they approach the birder and ask: “We are magpies, where is our home?”; "We are jackdaws, where is our home?". The birder names the place where the birds should live, and the children take their houses.
To the words of the bird-catcher: “I catch birds on the fly!” - birds fly in different directions around the site, shout merrily. The bird catcher catches them. The caught player becomes a birder, the birds fly to their homes. The game is repeated.
Rules.
1. Birds should fly out of their house only after the words of the birder and fly all over the site.
2. Each group occupies only its own house.
3. The one who makes a mistake is out of the game.
Instructions for carrying out. The players can imitate the cry of the birds they represent. The game can be made more difficult if each new birder changes the place of the bird houses.

Town

A square is drawn on the ground - a town, each side of which is 6-10 steps.
The players are divided into two equal groups, the players of one group go to the town. Another group stays in the field, stands around the town. Players of the field, throwing the ball to each other, try to knock down someone inside the city at a convenient moment. The one who was taunted is out of the game. If a field player misses, he also leaves the game.
The game ends when one of the groups has lost all players. Then they change places and the game continues.
Rules.
1. Players of the town are not allowed to go beyond its boundaries.
2. Field players are not allowed to hold the ball for a long time and move from place to place.
Instructions for carrying out. No more than 16 people take part in the game. The number of players can be increased if the game takes place on a large site. Children can pass the ball to each other or toss it. By agreement, you can play 2-3 balls.

grandpa horn

The players are divided into two equal groups and take places on opposite sides of the site, where the line marks
their houses. For the game, they choose a driver and call him “grandfather-horn”. His house is on the sidelines.
The driver says loudly: “Who is afraid of me?” The players answer him: "No one!" - and immediately run from one house to another across the whole field. They run and tease the driver:
Grandfather-horn,
Eat a pie with peas!
Grandfather-horn,
Eat a pie with peas!
The driver runs out of his house and tries to overpower the players. Whom he taunted, he catches those who play with him. As soon as the players run from house to house and the driver and the assistant take their place, the game resumes.

Kite

Before the start of the game, the children choose a kite and a hen, the rest of the players are chickens. They stand one after another and hold on to the belt, in front of the hen. The kite digs a hole, a hen with chickens comes up to him and asks:
- 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.
- What do you need a needle for?
- Sew a bag.
- What do you need a bag for?
- Place stones.
- What do you need stones for?
- Throw at your kids.
- For what?
- They trampled cabbage in my garden.
- How high was your fence?
The kite gets up, raises his hands up, showing the height of the fence:
- That's what!
- No, my chickens will not fly over this one.
But I will still catch them.
- I won't let you catch my kids.
The kite tries to catch the chickens, the mother hen protects them, drives the kite: “Shi, shi, shi, villain!” The caught chicken is out of the game, and the kite continues to catch the next one. The game ends when half of the chickens are caught.
Rules.
1. Chicks should hold tightly to each other's belt.
2. The one who did not stay in the chain quickly rises to his place.
3. The hen, protecting the chickens, should not repel the kite with her hands.
Instructions for carrying out. All players need to be given a string or ribbon, they will tie them around their waist. It is convenient to hold on to such a belt during the game. It is easier for the mother hen to protect the chickens if no more than 10 children take part in the game. If the playground allows, then two groups can play at the same time, each with its own mother hen and kite.
Sometimes, before starting a conversation with a kite (he is digging a hole at this time), the hen and chickens walk around and sing:
I walk around the kite
necklace below
three threads,
Beads.
I lowered the collar
Short around the neck.

Section II. BALL GAMES

History knows neither the year nor the birthplace of ball games, which speaks of their antiquity. Ball games are very popular, they are considered the most common, they are found in almost all peoples of the world.
Before proceeding to the description of ball games, the most famous in Russia, we will tell you how balls were made in the old days. In the common people, most often balls were made from rags and they were stuffed with rags. In the northern provinces, balls were woven from bast - straps made from the bark of linden, birch or willow. Inside, such balls were empty or stuffed with sand. In some areas, balls were made from sheep's wool. A piece of wool was first rolled up, trying to give it a round shape. When the lump rolled well, they threw it into boiling water and left it there for half an hour. Then they took it out of the water, rolled it again and dried it. Such a ball was light and soft, and its elasticity was not inferior to rubber.
Only children from wealthy families played with rubber balls.
While playing ball, the children sometimes performed quite complex figures, repeating each one, as a rule, three times. In different parts of Russia they were called differently.
Candles - toss the ball up first low and catch it. The second time to throw higher, the third time even higher.
Skylands - toss the ball up, let it fall and catch it from the rebound from the ground.
Forge nails - hit the ball with your hand on the ground.
Grips - raise your hands with the ball above your head, release it and catch it on the fly.
Turntables-turnovers - put the ball in the palm of your hand, toss it slightly, turn your hand with the back side, hit the ball up, and then catch it.
First water pumps - hit the ball against the wall, catch it from the rebound from the wall.
Chase a hare - throw the ball on the ground so that it hits the wall, and catch it from the rebound from the wall.
Slaps - hit the ball against the wall, hit the ball that bounced off the wall with the palm of your hand so that it hits the wall again, and then catch it.
Jackdaws, crows, onlookers - stand with your back to the wall, tilt your head back so that it touches the wall. From this position, hit the ball against the wall and catch with both hands.
Odnoruchie - toss the ball up with your right hand and catch with your right; toss with the left and catch with the left.
Handles - lean with your left hand against the wall, hit the ball with the right hand against the wall from under your arm, catch with both hands. Lean your right hand against the wall, hit the ball against the wall with your left hand, catch with both hands.
Through the legs - rest your left foot against the wall, from under it hit the ball against the wall and catch it with both hands. The same, but rest with your right foot.
In clap - hit the ball against the wall, clap your hands and catch the ball.
On the knees - hit the ball against the wall, clap your hands on your knees and catch the ball.
Winding threads - hit the ball against the wall, quickly make a movement with your hands, as if winding threads, and catch the ball.
With dressing - hit the ball against the wall, and while it flies, make a movement, as when putting on a hat. After the second roll, put on shoes, etc.

Ball up

Children stand in a circle, the driver goes to its middle and throws the ball with the words: “Ball up!” Playing at this time
They 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 the driver misses, then he remains again and the game continues.
Rules.
1. The driver throws the ball as high as possible and only after the words: “Ball up!”
2. The driver is allowed to catch the ball from one rebound from the ground.
3. If one of the players after the words "Stop!" continued to move, then he must take three steps towards the driver.
4. Running away from the driver, children should not hide behind
buildings or trees.
Instructions for carrying out. Children stand in a circle close to each other. The place of the driver in the center of the circle is best outlined in a small circle. If the driver did not catch the ball, which rolled far away, before shouting: "Stop!", He needs to catch up with the ball and return to his place. Children in the game must be very attentive, quickly respond to the signal.
Option. The driver stands in the center of the circle and performs an exercise with the ball, the children count to five. On the count of five, they quickly
scatter. The driver shouts: "Stop!" - and throws the ball at one of the players who is closer. The stained becomes the driver. If he missed, he must catch up with the ball, and the children at this time try to run away as far as possible. At the signal "Stop!" everyone stops, the driver again tries to overpower someone.

Slippers

Children stand in a circle facing the center at a step distance from each other. They choose the driver, count up to 5: the fifth is the driver. He goes to the center of the circle, calls the name of one of the players and throws the ball on the ground so that it bounces in the right direction. The one whose name was called by the driver catches the ball and hits it (slaps with his palm), standing in one place. The number of ball hits is negotiable, but not more than 5, so that the children do not have to stand waiting for a long time. After hitting the ball, the player throws it to the driver. The game continues until someone drops the ball. The one who dropped the ball takes the place of the driver. You can play 2-3 balls, then choose 2-3 drivers.

Shaver

Two circles are drawn on the ground at a distance of 10-15 m from one another. All the players stand in one circle, and the grocer-driver is in the field. One of the players approaches the boundary of the circle, hits the ball with force on the ground so that it bounces as high as possible, and quickly runs into the neighboring circle. The grocer catches the ball on the fly or from a rebound on the ground and tries to pin down the runner. If he taunted the player, then he gets up in the first circle to the players, and the tagged one becomes a fumbler. If the ball flew past the runner, then the driver-shaker still remains in the field. He picks up the ball, passes it to the circle where all the players stand, the game continues. The game ends when all the children from the first circle run to the second.
Rules.
1. Together with the player who threw the ball into the field, other children can also run across, but there should be no more than three of them.
2. The grocer throws the ball at the fleeers from the place where he caught it.
3. The players remain in the second round until the end of the game.
Instructions for carrying out. No more than 10-15 people take part in this game. The success of the game depends on how well the children control the ball. The players need to hit the ball harder on the ground: from a strong blow, it jumps high and it is more difficult for the baller to catch the ball. Spend it on a flat area so that the ball bounces well. For the game, it is better to take a medium-sized ball.
Option. Several circles are drawn on the site, there may be 3-4. One ball is placed in each circle. Children choose leading fumblers according to the number of circles. All players, and there are no more than 10 of them, stand in the first circle. The leaders each go to their own circle and stand away from it.
The game starts on a signal. One of the players in the first round hits the ball on the ground and, while the grocer catches it, runs to the second round. If during the run he was not taunted, he from the second round, also hitting the ball on the ground in it, runs to the third, from the third runs to the fourth and returns to the first round. The next child runs from the first circle as soon as the baller returns the ball. So all the children run from circle to circle one after another. If during the dashes the player is touched, he takes the place of the fumbler. The grocer goes to the first circle and waits for his turn to run.
The winner in this game is the one who is never taunted during the dashes. The game ends when all players return to the first round.
Rules.
1. The players and the grocer must not hold the ball.
2. The grocer, regardless of whether he hit the runner with the ball or missed, returns the ball to his circle.

put candles

A small hole is made in the ground, a plank is lowered into it with one end so that its other end is raised above the ground. A ball is placed in the hole on the board, the driver kicks the speaker, the end of the board, the ball flies up, the players run after it. The one who caught the ball or took it first from the ground goes to the hole, puts it on the board and hits the board. The game continues.
Rules. 1. Players should stand at a comfortable distance from the board with the ball.
2. During the game it is not allowed to take the ball from each other.
Option. A small board, at one end of which a basket or box is fixed, is placed on a low crossbar. Balls are placed in the basket according to the number of players. I play-
The students 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. Each child tries to catch or find the ball and put it in the basket. The one who ran last with the ball becomes the leader.

Underwall

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, having bounced off the wall, it reaches the third player. The third one catches him and throws him into the wall, the first one catches the ball and throws it again 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.
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.
Rules.
1. When catching the ball, players are allowed to leave their place, catch the ball from a rebound from the ground.
2. The one who did not catch the ball is out of the game.
Option. Two teams of players (no more than 10 people in each) stand at the line at a distance of 1 m from the wall. On a signal, the first players in the teams simultaneously throw the ball against the wall, quickly move away and stand behind the last one in their team. The second players catch the ball. They also throw the ball against the wall and quickly leave. The ball is caught by third players, etc. If the player drops the ball, he picks it up, stands in his place and continues the game. The team with the fewest balls dropped wins.
Rules. 1. When throwing and catching the ball, you can leave the place, but do not cross the line.
2. Before catching the ball, the player must quickly approach the line.
3. It is allowed to catch the ball from the rebound from the ground.
Instructions for carrying out. The success of the game depends on the ability of children to throw and catch the ball, so it is necessary that each team includes players with approximately the same skills and ball handling skills. The game is best played as a competition.
By agreement, players can perform a variety of tasks when catching the ball. They can be both simple and more complex: 1) hit the ball against the wall and catch it with one hand, right or left; 2) hit the ball against the wall and catch it from the rebound from the ground with one hand, right, left (all these exercises can be performed with clap); 3) hit the ball against the wall, throwing it from under the foot, catching, etc.

Throwing the ball

The participants of the game are divided into two groups, no more than 10 people in each, stand behind the lines opposite each other at a distance of 3 to 5 m. By lot, the child of one of the groups receives the right to start the game. He calls one of the players by name and throws the ball to him. He catches and immediately throws the ball to the player on the opposite side, calling him by name. If the player does not catch the ball, he leaves the game, and the right to continue the game remains with the team that served the ball. The team with the most players left wins.
Rules.
1. When catching the ball, the player must not go beyond the line.
2. The player is out of the game if he has not caught the ball.
3. It is not allowed to hold the ball in the hands for a long time; if the player violated this rule, the ball is passed to another group.
Instructions for carrying out. If more than 20 people take part in the game, several balls are needed. The game is interesting when, when catching or throwing the ball, the children, by agreement, perform different tasks, for example: before
catch the ball, clap your hands above your head, behind your back, in front of your chest; clap your hands 1 - 2 - 3 times; throw the ball from the shoulder, from under the leg or arm.
Option. Children are divided into two equal groups, stand opposite each other at a distance of 3-5 m and begin to throw the ball. If the one to whom the ball was thrown did not catch him, he moves from his team and stands next to the player who threw the ball to him. The team with the most players wins.
Gawker
Children stand in a circle at a distance of one step from each other and begin to throw the ball, calling by name the one who should catch it. The ball is tossed until one of the players drops it. The one who dropped the ball stands in the center of the circle and, on the instructions of the players, performs 1-2 exercises with the ball.
Rules.
1. If the player drops the ball during the exercise, he is given an additional task.
2. The ball is allowed to be thrown to each other only through the center of the circle.
Instructions for carrying out. This game is best played with a small number of children. You can take any ball for the game
values, depending on the skills of children: the smaller the ball, the more difficult it is to catch and perform exercises.

