Methodological development of "Russian folk outdoor games" application for middle preschool age. Russian folk games and round dances Folk outdoor games for 2 3 years

Although games in Rus' have always been considered fun, our ancestors attached great educational importance to them. Where else, if not in a game, does a child learn about the world, relationships between peers, relationships between elders and younger ones, learn to follow the rules and obey them.

Nowadays everyone knows that play is the basis of children's life. Psychologists say that through it the baby receives necessary knowledge, skills. Thanks to the game, he develops as a person and acquires social skills. Everyone understands this very well, but often parents do not find the opportunity to actively play with their children. A lot of interesting children's entertainment has been replaced by a computer. Unfortunately, psychologists have recorded the fact that the influence of play on a child’s personality is weakening for various reasons.

The usefulness of folk games

Caring parents, aware of their busyness and inability to fully communicate with their child, try to surround him with a variety of toys. This is good, since the baby should have the opportunity to explore the world around him through the toy. But, more often than not, everything ends with the purchase of toys because adults consider their mission accomplished. Meanwhile, for a preschooler to play, he must be taught to do so. When a baby can play independently, then he will not need a large number of toys.

What are the best games to offer to children? How to find a game that will unite an adult and a child? These questions will help you solve. They have been selected for centuries, and the most beloved and popular ones have come down to us, which are easy to organize in any setting: on vacation, at home. The time has come for modern parents to find out what games their great-grandfathers played and how they are useful for our children.

Holiday fun

Even in ancient times, folk games were united into different groups. They differed in purpose, number of participants, complexity of the rules, and age of the children. However, most folk games are so unique that each of them, according to its characteristics, can be included in any group.

For ease of use, you can divide all games into holiday and everyday ones. Festive folk games for preschoolers are good because they bring a lot of fun and entertainment to the participants. Preschoolers enjoy the gameplay itself, the opportunity to communicate with peers or older children without any conventions.

Such entertainment contains a minimum number of simple rules that are easy to follow, so they are great for various types of celebrations when many children gather: birthdays, family celebrations, holiday events.

Russian folk games for children are easy to participate in, since they contain simple plots, familiar characters act there, and the rules are clear and accessible to children. All this arouses interest among preschoolers and a desire to take part in a common game.

In addition, in the age of computers, when there is a lot of talk about poor posture in children, a sedentary lifestyle that causes all sorts of diseases, folk games are an excellent opportunity to encourage children to move, to develop in them such qualities as ingenuity, dexterity, dexterity, and resourcefulness. Another positive side of such entertainment is that children of different ages can participate there, from toddlers to high school students.

Preschoolers and children can take part in the universal fun “Rooster Fight”, “Cockerels and Hens”, “Ducks and Geese”, “Trap with a Goat”, “Bear in the Forest”, which reflect the living world in their themes and imitate the habits of animals older guys. Everyone loves games that give them the opportunity to run wild and show off their resourcefulness. They actively develop motor skills and acquire new skills.

Game "Cock Fight"

In the fun “Cock Fight,” the players, with their legs tucked in, trying to maintain balance, push each other with their shoulders.

The winner is the player who forces his opponent to his feet.

Game "Cockerels and Hens"

The fun “Cockerels and Hens” is a pair game, which allows the child to feel responsible for his peer. Teaming up in twos, over a certain period of time, players collect large seeds (for example, pumpkins) scattered on the ground.

The winners are the players who collect the most beans.

You can also look at old-time running entertainment.

Game "Bear in the Forest"

The fun “A Bear in the Forest” is a classic of the genre, well known to both big and small, and has firmly entered the program preschool institutions. To play the game, two lines are drawn on opposite sides of the court. One has a driver, imitating a sleeping bear, the other has the rest. The adult gives a signal, and the preschool children slowly, “picking mushrooms and berries,” go to the “bear.” You can't run until all the words have been said. The quatrain accompanying the players’ actions is simple, easy to remember, and therefore pronounced in chorus:

“The bear has mushrooms in the forest, I pick the berries. But the bear is not sleeping, he’s still looking at us! "

The end of the rhyme is a signal to the “bear” who is running after the children. He catches players until they reach his line. Then the child who was caught drives.

For variety, you can use a more complex nursery rhyme:

“I pick mushrooms and berries from a bear in the forest. But the bear is not sleeping, he is still looking at us. And then he growls and runs after us! But we take the berries and don’t give them to the bear. Let's go into the forest with a club and hit the bear in the back! "

Game "Ducks and Geese"

The “Ducks and Geese” entertainment helps children show restraint and dexterity, since according to the rules, they must walk to the goal at a “duck pace.” When playing, participants form a circle with their hands behind their backs. With a ball in his hands, the driver walks in a circle and says the word “duck” several times, then, unexpectedly for everyone, changes the word, saying “goose.” The ball is quickly placed in the hand of one of the players. Then the driver and the child with the ball go left and right, moving towards each other in a circle. Everyone strives to be the first to reach the “empty” place where the movement began. When meeting, the players greet: “Good morning (afternoon, evening)! "

The player who comes first wins. The leader is the one who came last.

Game "Goat Trap"

The outdoor game “Goat Trap” consists of traditional content and rules that are found in any similar game. As an option, you can use the image of different animals, for example, “Trap - a wolf.” A “goat” is selected, the players say a nursery rhyme: “The little goat is gray, the tail is white, We will give you something to drink, We will feed you, Don’t butt us, But play with the trap.” Having said the quatrains of the nursery rhyme in chorus, the players run away, and the “goat” catches them, trying to “gore” them, imitating the movements of the animal.

Taking into account the age of the kids and their interests, similar games can always be found in different sources.

Traditional Russian fun

Game "Drag the String"

In the game “Pull the String,” two hoops are placed on the sides of the court. A rope is pulled along the ground so that its ends are in the middle of each hoop. Preschool children are divided into two groups. The participants of each of them, in turn, stand in their hoop, then, at the signal from the driver (an adult or an older child): “One, two, three, run!”, they change hoops, trying to reach the opponent’s place as quickly as possible and pull the rope. The one who completes the actions faster and without errors becomes the winner. Following the first pair, the second runs, then the third, and so on until the end.

The team whose members were faster and pulled the rope more often wins. An adult must participate in this competition to ensure that the rules are followed.

Game "Burners"

In the classic game "Burners", players stand in pairs in a column. Raised hands form a “gate” through which all couples pass. In front of everyone, with his back to the other players, stands the driver, who is also called the “burning one.” The players say the nursery rhyme in chorus: “Burn, burn clearly, So that it doesn’t go out! Look at the sky, Birds are flying, Bells are ringing. Ding-dong, ding-dong, quickly run out! " At the last words, the children in the pair in front scatter in different directions, the rest shout in unison: “One, two, don’t be a crow, but run like fire!” “The driver turns around and catches up with the fleeing children.

If the players manage to take each other’s hands, and the “burning” one is left with nothing, then they again stand behind the column. The driver again catches or “burns” another pair: the game is repeated.

If it is possible to catch one of the fleeing players, then a new pair is formed. The player who is left without a pair becomes the driver.

Game "Chains"

In Chains, players also form two teams. With a little counting table, for example: “A cuckoo walked past the net, And behind it were little children. The cuckoos are asked to drink. Come out - you'll drive! ", select the "breaker" who will break the "chain". The teams are located opposite each other, the participants hold hands tightly. The driver scatters, runs towards the “chain” of opponents, trying to destroy it.

If successful, he takes the opponent to his group; if it doesn’t work out, he himself remains with the opponents. The team with the most players is the winner.

Quite a lot of similar entertainment has been collected and stored in the national treasury. Most of them are relevant and loved today, for example:

  • "Geese-geese";
  • "Hide and Seek";
  • "Cossacks-robbers";
  • "Salki";
  • "Blind Man's Bluff";
  • "Ring".

Others - “Pleten”, “Ringer”, “Lapta” and others are half-forgotten, have more complex rules that need to be memorized with the children first. Every parent can prepare exciting games, fun, and entertainment for children's parties. It all depends on the interest and desire of the adults themselves.

Folk games in the daily life of a preschooler

For everyday leisure, you need to choose games that the child could play on his own, but even in them the gameplay should captivate him. The following activities will help:

Game "Male-Kalechina"

The fun “Malechina-Kalechina” is an ancient game. According to the rules, for the action they take a smooth stick, which they place vertically on the tip of the finger and begin to count: “Male china, how many hours until evening?” One two Three…" . Count until the stick falls. Alternatively, the wand can be placed on the palm, forearm, or knee. When falling, the stick should be caught with the other hand to continue the action.

This game is useful for developing motor skills, dexterity, and perseverance in preschoolers.

Game "Spillkins"

Traditional folk entertainment is “Spillikins”, small wooden sticks or figurines. The player uses two fingers or a special hook to grab a figure without touching the neighboring sticks. The child must be encouraged to strive diligently to choose the figures. Some children lack patience.

This kind of fun develops perseverance and fine motor skills, which is very important for a child.

Game "Fanta"

Known is very exciting for preschoolers if they know how to play it. It does not require special space or equipment. Useful for children up to school age, as it entertains and helps develop memory, speech, and imagination. An adult can play with a child. The presenter begins: “They sent you a hundred rubles, Buy what you want, Don’t take black, don’t take white, Don’t say no!” The child listens carefully to the questions and tries not to use forbidden words when answering. For example, to the question: “Are you going to the ball? “, you can answer: “I’ll go.” Sample questions and the answers may be in the old fashion: “What dress will you wear? ‒ I’ll wear a beautiful dress”, “Will you go in a carriage? “I’ll go on foot.” Or modern: “Are you going to the bakery? Will you buy bread there? " If a player gets confused, he gives the leader a forfeit (any item), and then at the end of the game he “buys back” it. To “redeem” forfeits, you can invite the preschooler to sing a song, read a poem, or use other exciting tasks.

Game "Hide and Seek"

Children especially love the traditional game “Hide and Seek”, the content and rules of which are well known to everyone. It can be organized outdoors and at home. To keep kids interested, a nursery rhyme is used: “One, two, three, four, five, I start looking. Whoever didn’t hide is not my fault. Whoever stands behind me has three horses to drive.” Then everyone hides, and the leader tries to find him. Choosing another presenter may have several options. For example, the leader can be the participant who was discovered first, or use a counting rhyme.

Rhymes and counting rhymes, which are an integral part of fun, one might say their calling card, help to captivate preschoolers, develop their speech skills and imagination. Therefore, when choosing folk games, it is better to give preference to those with folklore.

From the list of games presented, it is clear that, despite the simplicity in plots, rules, and actions, many educational issues are resolved. When a preschooler learns the rules of the ancient game, he will enjoy playing it. Much depends on the parents, who can captivate the child with folk games.

Gimberg Svetlana Aleksandrovna, Burganova Svetlana Pavlovna, teachers of the State Budgetary Institution of the Russian Federation "RC for children with disabilities", Sayanogorsk

Eagle owl and birds

Before starting the game, children choose for themselves the names of those birds whose voice they can imitate. For example, a dove, a crow, a jackdaw, a sparrow, a tit, a goose, a duck, a crane, etc. The players choose an eagle owl. He goes to his nest, and those playing quietly, so that the eagle owl does not hear, figure out what kind of birds they will be in the game. Birds fly, scream, stop and crouch. Each player imitates the cry and movements of the bird he has chosen.

At the signal "Owl!" all birds try to quickly take a place in their home. If the eagle owl manages to catch someone, then he must guess what kind of bird it is. Only a correctly named bird becomes an eagle owl.

Rules of the game. Bird houses and the eagle owl's house should be located on a hill. Birds fly to the nest on a signal or as soon as the eagle owl catches one of them.

Paints

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

Who's there?

Buyer.

Why did you come?

For paint.

For which?

For blue.

If there is no blue paint, the owner says: “Walk along the blue path, find blue boots, wear them and bring them back!” If the buyer guesses the color of the paint, then he takes the paint for himself.

A second buyer arrives and the conversation with the owner is repeated. And so they come up one by one and sort out the paints. The buyer who collects the most colors wins. If the buyer does not guess the paint color, the owner can give more difficult task, for example: “Ride on one leg along the blue track.”

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

Burners

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

Burn, burn clearly

So that it doesn't go out.

Stay at your hem

Look at the field

The trumpeters are going there

Yes, they eat rolls.

Look at the sky:

The stars are burning

The cranes shout:

Gu, gu, I'll run away.

One, two, don't be a crow,

And run like fire!

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

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

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

Tag

Players choose a driver - tag. Everyone runs around the site, and the tag catches them.

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

Tag, feet off the ground.

The player can escape from tag if he stands on some object.

Bunny Tag

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

Tag with the house.

Two circles are drawn along the edges of the site; these are houses. One of the players is a tag, he is catching up with the participants in the game. The hunted person can escape from being spotted in the house, since spotting is not allowed within the boundaries of the circle.

If the tag is touched by one of the players with his hand, that player becomes a tag.

Cat and mouse

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

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

Lyapka

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

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

Trap in a circle

A large circle is drawn on the site. A stick is placed in the middle of the circle. The length of the stick should be significantly less than the diameter of the circle. The size of the circle is from 3 m or more, depending on the number of players. All participants in the game stand in a circle, one of them is a trap. He runs after the children and tries to catch someone. The caught player becomes a trap. Rules of the game. The trap should not jump over the stick during the game. This action can only be performed by game participants. It is prohibited to stand on a stick with your feet. The caught player has no right to escape from the hands of the trap.

Big ball

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

Ball in hole

A game with many varieties. To play, a shallow hole is dug in the ground and a ball is placed in it. All players must have straight sticks about a meter long. The performer is chosen by lot - the player who will guard the ball. All other players move beyond the conventional line, at a certain distance from the hole, in the established order of throwing sticks, trying to hit the ball. For everyone who throws it past, the sticks remain in place.

If no one hits, then the performer rolls the ball with his stick towards the side closest to him, trying to hit it. If he succeeds, he runs behind the starting line for throwing, also called the house. The performer becomes the one whose stick the ball hits. If during the game someone manages to knock the ball out of the hole, at the same moment, those players whose sticks are in the field run to pick them up, and the performer must put the ball in its place. This gives players the opportunity to make an extra throw. When throwing sticks, the performer is recommended to be slightly away from the ball to avoid the stick hitting it.

Jumping with tied feet

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

Burners (Ogarysh, Pillar, Pairs)

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

A very interesting game that has become widespread in different regions and has several modifications. All players are close to each other (on the lawn, in the yard, in the field) and dig small holes, each for himself. Then they stand with one foot in the hole. With the exception of the driver, who has a meter-long stick and a ball in his hands (ball). All field players also have sticks. The driver hits the ball with a stick and tries to hit the other players with it. As soon as the players in the field see that the ball is rolling towards them, they try to hit the ball by throwing a stick at it. If a player misses, his comrades can help him. As soon as the ball is hit, the driver runs after the ball, touches it and tries to take the place of the one who threw the stick and must pick it up. If the driver manages to occupy the “empty place”, the hole in which the player ran for the stick, then the driver changes.

