Children's games of the peoples of the world. Games of the peoples of the world for students of primary classes. IV.1. Game "Rouh"

10 or more people play.
Chairs in the number of players are installed in a circle, backs inside. Playing (firefighters) are taking care around these chairs under the sounds of music (bubne blows, drum). As soon as the music ships, players must put on the chair, near which they stopped, the subject of clothing. Game continues. When each participant decides 3 items (they turn out to be on different chairs), the alarm sounds: "Fire!". Players must quickly find their things and wear them. Who will turn quickly faster, becomes the winner.

African salts in a circle

Tanzania


10 or more people play.
Inventory: Sheet from wood.
Players get up in a circle face to the center. Behind their backs, it goes leading and touching the palms of players leaf. Then he puts a leaf to someone in hand and runs. Player with a sheet - behind him. If the drive runs the circle and can not catch it up, he will fall on his free place, and the player who pursued his player becomes new.

Trains

Argentina


Play 7 or more people.
Inventory: whistle.
Each player builds himself a depot: outlines a small circle. In the middle of the site there is a leading - steam locomotive. He has no depot. Driving goes from one car to another. To whom it is suitable, he follows him. So all cars are gathering. The locomotive suddenly whistles, and everyone runs to the depot, the steam locomotive too. The player remaining without a place becomes a leading - steam locomotive.

Buffalo in Podle.

Sudan


10 or more people play.
Players get into the circle and take hands. Two or three players stand in the center. This buffalo. Their task is to escape from the circle. They are trying to break through the circle, raising the hands. Rough techniques are not allowed. If you failed to break through one place, they are trying to do it in another. If they manage to them, the buffaloes are those players who failed to hold them.

Sick Cat.

Brazil


Play more than five people.
One player is a healthy cat that tries to catch everyone else. Each player who was stained should put his hand exactly to the place where he was stained. He becomes also a cat, but the sick and helps a healthy cat when catching. Sick cat can only be a healthy hand. The player who was not stained, wins. He becomes a healthy cat on the next circle.

Rattleship

Uzbekistan


5 or more people play.
On the site guys draw a straight line 6-10 meters long. We must move along it, like a rope. It is allowed to keep hands on the sides. They lose those guys who come from the line - "fly from the rope."

Rules:
1. One of the players is watching the "routine".
2. The one who came down from the "rope" becomes an observer.

Fight

Belorussia


10 or more people play.
The game participants are divided into two equal groups. Players of each group are held by each other and form one chain with the help of arms bent at the elbows.
Ahead of the chain becomes stronger and deft participants - "clockwork". Becoming against each other, "clockwork" also take each other for the arms bent in the elbows and pull each in their direction, trying or breaking the enemy chain, or drag it for the planted line.

Rule:
The pull is starting exactly in the signal.

world peoples nations game game game game game game game game different games games games games games games games

Interactive platform for children 8-12 years old "Games of the Peoples of the World"

Description: An interactive platform is a trip to 5 countries: Belarus, Germany, United States of America, Austria, Greece. The guys get acquainted with national traditions, cuisine, rolling games of various countries. Number of participants: 12 people, student age: 8-12 years old.
Purpose: Formation of a tolerant relationship among students to people of another nationality.
Tasks:
- become acquainted with the culture and national traditions of different countries of the world;
- develop the skills of interaction with peers;
- bring up a friendly and responsive attitude towards people.
Equipment: Laptop, flower image with petals, ring, 2 Toy cars, handkerchief, ball.

Event flow

Leading: The guys live on different continents and in different countries, but they are united by common interests and the desire to play mobile games. Today we will join them and play the games of the peoples of the world.
And will help us travel to various countries a magic flower.
In order for us to be in a particular country, I must say, the magic words of the spell:
Fly, fly petal
North, south,
Come back by making a circle
Only touched the land
Be, in my opinion, led
"Transfer us to Belarus."

Leading:Guys, here we were in Belarus. Belarusians welcome each other with their own words: "Doba Dzen!".
Traditions: Belarusians are friendly and good-natured people, always welcome guests. The pride of the country is the preserved folklore - songs, dancing, games, fairy tales, legends, riddles, floorboards and sayings ancestors. The same can be said about folk fishers: pottery, weaving from the vine and straw, weaving, embroidery, painting on glass and other activities.
National dish:diani.


Leading: And now, we will play in the national game of Belarusians "Pässzönak".
Game traffic: Players stand in a circle, hold hands in front of the boat. Select one leading. In the hands of the leading lies a small brilliant subject (ring). The presenter goes in a circle and everyone puts the ring in the hands.
Leading:
Eight Pa Cruz I _du
Usim Pässzrenchak put
Matsna Ruchkі Zatsskaytsy
Yes, Gladyzіz, not Zyavitz.
One of the children masterfully puts the ring, and then comes out of the circle and says: "Pässzrenachak, Pässzrenachak, leaving on Ghanachak!". The one in whose palms will turn out to be ringing, and children should try to delay it, not release from the circle.
After the words: "Pässzönachak, Pässzrenachak, leaving on Ganachak!" - All players must take hands, so as not to release a player with a ring in his hand from the circle.
Leading:
Fly, fly petal
North, south,
Come back by making a circle
Only touched the land
Be, in my opinion, led (The presenter takes off the petal from the flower on which the country is written).
"Transfer us to Germany."


Leading: And now we are in Germany. Greeting Nemtsov: "Guten Tag!".
Traditions: German first grades at the end of the summer go with large multi-colored clins, and in the ulles are not flowers for the teacher, and sweets: marmalade, chocolate, duties, dried mandarins, waffles, gingerbread.
National dishes: Bavarian sausages, "jerkrat" - stewed acidic cabbage.


Leading: National Game of the Germans "Auto racing".
Game traffic: The game participates from 2 people. It is necessary to take 2 toy machines, two wooden sticks and two long cords.
Toy cars should be tied to the cords that, in turn, must be tied to sticks.
Wooden sticks should hold two children in their hands. The essence of the game is to wind the cord on a stick as quickly as possible, thus pulling the car to himself.
Leading:
Fly, fly petal
North, south,
Come back by making a circle
Only touched the land
Be, in my opinion, led (The presenter takes off the petal from the flower on which the country is written).
"Transfer us to the United States of America."


Leading: Guys, probably, all of you wanted a little smile. The US culture is a culture of successful people. And the smile just believes in this country a symbol of the well-being of a person. If the American smiles, then he has everything "OK". Americans welcome guests: "Well!"
Traditions: Americans of all ages love to send and receive Valentine. Valentine acts as a symbol of love. Often, soft toys are applied to Valentines, mostly bears, candy, jewelry. Children B. primary schools Make Valentine for their classmates and fold them into a large decorated box, similar to the mailbox. February 14, the teacher opens the box and distributes Valentine. After schoolchildren read the Valentine's received, they all celebrate the holiday together.
National dishes of Americans: Turkey, steak, apple pie, pizza.



Leading: The favorite game of American children "the most attentive".
Game traffic: All participants get into a circle. Lead Pronounces: "Nose, nose, nose." And he takes his hand for his nose, and with the fourth word "nose" he is touched, for example, to ear. Sitting should do everything as he says lead, and not to repeat his movements. Who is mistaken, dropping out of the game. Wins the last player, the most attentive.
Leading:
Fly, fly petal
North, south,
Come back by making a circle
Only touched the land
Be, in my opinion, led (The presenter takes off the petal from the flower on which the country is written).
"Transfer us to Austria."


Leading: Guys, we were in Austria. Austrian greetings sounds "Servus".
Traditions: Women love to open the doors. But B. public transport It is only an elderly and pregnant scene. The appeal by the name is used extremely rare - and only between well familiar people. A characteristic feature of local life is a certain distance between people. Even well-known people rarely come closer to the distance less than the elongated hand and are sitting at the table at a pretty distance to our standards from each other.
National dish: Wiener Schnitzel.


Leading: National game of Austrians "Find a handkerchief!".
Game traffic: Players choose a leading, which hides a handkerchief, and the rest at this time are closed. The scarf is hiding in a small area that is celebrated in advance. Hiding the handkerchief, the player says: "The scarf is resting." Everyone starts to look for, searches directs the one who hid a handkerchief. If he says "Heat", which comes to know that he is close to the place where the shawl is, "hot" - in close proximity to him, "Fire" - then you need to take a handkerchief. When the seeker is removed from the place where the handkerchief is hidden, then leading warns it with the words "cool", "cold". The one who finds a handkerchief does not speak about it, and imperceptibly sinking to the player who is closest to him, and strikes it with a handkerchief. In the next round, he will hide the handkerchief.
Leading:
Fly, fly petal
North, south,
Come back by making a circle
Only touched the land
Be, in my opinion, led (The presenter takes off the petal from the flower on which the country is written).
"Transfer us to Greece."