Old sandals

A line is drawn on one side of the site - this is the city where all the players are located. The space outside the city is the playing field. Children stand up to the line and roll the balls towards the field. Whose ball rolled further, that and drive. The balls remain on the playing field, only the driver takes one ball. He is waiting for the players to go out for the balls, and he tries to hit everyone who crosses the city limits with the ball. When the driver misses, he catches up with the ball, and the players try to take their balls and run over the line. If the players have not been taunted, then they roll the balls again, and the driver in this case remains the same. If someone was taunted, then the tagged one becomes the leader.
Rules. 1. The players must take only one ball from the playing field.
2. The driver is allowed to move from one place to another on the playing field.
flying ball
The players stand in a circle, the driver is in the middle of the circle. On a signal, the children begin to throw the ball to each other through the center of the circle. The driver tries to hold the ball, catch or touch it with his hand. If he succeeded, then he stands in a circle, and the one to whom the ball was thrown becomes the leader.
Rules. 1. Players are allowed to move when catching the ball.
2. The players must not hold the ball.
3. The parent cannot touch the ball when it is in the player's hands.
Ball with stomp
The participants of the game are divided into two groups and stand opposite each other at a distance of 4-6 m. Any object is placed in the middle of the field. The first player of one of the teams starts the game by lot. He calls a player from the second team by name, throws the ball to him and quickly runs to the middle of the field, stops at the object, stamps his feet and returns to his place. At this time, the player who caught the ball tries to knock it down. If he misses, then he himself goes to the first group, if he hits with the ball, then the touched one goes to the second group. The group with the most children wins.
Ball race (Fig. 18)
Children stand in a circle at a distance of one step from each other facing the center, counting on the first and second numbers. So they are divided into two groups (first and second numbers). In each group, the players choose the leaders. They should be on opposite sides of the circle. On a signal, the leaders begin to throw the ball only to the players of their group, in one direction.
The group in which the ball returned to the leader first wins.
Children choose another driver. The game is repeated, but the balls are thrown in the opposite direction. By agreement, the game can be repeated from 4 to 6 times.
Rules.
1. The leaders must start the game at the same time on a signal.
2. The ball is only allowed to be thrown.
3. If the ball has fallen, then the player who dropped it picks it up and continues the game.
Instructions for carrying out. The game requires two balls of different colors. In order for the children to understand the rules of the game, you first need to play it with a small group (8-10 people). The players must accurately throw the ball, be careful when receiving the ball: the one who catches should not stand still and wait for the ball to fall into their hands. He needs to follow the direction of the flying ball, and if necessary, take a step forward or sit down.
Option 1. Children stand in a circle, count on the first and second numbers. Two players standing side by side are leading, they take the balls and, on a signal, throw them one to the right, the other to the left in a circle to players with the same number, that is, through one. The team that gets the ball back to the leader the fastest wins.
Option 2 (Fig. 19). The participants of the game stand in a circle at a step distance from one another and count on the first and
second numbers. The two players standing side by side are the leaders. They take the balls and, on a signal, run in opposite directions around the circle. Having run around the circle, they stand in their place, quickly pass the ball to the players with the same number, that is, through one. The game continues.
The winner is the team whose players first run with the ball in a circle and drop the balls less.
Rules. 1. The player is allowed to pass the ball to a player of his team only when he stands in his place.
2. The players must throw the ball to each other.
3. Running is allowed only around the circle.

A circle

All the players, except the driver, stand in a circle and throw the ball to each other, calling by name the one who should catch it. The driver stands in the middle of the circle and tries to hit the ball flying above him with his hand. As soon as the ball thus detained falls to the ground, the players scatter, and the driver quickly picks up the ball and, shouting “Stop!”, tries to stain one of the players. The stained becomes the driver. If the driver misses, then he again goes to the circle to drive.
Rules. 1. The players must quickly and accurately pass the ball to each other.
2. The driver stops only the flying ball.
3. The driver stains the children from the place where he picked up the ball.
Instructions for carrying out. It is desirable to play the game with subgroups of 10-12 people. The driver must carefully
follow the direction of the flying ball and act confidently and dexterously to stop it. Every child needs to be taught to be an active driver.
If a large group of children is playing, then it is better to divide them into 2-3 circles and choose a leader in each.

Hunter

One of the children is chosen by lot as a hunter, all other players are game. The game begins like this: the hunter plays the ball, the rest at this time walk around the court. After 3-4 exercises, he shouts: "Game!" Everyone stops, and he stains one of the children from his place. The tainted one becomes the hunter's assistant, stays on the platform and stands not far from the hunter. If there is no game close to the hunter, he can pass the ball to his assistant, and he stains the players.
The hunter can inaccurately throw the ball, miss. In this case, the players move to other places. The hunter runs after the ball, takes it, shouts: "Game!" - and everyone stops.
The game continues until the hunter has a certain number of assistants (by agreement - from 3 to 5 people).
Rules.
1. Players are not allowed to move after the word "Game!"
2. The players can move to a new place if, during the Transfer from the hunter to the assistant, the ball was not caught, fell to the ground.
3. Players are not allowed to hide from the item hunter.
4. The hunter must perform various exercises with the ball.
Instructions for carrying out. This game must be played on a large platform, otherwise the hunter and his assistants will quickly
catch game. To make it more difficult, you can allow children to dodge the ball - deviate, squat, bounce, but you can’t move.

Racks

Children stand against the wall at a distance of 4-5 steps, one of them has a ball. On a signal, he throws the ball against the wall and calls one of the players by name. The one who was called catches the ball and throws it against the wall, calling the new player, etc. If the player does not catch the ball, then he becomes a tag. He needs to quickly pick up the ball and shout: "Stop!" Since the children at this time all scatter in different directions, at the signal “Stop!” they stop. Salka stains the nearest player, the stained one is out of the game. The players go to the wall, the tag starts the game. If the tag missed, then while he runs after the ball, the players try to run away as far as possible. Salka takes the ball, shouts: "Stop!" - and again stains the players.
The game continues until half of the players have been touched.
Rules.
1. Players are allowed to catch the ball with a rebound from the ground.
2. The tag must not move when he spots the player.

Kick the ball out of the circle

Children stand in a circle at a distance of two steps from each other, hands are held behind their backs. The driver stands in the center, puts the ball
to the ground and, kicking him, tries to roll out of the circle. The players do not miss the ball, beat it off with their feet to the driver. Whoever misses the ball goes to drive.
Rules.
1. Players must not touch the ball with their hands.
2. The players are allowed to hit the ball so that it rolls on the ground.
3. The driver is not allowed to move more than two steps from the center of the circle.
Instructions for carrying out. No more than 10 people take part in the game. Children need to be reminded to push the ball with the inside of the foot or toe. You can't hit the ball hard. If the players want to stop the ball before passing it to the driver, it is better to do this with the inside of the foot or sole, raising the toe.
Option. Children, just like in the previous game, stand in a circle, but with their backs to the center. There should be several people driving, but no more than 4. The goal of the game is not to miss the ball into the circle.
Protect the city
The participants of the game stand in a circle at a distance of one step, everyone has small balls. A town was built in the middle of the circle, that is, several pins were placed at such a distance that the ball could freely pass between them.
The town is guarded by three guards. The players, standing in one place, send the ball to the town with their foot. The one who, rolling the ball, knocks down the pin, takes the place of the watchman.
Rules.
1. Players must only roll the ball.
2. You can not miss the ball beaten off by the watchman for the circle; who missed the ball is out of the game.
3. Watchmen are allowed, protecting the city, to move from one side of the circle to the other.
4. The watchman stops and hits the ball with his foot only.

Ball in hole

Children stand in a circle, according to the counting rhyme they choose the driver, he stands with the players. A ball is placed in the hole in the center of the circle. Children, calling the driver by name, say the following words: “Kolya, do not sleep, take the ball quickly!” The driver runs to the hole, and the players at this time scatter. He takes the ball and shouts: “Stop!”, Calls one of the players by name and throws the ball at him. If it misses, it remains the king again, if it hits the player, then the tainted one becomes the king. The game is repeated; the ball is put in the hole, the driver gets up with the children in a circle.
Rules. 1. The driver must run after the ball only after the words: “Take it faster!”
2. He is not allowed to hold the ball immediately after the word "Stop!" he must call the player by name and throw the ball at him.

Holes

On level ground, the players dig holes - holes at a distance of 10-15 cm from one another. There must be one more player than there are holes. On a signal, the children run to the holes and occupy them (put small pebbles), settle down on both sides of the holes, whoever is left without a hole starts the game. He rolls the ball, and as soon as the ball hits one of the holes, all the players scatter. The child whose hole is hit by the ball quickly takes it and shouts: “Stop!” He is trying to knock down one of the players. Salted goes to roll the ball, and his hole is occupied by the one who started the game. If the child misses, then he goes to roll the ball, and the players stand at their holes.
Instructions for carrying out. To play the holes choose a flat, well-packed place. Sticks should be placed along the holes on both sides so that the ball does not roll away and hit the target faster. You can roll rubber, stuffed balls, balls. The game is more interesting if no more than 10 children play.

Russian lapta

1 The proposed option is somewhat modified and adapted to the capabilities of older preschoolers.
The name of the game comes from the name of the stick with which the ball is scored - it is somewhat similar to a shovel and is called a bast shoe.

The participants of the game are divided into two equal groups, each has a leader. In the middle of the site mark the playing field. On one side of the playing field, at a distance of 10 to 20 m, there is a city, and on the other, there is a place for a horse.
By lot, the players of one group go to the city, and the other - disperse across the field. The game is started by the host from the city group. He hits the ball with his bast shoes, runs across the field for the horse line and returns to the city again. During the run, the players of the leading team (field) try to spot the runner. If they succeed, they go to the city. Otherwise, the players remain in their places. The game continues, the second player scores the ball and also runs across the field beyond the horse line.
However, it is not always possible for players to immediately return to the city. In this case, they are waiting for someone to help them out, and only the one who hits the ball far can help out.
There may be such an option: if the one who hit the ball,
could not immediately run over the horse line, he is waiting for the next player to break the ball; then two players run simultaneously for the horse line.
Rules.
1. Players of the city serve the ball in the field in turn; the batting ball must not cross the city limits; if there is only one player left in the city, and all the rest are below the horse line, then he is allowed to serve the ball 3 times; the leader is allowed to shoot 3 balls.
2. Field players spot the runner from the place where the ball is raised or caught; in order to quickly stain the runner, it is allowed to pass the ball to the players of his party;
3. Anyone who cannot score the ball with a bast shoe is allowed to throw it into the field with his hand.
4. The team of the city loses and goes to the playing field if all the players hit the ball, but no one ran over the horse line; all players ran across the horse line, but did not return to the city; during the run, the player of the city was tagged.
Guidelines for maintenance. The first condition of this game is the friendly action of all the players in the party and the exact implementation of the rules. It is also very important to choose the right driver: he must have good ball control, be active, follow the course of the game, skillfully arrange the players, taking into account their skills.
It is better for the driver to start the game first - this will allow him to continue to observe the course of the game, help the players, and if necessary, on occasion, and help out his comrades.
When serving the ball, players should look where to send it: to where there are fewer players or where there are none at all. If the players run into the city, then the ball in the field must be sent further to the Kona line; if they flee from the city, then with a weak blow to give the ball
so that it falls closer to the city line.
One in a bast
A horse line is drawn on the site. Two are playing. One child stands behind the line of the horse, he tosses the ball and beats it with his bast shoes. Another catches the ball in the field. If he caught the ball, then he goes beyond the line of the horse to hit the ball.
Rules.
1. The kona player in case of a miss has the right to hit the ball twice.
2. After two misses, the kona player changes places with the field player.
Darovki (Fig. 21)
The game differs from the previous one only in that the ball in the field is caught not by one player, but by several. The one who caught the ball goes to the stake to score the ball, "give gifts."