In leg

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

Geese

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

Rooster fight

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

Padding

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

Wolves in the ditch

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

Fishing rod (Fish, Catch a fish)

All players form a circle. One driver is selected to stand in the center of the circle. The driver is given a rope. The driver can also be an adult. The driver begins to rotate the rope. The task of all players in the circle is to jump over it and not get caught. There are 2 options for developing the game.

1st option: without changing the driver (adult). In this case, those who fall for the bait are eliminated from the game and go outside the circle. The game is played until the most agile and jumping children remain in the circle. (3-4 people). 2nd option: with a change of driver. The “fish” that takes the bait takes a place in the center of the circle and becomes the “fisherman”.

Option Zhmurok.

Blind Man's Bluff and BUBENETS are selected.

They are inside the round dance. They tie a bandage on Zhmurka's buff, They give Bubents a bell in his hands! Someone spins Zhmurka, everyone chants in unison:

Tryntsi-bryntsy bells

Gold plated ends

Who plays bells

The blind man's buff won't catch him!

After which Zhmurka catches Bubenets. The rest keep a circle and actively “cheer” for someone and give hints.” Then Bubenets becomes Zhmurka and choose (can be done by counting) new Bubenets. If there are a lot of people, then you can probably launch several Bubents at once.

Game "Sun"

According to the counting rhyme, they choose the driver - “Sunny”. The rest of the children stand in a circle. “Sun” stands in the middle of the circle, everyone sings:

Shine, sun, brighter!

Summer will be hotter

And the winter is warmer

And spring is sweeter!

The first two lines are a round dance, for the next two they turn to face each other, bow, then come closer to the “Sun”, it says “HOT!” and catches up with the children. Having caught up with the player and touches him, the child freezes and drops out of the game.

Folk games for preschoolers

HISTORY OF RUSSIAN FOLK GAMES

The culture of every nation includes the games it creates.
For centuries, these games have accompanied Everyday life children and adults, develop vital qualities: endurance, strength, agility, speed, instill honesty, justice and dignity.
Russian folk games have a history of thousands of years:
they have survived to this day from ancient times, passed down from generation to generation, absorbing the best national traditions.
In addition to preserving folk traditions, games have a great influence on developing character, willpower, and interest in folk art among young people and develops physical education.

EXPLANATORY NOTE

A folk game is a game implemented on the principles of voluntariness, spontaneity under special conditions of agreement, popular and widespread at a given historical moment in the development of society and reflecting its characteristics, undergoing changes under various influences: socio-political, economic, national. The folk game, being a phenomenon of folk culture, can serve as one of the means of introducing older children to folk traditions, which, in turn, represents the most important aspect of the education of spirituality, the formation of a system of universal values; V current situation For social development, turning to folk origins and the past is very timely.
The folk game helps older children preschool age the development of the necessary moral qualities is always in conjunction with qualities related to physical, mental, labor and other aspects of culture. A wide variety of games can be used to develop a culture of communication in children of senior preschool age. Thus, by including a folk game in the educational process, the teacher unobtrusively and purposefully introduces children into the world of folk culture, teaching children the culture of communication.
The peculiarity of folk play as an educational tool is that it is included as a leading component in folk traditions: family, work, family, holiday games and others. This allows an adult to unobtrusively and purposefully introduce children into the world of folk culture, ethics, and human relations. It is no coincidence that the gaming experience of children of senior preschool age certainly includes a variety of folk jokes, game counting rhymes, folk active, comic and other games with peers and adults.
Folk outdoor games influence the development of will, moral feelings, development of intelligence, speed of reaction, and physically strengthen the child. Through the game, a sense of responsibility to the team and the ability to act in a team is developed. At the same time, the spontaneity of the game and the absence of didactic tasks make these games attractive and “fresh” for children. Apparently, such widespread use of folk outdoor games ensures their preservation and transmission from generation to generation.
Folk games have a lot of humor, jokes, and competitive fervor; the movements are precise and imaginative, often accompanied by unexpected funny moments, tempting and beloved by children counting rhymes, drawing lots, and nursery rhymes. They retain their artistic charm, aesthetic significance and constitute the most valuable, undeniable gaming folklore.
The main condition for the successful introduction of folk outdoor games into the lives of preschoolers has always been and remains deep knowledge and fluency in an extensive gaming repertoire, as well as pedagogical leadership techniques. The teacher, creatively using the game as an emotional and imaginative means of influencing children, awakens interest and imagination, achieving active performance of game actions. Folk games in combination with other educational means represent the basis initial stage formation of a harmoniously developed personality, combining spiritual wealth, moral purity and physical perfection. This is the relevance of the topic of my work.

Goal of the work: introducing children to the folk culture of the peoples of Russia.
Using folk games in your work, it is necessary to simultaneously implement the following tasks:
Introduce folk holidays included in the Russian folk calendar; with the history of their occurrence; cultivate a desire to adopt and preserve folk traditions.
Develop coordination of movements, muscle tone, artistic skills.
Contribute to the development of initiative, organizational and creativity.
A well-known saying: if you want to know the soul of a people, take a closer look at how and what their children play with. The game accompanies a person from the cradle. Scientists have long noticed that it is children's games that help visually imagine hoary antiquity. Much of what was characteristic of everyday life has disappeared over the centuries, but something has been preserved only in children's games.


RELEVANCE
Folk games are a natural companion in a child’s life, a source of joyful emotions and have great educational power. Unfortunately, folk games have almost disappeared, so the teacher’s task is to make this type of activity a part of children’s lives.
The practical significance of this card index lies in the fact that it creates conditions for the revival of folk games and helps to make children’s leisure time meaningful and useful.


TARGET: introducing children to folk culture and the culture of the peoples of Russia.
TASKS:
1. Introduce folk holidays included in the Russian folk calendar; with the history of their occurrence; cultivate a desire to adopt and preserve folk traditions.
2. Develop coordination of movements, muscle tone, artistic skills.
3. Contribute to the development of initiative, organizational and creative abilities.

At Grandma Malanya's.
Children dance in a circle, saying:
"At Malanya's, at the old woman's,
Lived in a small hut
Seven sons
Seven daughters
All without eyebrows
With noses like these,
(show with gestures)
With beards like this,
They all sat
Didn't eat anything
They did it like this..."
(reproduce the actions shown by the Presenter)

Tent.
The participants of the game are divided into 3-4 subgroups. Each subgroup forms a circle at the corners of the site. A chair is placed in the center of each circle, on which a scarf with patterns is hung. Children hold hands, walk in a circle around the chairs, sing and say:
We are funny guys.
Let's all gather in a circle,
Let's play and dance
And let's rush to the meadow.
At the end of the singing, the children line up in one common circle. Holding hands, they jump and move in a circle. When the music ends (or at the signal “Build a tent”), the children quickly run to their chairs, take scarves and pull them over their heads in the form of a tent (roof). The first group to build a “Tent” wins.

Gardener.
A “stump” (chair) is placed in the center of a large circle, and pegs (or toys representing vegetables) are placed in the circle. All players stand behind a circle. The “gardener” sits on a stump and “plays the pegs”, while saying:
I'm sitting on a stump
I play with small pegs,
I'm planting a vegetable garden.
With the end of the words, the players try to quickly run into the garden and carry away the pegs (“vegetables”). The child touched by the “gardener” is eliminated from the game. The one who collects the most pegs wins.

Roll a loaf.
One of the children is blindfolded, then turned several times around its axis and, continuing to turn, they sing:
Roll a loaf
Turn around, come on,
To the forest - to the frolic,
I'll go into the garden,
I will break the fence,
I'll dig up the ridges.
Speak, blind man,
Where are you heading?
The “blind person” must guess and name the place where he is turning his head. For example, to a wall, to a window, etc. If he guesses correctly, another participant takes his place.

Storks and frogs.
Children are divided into two groups: “storks” and “frogs” - and are located on opposite sides of the site. Storks stand on one leg, and Frogs jump towards them with the words:
You stand on one leg
You're looking at the swamp
And we're having fun, jump and hop,
Catch up with us, my friend!
The storks are catching up with the frogs. Next time the children change roles.

Drake.
The players line up in a circle and choose a “drake” and a “duck”. Children walk in a circle, holding hands, and sing:
The drake was chasing a duck
The young duck was chasing:
“Go home, little duck,
Go home, gray one!”
The Drake walks clockwise inside the circle, and the Duck goes counterclockwise outside the circle. When the singing ends, the drake catches the duck in a cat-and-mouse game. Having caught the “Duck”, the Drake brings her into a circle and kisses her on the cheek.

Burn clearly.
Children stand in a circle and hold hands. In the middle is a child with a handkerchief in his hand (leading). First, the children walk in a circle to the right, and the driver waves his handkerchief. Then the children stop and clap their hands. The driver moves in leaps and bounds inside the circle. When the music ends, they stop and turn to face two children standing in a circle. Then the players sing in chorus:
Burn, burn clearly
So that it doesn't go out.
One two Three!
To the words “One, two, three,” the children clap their hands three times, and the driver waves his handkerchief three times. After this, the two guys, opposite whom the driver stopped, turn their backs to each other and run around the circle. Everyone tries to run first to take the driver’s handkerchief and lift it up.
The game repeats itself.

Burn, burn clearly. (2)
The children line up pair by pair. The driver takes the lead. He is not allowed to look back. Everyone sings:
Burn, burn clearly
So that it doesn't go out.
Look at the sky -
Birds are flying, bells are ringing!
When the song ends, the children standing in the last pair separate and run around those standing in pairs (one on the left, the other on the right). They try to grab hands in front. The driver, in turn, tries to catch someone running. The one who is caught becomes the first pair with the driver, and the one left without a pair becomes the new driver. If a pair of runners manages to connect before the driver catches anyone, then this pair takes the lead, and the game continues with the same driver.

Crow.
Children stand in a circle. One child is selected in advance - a raven. (he stands in a circle with everyone).
Oh guys, ta-ra-ra!
There is a mountain on the mountain,
(children walk to the center of the circle in fractional steps)
And on that mountain there is an oak tree,
And there are craters on the oak tree.
(children walk back with the same step, expanding the circle, and leaving the “raven” in the center)
Raven in red boots
In gilded earrings.
(the raven dances, the children repeat his movements)
Black raven on an oak tree,
He plays the trumpet.
Turned pipe,
Gold plated,
Okay pipe
The song is complex.
With the end of the song, the “raven” runs out of the circle, everyone closes their eyes. The raven runs around the circle, touches someone's back, and stands in the circle. When the song begins, the child who is touched becomes a raven.

Paints.
The players choose the owner and the buyer - the devil. All the rest are paints. Each paint comes up with a color for itself and, so that the buyers do not hear, names it to the owner. Then the owner invites the buyer. The devil comes up, taps his stick on the ground and speaks to the owner:
- Knock Knock!
- Who's come?
- I am the devil with horns, with hot rapids,
He fell from the sky and fell into a pot!
-Why did you come?
- For paint.
- For what?
- For the red one.
If there is no red paint, the owner says:
- There is no such thing. Go home. Along your own curved path.
If there is paint, the owner says:
Jump on one leg along the red carpet
Find the red boots.
Diarrhea, diarrhea
And bring it back!
At this time, the red paint runs away. And the devil is trying to catch up with her.

Fontana.
The guys grab each other by the waist and stand in single file along the spring stream. Everyone sings:
The fontanel overflowed,
Golden horn. Wow!
The key spilled,
White, snowy. Wow!
Through mosses, through swamps,
On rotten decks. Wow!
Then they try to jump over the stream sideways without touching the water. But at the same time, everyone interferes with his neighbor. The one who touches the water is eliminated from the game.

The rooks are flying.
Children stand in a circle. One goes to the middle and sings:
The rooks are flying,
They trumpet all over Rus':
-Gu-gu-gu-
We are bringing spring!

He raises his hands up, showing how the rooks fly.
They're flying! They're flying! - the children shout and raise their hands
Cranes are flying
They are shouting all over Rus'.
Gu-gu-gu!
No one can catch us!
They're flying! They're flying! - the children shout and raise their hands.
The piglets are flying
The stripes squeal.
Oink oink oink
We're tired of being in the barn!
They’re flying, le... - some children make a mistake and raise their hands up. Whoever makes a mistake is out of the game. Further, you can name other birds and animals.

Ring.
The presenter takes the ring in his hands. All other participants sit on the bench, fold their palms into a boat and place them on their knees. The leader goes around the children and puts his hands in each one’s hands, while he says:
I’m walking along the hill, carrying the ring! Guess, guys, where the gold fell?”
The presenter quietly places a ring in the hands of one of the players. Then he takes a few steps away from the bench and intones the words:
Ring, ring,
Get out on the porch!
Who will leave the porch,
He will find the ring!
The task of the player who has the ring in his hands is to jump up from the bench and run away, and the children sitting next to him must guess who has it hidden and try, holding it with their hands, not to let this player go. If the player with the ring fails to escape, he returns the ring to the leader. And if he manages to escape, he becomes the new leader and continues the game

Raven (2).
The Raven and the Hare are chosen. The rest of the children are bunnies. They cling to the Hare, stretching out in a long chain and say:
We go around the Raven,
We carry three grains each.
Some have two, some have one,
And Raven - nothing!
The raven sits on the ground and picks it with a stick. The hare approaches him and asks:
-Raven, Raven, what are you doing?
“I’m digging a hole,” Raven answers.
-What do you need a hole for?
-I'm looking for money.
-What do you need money for?
-I’ll buy a sitchika.
-What do you need a sitchik for?
-Sew a bag.
-Why do you need a bag?
-Place pebbles.
-What do you need pebbles for?
- Throw them at your children!
-What did my kids do to you?
- They came running to my garden
Luchik and machik were dragged!
And a turnip and a mint -
Stomp your heels!
Kar-r-r! - the raven shouts and rushes at the bunnies, and the hare protects. The little bunny that is pulled out of the chain by a raven becomes a new raven.

Cabbage.
A circle is drawn - a vegetable garden. In the middle of the circle, the players place their hats, belts, and scarves, representing cabbage. All participants in the game stand behind the circle, and one of the children, chosen by the owner, sits next to the cabbage. The owner, showing his imaginary work with his movements, sings:
I'm sitting on a pebble
Chalk pegs I tease / 2 times
I will build my own vegetable garden,
So that the cabbage is not stolen,
They didn’t go to the garden
Wolf and fox
Beaver and marten
Bunny with a mustache
Thick-footed bear.
The guys are trying to quickly run into the garden, grab the “cabbage” and run away. Whoever Kozlik touches with his hand in the garden no longer participates in the game. The player who takes away the most cabbage from the garden is declared the winner.