Leading: And the last country we visit today is Greece. Greetings in Greeks sound like "Calimer".
Traditions: Greeks are open and hospitable people. Need to unfamiliar people are friendly, trying to open openly not to show that they do not like something. This people are not too punctual. Adults and children as an amulet carry a turquoise bead, sometimes with an eye drawn on it. For the same reason, turquoise beads decorate horses and donkeys in the villages and rearview mirrors in cars.
National dishes: Suvlaki - pieces of meat-kebab with potatoes, gyros - slices of roasted meat with fetal french fries, feta cheese.



Leading: And now it is time to play the Greeks "Ball in Palm."
Game traffic: The participants of the game are built into the ranks of 30-40 cm from each other. Extracted hands with open palms hold back. One of the players, going along the rank, pretends, as if he wants to lower the ball in someone's palm. Players should not look back. Finally, he lowers the ball in his hand, and the player who received him, breaks out of the rank. Neighbors on the rank should grab it before he moves away. But at the same time they do not have the right to go from the line. If they fail to grab it, he may return to the place, and the game continues. If they grab, it changes in places with the lead, and the game continues.
Leading: Guys, our journey through the countries is completed. Thanks to everyone for active participation, curiosity in an interactive area. I hope that the knowledge gained will use you in life!

For children prepared to school group

Kovalenko love Josephovna,

educator

MBDOU. kindergarten "Snow White"

p. Solnaya Surgut district



Bubrenitsy

Children get up in a circle. Two overlook the middle - one with a bubbling or a bell, the other - blindfolded. All sing:

Thrints-balls, bubrenitsy,

Removed uniforms:

D Igi-Digi-Digi-Don,

Guess where the ringing!

After these words "Zhmurka" catches a unlocked player

Two children with green branches or garland and form a gate.

Mother Spring

All children say:

Mother's spring is coming

Take the gate.

The first March came,

Spent all the children;

And behind him and April

Opened the window and the door;

And how did May come

How much do you want to walk!

Spring leads to a chain of all children in the gate and turns into a circle.

Leaf

One of the players is driven, it is called a flaw. Running running for the participants of the game, trying to nominate someone, saying: "On you a flaw, give it to another!" The new water catch up with the players and tries to convey to someone from them to the leap. So play in the Kirov region. And in the Smolensk region in this game, the watering of the participants of the game and the caught asks: "Who was?" - "Aunti" .- "What ate?" - "Klecksky" .- "Who gave?" The caught calls by name of one of the participants of the game, and the named becomes leading.

Rules of the game. The leading should not pursue the same player. Participants of the game carefully monitor the shift of leading.

Ball up!

The participants of the game get into the circle, leading in the middle of the circle and throws the ball with the words: "The ball up!" Playing at this time try to run away as far as possible from the center of the circle. Driving a ball and shouts: "Stop!" Everyone must stop, and leading, without going off the place, throws the ball in the one who is closer to him. Spotted becomes leading. If he missed, it remains again leading: goes to the center of the circle, throws the ball up - the game continues.

Rules of the game.

Driving throws the ball as high as possible. It is allowed to catch the ball and from one rebound from the ground. If someone from playing after the word: "Stop!" - continued to move, then he must make three steps towards the leading. Playing, running away from a leading, should not hide for objects found on the way.



"Lenok"

On Earth, circles are drawing - nests, which in terms of one less than players. Everyone becomes a circle, take hands. The leading in a circle makes various movements, everyone repeats them. By team "Say

linen!" Players occupy nests, the one who did not have time to take the nest is considered to be "planted": his "plant" in the nest until the end of the game. Then the nest is cleaned on Earth, and the game continues. Win the one who will take the last free place.

Kittens (katya)

Description. On Earth (Semi) draw line - "Street", meters in Six-eight in front of her - Circle ("House").

After that, the cat is selected. She enters the "house", playing - "kittens" - fit on it for 2 steps, and "Cat" asks: "Kittens guys, where were you?"

The subsequent conversation can undergo, for example, as follows: "Kittens":

What did you do there?

"Kittens":

Flowers tearned!

And where are these flowers?

The number of questions and answers depends on the fantasy and the intelligence of playing. "Kittens" can give a few answers, but the "cat" chooses one and depending on its content asks a new question. As soon as the "kittens", when responding, allow pause, "Cat" screams: "Oh, you are deceivers!" - And trying to catch any of them. To escape, "kittens" should escape to the street, i.e. to become a line, holding hands. The one who "cat" cares, she takes into the "house". After some time, the rest of the "kittens" are suitable for "home", and everything starts first.

Millet (millet)

Description. By lot or simply, at will, choose the "host" (or "hostess") and become one of the ranks, holding hands. "The owner" passes along the Sherngi, stops near anyone and says:

Come to me millet.

I do not want!

Is there a porridge?

Right now!

Oh, you, Lodody! - exclaims the "master" and runs to anyone's rank.

"Lododar" also runs the ranks for this end, but behind the backs of playing. Which of them will grab the hand of the extreme in Sherge, he becomes close to him, and the remaining role is changing with the "master".

1. After the words "Ah, you, Lododr", the owner has the right to make some fraudulent movements and only after that run to any end of the Shero. Competing with him, the player must run certainly to the same end.

2. If the runners are captured by the hand of the extreme player at the same time, then the leader continues the former "master".

Forest, swamp, lake (forest, Balot, Easy)

Description. Draw a circle of such a size so that all playing, and 3 more circles fit in it approximately equal to the distance from the first (when holding a game in the hall, it can be three opposite corners, limited by lines). The first circle (or angle) is playing, and the remaining circles receive names: "Forest", "Boloto", "Lake". The lead calls the beast, bird, fish, or any other animal (you can agree to call both plants) and quickly consider it to a conventional number. Everyone is running, and everyone becomes in that circle, which, in his opinion, corresponds to the habitat, called animal or bird, etc. I (for example, in a circle, meaning the forest, if the wolf is called, in a circle, meaning the lake, if the pike is called ). The word "frog" allows you to become in any circle, because the frogs live in the lake, and in the swamp, and in the forest. We defeat those. Whoever was never mistaken for a certain number of horses.

Hound (Hort)

Description. On Earth draws a "cage" - a circle with a diameter of 3 * 5 m. Children are becoming around it - "Hares", who are chosen by the "Hare King" on the persuade. He is part of the middle of the "cells" and says, pointing at each word in turn for each playing:

Hare, hare, where have you been?

In a swamp.

What have you been doing?

Grass blind.

Where did you hide?

Under the deck.

Who burned?

Who catches?

In the last word, all players are running out, and the one. Who fell away the word "Hort", begins to catch them and takes off the caught in the "cage" where they should be until the end of the game. So continues until then. Until all the "hares" are shifted.

1. "Hares" do not have the right to run out of the "field".

2. The "hare" is considered caught if "Hort" grabbed him by the hand or touches his shoulder.



Wolf and kids (VKOV Toshenat)

Children are played 7-12 years old (5-10 people), at the size of approximately 20x20 m.

Description. At the site draws a circle with a diameter of 5-10 m (depending on the number of players), and around it at a distance of 1-3 m - the circles with a diameter of 1m- "houses" (one less than the number of "goats"). Consider the "wolf". It becomes between the big circle and the "houses". "Cats" are in a big circle. Corresponding to three, they run out of the circle to take the "houses". "Wolf" at this time does not sail them. One of the "goat" does not get a "house". He runs away (between the "houses" and the big circle) from the "Wolf", who seeks to rally. Osalil - changing roles, did not stand - will remain a "wolf", and the game begins first.

1. After the "Three" account, all the "goats" must be bred from a large circle.

2. If a "goat" pursued by the "wolf" 3 times the big circle and the "wolf" will not catch it up, then the "wolf" should stop the chase and stay in the same role to the next con kinder.

Bell (Dzvon)

(This game has other names: "bell", "ringing")

This game is recorded in Ukraine in the last century P. Ivanov (in the Kharkiv region) and P. Chubinsky (in Poltava region). Nowadays, the existence of the game was found in Vinnitsa and Ternopil regions usually play boys and girls 10-15 years old (sometimes older), 10 and more people.

Description. Holding hands playing form a circle. Driving, selected by read, becomes inside the circle. Laying on the hands of the circle components, he tries to disconnect them, saying: "bov". It repeats it until someone opens his hands, after which it runs away, and two who open hands are catching (salyat) it. Catching becomes leading.