Gawker

Three people play this game: two players stand behind the horse line, the third goes into the field to catch the ball. One of those on horseback tosses the ball, the second beats it into the field. The one who hit the ball leaves the bast shoes and runs to the line at the end of the field, runs after it and returns to the game. The field player tries to tarnish the runner. In case of a miss, he quickly picks up the ball and throws it at the runner again. If he stains the runner, he goes to the stake to hit the ball, and the stained one remains in the field. If the field player does not have time to spot the runner, then he throws the ball to the stake and the game continues. The players of the horse change places: the one who hit the ball serves it.
Rules.
1. The Kona player must not linger behind the line at the end of the field. If he could not return beyond the horse line, then the field player takes his place, and he remains in the field.
2. Kona players change places in the event of two misses while hitting the ball.
Instructions for carrying out. The distance from the horse to the line at the end of the field should not exceed 10 m, otherwise the runner will not be able to return to the horse.
Players on the line need to try to hit the ball as far as possible, then it is safer for the runner to return to the line of the horse; while running, he can suddenly change direction, suddenly stop or sit down.

Round lapta

A circle is drawn on the ground - this is a city. Children are divided into two equal groups: the players of one go to the city, and the other one stays in the field. Field players are leading. They move away from the city with the ball, and one of them hides it. Then they return to the city with their hands behind their backs, some in their pockets, some under their shirts so that it is impossible to guess who has the ball. They all run around the city and say: “I will hit someone, I will burn Someone!” Or: “Zhigalo, zhigalo!” The one with the ball is waiting
an opportune moment to smack one of the city's players. If he throws the ball and misses, the playing cities shout: "Burned, burned!" - and he's out of the game.
If the hit is successful, then the field players scatter, the stained one takes the ball and throws it at the fleeing ones. He needs to recoup, to tarnish one of the outfield players so that the players of the city remain in place. If he does not win back, the players change places. Field players again hide the ball.
The game continues until one group has lost all players.
Rules.
1. The city player throws the ball at the runaways without leaving the circle.
2. Players should not go beyond the city limits; the one who crossed the line is out of the game.
3. Players of the driving team must not hold the ball.

rushes

Children are divided into two equal groups, stand opposite each other at a distance of 3-4 m and begin to throw the ball to each other. If the child does not catch the ball, he moves to another team and stands behind the player who threw the ball to him. The team with the most players transferred wins.
Rules.
1. The players throw the ball to each other in order.
2. The one who starts the game can come up with any exercise, and others must repeat it exactly.
Instructions for carrying out. If a large number of children take part in the game, then you need to give 2-3 balls. adult can
take charge of the game, tell the children what exercise they should do.
A city is drawn on the site - a square with sides of L 1 m. At 6-8 m from it, a line is drawn on which everyone, except the driver, marks their place - puts a pebble, a cube, digs holes. The driver on the lower side of the city places a figure of 5 ryukhs (towns) and stands near the city.

The participants in the game stand each at their mark and alternately throw bits from their places into the city. After knocking out the ruffles, the players run into the field for sticks. The driver is in a hurry to put a new figure and take any free place. The one who missed his place becomes the leader.
Rules.
1. The driver should not repeat the figures.
2. Each player throws only one bat.
Instructions for carrying out. The teacher must ensure the safety of children in the game. To do this, it is better to carry it out on a city playground or away from the playground.
Before the start of the game, the children agree on the number of pieces. If the game takes place on an asphalt site, then circles can be drawn with chalk instead of pits. No more than 5 people take part in the game.

zastuka

They dig a hole on the site, the driver puts a ball in the hole. At a distance of 3-6 m, a line is drawn, from where the players alternately throw a bat at the ball. A small board is placed near the hole. As soon as one of the players hits the ball, everyone who threw the bats runs after them, quickly returning to their places, knocking the bat on the way into the trap. The driver runs into the field after the ball along with everyone and, before putting it in the hole, also knocks on the board. The one from the players who knocked on the hitch immediately after the driver stands at the hole with the ball, and the driver goes into the field.

Bunny

A large circle is drawn on the site. One of the children is chosen as a bunny, he goes into a circle, and all the participants in the game stand behind the circle. They throw the ball to each other, but in such a way that it hits the bunny. The bunny runs in a circle, dodging the ball. The one who stains it takes the place of the bunny in the circle.
Rules.
1. Participants in the game should not go beyond the boundaries of the circle.
2. Before passing the ball, you need to name the person who should catch it.
3. You need to pass the ball quickly, you can not hold it in your hands.
Instructions for carrying out. There should be no more than 10 people playing; they stand in a circle at a distance of one step from each other. The faster the participants in the game pass the ball, the more interesting the game is and the more opportunities to stain the bunny. The bunny, at his request, can catch the ball. In this case, the player whose ball was caught stands in a circle and plays the role of a bunny.

The most dexterous

The participants of the game are divided into two groups and stand opposite each other. In the middle of the site, between the players, draw a line. The driver stands on the line, at his signal, the children begin to throw the ball to each other. The one who caught the ball quickly throws it at the driver. If he misses, he gets on the line and starts driving. If the ball hits the driver, then all the players scatter, and the driver tries to tarnish those who run away. The one whom he stained takes the place of the driver. If the driver misses, then he gets on the line and continues to drive.
Rules.
1. The driver is allowed to run along the line from one end to the other.
2. The driver is allowed to catch the ball, then he changes places with the player who sent him.
Instructions for carrying out. Depending on the skills of the players, the distance between the teams can be from 3 to 6 m. It is better to play with a medium-sized ball. The one who catches the ball must not stand still. He needs to carefully monitor the direction of the flying ball.

watchman

Everyone who takes part in the game takes the balls, stands in a semicircle, and each marks his place with a circle. At a distance of 3-6 m, in the middle of a semicircle, there is a large ball, guarded by a watchman with a stick. The players take turns trying to knock him down with their balls, and the watchman beats their balls with a stick. If the ball hit by the guard does not reach the player, it remains at zero.
The player can take the ball, but in such a way that the watchman does not taunt him. The tagged player becomes the watchman.
When one of the players hits a big ball, the guard quickly
returns it to the same place. But at this time, the players, whose balls are on the line, try to take them.
Rules.
1. The watchman hits the balls only with a stick.
2. Players knock down the ball, observing the order. The next player throws the ball at the goal as soon as the guard beats off the thrown ball.
3. The watchman can only touch the player with his hand.

knock out the ball

Cells are drawn on the ground, horse lines are drawn at a distance of 2 m on either side of them. Each cell contains 3-4 balls. The participants of the game are divided into two teams and stand behind the lines opposite the cells of their opponent.
All players of one of the teams start the game at the same time. On a signal, they roll the balls, take the knocked out ones. Then the players of the other team roll the balls. The team whose players knocked out more balls wins.
Rules.
1. Rolling the balls, the players stand behind the horse line.
2. The participants in the game knock out the balls one by one.
Instructions for carrying out. Each team has its own color balls. They can be wooden, polyethylene. You can also play with balls. In the cells, the balls must be placed in the same way. The dimensions of the cells are 50X50 cm, they are placed on the same line in a checkerboard pattern at a distance of 30 cm from each other.

Pyramid

A circle with a diameter of 50 cm is drawn on the site. One of the players is chosen as the watchman. He stands in the middle of the circle, where a pyramid is set out of 7 small balls. At a distance of 2-3 m from the circle, a line is drawn, from which the players alternately throw the ball or ball, trying to knock down the pyramid. The one who hits the pyramid and knocks the balls out of the circle receives a chip from the watchman. When the players knock out all the balls, the watchman builds a new pyramid. The game continues. The one who knocked out the most balls wins.
Rules.
1. Players must not go over the line.
2. Everyone hits the pyramid once, after which they pass the turn to the next one.
3. The player receives a chip for each ball knocked out.
Instructions for carrying out. The ball with which the players hit
must be larger than the balls in the pyramid. The pyramid is installed in different ways: 5 balls lie on the ground, and 2 on top, or 6 lie on the ground, and the seventh on top.

Meeting

Two lines are drawn on the site at a distance of 4-6 m. The players are divided into equal groups and stand opposite each other behind the lines.
On a signal, everyone simultaneously rolls balls or balls to each other, but so that they meet. The host gives one chip to the children whose balls have met. The pair with the most chips at the end of the game wins.
The number of repetitions of the game by agreement.
Instructions for carrying out. The playing field must be level. The distance between the players should be increased gradually. This game requires a lot of attention from children and the ability to appropriately distribute efforts when pushing the ball away depending on the distance. Children need to be prompted that the greater the rolling distance, the more energetic the push on the ball should be.
Option 2 (Fig. 27). In the center of the site put a flag or any other object. At a distance of 1 m from the flag, two lines are drawn on both sides, then at a distance of 1 m from these lines, a second pair is drawn and, finally, a third pair of lines at a distance
nii 1 m from the second. The players are divided into equal groups and stand opposite each other behind the last lines. At the signal of the leader, all children simultaneously roll balls (balls) to each other, but so that they must meet in the center. The players whose balls (balls) have met move to the second line, and then to the first. The winners are the pairs whose players are the first to reach the first line.

pits

On the site, several holes are dug in one row, but not more than 10, and they are marked with numbers. At a distance of 3 m from them, a line is drawn, from which the players roll the balls into the pits one by one, starting from the first. The first player starts the game, he rolls the ball until he misses. Behind him, the second player continues to play, then the third, etc. When the turn reaches the first player again, he starts the game from the hole that he did not hit.
Whoever hits all the holes first wins.
Instructions for carrying out. No more than 10 people take part in the game. There can be a different number of pits, not necessarily according to the number of players. Children can not roll, but throw balls into the holes.

Ball into the wall

At a distance of 1-2 m from the wall, a line is drawn. The players stand in the field beyond the line freely, as it suits them. The driver stands at the line facing the wall and hits the ball against the wall so that he flies over the line. In the field, he is caught by the player to whom it is. more convenient. The one who catches the ball throws it to the driver. If the driver catches him, then he leaves to play in the field, and the one who threw the ball takes his place. If the driver does not catch the thrown ball, then he remains at the wall to drive.
The game can be complicated if the players are given 2-3 balls and choose 2-3 drivers.

Section III. JUMP GAMES

jumpers

A circle is drawn on the ground. One of the players stands in the middle of the circle - he is a tag. On a signal, the children jump over the line of the circle and, if there is no danger of being tagged, remain inside the circle for some time. Continue jumping on two feet in place or moving forward towards the center of the circle. The participants of the game try to dodge the tag and jump out of the circle in time. Salted becomes a tag.
Rules.
1. Players from the circle are only allowed to jump out. Anyone who runs out of the circle is out of the game.
2. Fifteen pursues the players, also jumping on two legs.
Instructions for carrying out. The size of the circle depends on the number of players. Before starting the game, you need to agree on how the children will jump over the line of the circle: on one leg (right or left), straight or sideways on two legs.
Option. The game begins in the same way, but the tagged one does not leave the circle, but becomes the assistant of the tag. As soon as the number of tags increases to 5, four leave the circle, and the one who was last taunted remains a tag. The game is repeated.

Sparrows and cat

All players represent sparrows and are outside the circle. Leading - the cat stands in the middle of the circle. Sparrows then jump into the circle, then jump out of it. They collect grains (chips are scattered inside the circle). The cat runs around and tries to catch them. Sparrow, touched by the cat, pours out all the collected grains, then begins to collect them again. At the end of the game, the most agile sparrows are celebrated.

Boilers. Classes

Draw a figure on the ground. Each square of a figure is called a class. The players set the queue: who will start the game first, who will be second, third, etc.
The first player tosses a pebble to the first class, stands on one foot, and jumps over the line to the same class. He knocks a pebble out of the first class with his toe and jumps out himself. He throws a pebble again, but already in the second grade. He jumps on one foot into the first, then into the second class and again knocks out a pebble with his toe, etc.
In the fourth grade, you need to take a pebble in your hand and stand so that one leg is in the fourth grade and the other in the seventh. Jump up and rearrange your legs so that one is in the sixth grade and the other in the fifth grade. Then the one-legged player jumps into the eighth grade, and then into a semicircle, where he rests for a while.
Standing in a semicircle, the player throws a pebble to the eighth grade. On one foot, he jumps to the same class and moves the pebble with his toe to the seventh grade. He bounces again, during the jump he turns to the right and puts his feet in the seventh and fourth grades. Moves a pebble to the sixth grade, jumps and stands up in the sixth and fifth grades. Further, standing on one leg in the sixth grade, he moves the pebble to the fifth grade, jumps up and gets up again in the Pebble, moves it to the fourth, moves it to the first. After that, it pushes out and jumps out by itself.
If the player has gone through all the classes, an exam awaits him. He puts a stone on the toe of his foot and walks on his heel through everything.
classes. You need to go carefully so as not to drop the pebble and step on the line. Only after the exam, each participant finishes the game.
Rules.
1. The next player starts the game if the pebble of the previous one fell on the line or in the wrong class, or the player stepped on the line with his foot.
2. The player who made a mistake starts the game again from the class where he made a mistake.
Instructions for carrying out. In this game, children independently control the implementation of the rules. They need to be prompted that they can jump on both the right and left foot. The child should knock out and move the pebble with his free foot: if he stands on his right foot, then he moves the pebble with his left, and vice versa.
The game can be ended when one of the players with the fewest mistakes completes all classes and passes the exam.