Wolf and sheep.
The players choose a wolf and a shepherd, everyone else chooses sheep. The shepherd stands in the middle of the meadow with a stick in his hands. Sheep graze near him. The wolf is hiding behind a tree. The shepherd sings:
I'm grazing, grazing sheep near the river
The wolf is behind the mountain, the gray one is behind the steep slope.
He prowls day and night, looking for my sheep.
But I'm not afraid of the wolf. I’ll defend myself with my boot,
I'll fight back with a poker.
“I’ll go and sleep!” - says the shepherd, lies down and pretends that there are no sheep, and sings:
I graze, I graze until the evening,
There’s nothing to take home!
The gray wolf came
Have you knocked down my sheep?
And I fell asleep and lost my spirit!
The shepherd begins to look for the sheep, taps his stick on the ground and says: “Here is a wolf’s trail, here is a sheep’s trail...”
He approaches the wolf and asks:
-Wolf, have you seen my sheep?
-What are they?
- Little white ones.
- We ran along the little white path. (the sheep with blond hair run away from the wolf to the shepherd) Then the wolf says, “Let’s run along the little black path,” and the sheep with dark hair run away.

Baba Yaga.
According to the counting, Baba Yaga is chosen. Then a circle is drawn on the ground. Baba Yaga picks up a branch - a broom - and stands in the center of the circle. The guys run around in circles and tease:
Grandma Yozhka - bone leg,
Fell from the stove and broke my leg
And then he says:
-My leg hurts.
She went outside
Crushed the chicken.
I went to the market
She crushed the samovar.
I went to the lawn
I scared the bunny.
Baba Yaga jumps out of the circle on one leg and tries to touch the children with her broom.

Bees.
A participant is selected - depicting a flower. The rest of the guys are divided into 2 groups - guards and bees. The watchmen, holding hands, walk around the flower and sing:
Spring bees
Golden wings
Why are you sitting?
Are you not flying into the field?
Al will rain on you,
Is the sun baking you?
Fly over the high mountains,
Behind the forests are green.
On a round meadow,
On an azure flower.
The bees try to run into the circle, and the guards, now raising and lowering their hands, interfere with them. As soon as one of the bees manages to penetrate the circle and touch the flower, the guards who were unable to protect the flower scatter. The bees run after them, trying to sting and buzz in their ears.

Golden Gate.
One pair of players join hands and raise them up, forming a gate. The remaining participants in the game, holding hands, walk through the gate in a chain and chant:
Mother Spring is coming,
Open the gate.
The first of March has arrived -
He brought all the children.
And behind it comes April -
He opened the window and door.
And when May came -
Walk as much as you want now!
After letting everyone through several times, the players forming the goal ask each one which side he chooses - right or left.
Divided into 2 teams, everyone makes up new pairs and, holding hands, raising them up, stand in a row behind the goal. One of the players, who does not have a pair, enters the gate, and they sing to him:
Mother Spring is walking
Alone through the fields and forests
Saying goodbye for the first time
Any other time is prohibited
And we won’t miss you the third time!
Then he uses the edge of his palm to separate the hands of the standing couples. The resulting 2 teams measure their strength - tug of war.

Woodpecker.
The players choose a participant representing a woodpecker. The remaining players approach the tree with the woodpecker and sing:
A woodpecker walks across the arable land,
Looking for a grain of wheat,
I couldn’t find it and I’m pounding the bitches,
A knock is heard in the forest.
Knock-Knock!
After this, the woodpecker takes a stick and, counting to himself, knocks on the tree the intended number of times. Whichever player is the first to correctly name the number and run around the tree as many times becomes the new woodpecker and the game is repeated.

Zarya - Zaryanitsa.
One of the guys holds a pole with ribbons attached to a wheel. Each player takes up the tape. One of the players is the driver. He stands outside the circle. Children walk in a circle and sing a song:
Zarya - Zaryanitsa, red maiden,
She was walking across the field and dropped her keys.
The keys are gold, the ribbons are blue.
One, two - not a crow
And run like fire!
With the last words of the game chorus, the driver touches one of the players, he throws the ribbon, the two of them run in different directions and run around the circle. Whoever grabs the left ribbon first wins, and the loser becomes the driver. The game repeats itself.

Erikalische.
A circle is drawn. According to the counting, Yerykalische is selected. They put on a mask of a terrible monster. He stands in a circle. The rest are running around and chanting:
Eco miracle, miracle - yudo,
Sea Bay - Erikalische!
Eco miracle, miracle - yudo,
From Gorinov's oak - a lame abomination!
Suddenly, the player portraying Erikalische jumps out of the circle and, jumping on one leg, catches the children running around. Whoever he catches, he takes captive into a circle and rests. Then they tease him again, and Erikalische, together with the captive player, jumps on one leg and catches the rest. The game continues until Erikalische and his assistants catch all the children.

Grandfather Mazai.
The players choose Grandpa Mazai. The remaining participants agree on what movements that indicate work they will show him (threshing, reaping, etc.), they approach Grandfather Mazai and sing:
Hello, grandfather Mazai,
Get out of the box!
We won't say where we were
And we’ll show you what they did!
After these words, everyone depicts with their movements the work that they agreed on. If Grandpa Mazai guesses right, the children run away and he catches them. Whoever catches it first becomes the new grandfather Mazai and the game repeats. If he doesn’t guess, he is shown another job.

The thief is a sparrow.
A gardener and a sparrow are selected. The rest of the players form a circle and join hands. The gardener goes out into the middle of the round dance, the sparrow remains behind the circle. The children dance in a circle and the gardener sings:
Hey thief sparrow
Don't peck my hemp
Not mine, not yours, not your neighbor’s.
I'm for that hemp
I'll break your leg.
The gardener runs to catch a sparrow. Children let a sparrow into the circle and release it, but the gardener can only catch it outside the circle. At the same time everyone sings:
Our little sparrow
In a gray army jacket
Doesn't go into an open field
Doesn't bite hemp
Snooping around the yard
Collects crumbs.
Having caught a sparrow, the gardener changes places with it, or a new gardener and sparrow are selected, and the game is repeated.

Owl.
One of the players portrays an owl, the rest - mice. The owl calls out: “Morning!” and immediately the mice begin to run and jump. The owl shouts: “Day”, the mice continue to move. The owl says: “Evening!”, then the mice begin to walk around it and sing:
Oh, you little owl,
Golden head
Why don't you sleep at night?
Are you still looking at us?
The owl says "Night". At this word, the mice instantly freeze. The owl approaches each of the players and tries to make them laugh with various movements and funny grimaces. The one who laughs or makes any movement is eliminated from the game. The one who doesn't laugh stays in the game.

Silent.
The players choose a leader, sit around him and sing:
Horses, horses, my horses,
We sat on the balcony
We drank tea, washed cups,
In Turkish they said:
-Chab – chalyabi, chab – chalyabi.
The cranes have arrived
And they told us: “Freeze!”
And who will die first?
He'll get a bump on the forehead.
Don't laugh, don't chat,
And stand like a soldier!
As soon as the last word is sung, everyone falls silent. The driver tries to make each of the children laugh - with movements, funny grimaces. If one of the players laughs or says a word, then he gives the driver a forfeit. At the end of the game, each of the participants redeems their phantom: at the driver’s request, they perform various actions (sing, read a poem...)
Blind Man's Bluff.

The players choose a participant portraying a cat, blindfold him with a handkerchief - he is the blind man's buff - lead him to the door and sing:
Go, cat, to the threshold,
Where is the sour cream and cottage cheese!
Turn around five times
Catch the mice, not us!
After these words, everyone runs away, and the cat looks for them. Children dodge, squat, walk on all fours (however, you cannot hide or run very far!). If the cat comes close to any object that can be hit, he is warned by saying: “FIRE!” . When the blind man's buff cat catches one of the children, he takes his place, and the game is repeated.

Mill.
The players stand in a circle, each participant, without leaving his place, spins. At the same time everyone sings:
Grind, grind the mill,
The millstones are turning!
Shallow, shallow, go to sleep
And stuff them into bags!
At the last word of the song, everyone must stop and stand still. Whoever falls or fails to stop in time leaves the game, the rest repeat the song and spin around again. The most enduring one remains in the circle. he wins.
Ice.
They play in winter. Children stand in a circle. The driver comes out to the middle. He jumps on one leg and pushes a piece of ice in front of him with the other. They sing to him:
Captain, captain,
Don't hit your feet with ice,
On crooked boots!
Your nose is knotty
Head with a bow,
Back with a box!
To this the driver answers:
I jump along the path on one leg,
In an old shoe,
Over stumps, over hummocks,
Over the hills, over the slides.
Bang! By the minks!
With the last words, the driver tries to hit the players’ feet with a piece of ice. The children jump, missing the piece of ice. Whoever the piece of ice touches becomes the new driver and continues the game.

Throws.
One of the players picks up the ball and sings:
Olya, Kolya, green oak
White lily of the valley, gray bunny
Give it up!
With the word “Drop it!” throws the ball up strongly. Whichever player is the first to catch it on the fly sings the same game chorus and tosses the ball.

Churilki.
The players choose two. One is blindfolded with a scarf, the other is given bells. Then they lead a round dance around them:
Tryntsy - bryntsy bells,
The ends are gilded.
Who plays the bells -
The blind man's buff won't catch him!
After these words, the player with the bells begins to ring them and walk in a circle, and the blind man's buff tries to catch him. As soon as the blind man's buff catches him, they are replaced by other players, and the game continues.

Ring.
Children sit in a row and fold their palms into a boat. The driver places his palms in the palms of each participant in the game. To one of them he must quietly leave a “ring” - a ring, a pebble, a nut, which is squeezed between his palms. At the same time they sing:
I'm walking along the bench
I bury the gold ring -
In mother's mansion,
Under Father's castle.
You can't guess, you can't guess!
I can’t tell you, I can’t tell you!
Those sitting answer:
We've been wondering for a long time
We have been looking for a ring for a long time -
Everything is behind strong locks,
Behind oak doors.
Then one of the players tries to guess who has the hidden ring. They say to him: “The ring rolled from the red porch - along the barns, through the cages, through the barns, through the entryway. Find the golden ring! If he finds it, they run around the shop with the one who had the ring. They run in different directions. Whoever comes running first becomes the driver.

Lark.
A lark sang in the sky,
The bell rang.
Frolic in silence
I hid the song in the grass.
Children stand in a circle and sing. Lark - a driving child with a bell moves in hops inside the circle. At the end of the song he stops and places the bell on the floor between the two children. These children turn their backs to each other. Everyone says: “Whoever finds the song will be happy for a whole year.” The two run around the circle, moving in opposite directions. Whoever grabs the bell first becomes the Lark. The game repeats itself.

Roll a loaf
Close the eyes of one of the children, turn them around several times and chant:
Roll a loaf
Turn around, come on,
To the forest-curoles.
I'll go into the garden,
I will break the fence,
I'll dig up the ridges.
Speak, blind man,
Where are you heading?
The child must guess and name the place where he is turning his head. If he guesses correctly, another participant takes his place.

Master
Children sit in a circle. Inside the circle there are two chairs with their backs facing each other. They choose a leading gentleman, he walks inside the circle.
Children.
The gentleman walks in a round dance,
The master is looking for a girl.
(The master takes one of the girls by the hand and leads her into a circle)
Children. Found!
Master. Is my girl good?
Children. Good, hard-working, beautiful. Take a seat (The master and the girl sit on chairs with their backs to each other.) One, two, three! (On the count of “three” the master and the girl turn their heads; if they turn in the same direction, the master and the girl become a couple; if they turn in different directions, it means no luck)

Hello grandfather Prokop!
Children stand in a circle. They choose Grandfather Prokop, he stands in the center of the circle.
Children. Hello, Grandfather Prokop! (They go to the center of the circle, bow) Are the peas not ripe yet? (They return to their original place) Oh! Oh! Oh! Oh! Delicious, sweet peas! (stomp rhythmically)
Grandfather Prokop. No, it’s not ripe, I just planted it and need some rain.
Children. Rain, rain, there will be a glorious harvest (they raise and lower their hands imitating trickles of rain) Hello Grandfather Prokop! (They go to the center of the circle, bow) Are your peas not ripe? (They return to their original place) Oh! Oh! Oh! Oh! Delicious, sweet peas! (stomp rhythmically).
Grandfather Prokop. No, it’s not ripe, it’s just pouring. It's warm, we need some sun.
Children. Red sun, warm it up, there will be a glorious harvest! (they draw the sun in the air with both hands.) Hello, Grandfather Prokop! (go to the center of the circle, bow) Are the peas not ripe yet? (return to their original place) Oh! Oh! Oh! Oh! Delicious, sweet peas! (stomp rhythmically)
Grandfather Prokop. Ripe! It's time to thresh! (they walk towards each other, imitating threshing peas) Threshed!
Everyone runs away, Grandfather Prokop catches up.

Gold
Children stand in a circle, one child squats down in the middle and closes his eyes. Children extend one hand to the center, palm open, and the leader says:
The swan geese were flying
They were losing gold
And the guys came running
And they collected gold
“Gold” is placed in the hand of one of the children. Children clench their hand into a fist and quickly turn it over. The person sitting in the center of the circle stands up and tries to guess who has the “gold” in his hand. Everyone counts loudly to three. If the driver did not guess correctly, then the child will say “Here is gold!” runs away, and he catches up with him.
CONCLUSION:
Folk games teach children a lot and contribute to the development of dexterity, speed of movement, and accuracy. They teach you to be smart. Of course, these games are a national treasure, and it is important that preschoolers know and love them.

The merman (driver) sits in a circle with his eyes closed. The players dance around him with the words:

Grandfather of the water, why are you sitting under water? Look out for a little bit, Just for a minute. One, two, three - the merman don’t sleep!

The round dance stops, the “water man” gets up and, without opening his eyes, approaches one of the players. The merman's task is to determine who is in front of him. If the merman guessed right, he changes role and now the one whose name was named becomes the leader. The “merman” can touch the player standing in front of him, but he cannot open his eyes. For greater complexity, the “water”, at the last words of the song, spins towards the movement of the round dance.

P.S. When they play for a long time, many are already recognized by their clothes, so our guys sometimes change scarves, or take off some piece of clothing to make it more difficult. Squat lower or stand on tiptoes. The game is very fun. As a rule, it is played the longest.

FISHING ROD

The players form a circle. The driver, standing in the center, rotates a rope with a bag of sand tied at the end - a fishing rod. The players jump over the rope as it passes under their feet, trying not to touch it. The one who touches the rope becomes the driver. Details: Rotation of the rope should not exceed knee level.

THIRD OVER (WITH STRAP)

10-40 guys play on a small platform. Choose two drivers. The rest form a circle, facing the center in pairs: one in front of the other. The beginning is the same as in all variants of the popular game “Third Wheel”: one driver runs away from the second and can get ahead of any pair. Then the person standing behind turns out to be third, and therefore superfluous, and must run away from the second driver. The peculiarity of this game is that the second driver in his hand has a belt, belt or tourniquet twisted from a scarf, handkerchief, or just a piece of rope. Waving a belt or, conversely, hiding it behind his back, the second driver runs around the players, trying to slap (slap) the first driver with a belt before he stands in front of someone else's pair. If you succeed in making yourself angry, you need to throw the belt up and run away yourself, and the person who has made you angry must now catch up with him in order to get rid of him. The situation is constantly changing, and all players have to be on their guard, especially those standing last in pairs.