Color (copier)

Description. Agrees about the boundaries of the site. Consider choose a leading. Playing form a circle. Driving, closing the eye, becomes back to a circle, 5-6 m from it. He calls any color, such as blue, red, green, blue, white. Then turns to players. Those who have clothing called color or some other item are enough for these items so that they have seen leading. Who does not have them, run away from the leading. If he shifts and sustate someone, then the outstanding becomes leading, and the former leading rises with everyone together in the circle. Play several times.

Heron (Chapel)

Description. By reading is chosen by the leading - "pin". The rest are "frogs". While "Heron"

"Slise" (it is worth leaning forward and leaning hands on straight legs), the remaining players jump on squatting, trying to imitate the movements of the frog. Suddenly the "Heron" "wakes up", makes a cry and starts to catch (squeeze) "frogs". The outstanding replaces the "pin". They usually play 5-6 times.

Toweliko (Rusk)

Description. According to leading "times. two. Three "right and left pairs disconnect their arms and run towards each other to change places, and the middle pair catches without disconnecting the hands, any of the runners (Fig. 2). A couple, one of the players whose players are caught, changing with them place and role. If you did not manage to catch anyone, they will lead again.

Chrome duck (swing swing)

Description. The "lame duck" is selected, the rest of the players are placed arbitrarily on the site, standing on one leg, and bent in his knee the other leg hold the back of the hand. After the words: "The sun flares up, the game begins." - "Duck" jumps on one leg, holding another leg with his hand, trying to nominate someone from the players (Fig. 3). Abandoned helps her to sire other, the latter shameless player becomes a "chrome camp".

Square (square)

Description. Usually the order of the game is determined in this way: "Chur, I first!" - "I am the second!" And so on. Sometimes distributed to read. Each player must perform the following exercises:

1) jump into the center of the square (Fig. 4, a), then the legs on the side of the journey to the walls of the square, not advancing the hell, again jump into the center, then jump forward through the line, without turning, further jump into the center and the line of the square . A player who made a mistake is dropped out of this Kon and waits for the next turn. The exercise without error proceeds to the following exercises;

2) jump in the center on two legs; leap legs to the sides to the walls of the square, not advancing them; again to the center; jump turn 90 degrees, legs to the sides; jump into the center and beyond the square (Figure 4, b);

3) jump on one leg to the center of the square; leap legs on the sides and turn, becoming legs at the corners of the square (Figure 4, B); again jump on one leg to the center and a jump with a turn, becoming legs into other angles; Jump in the center on one leg and jump from the square.

In this game, the number of jumps and a combination of jumps on one and two legs is strictly not regulated. Playing usually negotiate how much and what jumps make a player in each series of movements. One of them wins, who will first fulfill all types of jumps that have agreed in advance.

Sometimes they play inventiveness: each of the players in turn offers their own option, the rest should repeat it. The winner in this case is considered to be playing who will offer the most difficult or interesting option.




Gray Wolf (Sarah Bure)

One of the players are chosen by a gray wolf. Seeded squatting, gray wolf is hiding behind a feature at one end of the site (in the bushes or in thick grass). The remaining players are on the opposite side. The distance between the lines of 20-30 m. In the signal, everyone goes into the forest to collect mushrooms, berries. To meets them leading and asks (children in chorus respond):

You, friends, where are you hurrying?

In the forest dense we go

What do you want to do there

There are raspberries

Why do you need raspberries, children?

We prepare jam

If the wolf in the forest will meet you?

Gray wolf will not catch us!

After this roll call, everyone is suitable for the place where the gray wolf is hiding, and the choir say:

I will collect berries, and welcome jam,

Cute my grandmother will be treated

Here are many raspberries, all and not collect,

And wolves, the bears do not see at all!

After words, not to see the gray wolf gets up, and the children quickly run behind the line. The wolf chases them and tries to stain someone.

He takes the prisoners in the lair - where he hid himself.

Sell \u200b\u200bpots (Chulmack Wen)

Playing are divided into two groups. Children-pots, put on their knees or sitting on the grass, form a circle. Each pot is a player

Host a pot, his hands behind him. Walking is behind the circle. The drive comes to one of the owners the pot and starts the conversation:

Hey, friends sell a pot!

Buy

How much give you rubles?

Three Give

Driving three times (or so much for how much agreed to sell the pot of his owner, but not more than three rubles) concerns the hand of the host pot, and they start running in a circle towards each other (the circle ride three times). Who will get faster to a free space in a circle, he takes this place, and the lagging becomes leading.

Skok-Croskok (Kuchm-Kuch)

On Earth draw a large circle with a diameter of 15-25 m, inside it - small circles with a diameter of 30-35 cm for each participant of the game. Walking stands in the center of the Big Circle.

The leading says: "Cross!" After that, the words players quickly change in places (circles), jumping on one leg. Driving tries to take the place of one of the players, jumping also on one leg. The one who will stay without a place becomes leading.

Clappers (Abacle)

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

Choose leading. It comes to standing by the city and says words:

Clap and clap - the signal is such a run, and you for me!

With these words, driving easily slaps someone around the palm. Drinking and stained run to the opposite city. Who will faster will be faster, he will remain in the new city, and the lagging behind it leads.

Log place (Bush URS)

One of the participants in the game is chosen by leading, and the rest of the playing, forming a circle, go holding hands. Driving goes around in the opposite direction and says:

How the forty arking nobody in the house is not mixed.

Like goose gogoral,

You slam down on the shouldch-run!

Having said the run, driving a slightly hit on the back of one of the players, the circle stops, and the one who hit, rushes from his place in a circle to meet with water. The circumferent circle earlier takes free space, and the lagging behind it becomes leading.



Kurai (Dudge)

The game is carried out under any Bashkir folk melody. Children, holding hands, form a circle and move in one direction. In the center of the circle one child, he is Kurachist, in his hands he is kray (long shoe), he goes in the opposite direction. Children walk in a circle, run, perform grandpanes to words:

"Out of our Kurai,

We gathered all here.

Praying with a kuraist.

They ran away who is where.

Hai, Hai, Hai, Hai! On green, in the meadow

We drunk under the courage

Children scatter by the scene on the site, perform the movements of the Bashkir dance under the words: "You are dried up, cheers play, those who are better than dancing, choose"

Child-Kuraist chooses the best performer of movements, he becomes leading.

Rules: Slimming only after the end of words.

Muyush Alyush (corners)

At the four corners of the site are four stupa, they are four children. In the center there is a leading. He is about the queue comes to the sitting and

specifies each question:

Mistress, you can escape your bath?

1 Playing answers: "My sauna is busy."

2 Playing answers: "My dog \u200b\u200bwas silent"

3 playing answers: "The stove collapsed"

4 Playing answers: "There is no water"

The leading goes to the center of the site, claps in your hands three times and shouts hop, hop, hop! During this time, the owners quickly change places. The leading should have time to take a free stool.

Rules: Change only after cotton leading. The game can be carried out with a large number of children: in this case, the educator should put as many chairs as playing and make additional answers for the "hosts".

Children stand in a circle in a circle: ahead girl behind the boy driven, in his hand, who has a belt (rope), walks around and pronounces the text:

"Summer has passed, autumn came,

Ducks flew away, geese flew away.

Nightingale sang.

Raven!

Sparrow fly! "

The child who was chosen by "Sparrow" runs away from leading in a circle, and he tries to catch up and cautiously. If the leading osal is, it takes place by playing, and the outstanding becomes leading.

Rules: Do not touch the running hand, but only a belt. To run away after the word "fly".

Children stand in two ranks on the spot Fay opposite each other. The first team of the choir asks: "White poplar, blue poplar, what is in the sky?"

The second team of the Choir replies: "Motion birds."

The first team asks: "What do they have on wings?" The second team replies: "There is sugar and honey."

The first team asks: "Give us sugar."

The second team asks: "Why do you need?"

The first team calls "White poplar, blue poplar."

The second team asks: "Who choose from us?"

The first team call the name of one of the players from the opposite team. The chosen child runs towards the rivals, who stand, closerly hands hard, and tries to break the opponent's "chain". If he breaks the "chain", then takes the rivals playing from the team to his team, if not, it remains in this team. The team in which the most players turn out to be won.

Kugarssen (Pigeons)

Two parallel lines are drawn on the site at a distance of 5-8 meters, circles ("sockets") are drawn along these lines. Children stand in circles ("nests") opposite each other. Leading - "shepherd", with closed eyes It goes between Shero and says three times text:

"Gur-gur, pigeons for all of us one nest"

With the end of words, children change places ("nests") - run into opposite "nests". The shepherd opens his eyes and tries to take an empty "nest". The child's "dove" remaining without a "nest" becomes a "shepherd". Rules: It is possible to change places only when the shepherd utters the text three times.