Swamp

Classes are drawn on the ground. The participant in the game throws his pebble into the first class, jumps on one foot into the same class, pushes it from the first class to the second, and then through the swamp to the third class, remaining on one leg, and so it comes to the fifth class. From the last class, he either knocks a stone through all the classes in the field at once, or pushes it, jumping on one leg from class to class in order, or carries a stone on the toe of his foot.
Rule. If the pebble fell into the swamp, the game must be started all over again, from the first class.

Relocation of frogs

Before the start of the game, the players choose the leader (the older frog). All players (small frogs) squat, resting their hands on the floor or ground. The older frog takes them from one swamp to another, where there are more mosquitoes and midges. She jumps ahead. During the game, the driver changes the position of the hands: hands on the knees, on the belt; jumps in short jumps, long jumps, jumps over obstacles (over sticks) or jumps on boards, bricks, jumps between objects, etc. All frogs repeat these movements.
Jumping into another swamp, the frogs get up and shout: “Kwa-kva-kva!” When the game is repeated, a new leader is chosen.

Pouch

Children stand in a circle at a small distance from each other. In the center is the leader, he rotates the cord with a load at the end (a bag of sand) in a circle. The players carefully follow the cord, when it approaches, they jump up in place so that it does not touch the legs. The one whom the bag touched becomes the driver.
Options
A circle is drawn on the site, leading it in the center.
1. The players stand at a distance of 3-4 steps from the circle. The driver rotates the cord. As soon as the bag reaches the player, he runs up and jumps through it.
2. The driver circles the cord with the bag, and the children run towards and jump over it.
3. Children are divided into several subgroups, but no more than 5 people in each. They stand one after another and take turns jumping over a rope with a bag at the end. The one who jumped over gets up last in his group. If he touched the bag, he is out of the game. The group with the most players left wins.
Rule. Rotate the cord with the load so that it does not touch the ground.
Instructions for carrying out. For this game, you need a cord 2-3 m long with a load at the end of about 100 g. The length of the cord can be increased or decreased depending on the size of the site and the number of players. When the cord is rotated, the driver can change its height.

Cockfighting

Children are divided into pairs and stand at a distance of 3-5 steps from each other. Couples depict fighting roosters: jumping on one leg, they try to push each other with their shoulders. The one who lost his balance and stood on the ground with both feet is out of the game. Before the start of the game, children agree on how they will hold their hands: on the belt, behind the back, cross in front of the chest or hands to hold the knee of the bent leg.
Rules.
1. The players must simultaneously approach each other.
2. You cannot push each other with your hands.
Instructions for carrying out. Most often, in a pair, one player leaves the game, one remains the winner. Winners from different pairs can unite and continue the game.
A cockfight can also take place in a different position, for example, in a crouch, the hands of the players are kept on their knees.

Salka on one leg

Children disperse around the playground, close their eyes, hands behind everyone. The host passes among them and imperceptibly puts a handkerchief in the hands of one. To the word "One, two, three, look!" children open their eyes. Standing in place, they carefully look at each other: “Who is the lark?” A child with a handkerchief suddenly lifts it up and says: "I'm a tart!" The participants of the game, jumping on one leg, try to get away from the tag. The one whom he touched with his hand goes to drive. He takes a handkerchief, lifts it up, quickly says the words: "I'm a salt!" The game is repeated.
Rules. 1. If the child is tired, he can jump alternately on the right, then on the left leg.
2. When the tag is changed, players are allowed to stand on both feet.
3. Salka must also jump, like everyone else, on one leg.

Hello neighbor!

The players are divided into equal groups and stand in two rows facing each other at arm's length. The first players are the leaders, they start the game: they stand on one leg and jump in the direction of the other team. Without stopping, they turn to the player: "Hello, neighbor!" The person being addressed replies: “Hello!” - and jumps after the leader. The game ends when all the children form one chain jumping after the leaders.
Rules.
1. Children must repeat the movements of the leader.
2. Anyone who does not accurately perform the movements is out of the game.
Instructions for carrying out. As the game progresses, the leader performs various exercises, and the players repeat them.
They jump on the left leg, on two legs, on the right, on two legs sideways, perform jumps, etc.

Buy a bull

On a flat area, children draw a circle, stand behind its line at a step distance from each other. The driver - the owner - stands in the center of the circle. On the ground in front of him lies a small ball or ball.
The driver jumps on one leg in a circle, rolling the ball freely, and says, referring to the children: “Buy a bull!” or "Buy a cow!" He tries to hit one of the players with the ball. The one who was taunted takes the ball, stands in the center of the circle in the place of the driver. If the ball rolls out of the circle without hitting anyone, the driver brings it, stands in the circle and continues to drive.
Rules.
1. Players must not go outside the circle.
2. The driver can hit the ball from any distance, without leaving the circle.
3. The driver is allowed to change legs during the jump, jump on the right, then on the left leg or on two legs.
Instructions for carrying out. In winter, you can play on a well-trodden snow field, rolling an ice floe, ball, puck or some other object. The game is interesting when the driver strikes the ball suddenly. He jumps in a circle either quickly, then slowing down jumps, suddenly stopping, making deceptive movements, as if hitting a ball. This behavior of the driver makes the players jump, step back or take a step to the side.

Section IV. LOW MOBILITY GAMES

Paints

Children choose the owner and two buyers, all other players - paints. Each paint comes up with a color for itself and quietly calls it to the owner. When all paints have chosen a color, the owner invites one of the buyers.
The buyer knocks: "Knock-knock!" - "Who's there?" - "Buyer." - "Why did you come?" - "For the paint." - "For what?" - "For the blue." If there is no blue paint, the owner says: “Go along the blue path, find blue boots, wear it and bring it 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 go in turn and take apart the paints. The buyer who guessed the most colors wins. When the game is repeated, he acts as the owner, and the players choose the buyers.
Rule. The buyer must not repeat the same paint color twice, otherwise he gives way to the second buyer.
Instructions for carrying out. The game is played with children both indoors and for a walk. The owner, if the buyer did not guess the color of the paint, can give a more difficult task, for example: “Ride on one leg along the blue track.” If there are many children playing, you need to choose four buyers and two owners. Buyers for paints come in turn.

Fanta

The game starts like this. The leader walks around the players and says:
They sent us a hundred roubles.
Buy whatever you want
Black, white do not take
Don't say yes or no!
After that, he asks the children different questions, and he himself tries to get someone to say one of the forbidden words in the conversation: black, white, yes, no. The host leads a conversation like this: “What is sold in the bakery?” - "Bread." - "What?" The player almost answered: “Black and white”, but in time he remembered the forbidden words and said: “Soft”. - “Which bread do you like more, black or white?” - “Everyone.” - “What kind of flour are rolls baked from?” - "From wheat." And so on. The one who uttered the forbidden word gives the driver a phantom. At the end of the game, everyone who is left without a Fanta redeems it.
Rules.
1. Players must answer questions quickly, the answer cannot be corrected.
2. For each forbidden word, the player pays the host a forfeit.
3. The host can talk simultaneously with two players.
4. When redeeming a fanta, the presenter does not show it to the participants in the game.
Instructions for carrying out. The game can be played in a forest clearing or in a shady corner of the playground. No more than 10 people take part in the game, all children have several forfeits. They should carefully listen to the questions of the driver and think before answering.
When redeeming forfeits, the participants of the game come up with interesting tasks for the owner of the forfeit: sing a song, make a riddle, read poetry, tell a short funny story, remember a proverb and saying, etc. The most difficult in this game is the role of the leader, so at first this role is played by the teacher . Fanta can redeem after 5 people lose.

ringlet

A ring is put on a long cord, the ends of the cord are sewn together. All players stand in a circle and hold the cord with both hands from above. The driver stands in the middle of the circle, he closes his eyes and slowly turns 3-4 times, standing in one place. The players quickly move the ring along the cord. Then the driver says: "I'm going to look." The last word serves as a signal for the children. One of them hides a ring in his hand. The driver opens his eyes and tries to guess who has the ring hidden. The one he names removes his hand from the cord. If the driver has guessed correctly, then he stands in a circle, and the player who has found the ring goes to drive.
Rules.
1. Move the ring along the cord only when the driver turns around with his eyes closed.
2. The driver says the words: "I'm going to look for" - with closed
eyes.
3. The player must remove his hands from the cord as soon as the driver calls him by name.
Instructions for carrying out. If there are more than 15 people who want to play, then from 3 to 5 rings are put on the cord and 2-3 drivers are chosen.

silent

Before the game starts, the chorus players say:
Firstborns, worms,
The bells rang.
By the fresh dew
In a different lane.
There are cups, nuts,
Honey, sugar.
Silent!
After the word "Silence!" everyone should shut up. The host tries to make the players laugh with movements, funny words and nursery rhymes, a comic poem. If someone laughs or says one word, he gives the presenter a phantom. At the end of the game, the children redeem their forfeits: at the request of the players, they sing songs, read poetry, dance, and perform interesting movements.
Rules.
1. The leader should not touch the players with his hands.
2. Forfeits for players must be different in color and shape.
Instructions for carrying out. The game can be played in different conditions. You can also play a phantom as soon as one of the players laughs, smiles or speaks. This relieves the tension that is created in children in the game.

Rope

They take a long rope, the ends of it are tied. The participants of the game stand in a circle and take the rope in their hands. The driver is in the middle. He walks in a circle and tries to touch the hands of one of the players. But the children are attentive, they lower the rope and quickly hide their hands. As soon as the driver leaves, they immediately take the rope. Whoever the driver hits on the hand, he goes to drive.
Rules.
1. The players must hold the rope with both hands.
2. During the game, the rope must not fall to the ground.
Telephone
All children sit in a row: whoever sits first, that phone.
The leader quickly says a word or a short sentence in his ear. What he heard, he passes on to his neighbor, who, in turn, passes this word to the next player, and so on until the last player.
After that, everyone says what they heard. The first one who confused what was said sits at the end, the players move closer to the phone. Each child can act as a telephone once, after which they sit down at the end of the row.
Flying - not flying
This game takes place at the table. The players put their fingers on the table, the leader calls birds, animals, insects, flowers, etc. When naming a flying object, everyone must raise their fingers up. Whoever raises his fingers when naming a non-flying object or does not raise it when naming a flying one - pays a phantom.
Sometimes they play like this: everyone stands in a circle and when naming a flying object, all players jump. If a non-flying item is named, they stand still.

Pebble

Children sit on a bench or chairs, the palms of all are folded together and lie on their knees. The leader with a pebble in his hands bypasses the participants in the game and makes a movement, just puts a pebble in each of them in their hands. He really imperceptibly puts a pebble to one of the players, then moves away from the bench and calls: “Pebble, come to me!” The one with the pebble runs up and shows it. Now he will be leading. But if the players noticed who the pebble is for, they can detain this player. In this case, the leader remains the same.
Rules.
1. Try to put a pebble inconspicuously so that no one knows who has it.
2. The player with the pebble must not leave before the words: “Pebble, come to me!”

Merezha

Two fishermen are chosen, the rest of the players sit in a circle, folding their hands together. They depict the river bank, and the hands folded on their knees are the fences. One of the fishermen walks along the shore, holding a small fish in his hands. He lowers his hands with the fish in the net and imperceptibly puts it to one of the players. The second fisherman must guess who has the fish. If he did not guess right away, then he is allowed to name 2-3 more children. The first fisherman sits down, the second lowers the fish into the net, and the one who found the fish goes to guess.

Ocean is shaking

According to the number of players, chairs are placed in two rows so that the back of one chair is in contact with the back of the other. All participants in the game sit on chairs. The driver says: "The sea is worried." The players stand up and run around the chairs. “The sea has calmed down,” the driver says, and the children take empty seats. Someone will be left without a seat, since one chair is occupied by the driver. The one who missed, goes to drive.
Rules.
1. Players are not allowed to run close to the chairs.
2. You can take a free place only after the words: "The sea has calmed down."

Straws

Straws are scattered on the table, the participants in the game take turns choosing them, but so that those lying nearby do not budge. If a child, inadvertently choosing a straw, moves the next one, he leaves the game. Whoever took the most straws from the players wins.
Rules.
1. Straws are scattered on the table or thrown from a small height.
2. You can take them with your hand or with a long straw at the end with a hook.
Merezha - a cone woven from willow twigs for catching fish.
Instructions for carrying out. Straws are made of the same thickness and length (10-15 cm). There should be up to 10 straws for each player.