1. Drivers should not run away from the circle or cross it. 2. The belt should be relatively soft, without knots or buckles at the end. 3. Only one hit with a belt is allowed, and a playful one at that. 4. The runner can stand in front of any standing pair.

MATRYOSHKA

Guys and girls form 2 circles - internal (guys) and external (girls). The girls hold hands and walk in the sun, the guys stand behind each other and walk against the sun.

A matryoshka was walking along the path, Lost 2 earrings, 2 earrings, 2 rings, Kiss the girl, well done Girls kiss the guys A matryoshka was walking along the path, Lost 2 earrings, 2 earrings, 5 rings, Kiss the girl, well done Guys kissing the girls

BURNERS

Burn, burn clearly, so as not to go out. Look at the sky - Birds are flying, Bells are ringing: Digi - don, digi - don, Run out of the circle!

The burning man stands with his back to the stream. The guys standing in the last pair run in different directions. Their task is to join hands, but already ahead of the burning one. The burning one catches up with one of them. The caught one becomes burning.

This game can be turned from children's fun into an evening kiss when couples form a trickle - a guy and a girl. The burning one is also a guy. If he manages to catch up with the girl and kiss her before the couple unites, it means he takes her with him, forming a new couple in the stream. The guy who failed to meet his girlfriend is on fire.

TRIFON

Like Uncle Tryphon, there were seven children, They did not drink, did not eat, They all looked at each other. They did it like this at once! How so?

The one standing in the center shows movements (perhaps accompanied by music). Everyone must do the same. The driver chooses the one who does not have time or makes the wrong move, he begins to drive

TRUCK

The guys grab each other by the waist and stand in single file along the spring stream. Everyone sings:

The spring flowed, white and snowy: Over clean fields, Over blue seas, Over mosses, over swamps, Over green logs. The Tsar is going to get married, the Princess orders him to return: I will come to you myself, in the summer - in a carriage, in the winter - in a carriage, in the spring - in a shuttle!

Then they try to jump over the stream sideways without touching the water. But at the same time, everyone interferes with his neighbor. The one who touches the water is eliminated from the game.

FIGHT WITH SACKS

To fight with bags, you need to fence off the area. This type of wrestling, where one hand must be kept tightly pressed to the lower back, can only be performed with one hand. Here the ability to move, feel the enemy’s movement, and use his inertia becomes more important. Our guys very often play on a log, which is driven in at a certain height above the ground.

COCKERS

A circle is drawn on the site. Two players stand in a circle. Each player stands on one leg and bends the other at the knee. Hands behind your back, bent at the elbows, like “wings”)) The players’ task is to push the opponent out of the circle, without using their hands and standing on one leg. (They push each other with their shoulders).

Children stand in a circle, hold their hands behind their backs, and one of the players, “Zarya,” walks behind him with a ribbon and says:

Dawn - lightning, Red maiden, Walked across the field, Dropped the keys, Golden keys, Blue ribbons, entwined rings - She went for water!

With the last words, the driver carefully places the ribbon on the shoulder of one of the players, who, noticing this, quickly takes the ribbon, and they both run in different directions in a circle. The one who is left without a place becomes a "dawn". The game repeats itself. Runners must not cross the circle. The players do not turn around while the driver chooses whose shoulder to put the ribbon on.

RADISH

“Beggar” and “grandmother” are selected. The players stand behind the “grandmother”, holding each other’s shoulders. The “beggar” goes around the column singing:

I walk around my grandmother. I ask her for radishes: Grandma is a snotty one, Radish is a worm, Grandma, grandma, give me some radishes! “Grandma answers”: go ahead, pull it.

The “beggar” goes to the end of the column, grabs the last player by the waist and pulls him towards himself. All the players he managed to pull out stand behind him, holding each other’s waists. The task of the “beggar” is to pull out all the radishes with the “granny”. That part of the team behind the “beggar” is holding each other by the waist.

DRAKE AND DUCK

A Drake (boy) and a Duck (girl) are selected. We stand in a circle. Initially, the duck is in a circle, the drake is behind the circle. A song is sung, you can just talk.

The drake drove the duck, The young one drove the brimstone, Let's go home, gray duck, Let's go home, gray one, You have seven children, The eighth is the drake, And the ninth is herself, Kiss me once.

The drake and the duck can run as they please, the circle can help or hinder them. This is a variation of the game "Cat and Mouse". When the Drake catches up with the Duck, they stand in a circle and the players sing: “If you kiss, don’t play around anymore.” The guy kisses the girl.

We divide into 2 equal teams. The players stand tightly pressed with their elbows, opposite each other, almost wall to wall. It looks like a machine. On both sides of the street there are a guy and a girl - these are shuttles. We converge towards each other 4 steps and disperse back with the words:

“I am a cheerful weaver, I can weave well. Pinch-ponch-klepa-klepa, I know how to weave well." There is an option like this: The shuttle runs - the earth trembles. He sews and sews, then sends

first they converge (4 steps - I am a cheerful weaver), then they diverge (4 steps), etc. The shuttles must have time to run through the street when the “loom” disperses, then run in the opposite direction when they disperse the next time, etc. The speed increases as soon as the shuttles get caught between the streets (“they have woven a thread”). New shuttles are selected and the game starts over.

If the ranks are formed of different sexes, female and male, then when they get closer, the guys try to kiss the girls, and the shuttles then come out in order from different sides of the walls and kiss as they run between them. When they have run, they join their “village” and stand in a line. Addition to the game Shuttle, aka Weaver

Knead the dough

We make a big circle. The presenter is inside. The circle shrinks with the words: “Knead, knead, knead the dough...” When the circle has shrunk to a minimum and those standing in the circle are “kneaded” with their fists, they raise their hands and the circle begins to “swell” (we disperse in different directions) with the words: “Blow up the bubble, swell big, stay like that, but don’t burst.” The circle swells until it breaks at some point. Those 2 people (or more) who broke also stand in the center of the circle, and the game continues. Players who are in the circle can help the “bubble” burst. ;-) The game ends when there is no one left outside the “bubble”.

IN RINGS

Children sit in a row and fold their palms into a boat. The driver places his palms in the palms of each participant in the game. To one of them he must quietly leave a “ring” - a ring, a pebble, a nut, which is squeezed between his palms. At the same time he says:

I’m walking along the bench, I’m burying the gold ring - In my mother’s mansion, Under my father’s castle. You can't guess, you can't guess! I can’t tell you, I can’t tell you!

Those sitting answer:

We have been wondering for a long time, We have been looking for the ring for a long time, Everything is behind strong locks, Behind oak doors.

Then one of the players tries to guess who has the hidden ring. They say to him: “The ring rolled from the red porch, along the barns, through the cages, through the barns, through the entryway. Find the golden ring! If he finds one of the players who has a ring hidden, they simultaneously run in different directions, running around the bench. Whoever sits in the empty seat first is the driver. He hides the ring again.

2. Option: "Ring".

Children sit in a row on a bench and fold their palms into a boat. The driver places his palms in the palms of each participant in the game with the first lines of the verse “Ring-ring...”

He must discreetly leave a “ring” for one of them. Having walked around all the players, the driver finishes the poem:

"Ring-ring, go out onto the porch!"

After the words “Get out on the porch!” the one who has the ring must jump up and run to the driver. Other,. without getting up from the bench, they try to hold him, crossing their arms. If Ring manages to jump out, he becomes the new driver.

ROPE

The players stand in a circle holding the string with their hands. The driver moves inside the circle, trying to insult someone's palm while it touches the rope. To escape, those standing can pull this palm away from the rope or move it along the rope. The rope cannot touch the ground, so those standing nearby must pick it up. The salted one replaces the driver. The fun begins when there are 2 or more drivers in the circle to complicate the game

BLINKERS

Participants stand in a circle in pairs (boy - girl) so that one person stands in front of the other. One member does not have a pair. His goal is to lure someone from the inner circle to himself by discreetly winking at him (her). The task of the players standing in the outer circle is to notice this and keep their “half” in time. The one who doesn't hold back drives.

GOLDEN GATE (CIRCULAR)

3-4 people participating in the game form a circle, standing facing the center and raising their clasped hands. A chain of other players holding hands runs through this “gate.” The standing players (gates) sing:

The Golden Gate does not always let you through: The first time it is forgiven, The second time it is forbidden, And the third time we will not let you through!

After the words “we won’t let you through,” those who form the “gate” give up. Those inside the circle join hands with those forming the circle, increasing the number of “gates”. Those not caught restore the chain and run again. With each gate closing there are fewer and fewer people running. The three uncaught participants in the game are declared winners.

1. A player who must pass through a gate must not stop in front of it (for fear that it will close). Anyone who stops is considered caught.

2. Those walking or running should not unclasp their hands. You must hold hands with at least one player. Anyone who runs without holding hands with anyone is considered caught.

3. You can only lower your hands (“close the gate”) at the last word of the song. Those caught ahead of time must be released.

4. To avoid injury :-) do not forget that people’s heads are not made of cast iron. Lower your hands carefully.

GOLDEN GATE

Out of 6-20 participants in the game, choose two stronger ones. They step aside a little and agree which of them will be the Sun and which will be the Moon (Month). Those who have chosen the roles of the sun and moon stand facing each other, take hands and raise them, as if forming a gate. The rest of the players, holding hands, walk in a line through the “gate.” At the same time, they sing their favorite songs. When the last person to walk through the gates, they “close: the Sun and Moon lower their raised hands and the one who walked last finds himself between them. The detainee is quietly asked where he would like to stand, behind the Moon or the Sun. Then all the players go through the “gate” again, and again the last one is stopped. This is repeated until everyone is assigned to groups. Then the groups perform tug-of-war, holding hands or using a rope, stick, etc.

9 PEBBLES

To play you need a fairly hard and level surface and a ball. Draw a 3 x 3 square, find 9 pebbles and place them in a pile/pyramid in the central cell. At some distance, so that it is not too difficult and not too easy to throw, draw a starting line.

Use a counting machine to select a pebbler. They line up at the line and take turns throwing the ball, the goal is to hit the hill so that the stones scatter. The galler stands on the opposite side of the square: he must catch the ball and throw it to the next player. Those who don't get in go to the end of the line.

As soon as someone gets into the pile, everyone scatters in different directions, because the filler first catches the runaway ball, and then chases after everyone, trying to hit someone with the ball. He insulted - the game stops, whoever he insulted is the one who screws up. Meanwhile, while he is somewhere far away, the participants, if possible, should arrange all the pebbles into cells. As soon as this is done, the game is repeated again, and the galler remains a second time. Team spirit is fostered, in my opinion. And dexterity, of course.))

AT THE BEAR IN THE FOREST

Two lines are drawn on the site at a distance of 10 meters from each other. Behind one line is the driver - the “bear”, behind the other - the “house” in which the children live. Children go out of the “house” into the “forest” to pick mushrooms and berries. They approach the bear's den with the words:

“I take mushrooms and berries from the bear in the forest. But the bear is not sleeping, and is looking at us.”

With the last words, the “bear” jumps out of the “den” and tries to catch the children running away to their house. The caught player himself becomes a “bear”.

ALENUSHKA AND IVANUSHKA

The players stand in a circle and join hands. Alyonushka and Ivanushka are chosen, Ivanushka is blindfolded. They are inside the circle. Ivanushka must catch Alyonushka. To do this, he can call her: “Alyonushka, where are you?” Alyonushka must definitely respond: “I’m here!” As soon as Ivanushka caught Alyonushka, other guys take their place and the game starts from the beginning. P.S. Alyonushka may have a bell in her hands, for complexity.

The game takes place on a limited area, the boundaries of which cannot be crossed by any of the players. Two or three players join hands, forming a “net”. Their task is to catch as many “swimming fish” as possible, i.e. the rest of the players. The task of the “fish” is not to get caught in the “net”. If the “fish” could not evade and ended up in the “net”, then it joins the drivers and itself becomes part of the “net”. “Fish” do not have the right to tear the “net”, i.e. unclasp the hands of the drivers. The game continues until the player who turns out to be the most “agile fish” is determined.

GARDENER

Do you remember the cute children's game of "gardener"? For this, kids will need some knowledge of botany. Each player is called a flower. The driver says:

I was born a gardener, I got really angry, I’m tired of all the flowers, Except... the tulip. The named flower should quickly respond: - Oh! - What happened to you? - I'm in love! - In whom? - To the rose!

Now the “rose” responds in the same way, and the game continues.

SHEMELA

Children's girlish game: running in starts on their haunches, while singing: My mother did not teach me to weave or spin, but my mother taught me to play with a shemel!

SPARROW

According to the counting rhyme, they choose the driver (“sparrow”). All players come up with names for some tree or flower: poplar, birch, oak, maple, viburnum, raspberry, rose, etc. Everyone calls themselves loudly, since these names need to be remembered. Everyone except the driver sits on chairs in a circle. A chair is placed in the center of the circle: this is a “column” on which the driver, the “sparrow,” sits. He sits “on a post” and sings. The rest of the players can sing along.

Chiv-chiv-chiv, little sparrow Sat and sat on a post, The sparrow flew and flew to the raspberries! The one who called himself “raspberry” should quickly pick up the song: Chiv-chiv-chiv, little sparrow Sat and sat on a post. The sparrow flew and flew to the birch tree!

This continues until someone sings "on the column"! As soon as these words are spoken, all players must quickly change their places, including the driver. You just can’t occupy a “column”. The one who is left without a place becomes the driver. He sits on the “column” and the game continues.

12 STICKS

For this game you need a board and 12 sticks. The board is placed on a flat stone or small log to create something like a swing. All the players gather around this “swing”. 12 sticks are placed on the lower end, and one of the players hits the upper end so that all the sticks fly apart. The driver collects the sticks, while the players run away and hide. When the sticks are collected and placed on the board, the driver goes to look for the hidden ones. The found player is eliminated from the game. Any of the hidden players can sneak up to the “swing” unnoticed by the driver and scatter 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 are found and the driver manages to keep his sticks. The last player found becomes the driver.

FLOOR, BOW, CEILING

This game is also a good test of attentiveness. It is very simple, its rules are easy to explain. With your right hand, point to the floor and say: “Floor.” Then point to your nose (it will be better if you touch it), say: “Nose,” and then raise your hand up and say: “Ceiling.” Take your time. Let the guys show with you, and you will call. Your goal is to confuse the guys. Say: “Nose,” and at this time point to the ceiling. The guys must listen carefully and show correctly.

PAN

5 - 10 participants in the game should be approximately equal in strength. They stand in a circle and hold hands. A circle is drawn at the very feet - a “frying pan”. Then everyone walks or runs around the circle. At the leader’s signal, they stop and begin to pull their neighbors to the right and left into the “frying pan”, while they themselves rest their feet. Whoever stepped on the “frying pan” was “baked.” Then everyone runs around the circle again. This game continues until there are one or two “uncooked” left; they are the winners. This folk game is best played in winter. It makes it hot even in the cold.