Ena changed EP (needle and thread)

Children are divided into two teams, line up in the columns each other on one side of the site. Before each team at a distance of 5 meters, a landmark (cube, tower, check box) is put. At the signal, the first players ("needles") ride landmarks, return to the team. They are engaged in the next Iphoc ("Thread"), they ride a landmark together. Thus, all team players ("Threads"), in turn, engaging, each friend, ride landmarks. The team wins ("needle with thread"), all players whose players caught and cut the landmarks first.

Rules: playing during running is not allowed to draw hands. If it happened, then the broken rules team starts the game again.



Predator in the sea (Sweetkan Kaiak Tinesre)

The game participates up to ten children. One of the players is chosen by a predator, the rest are fish. For the game you need a rope with a length of 2-3 m. At one end it makes a loop and put on the column or peg. The player performing the role of a predator is taken for the free end of the rope and runs in a circle so that the rope is stretched, and the hand with a rope was at the knee level. When the rope approaches, the children need to jump through it.

Rules of the game. Both rope fish come out of the game. The child performing the role of a predator starts running on the signal. The rope must be constantly stretched.

On the site drawn or twisted in the snow two lines at a distance of 10 - 15 m from each other. Consider the leading - shark is selected. The remaining players are divided into two teams and become face to each other behind the opposite lines. At the signal, playing simultaneously run from one line to another. At this time, shark salait ranging. An account is announced out of each team.

Rules of the game. The run begins on the signal. The team is losing, in which the agreed number of players, for example, five. Awned not drop out of the game.

Moon or Sun (Uyokp Hevel)

Choose two players who will capture. They agree among themselves, which of them is the moon, and who the sun. For them, one approach the rest, standing before that aside. Quiet so that others do not hear, everyone says that he chooses: the moon or the sun. He is also quietly spoken, in whose team he should get up. So everyone is divided into two teams, which are built into the columns - players behind their captain, clasping standing ahead for the waist. Teams are dragging each other through the line between them. Talking is having fun, emotionally even when the teams are unequal.

Rules of the game. The team is considered to be the team, the captain of which crossed the line when dragging.

The game involves two teams. Players of both teams are built by the face of each other at a distance of 10 -15 m. The first team says Choir: "Tili-Ram, Tili-Ram?" ("Who are you who you?") Another team calls any player from the first team. He runs and tries to breast or shoulder break through the chain of the second team, ascended by his hands. Then the teams change roles. After the call calls, the team is dragging each other through the line.

Rules of the game. If a running manages to break through the chain of another team, he takes one of the two players to his team, between which it broke through. If the running does not break through the chain of another team, he himself remains in this team. In advance before the game starts, the number of command calls is set. The winning team is determined after the rope is dragging.

Playing get into the circle and take hands. They go in a circle under the words of one of their favorite songs. Driving stands in the center of the circle. Suddenly, he says: "Drain!" - And after that, it runs to catch the running players.

Rules of the game. The leading can make a certain number of steps (by agreement depending on the size of the circle usually three - five steps). The outstanding becomes leading. You can only run after the word is sought.



Needle, thread

Playing become in a circle, holding hands. Read the needle, thread and nodules. All of them with each other will run in a circle, they will run out of it.

Shooting on the straw-made bowls of archery on ligaments of straw-made grandmothers or a shield composed of knitting straw or confused ropes, widespread called Surkharban, as one of the sports elements of the National Holiday.

HERD

Participants of the game become a face of face to his center, hard holding hands, depict horses. In the middle of the circle are foals.

We are looking for a wand Participants of the game become on both sides of the log (benches, boards), close your eyes. The presenter takes a short wand (10 cm) and throws away to the side.

Shagai Nyaialha

Each player takes a certain amount of stones, all in turn throw them up and look, in what position they fell: a tubercock or recess, up or otherwise. Whose stones in the plug will be larger, he starts the game.

He collects all the bones and throws them from a height to the floor so that they fall the bark. Then by clicking the middle finger on one of the stones, it sends it to the next, lying with it in the same position, trying not to touch others. If it does not fall into the scheduled step or others, and also, if there is no longer the same lying in the bone, then the second is coming to the game, etc. With each successful click playing, postpones the broken step. After all the bones are knocked out, each player plays an equal to the smallest number of chosen one of the players. The game is repeated until all walks in the hands of one person.

Hongordookho

One of the participants of the game takes a complete handful of a seedy, throws them up and catches the back of the right hand, again throws up and catches palm. Caught steps are postponed to the side. The remaining bones are collected as: one shogai is thrown up, and while he flies, the playing grabs with the floor as many bones, as was caught for the first time and catches the falling step. If the player manages to catch him on the fly, he lays one bone as a win. In case of failure, the game goes to the next participant. The winner is the one who has more bones will be more.

Grandki-ankle throwing ankle (taranny bones) has many varieties: 1. Several ankles arrange in a row against each other around the edges of the table.

Wolf and lambs One player - wolf, another - sheep, the rest - lambs, the wolf sits on the road, which moves the sheep with lambs.



From the drum or from a pipe (Tebil Ohina)

The leader of the first group is suitable for the second and begins any conversation, ending with his question: "From a drum or from a pipe?" If the leader of the second group answers: "From the twin!" - That is the first group, forming a chain and imitating the sound of a twinkle "s ... at ... mm", passes under his hand stretched out, and he can change the direction of the hand and, consequently, the direction of their movement. If the leader of the second group will answer: "From the drum!" - The first group passes under his hand, imitating the sound of the drum. Passing at hand, all in the ranks are crossed several times.

Then the second group sets the question of the first group, and, depending on the answer, the second group imites the sound of either the twin, or the drum, passing under the hand of the leader of the first group.

Rule. While the whole group of the leader does not pass at hand, it is impossible to change the direction of the hand.

Children and rooster

One of the players depicts a rooster. The rooster comes out of his house, walks around the site and three times quacket. Players in "houses" (drawn with chalk circles with a diameter of 1 m), in response:

Cockerel, Cockerel,

Gold scallop!

That you get up so early.

Do you want to sleep?

After that, the rooster quackets again, claps the wings and begins to catch children

she, who, coming out of his house, run on the site. If it did not work out to catch the guys, he again depicts a rooster.

Raisinka

The circle is drawn on the site (the diameter of the circle depends on the number of players) * children are divided into two equal groups. On the lot, one team enters the circle, the second remains for the circle. Multiple players of the second team give balls (raisins), but so that those who stand in a circle did not know, who has a ball. Children with balls are conditionally numbered, but the number of each player should know only a player and leading. All go in a circle. Driving calls the number of one of the players. That quickly throws the ball, trying to walked the player in a circle. Awested player drops out of the game. If the ball does not fall into the player, he himself drops out of the game, and the ball transfers to another. The game continues until one person remains in the team.

At some distance from each other two lines are held. The same line builds boys, in another - girls. Leading between them. The team of boys - "Night", and the team of girls is "day". By team

de "Night!" Boys catch girls, on the team "Day!" Girls catch boys. Awarded to the opponent's team.

For the game you need two balls of white and black (or any other color, but not identical). Players are divided into two equal commands, each of which is selected presenter. One master gives the ball white, another black.

According to the signal leading throws your balls as far as possible. On the second signal, one player from each team runs behind their ball. Winner, i.e. He who quickly brought the ball to his lead, gets a point. Wins a team who scores more points.


SHEPHERD

Purpose of the game: Development of attention, dexterity, reaction speed.

On the playground, the line is drawn - the streams, one side of which the selected shepherds and sheep are collected, and the wolf sits on another. Sheep stand behind the shepherd, clasping each other for the belt.

The wolf turns to the shepherd with the words: "I am a mountain wolf, I will take!" The shepherd replies: "I can't give a brave shepherd." After these words, the shepherd wolf jumps over the streams and tries to reach sheep. The shepherd, putting his hands to the sides, protects the sheep from the wolf, not allowing him to touch them. In the case of good luck, the wolf takes extraction with you. The game begins first, but the roles change.

Rules of the game:

Treating stick

The goal of the game: the development of force, excerpt, strengthening the muscles of the body.

Two players sit on the floor against each other, resting the feet. In the hands they take a stick (you can rope, strap, or just keep hands). At the same time, one hand is in the middle of the stick, the other with the edge. At the signal, players begin to pull each other, trying to raise the opponent of a feet.

Game Rules: Wins the player who manages to raise the enemy to his feet. The winner has the right to continue the game with the next player.

FORTRESS

Purpose of the game: Development of intelligence, dexterity, consistency of movement.