Woodpecker

Children gather on the playground, choose a driver - a woodpecker. Everyone gets into pairs and forms a circle, the woodpecker stands in the middle. The players walk in a circle and all together say the words:
A woodpecker walks at the granary, (The granary is a room for grain.)
Looking for a grain of wheat.
The woodpecker answers:
I'm not bored alone
Whoever I want, I'll take.
With these words, he quickly takes one of the players by the hand and stands in a circle. The one left without a pair stands in the middle of the circle, he is a woodpecker. The game is repeated.

sun and moon

All children gather on the playground, choose two leaders. They step aside and quietly so that no one hears, they agree which of them will be the month and which the sun.
The participants in the game stand one after another, put their hand on the shoulder of the person in front or take him by the belt. The sun and the moon approach the players, join hands and raise them high, resulting in a gate. The players sing a song:
Walked, walked the grouse,
Walked, walked pockmarked,
She walked through the meadow
Led the children around
older, younger,
Medium, large.
With this song they pass through the gate. The sun and the moon stop the latter and quietly ask: "To whom do you want - to the sun or to the moon?" The player also quietly answers who he will go to, and stands next to either the sun or the moon. The game continues. At the end of the game, you need to recalculate who has transferred more players.

GAMES WITH STONES

The game of pebbles was popular in Russia at one time. They called it differently: kremushki, Galanians, prospheres. To play, children take five pebbles the size of a hazelnut, round or oval in shape, with a smooth surface. It is convenient to take such pebbles in hand, it is easy to scatter while playing on the table. (You can also use acorns for the game, etc.).

Before the game, children, by mutual agreement or a counting rhyme, establish who after whom to throw pebbles. But there is also a special lot, when all the players take five pebbles, slightly toss them up, turn their hands palms down and try to catch them on the back of their hands. Whoever has more stones on his hand, he starts the game. Then the participants in the game sit in a circle at the table, each with their own pebbles. The place where the game takes place is called the kon. The players lead the queue “according to the sun”, that is, from right to left.

Among the games of pebbles, there are simple ones, when children perform only one figure (such as “Breast”, “Heat”, “Bridge”), and difficult ones, when children perform several figures. The combination of figures can be difficult, and not all players always succeed in them. , but frequent repetition of the game gives its results.
These games are exciting and useful, educate attention, concentration, resourcefulness, develop dexterity of hands and fingers, precise coordination of movements.

heat

The player takes five pebbles in his hand, throws one up, and scatters four on the table. A thrown pebble catches and throws it up again. And while it flies, you need to have time to touch one of the pebbles lying on the table with your fingers. If several pebbles lie together, you can touch all of them at the same time and have time to catch the falling pebble. The pebbles touched by the player are put aside.

verts
The same game, but the scattered pebbles need to be turned over or just moved.

Bridge
Children put four pebbles in a row close to each other. The fifth pebble is thrown up, four pebbles are quickly taken from the table and the fifth one is caught.

From hand to hand
The same game, but you need to have time to take as many pebbles from the table as possible and, before catching the thrown pebble, transfer them to the other hand.

Breast
In the right hand, the children take five pebbles, throw one up, and put four on the table with a breast and catch the thrown pebble with the same hand. The pebble is tossed up again, they quickly take four pebbles lying on the table and catch the thrown one.
The game ends when all players have completed the figure.

On the podolik
The player scatters four pebbles on the table, the fifth one throws up. Before catching a thrown pebble, you need to have time to take one pebble from the table and put it on your knees, the hem of your dress. The game is repeated until the players pick up all the pebbles and put them on their knees.

Across the river
The same game, but a pebble is thrown from under the left hand extended forward.

Mena
The player scatters four pebbles on the table, throws the fifth up. You need to quickly take one of the lying pebbles and have time to catch the thrown one. One of the two pebbles is thrown up again, and the second is quickly placed on the table; instead, you need to take the next one and catch the thrown one. The game ends when all the stones are exchanged.

loner
The child takes five pebbles in his hand. One of them throws up, and four scatters on the table. The thrown pebble catches and throws it up again, quickly takes one pebble from the table and catches the thrown one. The game is repeated several times until all the stones are collected from the table.

deuce
The child holds five pebbles in his hand. One of them throws up, quickly puts two pebbles on the table and catches the one thrown up. There are three stones left in the hand. Once again, the player throws one pebble up, puts the remaining two pebbles on the table and catches the one that he threw. For the third time, the pebble is thrown up, and you need to take two pebbles from the table and catch the thrown one. For the fourth time, when tossing, you need to take the remaining two pebbles.

Threes
In the right hand, the players hold five pebbles, one is thrown up, and four are placed on the table, but so that three are together and one is separate, and they catch the pebble thrown up. The pebble is tossed up again. Before you catch him, you need to have time to take first three pebbles from the table. The pebble is thrown up again, the remaining pebble is quickly taken from the table and the thrown one is caught.

Even and odd
One of the players takes a handful of pebbles, throws them up and, turning his hand palm down, catches the pebbles on the back of one hand. Covering the caught pebbles with the other hand, he asks the players: “Even or odd?” Who did not guess, pays forfeit. The one who has given away all his forfeits is out of the game.

scratches
You need 40 stones to play. All pebbles, except for one, are put on the line. The first player tosses one pebble and, before catching it, quickly takes as many pebbles from the horse as he can, and catches the thrown one. Having caught it, the player puts all the pebbles aside, except for one, again throws one pebble and, while it flies, again takes pebbles from the horse.
If the player did not catch the thrown pebble up, the second player starts the game. Whoever picks up the most stones is the winner.

MODERN OPTIONS OF ROCK GAMES

Exercises with stones

1. Throw a pebble to each other, catch with both hands.
2. Throw a pebble to each other, catch alternately with the right and left hand.
3. Throw a pebble from hand to hand.
4. Toss and catch a stone with the right hand.
5. Toss and catch a pebble with your left hand.
6. Throw a pebble with your right hand, and catch with your left hand.
7. Throw a pebble with your left, and catch with your right hand.

Games

1. Children stand at a distance of one step from each other, facing in a circle. The pebble is passed with one hand in a circle, first to the right, then to the left. Depending on the number of playing pebbles, there may be three or more pieces. The one who dropped the stone is out of the game. The game is repeated several times.
2. The same game, but the children throw stones to each other.
3. Five pebbles are on the table. One of them, the player, throws up; quickly with the palm of the same hand knocks on the table, catches the thrown pebble and transfers it to the left hand. So he tosses the pebbles one by one, taps his palm on the table, tries to catch each thrown pebble and transfer it to his left hand.
4. Five pebbles are on the table. Each player in turn throws one of them up, quickly claps his hands, catches the thrown pebble and puts it on the table. So he throws the pebbles one by one, claps his hands, catches them and puts them on the table. The winner is the one who, alternately tossing, catches all the pebbles before the others.
5. Five pebbles are on the table. One of them, the player, throws it up, catches it and transfers it to the left hand. So one by one he throws up all the pebbles, in his left hand he shifts only those that he has caught.
6. The child scatters four pebbles on the table, one holds in his hand. He throws it up, quickly takes a pebble from those lying on the table and catches the one thrown up. Of the two pebbles in his hand, the player must transfer one to his left hand. So, throwing a pebble up, the child takes one after another the pebbles from the table, trying to catch the thrown one. If the pebble is caught, he shifts it to his left hand. The one who finishes the game first wins.
7. Five pebbles are in the left hand. The player throws one pebble, catches it with his right hand. The caught pebble is placed on the table. Throwing a second pebble with his left hand, he catches it with his right hand and puts it on the table. The game ends when one of the players, throwing and catching all the stones, puts them on the table.
8. Pebbles lie on the table at a short distance from each other. The player takes one pebble with his left hand, throws it up, and catches it with his right. He takes the second pebble with his left hand, throws it up, catches it with his right. So the player, throwing pebbles one after another with his left hand, catches them with his right, shifting them to the table.
Option. The same game, but the player throws the pebbles up with his right hand, and catches them with his left.
9. Pebbles on the table lie in pairs at some distance from each other so that it is convenient to take them. The player throws one pebble up, quickly takes a couple of pebbles from the table and catches the thrown one. Of the three pebbles in his hand, he puts two on the table, but away from the horse. Once again, he throws one pebble up, takes another pair of pebbles from the table and catches the thrown one. And so the first player performs the figures until he drops a pebble. Then the next child starts the game.
By agreement, the players put from 3 to 6 pairs of pebbles on the game.
Option. The same game, but the pebbles on the table are placed in threes.
10. Pebbles are scattered on the table. The player takes one pebble in his left hand, throws it up, and takes one pebble from the table with his right hand and catches the thrown one with the same hand. He places two stones from his right hand on the table, but away from the horse. The first player performs the figures until he drops a pebble. The second player starts the game but the turn, and the first one waits for his turn.
You can put from 5 to 10 pebbles on the bet by agreement.
Options
1. The same, but the players throw a pebble with their right hand, and take it from the table and catch it thrown up with their left hand.
2. The same, but the players take two pebbles from the table alternately with their right and then with their left hands.
Instructions for carrying out. Children can play pebbles indoors, and in the warm season for a walk, but only at the table. In order not to wait for their turn for a long time, the participants in the game should be no more than 5 people, each with their own pebbles.
You need to start playing pebbles with simple exercises, and until the children learn how to perform simple figures, you should not move on to complex games. One player gives way to the second if he failed to complete the next piece. The game can be ended in different ways: either when one of the players completes all the figures without error, or when all the players complete the figures. The one who completed all the figures and did not drop the pebbles is the most dexterous of the players.

clicks

From a round stick or rod with a diameter of 1.5-2 cm, cut 15-25 pieces 2-2.5 cm long. Cut them lengthwise to make small logs. One side of the log is flat, and the other is semicircular. They should be 30-50 pieces,
The one who starts the game first takes the log in his hands and scatters them on the table. Then he selects those that lie in the same position, and with a click hits one of them, trying to hit the other log. The log that they hit is considered knocked out, and the player takes it as a win. As soon as the first player misses, the second player starts the game. He can also pick up logs and scatter them on the table. The game continues until all the logs have been won.

Rules 1. During the click, you can not touch the nearby logs with your hand.
2. Logs falling on top of each other in the same position, i.e. either up or down with a plane, you can take both as a win.
3. By clicking, you can only knock out those logs that lie separately.
4. The logs that lie alone on the

fleas

Fleas are plastic circles with a diameter of 12-15 mm and a thickness of 1 - 11.5 mm and circles-bits with a diameter of 200-25 mm. The players sit opposite each other at the table, each has 5 fleas and one bat. Placed in the middle of the table
different, but in different ways.
Fleas are placed on the line of the horse and, pressing the edge of the bit on the edge of the flea, make it bounce up so that it falls into the box. If the flea gets into the box, then the player gets the right to drive the next flea. If he misses, the next child starts the game.
You can adjust the height and length of the flea jump by pressing the bat on its edge. with different strengths or drive not into a box, but into the center of the table into a square or circle cut out of soft fabric or paper, cardboard.

spinning top

With a top, the child begins to play from childhood. You can not only simply launch it, admiring the movement, but also organize various collective games with it.
1. Children spin tops at the same time: whose top spins longer than the others, he wins.
2. Spinning tops are launched into the collars or between objects that are placed on the table. The one whose top does not hit them wins.
3. Spinning tops are released in turn: whose spinning top knocks down more balls scattered on the table, he wins.
4. Circles or squares are cut out of colored paper - the playing field (the sides of the square are 15 cm each, the diameter of the circle is 20 cm). Children spin tops at the same time, each on their own playing field: whose top does not leave the playing field, he wins.

Spillikins

The players scatter spillikins (different figures) on the table and pull them out one by one with a hook at the end so as not to hurt the one lying next to them. If the hook with which the spillikins are lifted is attached to the cord, then it will be even more difficult to pick up the figurine. The one who pulled out the most spillikins wins. The game ends when all the splinters have been sorted.

Zhmurki

Ordinary blind man's buff

One of the players - blind man's blind man is blindfolded, taken to the middle of the room and forced to turn around several times, then they talk to him, for example:
“Cat, cat, what are you standing on?” - "On the kvass" - "What's in the kvass?" - "Kvass". - "Catch mice, not us." After the words, the participants in the game scatter, and the blind man's blind man catches them. Whoever he catches becomes a blind man.
Kvashnya - wooden utensils for kneading dough.

1. If the buffalo comes close to any object that can be hit, the players must warn him, shout: “Fire!”
2. You can not shout "Fire!" in order to distract the blind man's blind man from the player who cannot escape from him.
3. Players should not hide behind any objects or run very far.
4. Players can dodge blind man's blind man's buff, squat, walk on all fours.
5. The blind man's blind man must recognize the caught player, call him by name, without removing the bandage.

Instructions for carrying out. The game can be played both in the room and on the site. The boundary of the playing area must be precisely defined, and the participants in the game must not go beyond it. If the boundary of the playing area is crossed by a blind man, then he should be stopped with the word "Fire!".

Children should run inaudibly near the hide-and-seek. Brave players can quietly approach him, touch his shoulder, back, arm, and just as inaudibly run away; they can say a short word behind the blind man's back: "Ku-ku!", "A-u!"