1. It is fashionable to start pulling on the “frying pan” only upon a signal from the leader. 2. The one who lets go of his neighbor’s hand is considered a loser - “baked.”

PUT A RING ON

A board 2.5-3 m long is placed on the ground. Holes are drilled in it every 25-30 cm (9 in total). A figurine (or peg) carved from wood is inserted into the central hole. The players stand at opposite ends of the board at a distance of 1 m from it and take turns throwing the rings, trying to put them on the figure. If it hits, the player moves the piece one space closer to himself. The winner is the one who manages to move the piece to the outermost hole at his end of the board first.

The game is played on the lawn. All participants stand in a circle and pass a volleyball to each other using a volleyball pass (from above or below). The one who made a mistake when receiving the ball or sent it inaccurately sits in the center of the circle. The participants in the game, passing the ball in a circle, from time to time direct it at those sitting with a strong blow. If the ball is not caught by them and bounces, it is put back into play. If the player does not hit those sitting with the ball, he himself takes a place next to them. The circular “shooting” continues until one of the people sitting catches the ball. Then everyone sitting gets up and takes their place in a circle. And the participant in the game whose ball was caught by one of those sitting goes to the center of the circle.

GUIDE

Men stand in the inner circle, facing the center of the circle, hold hands and close their eyes. In the outer circle, girls dance in a circle to the music. After some time, at the leader’s signal, a clap or a whistle, the girls begin to sort out the guys - any one they like from those who are closer. They take the guy by the hand and lead him in a circle, the guy walks with his eyes closed the whole time. It is advisable that the number of girls and boys coincide so that no one is left standing alone in the inner circle.

At the leader’s signal, the girls carefully line up the guys again in the inner circle, and they themselves move on in a round dance. This is repeated three times. When, after the third time, the guys are again placed in the inner circle, the leader gives a signal - “You can open your eyes.” The sharing begins. The guys describe their feelings, name which of the three girls they liked, whom they would like to see. Girls are usually happy to confess and show themselves. Then the girls stand in the inner circle with their eyes closed, and the guys stand in the outer circle, and everything repeats.

KERCHIEF

Everyone stands in a general circle. The leader comes out and throws up one or more small handkerchiefs, depending on the number of people. The guys' task is to catch the handkerchief. If at least one of the handkerchiefs fell to the ground, for the guys who didn’t catch it there is a symbolic punishment, for example, to do 10 push-ups. Next, those who caught the handkerchief approach the girl they like and invite her - they put the handkerchief on her shoulder. Then, while dancing to the music, the guy must take the handkerchief from the girl without using force, and the girl must also dodge while dancing and not let the handkerchief be taken away. Note - this is a folk game and the music usually sounds folk. The music continues until all the guys in all pairs have taken their handkerchiefs. If the guy took the handkerchief before the others, he dances with the girl holding the handkerchief until the end of the music.

Then one person throws all the handkerchiefs up again.

Remember that in dance you demonstrate grace, stature, agility and ease. A guy simply trying to drive a girl into a corner or behaving like an opponent in a sports ring looks just as funny and ridiculous as a girl trying to save a handkerchief by hiding it in her fists or wrapping it in knots around her fingers.

HOT NUMBERS

The guys sit down, the girls sit on their knees. One guy without a partner. The presenter passes and speaks into each girl’s ear her number according to the number of girls. Then he begins to spank his “empty” knees with a belt or whip. The guy has to shout out the number, that girl runs and sits on his lap, protecting him from the strap. The presenter rushes to the “empty” knees, the guy shouts a number and so on.

A very fun outdoor game.

Still in the process, in order to confuse the one with the belt next to them, those sitting next to them can negotiate and change numbers! Otherwise, after some time, the presenter with a belt manages to learn all the numbers and reacts very quickly.

LOG

Externally, the game looks like a round dance around a log. Participants (approximately three to ten people), holding hands, create a circle. A log is placed in the center (approx. A.K. - Currently, in the context of military historical reconstruction, the log is replaced with a sword stuck into the ground, which is why in this environment the game is called “Sword.” We can assume that in more ancient times instead of a log, it was a sword that was used, because of which one can draw conclusions about the military affiliation of the game). The players' task is not to drop the log, and at the same time to drag other players onto the log, forcing them to play with the log and eventually drop it. The participant who drops the log is eliminated from the game. Thus, the number of players is reduced. Also, the game does not allow you to unclasp your palms. A pair of players who have separated their hands leaves the circle. The game continues until a winner is identified.

Sometimes, to achieve victory, the use of wrestling techniques is allowed, for example, jerks, trips, sweeps, hooks and various types of tamping.

It is worth noting that during the game, participants try not to run away from the log, but, on the contrary, to move towards it. At the same time, performing various kinds of jumps over a log, they throw their leg over the log, etc.

TRACK

6 - 10 people are enough to play. One person is driving, everyone else forms a “wall”.

This game is played on a flat surface. As the name suggests, the game can be played, for example, on a rural dirt road. Everyone except the driver becomes a “wall” across the road. Driving at a distance. The wall is set up as follows: all players stand tightly in one row, putting their left leg and shoulder forward. When mutual readiness begins, the game begins. The driver says:

Can I walk along your path?

Everyone else answers:

No one walks on our path, no one drives! Try it yourself!

After these words, the driver runs up and, making maximum efforts, tries to break through or squeeze through the “wall” of players. If the driver passes through the “wall”, then the next one takes his place (or, alternatively, the one who let the driver through). And so on.

Two guys play this traditional game. Each of them has a hat on their head. Upon mutual readiness, the players begin, sometimes indicating the beginning with some action, for example, a “pile.”

The task is to use your dexterity and resourcefulness, using various tricks and feints, to knock the hat off the enemy’s head. There are variants of the game when the hat can not only be knocked off with a blow like a slap, slap, etc., but also torn off. A hat falling to the ground is a sign of victory.

IN general outline Without taking into account the various variations of this game, the rules are as follows:

Hit the hat. - Hit with an open palm. - During the competition, do not hold or adjust your hat with your hands. - The winner is the one who remains in the hat.

"Tag with the house." For those escaping, a “house” is drawn on the site, in which they can escape from the “tag”, but they have no right to stay there for a long time. Tags “Feet off the ground”. To escape from the “tag”, the players must lift their feet off the ground (floor). For this purpose, they climb onto some object or sit down, lie down, raising their legs up. In this situation, the “salka” has no right to salt them.

Salki "Give me your hand." In this game, the person running away from the tag shouts: “Give me your hand!” If one of his comrades takes his hand, then the driver has no right to insult them. If another player joins on the other side, that is, there will be three of them, the driver has the right to kill any last one.

"Tag-crossings." Those running away can help each other out by crossing the road between the catching “tag” and the one running away. As soon as someone crosses the road, “Salka” must catch him. Here again, someone tries to help out a comrade and runs across the road, the “salka” begins to catch him, and so everyone tries to save the comrade, whom the “salka” is running after. The driver (“tag”) must quickly switch and catch a new player who has crossed the road.

Rules for all Salkas

  • To catch (salt) players means to touch someone with your hand or a certain object (handkerchief, tourniquet, snowball, etc.), but not to grab the player or drag him.
  • Players can only run within the established boundaries of the site. Anyone who runs beyond the agreed boundary is considered caught and changes roles with the “tag”-driver.
  • Each new “salka” driver must announce that he has become a “salka” so that everyone knows who to escape from.

Blind Man's Bluff

“Blind Man's Bluff” is an ancient game that has many varieties. Children of all ages play it. The number of participants is usually from 4 to 25 people. In all varieties, the essence is the same: the driver with his eyes closed - “blind man's buff” - must catch other players and guess who he caught.

All players, holding hands, form a circle. The driver (by lot) stands in the middle of the circle. He is blindfolded or has a cap placed on his head to cover his eyes. You can give the driver a stick, or you can play without it. All players move in a circle in one direction until the driver stops with the command “Stop!” Then everyone stops, and the driver extends his hand forward. It should be taken up by the one playing at whom it is directed. The driver asks him to raise his voice, that is, to say something. The player calls the name of the driver or makes any sound by changing his voice. If the driver guesses who voted, he changes place and role with him. If he doesn’t guess correctly, he continues to drive.

  • You can ask for a voice up to 3 times, after which the driver must say who is holding his hand (or wand).
  • If the driver fails to guess 3 times, he is replaced by a new driver by lot or choice.
  • When the driver asks for a voice, there must be complete silence.

FOUR CORNERS.

This game has been in different places different names: “Corners”, “Angles”, “Gossip”, “Keys”. They played it in the northern provinces and in Astrakhan, in Siberia and Central Russia. “The game takes place mostly in log houses in the summer, rarely in huts in winter, but sometimes, however, they play both in summer and winter in the open air, having first outlined a quadrangle for this.” The main thing in the game remains the same; five people play; four stand in the corners, and the fifth (sometimes called the mouse) is in the middle. He drives. According to his word (in Vyatka it sounded, for example, like this: “From corner to corner with an iron rod!”) those standing in the corners change places, running from corner to corner. And the driver at this time tries to occupy some corner that is vacant for a few moments. The one who ended up without a corner now drives himself. In the Vladimir province, the game (that’s where it was called “Kumushka”) went like this: the driver comes up to someone standing in the corner and says: “Kumushka, give me the keys!” He replies: “Go and knock there!” At this time, the others run across, changing places. The driver must have time to take someone's place.

VARIETIES OF ANGLES

"Keys."

The players are distributed into circles. The driver is in the middle. He walks up to someone and asks, “Where are the keys?” The person in the circle answers him: “Knock there!” - and indicates the direction. When the driver leaves in the indicated direction, the responder changes place with someone, and the driver tries to take one of their places.

"Cheer by the tree."

They play on the lawn where there are trees. Everyone except the driver stands near the trees, the driver stands in the middle between the trees. Those standing by the trees begin to run from tree to tree. The driver must smear them before the runner runs up to the tree and says: “Abscond with the tree!” The one who is salted becomes the driver, and the driver takes his place at the tree.

SWAN GEESE

The game involves from 5 to 40 people. Description. On one side of the site (hall) a line is drawn separating the “goose barn”, on the other side - a line behind which there is a “pasture”. From the players they choose a “shepherd” and a “wolf”. The rest are “geese” and “swans”. They stand in a row in the gooseneck. The “Shepherd” is located on the side of the “geese”, the “Wolf” is in the middle of the site. “The shepherd” says: “Geese-swans, walk until you see the wolf!”

All the “geese” and “swans” “fly to the pasture”, imitating the birds. As soon as the “shepherd” says loudly: “Geese-swans, go home, the gray wolf is behind the mountain!”, they run away from the “pasture” into the “goose coop”, and the “wolf” catches them to the line of their “goose coop”. Those caught are counted and released into their “herd” or they go to the “wolf’s den” and remain there until he is replaced. They play with one “wolf” 2-3 times, then choose a new “wolf” and a “shepherd” from those not caught. In conclusion, the best “geese” (who were never caught by a “wolf”) and the best “wolf” (who managed to catch more “geese”) are noted. If there are few participants, then they play until all the “geese” are caught.

1. The “geese” are allowed to run out and return to the “geese” only after the words spoken by the “shepherd”. Whoever runs away first is considered caught.

2. “Wolf” can catch only after the words “under the mountain” and only up to the “goose line” line. Children love to have a conversation between the “shepherd” and the “geese” in this game: after the words “gray wolf behind the mountain,” the “geese” ask: “What is he doing there?”

3. “The shepherd” answers: “He’s nibbling the geese!”

Which ones? - Gray and white.

After the last words, the “geese” run home to the “goose barn.” This game can be complicated by introducing a second “wolf” into it, placing obstacles in the form of benches (“road”) on the path of movement of the “geese” and “swans”, along which you need to run or jump.

4. The driver has the right to catch those running away only up to the “home” line; a player caught behind the line is not considered caught.

SWAN GEESE VARIETY

All players stand at the same conditional line. The driver is selected. He says:

Geese-geese The team answers: Ha-ha-ga Driver: Do you want anything? Team: Yes, yes, yes. Driver: Well, fly! Team: We can't. Gray wolf under the mountain, won't let us go home. Driver: Well, fly as you want, just take care of your wings!

After this, the entire team runs over the second conditional line. The driver is trying to catch (not catch, but grab and hold) some player or even two. The one who was caught joins the driver, and everything is repeated from the beginning, but the other two players are already caught. The game continues until one “goose” remains uncaught - this player is considered the winner.

AT THE BEAR IN THE FOREST

The game involves children from 3 to 40 people. One driver is selected - a “bear”, who stands in the corner of the site (or room). The rest of the players are children. They are located on the other side of the site in their “home”. The space between the “den” of the “bear” and the children is “bor” (“forest”). Children go to the “pine forest” for “mushrooms” and “berries”, gradually approaching the “bear”. While picking “mushrooms” and “berries”, children chant:

I take mushrooms and berries from the bear in the forest, The bear has caught a cold, and is frozen on the stove! The last two lines are now often replaced with: And the bear sits and growls at us!

After the last words, the “bear”, who had previously pretended to be asleep, stretches and runs towards the children, and they quickly turn and run to their “home” or scatter in different directions, trying not to get caught by the “bear”, who is trying to catch them (touch them with his hand - to make one's face). Whoever the “bear” catches changes roles with him. If the “bear” fails to catch anyone (all the guys will hide in their “house”), he goes to his “den” and continues to drive.

1. “The Bear” has no right to run out and catch the guys until they say the last words of the recitative.

2. Fishing is only possible within the established limits of the site.

Option: Draw two circles, one circle is a “forest” (berries and mushrooms are placed in the middle of it), the other is a “village”. One of the participants in the game, depicting a bear, sits in the “forest”. The rest go from the “village” to the “forest” to pick berries and mushrooms, the guys have a basket in their hands. Everyone sings:

The bear has mushrooms and berries in the forest. But the bear is not sleeping, He keeps looking at us, And then he growls and runs after us. The guys walk around the “forest” and tease the Bear: We take the berries, but don’t give them to the bear. Let's go into the forest with a club - Hit the bear in the back!

Passing the basket to each other, they try to run into the “forest” and throw berries and mushrooms into the basket. Whoever the Bear catches in the “forest” is eliminated from the game. When someone manages to run into the “forest” and throw berries and mushrooms into the basket, everyone runs to the “village”, and the Bear catches up. If the Bear catches up with the guys and takes the basket, he takes the berries and mushrooms for himself. And if the guys manage to escape from the Bear to the “village,” then a new Bear is chosen and the game continues.