Players are divided into two teams. The lot is determined by which the team will protect the fortress, and what to attack.

In the center playground Put the board (stone, rug). This is the fortress.

At the signal, the defenders surround the fortress at a distance of 2-3 m and protect it from the opponents attack. The attackers diverge in different directions. The fortress fenced conquered if someone from the players comes foot on the board and will not be caught by the defender.

The attackers make up various plans of siege, suitable for defenders and distract them every way. Thus, the attackers seek to break through to the fortress, and defenders try to catch them. Defenders left for the broken line drop out of the game. The striker who managed to break through the chain of defenders, but did not have time to put his leg on the board before it was caught, the gag leaves the game.

Rules of the game: the attacker is counted the point if they conquer the fortress. If all the defenders are caught by defenders, the players change places, but it does not receive a point. The command that dials the set number of points (for example, five) is defeated.

Fire kidnappers

Purpose of the game: Development of agility, speed; Strengthening the bone muscular apparatus of the legs.

On the playing area of \u200b\u200bthe rectangular shape (length - 30-40 m, width - 15-20 m) in each corner the circle is drawn with a diameter of 2-4 m. Circles denote the fortress. Inside the game site, the danger line (or fire lines) is still 2-3 meters long. The players are divided into teams of 10-15 people. Each team is located along its danger line. Teams choose captains and a distinctive sign (element of the national costume). A team of the first game is chosen by lot. On a certain signal, the captain of the team, a beginner game, comes to opponents, a light blow on the hand of any of the players takes fire and runs away to its border. He runs after him, trying to catch until the first player delivers the border. If the runaway player is caught, he becomes a prisoner and put him in the opponent's fortress. If it fails to catch up with the runaway, and the catching player reaches the danger line, then another player runs out of the opponent's team and tries to take captive.

Rules of the game:

The game continues until all the players of any team will not be in captivity;

The pursuer must catch up with the enemy to the danger line, from where the game began;

The pursuer, caught up with the runaway, becomes a carrier of fire. He can approach the enemy's rank and, hitting any player by hand, kill back to its border as a beginner game;

Prisoners are exempt when their friend, having received fire from the opponent, is unhindered in the fortress and concerns their hand: they all quickly run to their border.

In the middle of the playing area at a distance of 2 m two features are held. For them at a distance of 10-15 m, two more features are held. Two teams are selected: flowers and "breeches". Each of the teams stands before the inner line face to the opponent team.

The game starts "Flowers", choosing a name in advance - the name of the flower. They say: "Hello, breeze!" "Hello, Flowers!" - A breeze answer. "The breeches, breeze, guess our names," says "Flowers" again.

"The breeches" begin to guess the names of "colors". And as soon as you guess, the flowers run on the second line. "Wind" catch them up.

Rules of the game:

points are determined by the number of caught colors; The winner is determined by the agreed amount of points; After one game, the teams change roles.

We invite teachers preschool education Tyumen region, YanaA and KhMAO-Ugra publish their own methodical material:
- pedagogical experience, copyright programs, methodological benefits, presentations for classes, electronic games;
- Personally designed abstracts and scenarios educational activities, Projects, Master - Classes (including video), Forms of work with family and teachers.

Why is it profitable to publish from us?

Movable games of the peoples of the world

FIRE BRIGADE.

(Germany)

10 or more people play.

Inventory: chairs in the number of players are installed in a circle, backrests inside.

Game traffic:

Playing (firefighters) are taking care around these chairs under the sounds of music (bubne blows, drum). As soon as the music ships, players must put on the chair, near which they stopped, the subject of clothing. Game continues. When each participant decides 3 items (they turn out to be on different chairs), the alarm sounds: "Fire!". Players must quickly find their things and wear them. Who will turn quickly faster, becomes the winner.

African salts in a circle.

(Tanzania)

10 or more people play.

Inventory: Sheet from wood.

Game traffic:

Players get up in a circle face to the center. Behind their backs, it goes leading and touching the palms of players leaf. Then he puts the leaf to someone in hand and runs. Player with a sheet - behind him. If the drive runs the circle and can not catch it up, he will fall on his free place, and the player who pursued his player becomes new.

Trains.

(Argentina)

Play 7 or more people.

Inventory: whistle.

Game traffic:

Each player builds himself a depot: outlines a small circle. In the middle of the site there is a leading - steam locomotive. He has no depot. The leading comes from one car to another. To whom it is suitable, he follows him. So all cars are gathering. The locomotive suddenly whistles, and everyone runs to the depot, the steam locomotive too. The player remaining without a place becomes a leading - steam locomotive.

Buffaloes in the pen.

(Sudan)

10 or more people play.

Game traffic:

Players get into the circle and take hands. Two or three players stand in the center. This buffalo. Their task is to escape from the circle. They are trying to break through the circle, raising the hands. Rough techniques are not allowed. If you failed to break through one place, they are trying to do it in another. If they manage to them, the buffaloes are those players who failed to hold them.

Sick cat.

(Brazil)

Play more than five people.

Game traffic:

One player is a healthy cat that tries to catch everyone else. Each player who was stained should put his hand exactly to the place where he was stained. He becomes also a cat, but the sick and helps a healthy cat when catching. Sick cat can only be a healthy hand. The player who was not stained, wins. He becomes a healthy cat on the next circle.

Cauder.

(Uzbekistan)

5 or more people play.

Game traffic:

On the site guys draw a straight line 6-10 meters long. We must move along it, like a rope. It is allowed to keep hands on the sides. They lose those guys who come from the line - "fly from the rope." Rules:

1. One of the players is watching the "routine".

2. The one who came down from the "rope" becomes an observer.

Sick.

(Belarus)

10 or more people play.

Game traffic:

The game participants are divided into two equal groups. Players of each group are held by each other and form one chain with the help of arms bent at the elbows. Ahead of the chain becomes stronger and deft participants - "clockwork". Becoming against each other, "clockwork" also take each other for the arms bent in the elbows and pull each in their direction, trying or breaking the enemy chain, or drag it for the planned line. Rule:

The pull is starting exactly in the signal.

One in a circle.

(Hungary)

5 or more people play.

Inventory: Ball.

Game traffic:

Players become in a circle and throw a big light ball to each other while someone won't mistakes and drops it. This player goes into the circle and becomes in the middle. Players continue to move the ball, but try to not grab it in the center, and the ball got into it. If the central player managed to catch the ball, he can throw it into anyone. Who will get, he takes his place. The game is becoming more interesting if it goes in a good pace and fast transmission. It is possible to make a good turnover and jump standing in the center.

Game in the throat.

(Yemen)

Play from 6 people or more.

Game traffic:

Players get up all together in a close circle. One remains outside. He tries to get into the circle. To do this, he must pull someone from the circle. Standing in the circle are trying to avoid it and run, like carousel horses, in a circle. If someone is pulled out of the circle, then he leads.

Ball in palm.

(Burma)

Play at least 6 people.

Inventory: ball or pebbles.

Game traffic:

Players are built in the ranks at a distance of 30-40 cm from each other. Extracted hands with open palms hold back. One of the players is behind their backs. He has a ball or pebble in his hand. Walking along the Shero, he pretends as if he wants to lower the ball in someone's palm. Players should not look back. Finally he lowers the ball in someone's hand. A player who received a ball suddenly escaped from the rank. Neighbors on the right and left should grab it (or osal) before he moves from the spot. But at the same time they do not have the right to go from the line. If they fail to grab it, he may return to the place, and the game continues. If it is grabbed, it changes in places with the lead.

Find a handkerchief!

(Austria)

Four and more people play.

Inventory: scarf.

Game traffic:

Players choose a leading, which hides a handkerchief, and the rest at this time are closed. The scarf is hiding in a small area that is celebrated in advance. Hiding the handkerchief, the player says: "The scarf is resting." Everyone starts to look for, searches directs the one who hid a handkerchief. If he says "Heat", which comes to know that he is close to the place where the shawl is, "hot" - in close proximity to him, "Fire" - then you need to take a handkerchief. When the seeker is removed from the place where the handkerchief is hidden, then leading warns it with the words "cool", "cold". The one who finds a handkerchief does not speak about it, and imperceptibly sinking to the player who is closest to him, and hits his handkerchief. In the next round, he will hide the handkerchief.

Lion and goat.

(Afghanistan)

10-20 people play.

Inventory: Masks of Lion and goats.

Game traffic:

Choose a "lion" and "goat". The remaining players, holding

Hands form a circle. "Goat" stands inside the circle, "Leo" - for the circle. He must catch the "goat". Playing freely skip "goat", and "Leo", on the contrary, delay. The game continues until the "lion" does not catch the "goat". In case of good luck, they exchange roles or choose another pair.