Blindfolds on the ground

Blindfold is placed in the middle of the playground, blindfolded, and he turns several times around himself. Those who play it ask: “Where are you standing?” - “On the bridge.” - “What are you selling?” - "Kvass". - "Look for us for three years!" After the words, the participants disperse around the site, the blind man's blind man goes to look for them. Children, while the blind man is looking for them, do not leave their seats, but they can squat, kneel or all fours. The found player becomes a blind man only if the driver recognizes him and calls him by name.

Circular blind man's buff (Tube)

Children stand in a circle and choose a blind man's buff. He goes to the middle, they blindfold him, give him a paper tube in his hand and make him turn three times. The players at this time join hands and walk around the blind man's blind man so that he does not know where anyone is standing. When everyone stops, the blind man takes a few steps towards the players and touches someone with a tube, asking him: “Who?” They answer him: “Meow!”, “Ku-ka-re-ku!” Zhmurka must guess by the voice of the one who answered him. If you didn’t guess, then it remains to drive. A child whom a blind man's blind man recognizes becomes a blind man's blind man.

blind goat

Zhmurka is blindfolded and led to the door. He knocks on it, and the players ask: “Who is there?” “Blind goat,” replies the blind man.
All players together say:
Blind goat
Don't step foot on us.
Go to kut
Where canvases are weaved,
There they will give you a canvas!
The disgruntled goat knocks on the door again.
"Who's there?" - "Apanas!" - the goat answers. "Apanas, look for us!" - with these words, the children scatter. Zhmurka listens to the steps and tries to catch someone. Dexterous players dodge, and the caught player becomes blind man's blind man.

call

Everyone who wants to take part in this game stands in a circle, chooses a blind man and a player whom he will look for. The blind man's blindfold is blindfolded, the other child takes the bell. At the ringing of the bell, the blind man's blind man should catch him. The game ends when the blind man has caught the player with the bell. Another pair is chosen, the game is repeated.
Option. Two couples are selected. Blindfolds are blindfolded, and the players take: one - a bell, and the other - a pipe. Bluffs only catch their own players.
It's time, grandmother, to feast! Everyone stands in a circle, blindfolded in the middle of the circle. The players go in a circle and say the words: "Grandma, grandmother, it's time for a feast!" Grandmother Blind Man replies: “Nothing!” - “In a mat!”. - “Negozhe” - “In a basket!” 2 - “Pokato”.
At the last words, everyone stops, and the blind man waves his hands and goes towards the players. Stops in front of one player and tries to recognize him: runs his hands over the dress, hair (it is not allowed to touch the face). If he finds out, then the player becomes blind man and the game starts over.

crooked rooster

One of the players is blindfolded and put on a bench. Children come up to him, say: "Farewell, crooked rooster!" - and quickly disperse around the site. The driver - a crooked rooster gets up from his seat and goes to look for players: he spreads his arms wide, listens to every rustle. He tries to make the found player laugh in order to recognize him. If the child is recognized, he becomes the leader.
1 Canvas - handmade linen fabric.
2 Lukoshko - a hand basket made of twigs, wire, etc.

APPENDIX

HOW TO CHOOSE A LEADER

In many outdoor games there is a driver: in one game it is a bear, in another it is a kite, in the third it is a shuttle. To start the game, you need to choose a driver. He is appointed or chosen by counting rhyme.
Children are very fond of playful, funny counting verses, they quickly remember them. All participants in the game stand in a circle, in a row or sit on benches, a lawn, and one of them goes to the middle, loudly, clearly pronouncing the words, sings a counting rhyme, for example:
I'll go buy a pipe
I'll go to the street.
Louder, pipe, pipe.
We play, you drive!
Or:
There was a ram On the steep mountains.
Pulled out the grass
He put it on the bench.
Who will take the weed
That one will go!

The one who pronounces the counting rhyme, with each word, and sometimes a syllable, touches the players one by one with his hand, not excluding himself. Whoever gets the last word becomes the leader.

If there are few participants in the game, then they are considered differently: they pronounce a rhyme, and on whom the last word falls, he leaves the circle, and the rhyme is repeated until one player remains. He must drive - catch the ball, catch up and salit those who run away, be a kite or a mother hen.

Some rhymes contain a question, the answer to which involves the continuation of the calculation, for example:

A man was driving along the road, How many nails, speak quickly,
Broke a wheel on the doorstep. Don't think!

Whoever the words fell on: “Don’t think about it!”, He must answer how many nails are needed, but it’s better not to name large numbers, otherwise you will have to reckon for a long time.

If two drivers are selected in the game, for example, in “Mouse and Cat”, then first they choose a mouse according to the counting rhyme, then they count again and choose a cat.

The success of the game depends on the driver, his activity, ingenuity, so it is not always advisable to choose the driver with the help of a rhyme. In such games, where the role of the driver is especially
difficult, like, for example, “The Kite and the Mother Mother”, it is better to appoint him or offer to choose the participants in the game, suggesting in advance what qualities he should have (run well, quickly navigate the environment, be observant, accurate).

Often in games, all participants are divided into two groups, and you need to decide which one to start the game. In this case, two players, one from each group, are measured on a stick (“horse”). To do this, they pick up a stick 40-50 cm long, one of the players takes it by the end, the other, tightly pressing his hand to the friend’s hand, grabs it higher, then the first one moves his hand above the second’s hand, etc. Which player will grab the end of the stick , he wins for his group the right to start the game.

There is an easier way to choose the order - guessing. Which hand is the object in? Which of the two ends of the scarf with a knot? Which of the two sticks (or straws) exposed at one end is longer, which is shorter? So you can choose the leaders or decide which group to start the game first.

OLD COUNTERS

One, two, three, four, five, six, seven, eight, nine, ten. The White Moon is coming!
Whoever reaches the month, He will go to hide!

an apple rolled
Past the garden
past the garden,
Past the stockade;
Who will lift it
That one will come out!

white hare,
Where did you run?
- Into the oak forest!
- What did you do there?
- Lyki tore!
- Where did you put it?
- Under the deck!
- Who stole it?
- Rodion.
- Get out!

Peas rolled across the dish.
You drive
I won't.

Tarya-Mary
Went to the forest
Ela cones -
She told us.
And we are Cones
We don't eat
Tare Mare
Let's give it back!

pig walks
By the forest
Tears grass-ant.
She tears
And takes
And puts it in a basket.
This one will come out
Vaughn will go.

There was a cuckoo
past the net,
And behind her
small children
And they shouted:
Cook! Poppy!"
Have a biray
One fist!

The fox walked through the forest
The fox was tearing the little ones,
Fox bast shoes weaving
husband two,
Three for myself
And to the kids
By patties!

There was a cuckoo
past the net,
And behind her
Small children.
cuckoo
They ask for a drink.
come out -
You lead!

Under the mill
Under the spit
Two ruffs fought
That's the whole story!

Tara bar,
It's time to go home -
Feed the kids
to water the calves,
Milk the cows.
You lead!

Cuckoo-
Goryushechka
Weaved wattle,
She led the children.
The children were walking
Reached the end
Reached the end
We went back.
Cook!

Aty-baty,
The soldiers were walking
Aty-baty,
to the market,
Aty-baty,
What did you buy?
Aty-baty,
Samovar!

Pervinchiki,
Druginchiki,
Pigeons flew
By the morning dew
Along the green lane.
Here are apples, nuts,
honey, sugar,
Get out
To the corner!

Ah, ah, ah, oh
Masha was sowing peas.
He was born thick
We will rush, you wait!
Burn, burn bright
To not go out
Stay at the bottom
Look at the field.

Jump and jump
Jump and jump
Bunny jumps -
Gray side.
Through the woods
Jump-jump-jump,
By snowball
Tyk-tyk-tyk.
Sat down under a bush
I wanted to be buried.
Whoever catches him leads.

Tili-teli,
They sat on the bench -
king, prince,
King,
prince,
Shoemaker,
Tailor.
Who
you
you will
such?

Indians-bryntsy,
Balalaika!
Indians-bryntsy,
Play it!
Indians-bryntsy,
I do not want!
Indians-bryntsy,
I'll go!

Oh you owl-owl,
You big head!
You were sitting on a tree
You turned your head
Fell into the grass
Rolled into the hole!

Along the track
Daria was walking
Found a ball of thread.
small ball,
scarlet threads,
The ball rolls
The thread is stretching.
A tangle is far, far, far,
Thread share, share, share.
I took the thread
Pulled, broke.

Over the seas, over the mountains,
Behind the iron pillars
On the hillock Teremok,
There is a lock on the door.
You go for the key
And unlock the lock.

midges,
thin legs,
Dancing along the path...
Near the night
Fly away.

Rut-rotten,
Rut-poo-poo,
A rooster walks around the yard.
Himself with spurs
Tail with patterns.
Standing under the window
Screams all over the yard.
Who will hear
He runs.

The cuckoo flew past the garden,
Pecked all the seedlings
And she screamed: "Ku-ku-mak,
Open one fist."

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.

Somersault along the path
A bunny jumps barefoot.
Zainka, don't run -
Here are your boots
Here's your belt
Don't rush into the woods.
Come join us in the round dance
Cheer up the people.

Tili-teli, -
The birds were singing
Soared, flew to the forest.
The birds began to nest!
Who does not viet, to drive!

The wheel rolled
Rolled far away
And not in rye,
And not in wheat,
And until the very
to the capital.
Who will find the wheel
He leads.

As the fox walked along the path,
Found a letter in the cotton,
She sat on a stump
And I read all day.

food food
To grandma, to grandpa
On a horse
In a red cap.
On a flat path
On one leg
In an old shoe
On potholes, on bumps,
Everything is straight and straight
And then suddenly ... into the pit!
Wow!

One, two, three, four, five!
The bunny went out for a walk.
Suddenly the hunter runs out,
Shoots directly at the bunny.
Pif! Puff! Missed,
Gray Bunny Wu ran away!

circle hoop,
Circle hoop.
Who's playing,
It will be.
Who does not want to be a snake,
Get out of the circle!

Zealous horse
With a long mane
Jumping, jumping
Through the fields.
Here and there!
Here and there!
Where will he jump
Get out of the circle!

Cockerel, cockerel,
Show me your jacket.
The box is on fire
How many feathers are on it?
One, two, three, four, five…
Impossible to count!

SPELLS

There are outdoor games where all the players are divided into groups, teams. In such games, the leaders are first chosen or appointed, then the composition of the teams is determined. To divide all the players equally so that no one is offended, collusion helps.
The players are divided into pairs, step aside and agree among themselves, come up with names: one, for example, calls himself "magpie", a. the other - "gorynych snake." You can come up with funny nicknames, for example, “Stepan the giant”, “whiskered cockroach”. It is necessary to conspire quietly so that the presenters do not hear. Then the children go to the leaders and ask who they will choose, more often in the form of a rhyme, for example:
From a bucket of a ruff Or from a basket of a hedgehog?
So that the hosts do not simultaneously name the same player, they agree on who will be the first to choose and in which pair: one chooses in the first pair, the other in the second. Conversations are different. Let's give examples.
Who do you choose:
black horse
Balls to roll
Or a golden collar?
Or pour water?
Hay to mow
Or chopping wood?
Forge a horse
Or sweep the yard?
What will you take:
A shaggy bear Or a horned goat?
From a ruff river Or from a hedgehog forest?
gray duck
Or a wooden pipe?
What do you need:
Pea bag Or oil pot?

Reservations add up
Who are you going to invite:
A cunning fox Or Marya-beauty?
Mustachioed cockroach
Or a striped tiger cub?
What to give you:
Sugar piece
Or a red handkerchief?
Choose:
fragrant lily of the valley
Or fluffy dandelion?
Bluebell or yellow St. John's wort?
White birch Or red rose?
but you can make them yourself.

COUNTERS MODERN

In a wide circle, I see
All my friends got up.
I am for you my friends
I'm making pies:
Gotta bake them fast
You go and light the stove!
Once upon a time, there were
Am I, are you.
There was an argument between us.
Who started, forgot
And we are still not friends.
Suddenly the game this time
Will he be able to reconcile us?
Legs, legs ran along the path,
Meadow, forest jumped on
bumps,
Ran to the meadow, lost
boot.
Ouch!

The bell calls everyone
The bell sings to us
In a clear, thin voice:
Ding-bom, ding-bom!
Get out of the circle!
oblique, oblique,
Don't go barefoot
And go shod
Wrap your paws.
If you are shod
Wolves won't find a hare
The bear won't find you...
Come out - you burn!

Waves are worried:
- How can we be without a tub!
All mushrooms in tubs
Forgot about the waves!
Look for waves you
Very tasty mushrooms!
At the line bridge
I caught a whale in the Neva
Hid behind the window
The cat ate it.
Two cats helped
Now there is no whale!
You don't trust a friend?
Get out of the circle!