ROCKET

This game involves schoolchildren of any age and youth. The most convenient number of participants is from 10 to 20 people (if the number is more than 30 or less than 5, it is already difficult to play). The game does not require much space. Description

The players form a circle, facing the center. The driver (usually volunteered) steps aside, since he should not see who will be chosen as the ringleader (entertainer). The leader’s task is to show various movements, which the rest of the players must immediately, keeping up with him, repeat: clap their hands, squat, jump, shake a finger at someone, etc. The leader is called into a circle, and he begins to walk inside it , looking closely to see who is “starting” a new movement each time. After three movements have changed with him, the driver must guess the ringleader, but he tries to change movements unnoticeably, choosing the moment when the driver is not looking at him.

If the driver mistakenly calls any participant the ringleader, the game continues. But after three mistakes, the driver leaves the circle, and at this time a new ringleader is chosen (or they can, if they wish, leave the old one). If the driver guesses the ringleader, then he changes roles with him. Rule: The driver is not allowed to look for a long time without looking away at one of the players (the supposed ringleader); he must turn in different directions.

Those playing the counting rhyme choose a Flower, and then are divided into two groups: Watchmen and Bees. The watchmen, holding hands, walk around the Flower and sing:

Spring bees, Golden wings, Why are you sitting, not flying into the field? Does Al beat you with rain, Does Al bake you with sunshine? Fly over the high mountains, over the green forests - to a round meadow, to an azure flower.

The bees try to run into the circle, and the Watchmen, now raising and lowering their hands, interfere with them. As soon as one of the Bees manages to penetrate the circle and touch the Flower, the Watchmen, who were unable to protect the Flower, scatter. The bees run after them, trying to “sting” and “buzz” in their ears.

KITE

Girls with wreaths on their heads join hands and stand in a circle. The boy - Korshun - goes out to the middle and sits down. They talk to him:

Little kite, what are you doing? - I'm digging a hole. - What are you looking for there? - Money. - What is the money for? - Buy a needle. - What to do with a needle? - Sew a bag. - What is the bag for? - Put down pebbles. - What are the pebbles for? - Throw at children. - Why throw at children? - They tore all my flowers. - Why do they need flowers? - Make wreaths!

Everyone starts walking around Korshun and singing:

We went to the little green garden, picked a flower from the grass, picked a flower from the grass, put a wreath on our head. Kite-kite, sit high, Kite-kite, look far: Through three clean fields, Through three blue seas, Through three dark forests, Through three green gardens. Mashenka is coming to you, carrying a blue wreath.

Kite gets up and takes the girl whose name was named in the song out of the circle. She puts her wreath on him, and they spin around while singing the same song. So Korshun goes around all the participants in the game. Having collected the wreaths, Korshun sits down somewhere away from the round dance. Each girl comes up to him and asks for her wreath back:

Kite kite, Give me back my wreath! All summer I walked, My arms and legs ached; The mosquitoes bit my white hands, the knot-hooks pushed through my eyes, the nightingales began to sing, the wet drops wetted my clothes - While I was collecting flowers, I was making a wreath. Kite kite, Give me back my wreath!

The kite asks her riddles or makes her dance or sing and then returns the wreath. The girl who received her wreath says: “And I cried for my wreath, I begged for my wreath, and I came out for my wreath, I danced my wreath!” So Korshun returns all the wreaths. Then a new Kite is chosen and the game continues.

TOPOLYOK

The participants in the game take the names of the trees: oak, birch, rowan, pine, maple, etc. Holding hands, they stand in a circle and move in one direction or the other. Each player sings a song about “their” tree. For example, they sing about poplar:

The poplar stands Thin and tall, Thin and tall, The leaves are wide. The sun bakes him, the frequent rain whips him, the wild wind blows, the little poplar tilts, And he rings with his crown And stands cheerfully.

Then the blind man's buff chosen according to the counting rhyme comes out to the middle of the circle. They blindfold him with a scarf and give him a tourniquet or belt. Zhmurka names two trees, and two guys immediately run and change places. Zhmurka catches them, trying to wrap a tourniquet around them. The one who is caught becomes a new blind man's buff.

Plowmen and Reapers

Two circles are drawn along the edges of the playing area: one means “field”, the other means “arable land”. A line is drawn between the circles at an equal distance. All participants in the game are divided into two teams. One team is Plowman, it stands on one side of the line - where the “arable land” is; the other team - the Reapers - stands on the other side of the line - where the “field” is. The driver stands to the side. The plowmen, addressing the Reapers, sing:

We plowed the arable land, plowed deep furrows. The furrows are deep, the stripes are wide. And you are thin reapers - Your sickles are dull! The reapers answer: Your plowman is Sysoy, His plow is dull. He did not plow the arable land, He lay on the boundary, He lay on the boundary, The raven was counting. And we are young reapers, We have golden sickles. We reaped our lives, Knitted them in sheaves, We took them out to the threshing floor, We threshed them with a flail, We beat out the grain - We started with pies!

Immediately the driver throws up a block of wood (with bark on one side, smoothly planed on the other). The bar falls down with its bark side and up with its smooth side, the driver shouts:

“One, two, three - run to the field!”

At this command, the Reapers run across the field, and the Plowmen, having crossed the line, catch up with them, trying to catch them. Reapers who managed to run into the “field” can no longer be caught. The captured Reapers move to the Plowman team. Then everyone returns to their places to the line. The driver throws the block again, and the game continues. They play until one of the teams catches all the members of the other team.

Toad is selected. The rest draw a circle and stand on the line. The toad goes to the middle of the circle, and they talk to her:

Why do you need four legs, Toad? - To jump on the grass with outstretched legs. - Show me, Zhabka, how you jump and jump. - And I am like this and like this!

And the Toad shows how she jumps, and the children standing on the circle line sing:

Boda-boda-bolabada, A toad lives by the swamp. With his eyes bulging, he sits and says loudly: “Kwak-kwak, kwak-kwak, And I’m jumping like this!”

The toad jumps and tries to “trash” one of the guys. And the children, dodging, run along the circle line. Whoever the Toad touches becomes a new Toad.

Option: After the words: “And I jump like this!” The toad shows some movement that everyone else must repeat. The Toad chooses the one who completed the task best and he becomes the new Toad.

SPARROW

The Gardener and Sparrow are chosen. The remaining participants in the game, holding hands, form a circle. Nuts (apples, plums, etc.) are placed in the middle of the circle - this is a “garden”. To the side, about ten steps away, they draw a circle - a “nest”. The round dance moves slowly in a circle, everyone sings:

Small sparrow. Gray, remote, scurrying around the yard, collecting crumbs; He spends the night in the garden and steals berries.

The sparrow runs into a circle (the guys, raising and lowering their hands, let him in and out), takes one nut and tries to take it to the “nest”. The gardener guards the circle and, as soon as Sparrow runs out of the circle, he begins to catch him. If Sparrow manages to put the nut in the “nest”, he plays again. The caught Sparrow changes role with one of the participants. But before that, he must pay off Ogorodnik and fulfill the wishes of the round dance, for example, sing, dance, etc. At the same time, they sing to him

No sparrow can fly for ages, no pecking berries in the garden, no sitting on an oak stamen. And you, little sparrow, sit on the meadow, And you, little gray one, sit in a circle. Isn't it time for you to get up and fly, dance in our round dance!

At the end of the game, they count which sparrow brought the most nuts to the “nest”. He is declared the winner and all the nuts are given as a reward.

KUBAR

It is interesting to note that already in the 10th century. The kubar had such a perfect shape that it has hardly changed to this day. The simplest kubari were hewn with an ax and a knife (and later on a lathe) from a wooden cylinder with a diameter of 4 to 8.5 cm and a height of 5 to 11 cm by cutting its lower end into a cone shape. Sometimes the kubar were given a more intricate shape: with an interception approximately in the middle of its height, or a groove was cut out (the kubar in this case was called a “point”. A mandatory accessory for games with the kubar is a whip (a rope on a short stick) or simply a rope 50-80 cm long, with the help of which the head spins to a fast and stable rotation. School-age children play in groups of 2-10 people, sometimes alone.

Description. Kubar is launched in different ways. Sometimes it is untwisted between the palms, and more often a rope is wound around the head and the end is pulled forcefully. This gives the kubar a rotational movement, which can then be maintained by whipping the kubar with a whip or rope. At the same time, the kubar does not fall, but only bounces slightly “as if alive” and begins to rotate even faster, moving gradually in a certain direction. Skilled players compete by driving the kubar in a predetermined direction, often winding, maneuvering between various obstacles (stones, sticks, ditches, etc.) or overcoming an obstacle (small hillocks, puddles, piles of sand, snow, etc.).

Beginning players are satisfied with a simple competition to see who can spin their head the longest without whipping them with a whip or with a certain minimum of whippings. When they master this perfectly, they begin to arrange fights between the kubars, forcing them to collide until one falls on its side. You can try to drive several kubars at once with one whip, or force the kubar to do somersaults in the air, etc.

The number of all kinds of head over heels games and fun is almost limitless. When, for example, a group of modern city schoolchildren were taught to drive kubari, they soon began to organize games reminiscent of hockey, where the rotating kubari served as a puck, whips served as sticks, and the goal was to drive the kubari into the opponent’s goal. In Russian villages, in some places, kubari are driven exactly as they were a thousand years ago. Distinctive feature Russian games with head over heels is that they are most often held in winter - the head over heels are raced on smooth ice.

Each version of the game “Kubar” has its own rules. In some cases, the number of kubar spins is limited by agreement (participants compete to see who can spin the kubar longer), in others this is not taken into account, and the results of the game are determined only by the movement of the kubar - what actions the player will have time to perform with it before the kubar falls.

This (or very close to it) game was widespread among Russians a thousand years ago. During excavations of Ancient Novgorod already in the layers of the 10th and 11th centuries. Many wooden balls and numerous remains of wooden clubs - sticks with a curved end - were found.

Young men or teenage boys play, usually 7-10 people. Each one has a stick 0.8-1 m long (lately hockey sticks are sometimes used). In the middle of a site measuring at least 20 x 20 m, a “cauldron” is dug - a shallow hole with a diameter of 15 to 50 cm, sometimes larger. Small holes are made around a radius of 1.5-2 m, which in different places are called “holes”, sometimes “mazels”, sometimes “onions” and in other ways. Their dimensions are such that the end of one club can easily fit in them, but there is no room left for the second. The number of holes is equal to the number of players without a driver. He is chosen by lot or by throwing sticks (whoever throws closest leads).

Description The driver takes a wooden ball with a diameter of 7-12 cm and moves aside, and the rest of the players stand at the holes, lowering the ends of their clubs into them. Having moved away from the circle in any direction to the distance specified before the game (usually 7-10 m), the driver throws the ball so that it rolls or flies with a canopy low above the ground and falls into the central hole - the “cauldron”. The rest of the players hit the flying or rolling ball with their sticks. If he still ends up in the “cauldron”, then everyone must exchange holes with each other. But at this time, the driver often manages to run up and take one of the holes with his club. The one left without a hole changes roles with the driver. If the ball was hit on the fly and did not fall into the “cauldron”, the driver runs up to it and begins to drive it along the ground with a club, trying to roll it into the “cauldron” in any way and force the players to change holes. However, all players, in turn, strive to prevent the ball from falling into the “cauldron”. To do this, they hit the ball with their sticks. It happens that one or even several players run quite far from their holes, driving the ball away from the “cauldron”. But at the same time, each of them must ensure that the driver, having left the ball, does not run to the holes and occupy the hole left unguarded with his club. Then the former owner of the hole becomes the driver. However, any of the remaining players can also run up to the empty hole and occupy it with their club, ahead of the driver. Two clubs cannot be placed in the same hole at the same time. Therefore, the latecomer runs to another vacant hole, but if he is late here too, he goes to drive. So, with a constant change of drivers, the game can last as long as the participants themselves decide. The task of each player who has become a driver is to occupy one of the holes as soon as possible.

1. The hole can only be occupied by the end of the club, not by the foot.

2. An already occupied hole must not be vacated by force.

3. In any case, when the ball is in the “cauldron”, everyone must leave their holes and exchange them with other players.

4. The ball can only be driven or stopped with the stick, not with the foot or hand. Anyone who breaks this rule becomes the driver.

I KNOW…

They play with a ball of any size, but elastic enough so that it easily bounces off the ground. The task is to “chase” the ball on the ground, that is, hit the bounced ball with your hand, sending it to the ground again. Children love various games that include this exercise. Girls and boys aged 6-10 years old (2-5 people each) participate in this game, setting the order as desired.

Description The first one in turn begins to hit the ball with his hand on the ground, pronouncing one word of the agreed phrase for each hit: “I know five...” Then various objects are listed (for example, flowers, or animals, or names of cities, or the names of boys or girls ). Whoever makes a mistake in choosing words or drops the ball on the ground passes the turn to the next one and waits for the turn to come to him again. The first one to complete the exercise wins. When everyone has coped with this, the task becomes more complicated (for example, the chain of words is made longer, or the ball is hit with the back of the hand, or with the edge of the palm, or it is required to take another step forward for each word).

1. It is considered an error if the player names more or less objects than was agreed upon.

2. If the ball manages to hit the ground twice before it is hit by a player, this is considered a fault and the ball is passed to the next player.

IN DOGS

This is an old game. Previously, it had other names (“Air Ball”, “Flying Ball”). It involved a rag ball, a hat, and an inflated bubble. Currently, this game has been slightly modernized.

The game is played on a small court or in a hall. Children (from primary school age) and youth, from 3 to 30 people, participate in it. Players need a ball (volleyball, basketball or a simple children's ball).

Description. Participants stand in a circle at a distance of arms outstretched to the sides. The driver (by lot) stands in the middle of the circle. One of those standing in a circle has a ball in his hands. The players throw the ball through the air or roll it on the ground so that the driver cannot touch it. Running in the middle of the circle, the driver tries to touch the ball in the air, on the ground or in the hands of one of the players. If the driver manages to touch the ball, he changes places with the player who threw the ball, or with the player who was holding the ball when the driver touched it.

If there are more than 15-20 people playing, you can select 2-3 drivers. When the participants have mastered the game well, you can introduce a complication: the players move in a circle all the time.

1. If the ball flies out of the circle, the players must pick it up as quickly as possible and, returning to their seats, continue the game.

2. The driver has the right to touch not only the ball in someone’s hands, in the air, on the ground, but also the ball that has flown out of the circle.

HUNTERS AND DUCKS

This is a very old game. It is still widespread among us today. Previously, it was played with a small homemade ball, but currently volleyball and basketball balls are used. “Hunters and Ducks” involves between 6 and 40 people. Both children (from 9-10 years old) and adults play. To play, you need a medium-sized ball (preferably a volleyball). Description. A large circle with a diameter of 6 to 10 m is drawn on the site. If they are playing in a narrow hall, it is recommended to draw two lines at a distance of 6-8 m from one another, forming a rectangle, two sides of which will be the walls and the other two will be the drawn lines.

The players are divided into two teams - “hunters” and “ducks” (there may be other names). “Hunters” stand in a circle behind the line or behind the drawn lines, dividing in half. One of them has a ball in his hands. The “ducks” are arranged randomly in a circle or rectangle.