Treat over your head!

(Canada)

Two people play.

Inventory: Long scarf.

Game traffic:

Two people stand on fours face to each other and tie through both heads scarf. Both players crawl back, trying to drag the opponent behind them. Hands and knees at the same time should remain on Earth. Wins the one who put the opponent's opponent in his side. Loses the player also when he clenches the scarf from his head.

Well, repeat!

(Congo)

Play four or more people.

Game traffic:

Players become a semicircle, in the center there is a leading. From time to time he makes some movement: raises his hand, turns, leans, keeps his foot, etc. All players must immediately repeat his movement. If a player is mistaken, then the leading occupies its place, and the player becomes leading. If several people will be mistaken at the same time, then leading himself chooses who will take his place.

Balteny.

(Latvia)

Play five or more people.

Inventory: Stick.

The course of the game. Players lie on the grass face down (in a circle of the head to the head) and closing their eyes. Driving throwsbalteny - 50 cm-covered stick - bushes or thickets so that it can not immediately find it. On the signal of the Water, everyone is quickly jumping around and run to seek a stick. The one who found it first becomes leading.

Good morning, hunter!

(Switzerland)

10-15 people play.

Game traffic:

Players become in a circle, choose a hunter who walks behind the backs of the players. Suddenly, he touches the player's shoulder. He, to whom they touched, turns and says: "Good morning, a hunter!", And immediately goes in a circle, but in the direction opposite to where the hunter goes. Going around the half-round, they meet, the player says again:"Good morning, hunter!". And both run to take empty place in a circle. The one who did not have time to do is becoming a hunter.

Pull the handkerchief!

(Azerbaijan)

10 or more people play.

Inventory: Shawls.

Game traffic:

Two teams are built against each other at some distance. Between them is a trait. Each from behind behind the belt shut up a handkerchief or a cake. By lot, one of the teams becomes driving. At the command of the judge, children move forward (they are on the spot), go to hell, and here the judge shouts:"The fire!" Players run back, and the opponents (driving) seek them to catch up to pull out the handkerchief because of the belt.

Then the commands change roles. The team that will capture a greater number of scarves.

Chrome duck.

(Ukraine)

10 or more people play.

Game traffic:

Denote the boundaries of the site. Selects"Chrome duck", The rest of the players are placed arbitrarily on the site, standing on one leg, and bent into the knee another leg hold back with a hand. After the words"The sun flares up, the game begins" "duck"jumping on one leg, holding the other leg with his hand, trying to nominate someone from the players. Abandoning helps her osal others. The latter not an awesome player becomes a "chrome camp".

Rule:

The player who became on both legs or jumped out of the site is considered outstanding.

A STATUE.

(Armenia)

Play 5-20 people.

Game traffic:

Players are divided into catches and runaways. For every 5 people prescribe one catcher. For the appointment of the head, the catcher go beyond the fields, and running freely located on the site. At the signal, the catcher pursue the rest of the players, seeking one of them to rally. The outstanding must immediately stop (freeze in place), in the position in which he was osal. The one who froze can "release" any player, touching it. The game ends when all players will be awailed. After that, they choose new catches, and the game continues. Rules:

1. You can call the player by touching the palm of any place of the body, except for the head.

2. Fishing, on the inertia ran out beyond the field, is considered to be retired from the game.

Fishing a bag!

(Game of Indians Alaska)

8 or more people play.

Inventory: a bag filled with sand (weighing 200 g for 5-6-year-olds; 400 g - for older).

Game traffic:

Players get into the circle and throw each other bag. Who can't catch the bag, he comes out of the game. Wins the one who remained in a circle.

Option. When throwing a bag, you can call the first syllable of some word, and the catching must complete, for example: weight-on, color-current, etc.

SNAKE BITE.

(Egypt)

Play more than two people.

Game traffic:

On the ground draw a circle. One player jumps into a circle, the rest surround it, putting on his knees. They try to grab a jump player in a circle behind their feet. Who succeeds, he changes with a player in a circle in some places.

Oxak-carga.

(Uzbekistan)

"Karga" translated from Uzbek - "Crow", "Oxak" - "Chrome". Why chrome crow? Because the one who depicts this crows, jumps on one leg. And the second leg is bent and tied, say, belt or handkerchief. (On which leg, the crow, it does not matter).

Close the game that you want. If you are only two, just jump off. If at least three (dad, mom and me) - you can get crazy spots. Many people gathered - arrange a jump relay, crashing into two teams. In this case, the belt or scarf, which is tied up with the leg, moves from one "crows" to another.

Sugreoba.

(Georgia)

This is a Georgian game with jumps, for which several sticks are created like civic bits (no more than 5 cm thick).

Game traffic:

Sticks put on the ground parallel to one another at a distance of half the meter. The more sticks, the harder the game will be. Next to the first stick and the last - on the flat stone: here jumpers can rest (not long!).

A beginner game should, jumping on one leg, bypass the snake all sticks. On the way back it is necessary to jump over the sticks, putting the feet perpendicular to them. And again to the stone - but now the feet are put in parallel sticks. You finish the game, jumping from sticks on a stick.

If I got lost, I was wrong, immediately inferior to the next jumper, and myself, waiting for my turn again, you start all over again.

The winner will be the one who, with a smaller number of attempts, will fulfill all the revised tasks without errors.

Yagulga-Taucmak.

(Turkmenistan)

"Get a handkerchief" - that's what it means translated from the Turkmen title of this game.

Game traffic:

The handkerchief is suspended on the pole (or tied to the rope, blocked through the branch of the tree). In general, it is necessary to arrange so that the shawl can be raised higher and higher.

The game begins - the scarf can be reassembled, only slightly bouncing (from the runway). This is all possible. A new approach, the scarf raised higher - here you have to try to make it up to it. With each time the task is all the complex, and now for someone, the scarf is inappropriate. In the end, one who managed to jump above all.

Guess.

(Dagestan)

The game resembles Zhmurki.

Game traffic:

The eyes tie the eyes, and he begins to jump on one leg in a circle. Other leg he keeps stretched forward. Any child can carefully clap the stretched leg. He stops and tries to guess who hit him on his leg. If the leading guess, the loser player replaces the leading. If not, the game continues, and the leading again starts jumping in a circle on one leg.

Storks.

( Ukrainian game)

The guys depict storks. Each stork has its own nest (hoop). Driving nests has no. The signal begins the game. All storks stand on one leg, hands on the belt. The leading chooses any nest and jumps into it. As soon as two storks will be in this nest, they both pop up from the nest and run, rich flags at a short distance from the hoop. The one who will return the first thing takes up the nest, and who late - becomes leading.

Merry.

(Kazakh game)

Children become a common circle. Driving to the side and closes his eyes. One of the participants give a piece of cheese or caramel. When the leading returns, everyone must continuously utter one word: "Mirish", "Mirish". Drinking tries to guess who in the mouth of the cheese. To do this, he is allowed to walk in a circle and listen to each. If he guessed, he joins the playing. A new leading is appointed.

Sake Burts.

(Georgian game).

So in Georgia is a game with a ball and a stick.

Inventory: Wire Gate, Ball.

Game traffic:

2 teams play. Representatives of teams in turn rolling the ball, pushing it with a stick, trying to keep it through the gate (they should be wider than 20-25 cm). Wins a team that swept the ball through the gate is more than once.

Bulba.

(Belarusian game)

Participants are divided into 2 teams and are built in 2 columns. In front of them "Well" (hoops), where to plant "potatoes" (tennis balls). Then get the checkbox and collect potatoes in a bucket or basket. Wins the team before I coped with the task. If the ball rolled out beyond the hoop, the player himself must return the potatoes in the hole.

Safed - Chubac

(Tajik game)

Two teams become one of the shan along the line through one. The distance between the players is 1 meter from each of the players - a wand or kege. The wands of two commands differ in color. By the beginning of the game, the neighbors change with chopsticks. On the signal, everyone should throw as far as possible, according to the second signal - to run behind them. Moreover, everyone should pick up his wand (which neighbor drove). The team wins, all players whose players return to place with their chopsticks.

Treating.

(Ossetian folk game)

To carry out this game, you need to firmly connect the ends of the rope with a length of 2-2.5 m and, drawing a circle with a radius of 2 m on Earth, divide it with a line into two equal halves.

Children from a pair that will be measured by the forces are becoming back to each other, on different sides of the line, at the same distance from it. Each participant "is imputed" to the rope tied to the ring, for its part. He misses the rope under the mouse and pulls it slightly. The rest of the children are closely monitored to, taking the initial position, both participants were at the same distance from the dividing line.