Past the forest, past the cottages
A red ball floated down the river.
I saw a pike.
What is this thing?
Grab, grab!
Don't catch.
The ball popped up again.
He started swimming on
Come out, you lead.

Squirrels treated hares,
They were given carrots
They ate all the nuts themselves,
And they told you to drive.
One two three four,
Who doesn't sleep in our apartment?
Everyone in the world needs sleep
Who does not sleep, he will go out!

Once at our Stepan
The cat guarded sour cream.
And when dinner came
The cat is sitting - there is no sour cream.
Help Stepan,
Look for sour cream with him.

How are we in the hayloft
Two frogs spent the night.
Got up in the morning, ate cabbage soup,
And you were told to drive!

The squirrels came to the meadow
Bear cubs, badgers.
To the green to the meadow
Come and you, my friend.

Yegor took an ax in the corner,
With an ax went into the yard,
Egor began to repair the fence,
Yegor lost the ax.
That's what he's still looking for...
Look for an ax too!

Among the white doves
Jumping nimble sparrow.
bird sparrow,
gray shirt,
Respond, sparrow
Fly out, don't be shy!

Once the guys went to the river,
They carried two oars in their hands.
To meet them - three sheep
And four turkeys.
All the guys were scared
The oars were thrown into the bushes.
Frightened, fled
And you must find them!

One burbot lived in the river,
Two ruffs were friends with him.
Three ducks flew to them,
Four times a day
And taught them to count:
One, two, three, four, five!
We get up early, early.
Loudly call the watchman.
Watchman, watchman, hurry up
Come out and feed the animals.

Tili-tili, tili-bom
A bunny knocked down a pine tree with his forehead.
I'm sorry bunny
The bunny is wearing a bump.
Hurry up to the forest
Make Bunny a compress!

Tick-track, tick-track
An old crayfish lived under the bridge.
The red cat came to the bridge
Cancer grabbed the cat by the tail.
Meow meow, help!
Unhook from the tail of cancer!
Everyone is running and you run
Help cat Vaska.

The rooster was chopping wood
The owl baked pies.
With a stump for bunnies,
Pretzel with honey for bears.
And you, my friend, what do you want a pie with?
Jump-jump, jump-jump!
Bunny jumped on a stump.
He beats the drum loudly
Calls to play leapfrog.
Seagulls lived at the pier
Their river was swaying.
One, two, three, four, five,
Help me count them.
Chicky chicky, chicky chicky
At night, the cricket sang songs,
We went to look for him
The lanterns were lit
We looked under the bush
Under a fluffy burdock.
Where is the cricket hiding?
Look for him, my friend!

A goat walked along the bridge
And wagged her tail
Caught on the railing
Went straight into the river.
Who does not believe - it is he,
Get out of the circle!

The seagull warmed up the kettle.
Invited eight gulls.
Everyone came for tea!
How many seagulls - answer?

Runaways are jumping
Sunny Bunnies.
We call them -
Do not go.
Were here -
And they are not here.
Where are the bunnies?
Gone.
You go look for them.

One two three four!
Mice lived in the apartment
They drank tea
The cups were beaten
Three money paid!
Who doesn't want to pay
That's why you drive!

The bees flew into the field
They buzzed, they buzzed.
The bees sat on the flowers.
We play - you drive!

HOW THE LOTS ARE THROWED

So that the participants in the game do not argue about who to lead or who to start the game, which group to stand where, they cast lots.
A lot is a conventional sign, some object, such as a board, a cardboard box, or a stick of the same size.
If you need to choose a leader in the game, take as many identical sticks as there are participants in the game. One is marked with a note. All sticks are placed in a box or box, mixed, and then the players take turns taking one at a time. Whoever draws lots with a conditional note, to be the leader, to start the game.
There are also other draws. They are called guesses. One of the players takes a lot and hides it behind his back in his hand. In which hand the lot is, no one should know. Then the drawer, holding his hands behind his back, says: “Whoever draws lots, he will lead!” Two of the players approach him, the drawer asks: “Who is in the right, who is in the left hand?” One takes in the right, the other in the left hand. The drawer opens his fingers and shows in which hand the lot is. The one who guesses wins the argument.
Sometimes, according to the number of players, they take straws, sticks, pieces of paper; one of them must be shorter or longer than the others. Their upper ends must be leveled, and the lower ends hidden in the hand. Each player draws one lot. Whoever pulls out a long or short stick, straw or piece of paper, he starts the 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.

In the 21st century, children have quietly disappeared from the courtyards of big cities - now they play computer games or have a well-mannered time in specially organized children's clubs. Together with the children, the culture of yard games and yard socialization (with all its features) disappeared. And if kids can still be found on the playgrounds under the supervision of relatives, then schoolchildren are almost completely invisible. "Gazeta.ru" looks around the empty spring yards and remembers the disappeared games, which in many ways made us the adults we have become.

rubber bands

wikipedia.org

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

What develops: vestibular apparatus, coordination, attentiveness. It teaches you how to train, win, lose with dignity, jump above everyone else and be friends with girls, even if at the moment they are rivals.

Classics

wikipedia.org

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

What develops: dexterity, accuracy, ability to concentrate and knowledge of numbers, if the players are just kids.

Boyars

wikipedia.org

How to play. The participants of this old Russian-folk game are divided into two equal teams and stand opposite each other in ranks, holding hands, at a distance of 10-15 m. , and we came to you ... "The dialogue ends with the words:" Boyars, open the gates, give us the bride forever. The one who is chosen as the bride must then scatter and break through the enemy's chain. If the attempt is successful, the player returns to his team, if not, he remains on the other. The next round is started by the losing team. The goal of the game is to get as many members as possible in a team.

What develops: the ability to be in a team and win in a one-on-one situation.

You go quieter, you will continue - stop

How to play. The task of the driver is to stand with his back to the participants at the finish line (the greater the distance between the driver and the participants, the better) and say loudly: “You go quieter, you will go further - stop.” While the driver is talking (and he can do it at any pace), the participants try to run as far as possible towards the finish line. As soon as the driver falls silent, you need to freeze in place. Anyone who did not have time to stop or made a random move is out of the game. The winner is the one who gets to the finish line first and touches the driver.

What develops: coordination, the ability to run fast and respond to changing circumstances.

sorcerers

wikipedia.org

How to play. Participants run away from the driver (this game is a kind of tag). The driver catches up with the player and touches him - he taunts. The salted one spreads his hands, and any other participant can run up, touch him and “rescue him”. The task of the driver is not to stray far from the greasy and not to let anyone take a step towards him. The summer version of sorcerers is to run around with “sprinklers” and pour water on each other from leaky bottles. Usually five minutes after the start of the game, everyone is wet, but very cheerful.

What develops: the ability to run fast, think fast and enjoy life with might and main.

The sea is worried

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

What develops: imagination, spontaneity and artistry.

Cossack robbers

wikipedia.org

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

What develops: the basic skills of scouts, the ability to navigate the terrain and not give up "their own".

12 sticks

wikipedia.org

How to play. The game is reminiscent of the classic hide and seek. 12 small sticks are placed on the “lever” (for example, on a plank and a stone placed under it) so that, stepping on the lever, you can scatter the sticks. The driver's task is to collect the sticks, put them on the lever, say a rhyme with his eyes closed and go in search of the hidden players. As soon as the driver discovers the player, he runs to the "lever" and breaks the sticks, naming the name of the one found. The player becomes the leader. If the found one manages to get ahead of the driver and run to the sticks first, the driver does not change.

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

dodgeball


wikipedia.org

How to play."Dodgers" - two players - stand on both sides of the site. The rest of the players are in the center. The task of the "bouncers" is to throw the ball to each other and hit any of the "central" players. The task of the players is to dodge the flying ball. The one who is hit is out of the game. Other participants can "save" the eliminated player by catching the ball in the air (the main condition is not from the ground, otherwise you will also fly out). When there is one member left in the team of "central" players, he must dodge the ball as many times as he is old. If he manages to do this, all the retired return to their original places.

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

I know 5 names

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

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

edible-inedible

How to play. All players sit or stand in a row. The driver throws the ball to one of the participants and at the same time calls some object. If the item is "edible", the player catches the ball. If not, it rejects. The task of the driver is to confuse the player, for example, in the chain “apple-melon-carrot-potato” unexpectedly say: “iron”. If the player makes a mistake and “eats” the “inedible”, then he becomes the leader himself. The faster the driver throws the ball and names the objects, the more exciting and interesting it is to play.

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

knives

wikipedia.org

How to play. Players mark a circle on the ground. Then, in turn, they try to get with a knife into the outlined territory of the enemy and thus win back as much land as possible from him. The knife can be thrown, including from the shoulder, with a coup, from the nose and even from the head. There are many versions of the game of “knives” under different names: “land”, “cities”, “benches”, “grandparents”, “tanchiki”, “boats”, “football”, “sea battle”. The knife can be stuck into the ground, sand and even a wooden bench.

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

ring-ring

How to play. Players sit in a row and fold their palms like a boat. The driver holds a small object in his fist or folded palms, such as a coin, a button, a ring. He goes around each player in turn, putting his “boat” into his “boat” and saying a counting rhyme: “I wear, I wear a ring and I will give it to someone.” The task of the driver is to quietly put the “ring” into one of the players and say “Ring-ring, go out on the porch!” After that, the player who got the item jumps up and tries to run away. The task of the remaining participants is to detain the evader.

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

Are you going to the ball?

How to play. The leader pronounces a rhyme:
Yes and no don't say
don't call black and white
Are you going to the ball?

How to play. Each player chooses a name for himself - the name of the flower and informs his "gardener"-driver and other players. The driver says a rhyme: “I was born a gardener, I was seriously angry, I was tired of all the flowers, except ...” And he calls the “name” (name of the flower) of one of the players. There is a dialogue between the driver and the player. The player says the name of one flower from those that are in the team. The participant whose name was spoken must respond. The dialogue continues. The one who made a mistake: for example, did not respond to his name, mixed up the name of the flowers, - gives a phantom (any thing of his). At the end of the game, forfeits are played out. The “gardener” turns away, they take out the thing and ask the driver: “What should this player do?” The "gardener" assigns a task (jump on one leg, squat, sing, recite a poem, etc.) - the player "works out" the phantom and takes his thing.

What develops: memory, attention, courage and willingness to answer for their actions.

kitty meow

wikipedia.org

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

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

    A child is not a vessel to be filled, but a fire to be kindled.

    The table is decorated by guests, and the house is decorated by children.

    He does not die who does not leave children.

    Be truthful even in relation to a child: keep your promise, otherwise you will teach him to lie.

    — L.N. Tolstoy

    Children need to be taught to speak, and adults to listen to children.

    Let childhood mature in children.

    Life must be disturbed more often so that it does not turn sour.

    — M. Gorky

    Children need to be given not only life, but also the opportunity to live.

    Not the father-mother who gave birth, but the one who made him drink, nurtured, and taught good.

Children's games of antiquity

Knowledge of the world begins with the game. What children play and how they play tells what kind of adults they will grow up to be. The expression “Children are real people, and adults are what is left of them” reminds us that we must continue to play when we become adults and not stop. It is useful, and, besides, it makes us better.

The games of Slavic children keep antiquity and are deeply traditional. In them, words and gestures, actions and emotions, alive and eternal are preserved. All of them are from ancient times. They convey faith in the existence of the soul and spirits, faith in the animation of all nature and totemism, the inexhaustible diversity of the world, natural and human unity.

In the old days, when both townspeople and villagers lived in approximately the same conditions, the games were similar. The heroes of these games were, first of all, animals - horses, bears, wolves and foxes, lambs and goats, birds (geese, swallows, larks, quails, sparrows, chickens and roosters, ducks, cranes). Everything that surrounded the children migrated to their game world.

In total, there are several types of children's traditional games. Some are still popular with children.

Finger games - for the smallest ("Magpie-magpie", "Kiselyok", "Goat horned") - the most ancient. Such games contribute to the development of fine motor skills and the overall physical development of the baby. And all because there are active points on the palms that affect the entire body.
Round dance games for youth grow from pagan roots, from the time when the round dance, tank, loach, was considered an indispensable attribute of the spring-summer ritual. His goal was to glorify the spirits of nature, to appease them in order to ensure the well-being and prosperity of people. Gradually, the original meaning was erased, but the round dances remained. These are “Brook”, “Flax”, “Swan”. Children also played games similar to elements of the wedding ceremony and other rites in general - kidnapping the bride, walking in rye, in flax, driving a spikelet, unlocking the earth, calling and others.

Popular and loved games with abduction, war, dragging. These are “Geese-Swans”, “Wolf and Geese”, “Krynochka” and many others.