“Hunters”, without entering the circle, throw the ball to each other and at a convenient moment throw it at the “ducks”. To escape, the “ducks” dodge the ball, run and jump inside the circle. The “duck”, hit by the ball (“shot”), leaves the game. The game continues until all the “ducks” are “shot”, after which the teams change roles and places.

After two games, the winner is celebrated - the team of “hunters”, which “shooted” all the “ducks” faster than the other. If there is little time for the game, and its participants have good ball control and are physically well prepared, you can limit the game to time. For example, the number of “ducks” caught in 3 minutes is noted. In this case, the winner is the team that makes the most ducks in a given time.

1. “Hunters” do not have the right to step outside the circle (or rectangle). Otherwise, the hit is not counted.

2. You can throw the ball at any part of the body, with the exception of the head. If the circle or rectangle is small, then the place to hit may be limited (for example, legs to knees).

3. Hitting the ducks with a ball that bounces off the ground or floor does not count.

4. The “shot” “duck” is temporarily not involved in the game (until all the “ducks” are killed and the teams change roles).

HORSES

Players are divided into two “troops”. Each “army” is divided into “horses” and “horses”. The riders are usually the younger ones. The players' task is to unbalance the other pair. The one who stays on his feet the longest wins.

The ancient game “Lapta”, often called “Russian Lapta”, and in different places it has its own name (for example, in Tajikistan this game is called “Tulufbozi”, in Bashkiria - “Ural Ball”, in Karakalpakstan - “Koshamaran”) and some differences in rules. The rules of the game below apply mainly in the central zone of the RSFSR. “Lapta” is played on a large area, a lawn in the summer. Schoolchildren, youth and adults, from 8 to 30 people, participate in it. The game is played independently. The game's referees are usually the team captains, or "queens" as they are often called in this game. To play, you need a small rag, rubber or tennis ball and a lapta - a round stick 70-80 cm long and 3-3.5 cm thick. It is slightly bent at one end to make it easier to hold in your hands; at the other end it remains round (for beginners, you can make it spade-shaped).

Description. On two sides of the site - “fields” - at a distance of 40-80 m, two lines are drawn or marked with branches or other objects - the horse line and the “city” line. Two captains (“queens”) are chosen and divided into two teams in any way (usually by collusion). By lot, one team stands behind the “city” line; the other is placed randomly in the “field”. The captain of the “field” team sends one player to the “city” to serve the ball.

In turn, the first thrower - the "city" player - takes the shoe and stands at the "city" line, opposite him is the server who throws the ball, and the thrower hits it with the shoe into the "field" as high and far as possible. Fielders try to catch it from the air or grab it from the ground. The one who successfully hits the ball runs to the stake and returns to the “city”, for which he earns 1 point. The field players, having grabbed the ball from the ground, try to throw the ball at those running across. If someone is insulted, they themselves run to the “city”, and the players from the “city” run to the “field” and try to hit the player who did not have time to run to the “city” with the ball (i.e., they strive to “get away”) .

The team, which has managed to occupy the “city” in its entirety, remains there and begins to hit the ball into the “field”. If a field player catches him from the air (“candle”), his entire team goes to the “city”, and those who were in the “city” go to the “field”. And so the struggle goes on to take possession of the “city.” Everyone who manages to run to the stake and back earns a point. They play to a certain number of points or for an agreed time. The team with more points wins.

1. The “city” players hit the ball into the “field” in the order established by the captain.

2. Each player hits the ball 1 time, and the captain has the right to 3 hits.

3. The server must throw the ball so that it is easy to hit it, otherwise he must repeat the toss. And so on up to 3 times. If he throws poorly 3 times, he is replaced.

4. The person running across must leave the lapta in the “city”, otherwise he must return for it.

5. A hit with the ball is counted only if it hits the player directly and does not bounce off something.

6. If a player hits the ball weakly, he may not run to the stake, but wait for a good hit, which is then performed by one of the other players. Therefore, several players who hit the ball unsuccessfully can run at the same time.

7. The server has the right to insult those running across, just like the field players.

8. You can only run as long as the ball is outside the “city”.

9. The player who has returned to the “city” has the right to hit the ball again in the “field” in order of rotation.

Option - “Lapta with half-cone”. The formation of the players is the same as in the previous game, only in the middle between the “city” and kon lines a half-kon line is drawn parallel to them so that the runner, after hitting the ball, can stop on the half-kon if it is difficult for him to reach the kon. On the next hit he runs to the pommel, and then, if he can, he runs back and on the way back he can stop on the half pommel. The rules are the same as in the previous game.

CIRCULAR FOOT OPTION

This is an old game. In the 19th century it was called "Mute Lapta". Number of participants - from 6 to 40 people. The game requires one ball (volleyball or small, the size of a tennis ball.

Description A large circle or rectangle is drawn on an outdoor site or in a hall. The players are divided into two equal teams. According to the lottery, one of them is the “driving 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 - 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, at a signal, try to hit the drivers with the ball (in any part of the body, except for the head), and they, dodging the ball, catch it. If a player is hit by the ball, he is eliminated from the game; if the driver catches the ball, he is not considered to have been touched and has the right to help out one of those who left the game. The player he rescued stands back in the middle of the circle. During the game, the number of leading players either decreases or increases due to the proceeds of the players. The game continues for the set time or until all the driving players are killed. 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 the players will be defeated loses.

1. If the leading player catches the ball, but there is no one to help him out (there are no dropouts from the game), then he has the right to continue to leave the first caught player in the circle.

2. Field players do not have the right to go beyond the circle when throwing the ball.

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

4. If the ball hits one player and then bounces to the second, the first is considered hit, and the second remains in play.

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

OPTION CITY BY CITY

This game is a variation of "Russian Lapta". Children aged 9-14 years play, from 6 to 40 people. The size of the playing area must be at least 6 x 12 m, preferably 10 x 30 m. The game requires a small ball and a rounder.

Description On the four sides or corners of the site, 3 “cities” measuring 1 x 1 m and the main “city” measuring 3 x 3 m are drawn.

The players are divided into two equal teams, and each chooses a captain. Lots are cast as to which team will go to the main “city” and which team will be placed randomly on the site, in the “field”. The team located in the main “city” is the serving team. She gets a ball and a rounder. The team located in the “field” is called field. She drives. The captain of the serving team sets up a line for hitting the ball. The player appointed first takes the rounder and stands at the front line of the main “city”, and the captain of his own team (unlike the previous game) stands opposite him 2 meters away with the ball in his hands. He throws the ball up, and the player with the rounder hits it as high and far into the “field” as possible. If the strike was good and you can expect that the ball will fly far, the striker runs to the main “city”, and then, if he has time, to the second, to the third and back to the main one. If a player hits the ball poorly or misses, he may not run away from the main “city” at all, or, if the ball flew close, run to the first “city” and wait there for the next player’s next shot, and then run around other “cities” and return to main. Field players try to “catch the candle” (i.e. catch the ball in the air) or grab a fallen ball and hit someone running from “city” to “city”. They can throw the ball to each other in order to more accurately hit the one running across with the ball, after which they occupy the main “city”, and those who played there, remembering who was there and where, go to play in the “field”. If they manage to “catch the candle,” they change places with the driver team; if it fails, then the next player in the driving team in turn hits the ball into the “field” and the game continues in the same way. All those who hit the ball try to run around all the “cities” and return to the main one without being hit by the ball. Each person who runs around all the “cities” and returns to the main “city” wins a point for his team and has the right to hit the ball again in order. The game director or captain records the points won by each team.

Play for a set time or up to a certain number of points. The winner is the team that scores the most points or gets the set number of points faster than the other. In Lapta games, captains are required to have a good knowledge of the strengths of the participants in order to correctly distribute them to serve the ball, as well as to place them more advantageously on the “field”. It is better for the weaker player to hit the ball first, then stronger players will be able to help them out with good hits on the ball, giving them the opportunity to run around all the “cities”. It is better to place stronger players in the field team further from the main “city”, so that it is easier to catch the ball after strong long-distance throws. The players on the serving team need to remember the “cities” in which each of them was located.

The same as No. 1, 2, 4, 5, 6, 8 and 9 in a regular LAPTA, and additionally:

1. A player has the right to run from one city to another until the ball from the “field” is thrown back to the main “city.”

2. Teams change places and responsibilities in the following cases:

1. if anyone from the serving team is hit in the field during a run,

2. if the candle is “caught”,

3. if the serving team does not have a single player in the main “city” who has the right to hit the ball.

3. “Salting” is not allowed in this bast shoe.

4. When changing team players, each player from the former serving team takes the “city” in which he was before the change.

TOWNS

“Gorodki” is an old Russian game in which not only teenagers and young people, but also adults participate. The number of players is from 4 to 12 people. Currently, this game also exists as a sports game (included as a separate sport in competitions).

The following describes the usual simple game "Towns". To play, you need to have 10 short round chocks (of the same size - 5 cm thick and 10-12 cm long) - towns. In addition, you need several bat sticks 70-80 cm long. The bat is made from hard wood: birch, oak, dogwood, etc. The thickness of the bat at one end is 5-6 cm, at the other, which the player grabs, 3 cm A flat area is selected for the game. At one end of the site, two squares are drawn, the sides of each are 2 m. These are “cities”. They house figures made up of 5 towns. From the front corners of each “city”, two lines (“mustaches”) are drawn forward to the sides. Then a penalty line is drawn - at a distance of 1 m from the front line of the “city”. The part of the site enclosed between the “whiskers” and the “city” is called the “suburb”. Opposite each “city” (square), two short (2 m long) lines are drawn: one at a distance of 10 m from the front line of the “city”, the other at a distance of 5 m from the “city”. The far line is called a kon, and the near one is called a half-kon. Side lines are drawn on the side of the kon and half-kon.

Description The players are divided into two teams of equal size. Each gets its own “city”, 5 towns and bits by lot. Teams place pieces from towns in their “cities” and try to knock them out with bats. In total you need to knock out 10 pieces. Each player in turn can only throw 2 bats. After all the players of one team have scored, the second team begins to knock out towns in their “city”.

The pieces are placed sequentially one after another in the order established by the players. For example: 1) “cannon”, 2) “star”, 3) “well”, 4) “artillery”, 5) “machine gun nest”, 6) “racket”, 7) “cancer”, 8) “sickle” , 9) “airplane”, 10) “closed letter”.

By agreement, you can replace some figures with others and increase or decrease their number. All figures, with the exception of the “letter”, are placed on the front line of the “city”, and the “letter” - as shown in the figure.

Before the start of the game (by lot), it is determined which team will kick first. Its players take turns starting to knock down the piece with a bat, putting it on the line (far line). If a player misses a piece or hits but does not knock out any towns from the square, then the next one in turn shoots from the horse. As soon as at least one town is knocked out, the next blows to the piece are made from the near line (from the half-kon).

When the first team finishes its blows, the second begins to knock out towns - also in turn. When the second team finishes hitting, the first team hits again. If the pieces are knocked out before all the players have shot, then the other team starts playing and the number of hits taken to knock out all the pieces is taken into account. The winner in each game is the team that spent the least number of bits to knock out all the pieces. Then they play a second time, switching places.

1. When throwing a bat, you cannot step beyond the line of the horse or half-game, as well as the side lines.

2. The “closed letter” is knocked out, and the first in this figure is to knock out the “mark” town located in the middle (as if to open the letter). If the “mark” is only knocked out of place upon impact, but does not fly out of the “city”, it must be put back.

3. The town is considered knocked out if it has completely flown over or rolled over the side or back line of the “city”. If the town remains on the line, it must be knocked out like everyone else or (by agreement) by placing it vertically (on the butt).

4. If for some reason the town has moved forward and remains within the “suburbs”, it must be knocked out.

5. If the town lies on the penalty line, then it should be included in the “suburb”. It is placed in the same position as it was on the penalty line.

6. Players always shoot according to the established order. Changing turns or giving up your blow to another is not allowed.

7. A hit is considered illegal if: the bat touches the ground before or touches the foul line; when hitting, the player stepped beyond the line of the horse or half-kon, as well as the side line; the blow was struck out of order. All towns knocked out by an incorrect blow are put back in their original places, and the player is not counted for this blow.

DOG FIGHT

The two, taking a prone position, try to topple their comrade by cutting their arms. It is forbidden to spread your legs wide apart. The chieftain, who follows the rules of the game, punishes this with a blow from the belt.

TO THE BELL

Develops a reaction when defending against an attack from behind, from an invisible enemy. Comrades sit in a circle, limiting the space, or the circle is outlined. In the center is a player with a bell on his leg (under the knee). His task: to dodge the belt strikes of the second blindfolded player. A blindfolded player strikes with a belt, focusing on the sound of the bell. You cannot hold the bell, it is forbidden to go outside the circle (punishment).

BELT WRESTLING (requires real belts)

They take a comrade with a death grip on the belt (that is, without detaching), you need to knock him down, knock him down. The fight continues until they put you on your shoulder blades.

BOGATYRSKY TOURNAMENT (Shrovetide game)

Horses are being prepared: a sleigh with a wooden horse's head. Spears: sticks with felt boots instead of spears. Each horse has 2 people standing up - draft force. On each horse with a spear in hand is a hero. Their task is to knock another hero off his horse while moving (when they meet).

State budget preschool educational institution kindergarten No. 48 of the Kalininsky district of St. Petersburg

Card index

"Russian folk games"

for preschool children.

Compiled by the teacherLebedeva Elena Alexandrovna

2016

Russian folk outdoor games should not be forgotten. They will give positive results when they fulfill their main purpose - to give children pleasure and joy, and not to be a learning activity.

Fun outdoor games are our childhood. Who doesn’t remember the constant hide-and-seek, blind man’s buff, catch-up, and tag?

When did these games originate? Who invented them? It is probably impossible to find an exact answer to these questions. These games, like songs and fairy tales, were created by the people. They perfectly temper the body and soul.

These games force you to move a lot and require resourcefulness, ingenuity, dexterity and perseverance. They are usually held in the fresh air in an open area.

The world of childhood cannot exist without play. Play in a child’s life is moments of joy, fun, competition; it guides the child through life. Children's games are varied, including games with toys, games with movements, games-competitions, games with a ball and other sports equipment. In preschool age, children play constantly - this is their natural need, it is a way of learning about their surroundings.

Target: Physical activity is a factor influencing a healthy lifestyle.

Tasks:

  • Develop different types of memory.
  • Develop communication skills and the emotional sphere of the child.
  • Develop mental operations through play.
  • Develop imagination.
  • Learn to relieve emotional stress through games.

CAT AND MOUSE

Two people are selected for the game: one is the “cat”, the other is the “mouse”. In some cases, the number of “cats” and “mouses” is even greater. This is done to spice up the game.

All other players stand in a circle, holding hands, and form a “gate”. The task of the “cat” is to catch up with the “mouse” (that is, to touch it with your hand). In this case, the “mouse” and “cat” can run inside and outside the circle.