On the conventional signal, the rivals pull the rope, each in its direction. The winner is the child who pulled the opponent to his side of the circle, and then generally pulled him out of the circle.

Rules:

1. It is impossible to pull the opponent aside, players must "drag" each other only in the direction "Forward".

2. Talking is carried out by all hull, but it is impossible to leap the earth with hands.

The player who fell behind the circle line with both legs is considered the loser.

Predator at sea.

(Chuvash Folk Game)

For this game, you need to fix in the center of the field or the playground of the peg (column). On this pegs, it is put on top of a rope, which is fixed at an altitude of 20-30 cm from the surface of the earth with an unlocking loop. Over the end, the end of the rope is taken away. He presses this end of the rope to his hip and runs in a circle.

The circle formed with the help of a rope is "the sea", and the rope is a "predator". The rest of the children are "fish" who seek to escape from the "predator" - ropes, jumping over it.

The leading can spin the rope then clockwise, then against, then diminishing, then slow down your jog, and "fish", taped "predator" (rope), drop out of the game. The game should be continued until only 2-3 "fish" will remain in the sea. Then you can choose a new leading and continue the game.

Rules:

1. You can not raise the rope above the hip level, because it will make the game dangerous.

2. "Fish" who jumped out of the "sea" are considered to be the losers.

Bilyash.

(Mari Folk Game)

Players are divided into two teams that are lined up opposite the other along the parallel lines drawn at a distance of several meters from each other. Lots are solved, what the team starts the game. One of the players of this team with a scream:"Bilyash!", He heads to the ranks of opponents. Children from another team are waiting for his approach, every child pulls his right hand forward. Walking enough for the hand of any player and tries to drag him on the side of his team, and he rests like all his might.

If you managed to drag the player from another team for the line of my team, he takes him captive and puts behind himself.

Now the player from another team can try his strength. If he is able to drag on his side of the player, whose back is the prisoner, it will be a double victory: he will release a member of his team and capture the enemy. The game continues until one of the teams will capture a certain number of prisoners or the entire opponent team.

Rules:

1. It is impossible to hide hands behind the back, thus resisting the capture.

2. It is possible to pull the player to yourself any hand, but only_ not two hands immediately.

3. Players can maintain a resistant member of their team only by exclamations or chanting.

4. The prisoner is the player who has crossed the other team with both hands as follows.

Fight roosters.

(Mari Folk Game)

All players should be divided into pairs so that the children of the same age and approximately equal to the forces turned out to be opposite each other. Then the teams are built into two ranks, one opposite the other, so that every child is opposite his opponent. Children become one leg; Other leg, bent in the knee, keep behind with both hands. On the team, all children begin to jump on one foot towards their rivals, putting forward shoulder. Brospopriceing, the opponents pushed each other shoulder, bounce back and again with running faces. If, during a cocktail battle, the player will lose its balance and stand on both legs or gets into his hand, so as not to fall, then it is considered to be a loser, and the couple comes out of the game. When all the couples are finished to compete, calculates how many players from each team became winners in the battle of roosters. This is how the winner team is determined.

Rules:

1. It is possible only to the shoulder shoulder, other strikes are prohibited.

2. You can push only your rival in a pair.

Rattle carrier hat.

(Dagestan)

The history of this game dates back to the ancient customs of the mountain peoples, for which one of the main skills was the ability to keep the balance on steep mountain paths. Initially, the game was played as follows: there were two largest stone up to 50 cm high at a distance of 3-5 steps from each other and on top of them put the pole. The player was supposed to transfer the caps of all participants in turn from one stone to another, never cooling and not dropping a single hat. For the game, you can use a gymnastic bench, which will have to walk children during the game. In this game, children can simply stretch to transfer objects in one hand (for example, their panamies), moving from one end of the bench in another and returning back.

Rules:

1. The player is obliged to quickly transfer all the caps, folded at the base of the bench, on the one hand to another.

2. It is impossible to transfer more than one header at once.

3. The player transfers its header the latter.

4. If the player is tired, he can break, stopping at one edge of the bench, but he is not Must go down to Earth and even touch the Earth to the foot.

Mitten chant.

(Buryat Folk Game)

Choose a leading and sit around it with a close circle or opposite the leading shop, but also so close so that there are no gaps between sitting. Hands all players hold behind her back. One of the players in the hands of a mitten. He starts loudly to sentence: "Gi's Mittens!", At the same time passing the mittens to his neighbor. He, in turn, loudly picks up a song and as quickly as possible transfers a mitten further. The leading points to the player who should show his hands. If the mittens in them, then the loser becomes leading, if not, the game continues.

Rules:

1. Sings only the one who has a glitter.

2. You can not try to delay your mittens, you need to quickly transfer it to the next player, who immediately begins to sing. This is how the "Cacaofonia" effect is created when several players sing at the same time, with a small time delay.

3. If the correctly indicated the player who has a mitten, he has no right to transmit Its further, and should show the water and take his place.

"Lenok" (Belarusian game)

On Earth, circles are drawing - nests, which in terms of one less than players. Everyone becomes a circle, take hands. The leading in a circle makes various movements, everyone repeats them. By team "Say

linen!" Players occupy nests, the one who did not have time to take the nest is considered to be "planted": his "plant" in the nest until the end of the game. Then the nest is cleaned on Earth, and the game continues. Win the one who will take the last free place.

Kittens (katya)(Belarusian game)

Description. On Earth (Semi) draw line - "Street", meters in Six-eight in front of her - Circle ("House").

After that, the cat is selected. She enters the "house", playing - "kittens" - fit on it for 2 steps, and "Cat" asks: "Kittens guys, where were you?"

The subsequent conversation can pass, for example, as follows: "Kittens": -in Garden!

"Cat": - What did you do there?

"Kittens": the flowers tear!

"Cat": where are these flowers?

The number of questions and answers depends on the fantasy and the intelligence of playing. "Kittens" can give a few answers, but the "cat" chooses one and depending on its content asks a new question. As soon as the "kittens", when responding, allow pause, "Cat" screams: "Oh, you are deceivers!" - And trying to catch any of them. To escape, "kittens" should escape to the street, i.e. to become a line, holding hands. Togo, Whom "Cat" will catch, she takes into the "house". After some time, the rest of the "kittens" are suitable for "home", and everything starts first.

Millet (millet) (Belarusian game)

Description. By lot or simply, at will, choose the "host" (or "hostess") and become one of the ranks, holding hands. "The owner" passes along the Sherngi, stops near anyone and says:

Come to me millet.

I do not want!

Is there a porridge?

Right now!

Oh, you, Lodody! - exclaims the "master" and runs to anyone's rank.

"Lododar" also runs the ranks for this end, but behind the backs of playing. Which of them will grab the hand of the extreme in Sherge, he becomes close to him, and the remaining role is changing with the "master".

Rules.

1. After the words "Ah, you, Lododr", the owner has the right to make some fraudulent movements and only after that run to any end of the Shero. Competing with him, the player must run certainly to the same end.

2. If the runners are captured by the hand of the extreme player at the same time, then the leader continues the former "master".

Forest, swamp, lake (forest, Balot, Easy)

(Belarusian game)

Description. Draw a circle of such a size so that all playing, and 3 more circles fit in it approximately equal to the distance from the first (when holding a game in the hall, it can be three opposite corners, limited by lines). The first circle (or angle) is playing, and the remaining circles receive names: "Forest", "Boloto", "Lake". The lead calls the beast, bird, fish, or any other animal (you can agree to call both plants) and quickly consider it to a conventional number. Everyone is running, and everyone becomes in that circle, which, in his opinion, corresponds to the habitat, called animal or bird, etc. I (for example, in a circle, meaning the forest, if the wolf is called, in a circle, meaning the lake, if the pike is called ). The word "frog" allows you to become in any circle, because the frogs live in the lake, and in the swamp, and in the forest. We defeat those. Whoever was never mistaken for a certain number of horses.

Hound (Hort) (Belarusian game)

Description. On Earth draws a "cage" - a circle with a diameter of 3 * 5 m. Children are becoming around it - "Hares", who are chosen by the "Hare King" on the persuade. He is part of the middle of the "cells" and says, pointing at each word in turn for each playing:

Hare, hare, where have you been? - In a swamp.

What have you been doing? - Grass blind.

Where did you hide? Under the deck.

Who burned? - Hare.

Who catches? - Hort!

In the last word, all players are running out, and the one. Who fell away the word "Hort", begins to catch them and takes off the caught in the "cage" where they should be until the end of the game. So continues until then. Until all the "hares" are shifted.

Rules.