Ornamental games clearly outlined the movement of children. To a song or melody, they had to move in a certain way. The game itself had a beginning, a climax and an end: a kind of small performance, but very clear and formed, it was impossible to break away from the custom of the game itself. The rules are unshakable, the participants are distributed unconditionally and perform only their own roles. These are “Dawn-Dawn”, “Zastenkom”.
Competitive games, especially loved by boys, are aimed at strength results, endurance, dexterity, courage and attentiveness. The support of friends and mutual assistance is important here. Such are the games themselves: Lapta, Gorodoki, Leapfrog, and others.

What remains in our time from the ancient games of our little ancestors? Even if only for the smallest, but still curious contemporaries, there were “Talks-traps” of all kinds (“Talki-squats”, “Sorcerers”, “Pristenochki”), “Hide-and-seek”. A truly immortal game of all, without exception, children - “Cossacks-robbers” in dozens of options, “Twelve sticks”, “Holes”, “Knives”, “Wolf in the ditch”, “Geese-swans and wolf”, “Ring”, “They sat on the golden porch”, “The goat was walking through the forest”. By the way, only boys used to play the game “Classes”.
Here are just a few fun and moving games for little Slavs.

The game "Dawn-Dawn"
Children stand in a circle with their hands behind their backs. Leading - Dawn walks behind the players in a circle with a ribbon or handkerchief and says:

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

With the last words, Zarya carefully puts the ribbon on the shoulder of one of the players, who, noticing this, takes the ribbon, and both run in different directions in a circle. The one who ran first takes an empty seat in the circle. The one who is left without a place becomes Dawn and the game is repeated.
Details: The runners must not cross the circle, the players in the circle do not turn around while Zarya chooses who to put a handkerchief on their shoulder.
Russian folk dance game "Bubble"
This game is very fun and dynamic. Children enjoy playing it. The guys join hands and form a circle. Before the start of the game, the round dance converges as close to the center as possible. The bubble is deflated. Next, they "inflate" the bubble, i.e. diverge to the sides, trying to make the round dance as large as possible. The round dance-bubble is “inflated” until one of the participants in the round dance, unable to withstand the tension, releases his hands. So the bubble has burst. The game is accompanied by the following text:

Inflate, bubble
Get big!
Blow up, hold on
Don't rush!

The game "Leapfrog". Option 1
According to the rules of the game, a driver is selected, who will have to squat down, bending his head. The rest of the participants must jump over it.
After all the participants have jumped over the driver, he changes position, standing up a little. Participants again must jump over it in turn.
So, each time the driver rises higher and higher, and the game continues until one of the players, jumping, hits the driver. If this happens, he takes his place and the game starts again.

The game "Leapfrog". Option 2
There is no driver in the rules of the game, and the children just have fun jumping over each other.
All participants in the game should line up, so that the distance between them is about 1-2 meters. All players, except for the one who closes the chain, stand in a half-bent position, leaning on their knee, or squat down.
The player standing at the end of the chain begins to jump over all the participants in turn. After he jumped over the player standing first, he also becomes at a distance from him and assumes the desired position, and at this time the player at the end of the chain begins to jump over the participants.

Game "Squats"
This game is for four or more people. The leader-salka is chosen by a counting rhyme. They play like regular tags. The difference is that a crouched player cannot be salted! Salka can deceive players - she pretends to run after one, and then abruptly changes direction. And one more condition - more than two players cannot sit down at the same time! If three players crouched at once, the tag can tag the last one who crouched. The salted player becomes a tag.

Game "Twelve sticks"
This game requires a plank and 12 sticks. The plank is placed on a small log to make it look like a swing. All the players gather near these swings. 12 sticks are placed on the lower end, and one of the players hits the upper end so that all the sticks scatter.

The driver collects sticks, and the players at this time run away and hide. When the sticks are collected and laid on a plank, the driver goes to look for those who have hidden. The found player is out of the game.

Any of the hidden players can sneak up to the swing unnoticed by the driver and break the sticks again. At the same time, hitting the board, he must shout out the name of the driver. The driver collects the sticks again, and all the players hide again. The game ends when all the hidden players have been found and the driver has managed to save his wands. The last player found becomes the leader.

Details: The driver picks up and puts the sticks back on the swing strictly one at a time.
Children can play a wide variety of these games even now. They are simple, understandable and do not require specific skills, special training and any equipment, except for the simplest: Children's games - full of laughter, joy and movement.

Lapta

“Oh joy of life, childish play!

Century do not leave the neighbor's yard.

My mother followed me. But even mom

It happened to play bast shoes with us.

What is she, the giantess, to do here?

In it, the ball will hit everyone first.

They threw them, but they didn’t hit.

And they both waited a long time for dinner.

Valentin Berestov

The experience of older generations helps to use traditional types of physical education and development. In every district and yard, school, village, it is necessary to create opportunities for the development of folk sports. "Russian lapta" is one of them. When practicing Russian bast shoes, students have a positive trend in their health status and the development of motor qualities. The microclimate in classrooms is improving. The game of bast shoes is a universal means for the development of motor qualities, health improvement and social adaptation of students.

Lapta is one of the first team games of ancient Russian culture. The first mention of this game dates back to the 14th century. Many accessories for bast shoes were discovered during the excavations of Novgorod.

Under Peter I, the game began to be used as a means of physical training for the soldiers of the Semyonovsky, Preobrazhensky and Shevardinsky regiments and further for other military units. Even in pre-revolutionary Russia, the game of bast shoes was used as a means of active leisure for the population of various age groups and as a means of physical education for children, adolescents, boys and girls. Under Commissar of Education Podvoisky, the Russian lapta was included as a means of physical training in the Red Army. Official championships in Russian bast shoes began to be held in Russia in the late 50s and early 60s, then for some time the competition was discontinued.

This game has become widespread throughout the world, although it has undergone some changes.

The game is very mobile, it was used as entertainment at many holidays. A. I. Kuprin gave a particularly striking description of this game: “This folk game is one of the most interesting and useful games. Lapta requires resourcefulness, deep breathing, loyalty to one's party, attentiveness, resourcefulness, fast running, a keen eye, hardness of a hand strike and eternal confidence that one will not be defeated. There is no place for cowards and lazybones in this game.”

Lapta - Russian folk team game with a ball and a bat. The game is played on a natural site. The goal of the game is to send the ball tossed by a player of the opposing team as far as possible with a bat and run alternately to the opposite side and back, not allowing the opponent to “bump” himself with the caught ball. For successful runs, the team is awarded points. The team with the most points in the set time wins. Related sports include baseball, cricket, pesapolo in Finland, oyna in Romania, and others.

As you know, sports games originated from folk games cultivated in different countries for thousands of years. Each such game reflects the character traits of a particular people, its history; and life. So the Russian lapta has existed for many centuries as a folk game-fun. And only in 1957, thanks to the efforts of enthusiasts, the first All-Russian competition in bast shoes took place in the village of Dinskaya, Krasnodar Territory. In the future, the rules of the game changed, the game became more dynamic, more exciting, more interesting.

In 1997, an Interregional public organization was created - the Federation of Russian Lapta of Russia, and in 2003 this federation received the status of the All-Russian Public Physical Culture and Sports Organization.

Due to the fact that Russian bast shoes began to develop rapidly in the country, in the Belgorod region, bast shoes were included in the program for physical education of students in secondary schools of the republic in the “Folk Games” section along with football, volleyball, and basketball. And this is not accidental, since the Russian lapta is an effective means of physical education for school-age children, it has a wide range of opportunities to influence students in many ways.

The big advantage of lapta in comparison with other team sports is its economic availability, which plays an important role in modern conditions. When conducting educational and extracurricular activities, it does not require large funds for the purchase of appropriate equipment and inventory. To play, a flat area ranging in size from 60 to 110 cm, a ball for playing “big” tennis and bats is enough.

Playing activity in bast shoes is fraught with great opportunities not only for physical, but also for moral education of a sense of collectivism. The game process ensures the development of the educational potential of the individual, his individuality, creative attitude to activity.

The process of forming knowledge, skills and abilities of the game is inextricably linked with the task of developing the mental and physical abilities of students.

Lapta classes contribute to the development of basic physical qualities in students.

The most important physical quality for playing rounders is speed. It depends not only on motor reactions, but also on the speed of thinking and the level of development of moral qualities. Therefore, exercises in running should be boldly introduced into lesson classes, etc. To develop strength in the lessons, exercises with stuffed balls, weighted bats, as well as weighted squats, and throwing balls for a distance are used.

Educational tasks can also be successfully solved at lapta lessons, since in the course of the game, in order to achieve a common victory, students must constantly interact with each other and overcome the opponent's resistance. This helps to foster friendship, collectivism, initiative, determination, as well as a complex of positive psychological qualities.

The game of bast shoes is characterized by a high emotional uplift and vivid entertainment, which greatly facilitates the solution of one of the most important tasks of physical education of schoolchildren: first, to instill interest, and then form the need for physical education.

In order to plan lapta lessons, the teacher must know the content of the entire curriculum in the relationship of its sections, starting from the primary grades. Preparation of students includes: mastering the basics of theoretical knowledge; general physical training, which consists of physical exercises that become more difficult with each year of study; special training consisting of technical elements of defense and attack when playing rounders, as well as game tactics.

Lapta classes should be built taking into account the time of year and climatic conditions, since they mainly involve outdoor training using a natural grassy area. Classes can also be organized in the gym. Mini-lapta will contribute to the physical preparation of students and will allow them to maintain the necessary skills throughout the year.

At the initial stage of training (junior grades), general physical training includes simple exercises, as the preparedness of students grows, they become more complicated.

Various outdoor games can be used as preparatory games for learning to play bast shoes: "Talking with a ball" in different variations, "Throwing bast shoes", "Circular bast shoes", "Foot bast shoes", etc.

"Circular bast"

This is an old game. In the 19th century it was called "Silent lapta". The latest version of this game, which is widely used among children of middle and high school age, is described below. The number of participants - from 6 to 40 people. The game requires one ball (volleyball or small, the size of a tennis ball).

Description. On a platform in the air or in the hall, a large circle or rectangle is drawn. The players are divided into two equal teams. According to the lot, one of them is the leading team (it stands in the middle of the circle or rectangle), the other is the field team (it is located behind the circle, the rectangle is on both sides). One of the field players has a ball in his hands. By agreement, you can hide it or show it to the driving players. Field players, on a signal, seek to hit the ball in the drivers (in any part of the body, except for the head), and they, dodging the ball, catch it. If the player is touched by the ball, then he is out of the game; if the driver catches the ball, he is not considered to be touched and has the right to help out one of those who left the game. The player rescued by him becomes again in the middle of the circle. During the game, the number of incoming players either decreases or increases at the expense of the rescued players. The game continues for a set time or until all leading players are tagged. Participants change roles and play a second time. The team that by the end of the set time will have fewer players in the "field" or in which all players will be tagged loses.

Rules.

    If the ball is caught by the leading player, but there is no one to help them out (there are no players who have left the game), then he has the right to leave the first tagged player in the circle in the future.

    Field players when throwing the ball are not allowed to go beyond the circle.

    Only a direct hit on the driver is considered a tagging. If the ball hit the player after bouncing off the ground, floor or any object, then the tagging does not count, and the driver remains in the circle.

    If the ball hit one player and then bounced to the second, the first is considered tagged, and the second remains in the game.

    Those who left the game re-enter it in accordance with the order in which they left the game.

"Leg foot"

P
preparation
. This game in many ways resembles the usual Russian bast shoes, but it has an additional element - kicking the ball. It makes the game look like football. As in a regular lapta, players are divided into two teams of 8-9 people: hitting and driving (field). The game is played on a flat area 50-70 m long and 25-30 m wide.

WITH
content of the game
. The player of the kicking team kicks the ball with a running start, sending it into the field. All players of the team take turns hitting the ball, so they must have serial numbers. The player who hit the ball in the field must have time to run from the city line to the home line and return back before he is tagged with the ball. The team in the field tries to intercept the ball. Players can do this with both hands and feet. Holding the ball, they try to hit the player of the kicking team who runs across the field. If a player of the batter's team managed to run to the home line and come back, he brings his team one winning point. If the player of the field team manages to intercept the ball from the fly and pin down the player making the run, the teams change fields. The team that scores the most points wins.

The rules that distinguish the game from the usual rounders:

    The game uses a soccer ball.

    Batters send the ball into the field not with a bat, but with a kick.

    Field players, receiving the ball and passing it, have the right to play with their hands, feet, head and shoulder.

    The departure of the ball over the sidelines of the city is considered an out, as in a regular lapta.

Bibliography

    Zhukov M.N. Outdoor games: Proc. for stud. ped. universities. - M.: Publishing Center "Academy", 2000. - 160

    Afanasiev, S.P. What to do with children in a country camp. - Kostroma: IMC "Variant", 1993. - 224 p.

    Bukatov, V.M., Ershova, A.P. I'm going to the lesson: A Reader of Game Teaching Techniques: A Teacher's Book. - M.: Publishing house "First of September", 2000. - 222 p.

    Frishman, I.I. Whoever plays wins! - N. Novgorod: Pedagogical technologies, 2001. - 106 p.