Those standing in the circle sympathize with the “mouse” and help it as best they can. For example: by letting the “mouse” into the circle through the “gate,” they can close it for the “cat.” Or, if the “mouse” runs out of the “house”, the “cat” can be locked there, that is, you can give up, closing all the “gates”.

This game is not easy, especially for a “cat”. Let the “cat” show its ability to run, its cunning, and its dexterity. When the “cat” catches the “mouse”, a new pair is selected from among the players.

Blind Man's Bluff

The game takes place on a small limited area with no dangerous obstacles. The driver is blindfolded, or simply closes his eyes. He must, with his eyes closed, make fun of one of the players..

The players run away from the driver, but do not go beyond the boundaries of the site and be sure to raise their voices - call the driver by name or shout: “I’m here.” The spoiled player changes roles with the driver.

AT THE BEAR IN THE FOREST

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

By the bear in the forest
I take mushrooms and berries.
But the bear doesn't sleep,
Everything is looking at us.

At the last words, the “bear” jumps out of the “den” and tries to grease the children running away to their house. A player hit by a bear becomes a bear.

GEESE

On the site, at a distance of 10–15 meters, two lines are drawn - two “houses”. In one there are geese, in the other their owner.
Between the “houses”, “under the mountain”, lives the “wolf” - the leader.
The “master” and the “geese” conduct a dialogue with each other, known to everyone from early childhood:

- Geese, geese!
- Ha-ha-ha!
- Do you want something to eat?
- Yes Yes Yes!
- So fly!
- We are not allowed. The gray wolf under the mountain won't let us go home!

After these words, the “geese” try to run over to the “master”, and the “wolf” catches them. The caught player becomes a “wolf”.

SALKI

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

But this game has several options that complicate it.

  • The taunted player becomes the driver, and he must run, holding his hand on the part of the body for which he was taunted.
    The first player whom the driver touches becomes the driver himself.
  • The upset player stops, stretches his arms to the sides and shouts: “Tea, tea, help out.” He is "bewitched".

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

HIDE AND HIDE

The basic rules are: one person leads and the others hide.
The driver must find all the players and make fun of them before they have time to hide “at home.” The driver, chosen using a counting rhyme, stands in the appointed place with his eyes closed. This place is called "con".

While the driver counts loudly to 20–30, all the players hide in a certain area. After the end of the count, the driver opens his eyes and goes in search of the hidden ones. If he sees one of the players hiding, he loudly calls his name and runs to the stake. As a sign that the player has been found, the stake must be knocked on a wall or tree. If the found player runs to the stake and knocks there before the driver, then he is not considered caught. He steps aside and waits for the game to end. The driver must “catch” as many hidden players as possible.

Next time, the driver becomes the player who was found and “caught” last (or, according to the decision of the players, first).

Every time the driver moves far from the horse, hidden players can sneak up to the horse unnoticed and knock. In this case, they will not be considered detected.

BURNERS

The players line up in a column in pairs, holding hands. The driver stands in front of the column a few steps away, with his back to the players. He says:

Burn-burn clearly
So that it doesn't go out.
And one, and two, and three.
Last couple run!

On the word “run”, the last couple standing must quickly run around the column and stand in front. And the driver strives to get ahead of them and take one of the places of the first pair. The one who does not have enough space becomes the driver.

Instead of the words “last pair,” the driver can say: “Fourth pair” or “Second pair.” In this case, everyone playing must be very careful and remember where they stand in the column.

ALONUSHKA AND IVANUSHKA

They choose Alyonushka and Ivanushka and blindfold them. They are inside the circle. The players stand in a circle and join hands. Ivanushka must catch Alyonushka. To do this, he can call her: “Alyonushka!” Alyonushka must always respond: “I’m here, Ivanushka!”, but she herself is in no hurry to meet Ivanushka and, sensing his approach, runs away to the side.

The drivers' movements are comical and sometimes unexpected. It happens that Ivanushka mistakes someone standing nearby for Alyonushka and rather grabs onto him. The mistake is explained to him.

As soon as Ivanushka caught Alyonushka, other guys take their place and the game starts all over again.

krasochka

The driver is selected - the “monk” and the leader - the “seller”. All other players make a secret secret from the “monk” of the colors of the paints. Colors should not be repeated.

The game begins with the driver coming to the “shop” and saying: “I, a monk in blue pants, have come to you for some paint.” Seller: “For what?” The monk names any color, for example: “For blue.” If there is no such paint, then the seller says: “Walk along the blue path, you will find blue boots, wear them and bring them back!” "Monk" starts the game from the beginning.

If there is such a paint, then the player who has wished for this color tries to run away from the “monk,” and he catches up with him. If you catch up, then the “paint” becomes the driver; if not, then the paints are guessed again and the game is repeated.

COSSACKS-BRIGERS

The players are divided into two groups. One depicts Cossacks, the other – robbers.
The Cossacks have their own house, where there is a watchman during the game. His responsibilities include guarding captured robbers.

The game begins with the Cossacks, remaining in their house, giving the robbers the opportunity to hide. In this case, the robbers must leave traces: arrows, symbols or notes indicating the location of the next mark. The traces may also be false in order to intimidate the Cossacks. After 10–15 minutes, the Cossacks begin searching.

The game ends when all the robbers are caught, and the one whom the Cossacks saw is considered caught. It is better to play the game in a large area, but limited by some signs. At the end of the game, the Cossacks and the robbers change roles.

FISHING ROD

A fishing rod is a jump rope. One end of it is in the hand of the “fisherman” - the driver.
All players stand around the “fisherman” no further than the length of the rope. The “fisherman” begins to spin the “fishing rod”, trying to hit the legs of the players with it. The “fish” must protect themselves from the “fishing rod” and jump over it. To prevent the “fish” from interfering with each other, there should be a distance of about half a meter between them. The “fish” should not leave their places.
If the “fisherman” managed to catch the “fish”, that is, touch the “fishing rod”, then the place of the “fisherman” is taken by the caught “fish”.

The following condition must be observed: the rope can be twisted in any direction, but it cannot be lifted from the ground higher than 10–20 centimeters.

DRIVE QUIETTER

The driver and the players are on opposite sides of two lines, which are drawn at a distance of 5–6 meters from each other. The task of the players is to reach the driver as quickly as possible and touch him. The one who did this becomes the driver. But getting to the driver is not easy.

The players move only to the words of the driver: “If you drive more quietly, you will go further.” Stop!" At the word “stop” all the players freeze.

The driver, who had previously stood with his back to the players, turns and looks. If at this moment one of the players moves, and the driver notices this, then this player will have to go back beyond the line. The driver can make the frozen guys laugh. Whoever laughs also returns beyond the line. And then the game continues.

ALI BABA AND BREAKING CHAINS

The players are divided into two teams and stand, holding hands, facing the opposing team, at a distance of 5–7 meters.

One of the teams starts the game with the words: “Ali Baba!” The second team answers in unison: “About what, servant?” The first team speaks again, calling the name of one of the players on the opposing team, for example: “Fifth, tenth, Sasha is here for us!”

The named player leaves his team and runs to the enemy team, trying to break the chain with a run, that is, to unhook the players’ hands.

If he succeeds, he takes the player who unclasped his hands to his team. If the chain is not broken, then he remains on the opposing team. The teams start the game one by one. The team that has the most players after a certain time wins.

HERRING IN A BARREL

This game is the opposite version of hide and seek. Players close their eyes and count to 10 while the leader runs away and hides..

After some time, one of the players goes in search of the leader and if he does not find him in one minute, he drops out of the game. If he finds the leader, he hides with him. Then the next participant goes out in search of the leader, and if he finds him, he also hides; if not, he drops out.

The game continues until the last person leaves the game or until everyone hides together with the leader, like sardines in a barrel. The main thing is not to laugh!

ROCK PAPER SCISSORS

This game is familiar to everyone; as a rule, two people play it. Each player, on the count of three, draws a shape with his hand - a stone (a clenched fist), paper (an open palm) or scissors (two fingers extended in a letter).

The winner is determined as follows: the scissors will cut the paper, the paper will wrap the stone, the stone will dull the scissors. For each victory, the participant receives one point; the one who scores the most points wins.

HOT POTATOES

Traditionally, the game used real potatoes, but they can be replaced with a tennis ball or volleyball.

Children sit in a circle, the leader is in the center. He throws a potato to one of the players and immediately closes his eyes. Children throw it to each other, wanting to get rid of it as quickly as possible (as if it were a natural hot potato). Suddenly the presenter commands: “Hot potatoes!” The one who currently has a “hot potato” in his hands is eliminated from the game.

When one person remains in the circle, the game ends and that player is considered the winner.

INVISIBLE HAT

Holding their hands behind their backs, the players stand shoulder to shoulder in a circle. One of them is holding an “invisibility hat” - a cocked hat folded from a sheet of paper. The driver is in the middle of the circle.

At a signal, the participants in the game begin to pass the hat to each other behind their backs, trying to do this so that the driver does not know who has it. The driver walks in a circle and vigilantly watches the movements of the players. From time to time he stops and, pointing at one of the players, says loudly: “Hands!” The one to whom the driver is addressing must immediately stretch his arms forward. If the player ends up with the cap, he changes the driver. In a moment of danger, you should not throw your hat on the floor. Anyone who violates this rule leaves the game. Any participant in the game, when he gets a hat, can put it on his head, unless the driver pays attention to him or is not very close. After showing off your hat for a second, you need to take it off and pass it around. If the driver gets dirty while the hat is on his head, you will have to give him your place and drive him yourself.

HIT THE HAT

There are many variations of this game.

Give the children five playing cards, nuts in shells, straws for drinking water, etc. and ask them to hit the hat with these objects while standing at a certain distance from the target.

DAMAGED PHONE

Children sit in a circle. One of the players receives a piece of paper with a sentence written on it, or one of the adults speaks this sentence to him in his ear (if the child cannot read). Next, the player whispers into the neighbor’s ear what he heard or read, who whispers to the next one, and so on, in a circle. The last player says the sentence out loud, and then you read out the original version. What the children end up with is usually very different from your version!

DO AS I DO

The game is intended for children, it is better to play it outside, where there is plenty of space.

Children choose a leader. His task is to come up with and perform actions that would be difficult for the rest of the players to repeat, for example, jumping over something, jumping 50 times on one leg, etc. Those who fail to repeat after the leader are eliminated from the game .

You can also introduce a rule that children take turns driving, then no one drops out of the game, everyone plays just for fun.

GUESS WHO'S BOSS!

Children choose a leader, he leaves the room for one minute, and at this time the children appoint a “chief”. When the leader returns, at his command, the “main” begins to make various movements, for example, shaking his head or stamping his foot, and the children must repeat these movements after the “main”. They must do this so that the presenter does not guess who comes up with these actions.

The presenter’s task is to try to quickly guess who is “in charge”, and if he succeeds, then the “main person” becomes the leader in the next game.

FASTER, FIRE!

This is a relay race, it is similar to the game “Collect a box”.

Children are divided into two or more teams, each team is given a plastic cup of water. A large pan or bucket is placed at a certain distance from the start. At the signal, the participants of both teams begin the relay race. They run with a glass of water in their hands to the pan and pour water into it. Then the players run to their teams as quickly as possible and pass the cups to the next participant. The cup is filled with water from a hose or other source (both teams share the same hose for more fun) and the player runs to the pot again.

The first team to fill the bucket with water wins.

THROW AN OBJECT AT A TARGET

This is a fairly old game and traditionally uses an object that children may have never seen before.

The clothespin can be replaced with a coin, candy, or other small item. Children take turns kneeling on a chair and trying to throw a small object (which you choose to play with) into a box or basket. The one who could throw the most items into the basket won.

If the game involves candy, the child takes whatever is in the basket as a prize at the end of the game.

GET THE APPLE

To play you need a large basin of water.

Several apples are thrown into the basin, and then the player kneels in front of the basin, holding his hands behind his back, and tries to catch the apple with his teeth and remove it from the water.

Since children will almost certainly spill water and get splashed themselves during play, it is better to play outside and dress the children in something that will not fade or get wet.

FLOOR, BOW, CEILING

This game is also a good test of attentiveness. It is very simple, its rules are easy to explain.

With your right hand, point to the floor and say: “Floor.”
Then point to your nose (it will be better if you touch it), say: “Nose,” and then raise your hand up and say: “Ceiling.” Take your time. Let the guys show with you, and you will call.

Your goal is to confuse the guys. Say: “Nose,” and at this time point to the ceiling. The guys must listen carefully and show correctly. It’s good if you cheerfully comment on what’s happening: “I see someone’s nose fell on the floor and is lying there. Let's help find the fallen off nose."

The game can be repeated many times at a faster pace.
At the end of the game, you can solemnly invite the owner of the “highest nose in the world” to the stage.

BUNNY

The game is played in an open space.

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

WASHING

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

WOLVES IN THE MOAT

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

DRAGONFLY

Children gather in the yard, in the garden or in a spacious room, squat down, hands on their sides and vying with each other, racing each other, trying to jump to the opposite end of the place designated for the game..

Whichever child reaches the designated place first in this way is considered the winner, and the one who stumbles along the way is punished by being excluded from the number of players. This simple game gives children great pleasure and develops their physical strength.

GAWMAN

Children stand in a circle, at a distance of one step from each other, and begin to throw the ball, calling by name the person who should catch the ball. The ball is thrown around until someone drops it. The one who dropped the ball stands in the center of the circle and, according to the instructions of the players, performs 1-2 exercises with the ball.

OLD LAPTI

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 a playing field.

Children stand up to the line and roll the balls towards the field. Whose ball rolls farthest gets to drive. The driver takes the ball and waits for the players to come out to get the balls, and tries to hit everyone who crosses the city line 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. The salty one becomes the driver.

COCKFIGHTING

Children are divided into pairs and stand 3-5 steps apart from each other.

Couples pretend to be 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.

EMPTY PLACE

The players stand in a circle and choose the leader using a counting rhyme.

Starting the game, he runs past the players, spots one of them and continues to run further in a circle. The stained one runs in the other direction from the driver. Whichever of them is the first to reach an empty space in the circle takes it, and the one who is late becomes the driver.

CHICKENS

The players choose the mistress and the cockerel, and all the other hens.

The cockerel takes the hens for a walk. The hostess comes out and asks: “Cockerel, cockerel, have you seen my chicken?” “And what is yours like?” “Pockmarked, and the tail is black.” “No, I haven’t seen it.” The hostess claps her hands and shouts: “Kshsh, kshsh!” the hens run into the house, and the housewife catches them, the cockerel protects the hens. The owner takes all the caught chickens into the house.

BEAR AND BEES

The players are divided into two groups: bears and bees.

The bees - most of the children - are placed on a bench (hive), the bears are on the side. At the teacher’s signal, the bees fly away for honey, and the bears climb into the hive (bench) and feast on the honey.

The bees return home and sting (catch) the bears.


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