1. "Hares" do not have the right to run out of the "field".

2. The "hare" is considered caught if "Hort" grabbed him by the hand or touches his shoulder.

Wolf and kids (VKOV Toshenat) Ukrainian games

Children are played 7-12 years old (5-10 people), at the size of approximately 20x20 m.

Description. At the site draws a circle with a diameter of 5-10 m (depending on the number of players), and around it at a distance of 1-3 m - the circles with a diameter of 1m- "houses" (one less than the number of "goats"). Consider the "wolf". It becomes between the big circle and the "houses". "Cats" are in a big circle. Corresponding to three, they run out of the circle to take the "houses". "Wolf" at this time does not sail them. One of the "goat" does not get a "house". He runs away (between the "houses" and the big circle) from the "Wolf", who seeks to rally. Osalil - changing roles, did not stand - will remain a "wolf", and the game begins first.

Rules.

1. After the "Three" account, all "Cats"Must be sureflew from a big circle.

2. If a "goat" pursued by the "wolf" 3 times the big circle and the "wolf" will not catch it up, then the "wolf" should stop the chase and stay in the same role to the next con kinder.

Bell (Dzvon) Ukrainian game

(This game has other names: "bell", "ringing")

This game is recorded in Ukraine in the last century P. Ivanov (in the Kharkiv region) and P. Chubinsky (in Poltava region). Nowadays, the existence of the game was found in Vinnitsa and Ternopil regions usually play boys and girls 10-15 years old (sometimes older), 10 and more people.

Description. Holding hands playing form a circle. Driving, selected by read, becomes inside the circle. Laying on the hands of the circle components, he tries to disconnect them, saying: "bov". It repeats it until someone opens his hands, after which it runs away, and two who open hands are catching (salyat) it. Catching becomes leading.

Color (copier) Ukrainian game

Description. Agrees about the boundaries of the site. Consider choose a leading. Playing form a circle. Driving, closing the eye, becomes back to a circle, 5-6 m from it. He calls any color, such as blue, red, green, blue, white. Then turns to players. Those who have clothing called color or some other item are enough for these items so that they have seen leading. Who does not have them, run away from the leading. If he shifts and sustate someone, then the outstanding becomes leading, and the former leading rises with everyone together in the circle. Play several times.

Heron (Chapel) Ukrainian game

Description. By reading is chosen by the leading - "pin". The rest are "frogs". While "Heron"

"Slise" (it is worth leaning forward and leaning hands on straight legs), the remaining players jump on squatting, trying to imitate the movements of the frog. Suddenly the "Heron" "wakes up", makes a cry and starts to catch (squeeze) "frogs". The outstanding replaces the "pin". They usually play 5-6 times.

Toweliko (Rusk) Ukrainian game

Description. According to leading "times. two. Three "right and left pairs disconnect their arms and run towards each other to change places, and the middle pair catches without disconnecting the hands, any of the runners (Fig. 2). A couple, one of the players whose players are caught, changing with them place and role. If you did not manage to catch anyone, they will lead again.

Chrome duck (swing swing)Ukrainian game

Description. The "lame duck" is selected, the rest of the players are placed arbitrarily on the site, standing on one leg, and bent in his knee the other leg hold the back of the hand. After the words: "The sun flares up, the game begins." - "Duck" jumps on one leg, holding another leg with his hand, trying to nominate someone from the players (Fig. 3). Abandoned helps her to sire other, the latter shameless player becomes a "chrome camp".

Square (square) Ukrainian game

Description. Usually the order of the game is determined in this way: "Chur, I first!" - "I am the second!" And so on. Sometimes distributed to read. Each player must perform the following exercises:

1) jump into the center of the square (Fig. 4, a), then the legs on the side of the journey to the walls of the square, not advancing the hell, again jump into the center, then jump forward through the line, without turning, further jump into the center and the line of the square . A player who made a mistake is dropped out of this Kon and waits for the next turn. The exercise without error proceeds to the following exercises;

2) jump in the center on two legs; leap legs to the sides to the walls of the square, not advancing them; again to the center; jump turn 90 degrees, legs to the sides; jump into the center and beyond the square (Figure 4, b);

3) jump on one leg to the center of the square; leap legs on the sides and turn, becoming legs at the corners of the square (Figure 4, B); again jump on one leg to the center and a jump with a turn, becoming legs into other angles; Jump in the center on one leg and jump from the square.

In this game, the number of jumps and a combination of jumps on one and two legs is strictly not regulated. Playing usually negotiate how much and what jumps make a player in each series of movements. One of them wins, who will first fulfill all types of jumps that have agreed in advance.

Sometimes they play inventiveness: each of the players in turn offers their own option, the rest should repeat it. The winner in this case is considered to be playing who will offer the most difficult or interesting option.

Gray Wolf (Sarah Bure) Tatar games

One of the players are chosen by a gray wolf. Seeded squatting, gray wolf is hiding behind a feature at one end of the site (in the bushes or in thick grass). The remaining players are on the opposite side. The distance between the lines of 20-30 m. In the signal, everyone goes into the forest to collect mushrooms, berries. To meets them leading and asks (children in chorus respond):

You, friends, where are you hurrying?

In the forest dense we go

What do you want to do there

There are raspberries

Why do you need raspberries, children?

We prepare jam

If the wolf in the forest will meet you?

Gray wolf will not catch us!

After this roll call, everyone is suitable for the place where the gray wolf is hiding, and the choir say:

I will collect berries, and welcome jam,

Cute my grandmother will be treated

Here are many raspberries, all and not collect,

And wolves, the bears do not see at all!

After words, not to see the gray wolf gets up, and the children quickly run behind the line. The wolf chases them and tries to stain someone.

He takes the prisoners in the lair - where he hid himself.

Sell \u200b\u200bpots (Chulmack Wen) Tatar games

Playing are divided into two groups. Children-pots, put on their knees or sitting on the grass, form a circle. Each pot is a player

Host a pot, his hands behind him. Walking is behind the circle. The drive comes to one of the owners the pot and starts the conversation:

Hey, friends sell a pot!

Buy

How much give you rubles?

Three Give

Driving three times (or so much for how much agreed to sell the pot of his owner, but not more than three rubles) concerns the hand of the host pot, and they start running in a circle towards each other (the circle ride three times). Who will get faster to a free space in a circle, he takes this place, and the lagging becomes leading.

Skok-Croskok (Kuchm-Kuch) Tatar games

On Earth draw a large circle with a diameter of 15-25 m, inside it - small circles with a diameter of 30-35 cm for each participant of the game. Walking stands in the center of the Big Circle.

The leading says: "Cross!" After that, the words players quickly change in places (circles), jumping on one leg. Driving tries to take the place of one of the players, jumping also on one leg. The one who will stay without a place becomes leading.

Clappers (Abacle) Tatar games

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

Choose leading. It comes to standing by the city and says words:

Clap and clap - the signal is such a run, and you for me!

With these words, driving easily slaps someone around the palm. Drinking and stained run to the opposite city. Who will faster will be faster, he will remain in the new city, and the lagging behind it leads.

Log place (Bush URS) Tatar games

One of the participants in the game is chosen by leading, and the rest of the playing, forming a circle, go holding hands. Driving goes around in the opposite direction and says:

How the forty arking nobody in the house is not mixed.

Like goose gogoral,

You slam down on the shouldch-run!

Having said the run, driving a slightly hit on the back of one of the players, the circle stops, and the one who hit, rushes from his place in a circle to meet with water. The circumferent circle earlier takes free space, and the lagging behind it becomes leading.

Kurai (Dudge)

Bashkir Games

The game is carried out under any Bashkir folk melody. Children, holding hands, form a circle and move in one direction. In the center of the circle one child, he is Kurachist, in his hands he is kray (long shoe), he goes in the opposite direction. Children walk in a circle, run, perform grandpanes to words:

"Out of our Kurai,

We gathered all here.

Praying with a kuraist.

They ran away who is where.

Hai, Hai, Hai, Hai! On green, in the meadow

We drunk under the courage

Children scatter by the scene on the site, perform the movements of the Bashkir dance under the words: "You are dried up, cheers play, those who are better than dancing, choose"

Child-Kuraist chooses the best performer of movements, he becomes leading.

Rules: Slimming only after the end of words.

Muyush Alyush (corners)

Bashkir Games

At the four corners of the site are four stupa, they are four children. In the center there is a leading. He is about the queue comes to the sitting and

specifies each question:

Mistress, you can escape your bath?

1 Playing answers: "My sauna is busy."

2 Playing answers: "My dog \u200b\u200bwas silent"

3 playing answers: "The stove collapsed"

4 Playing answers: "There is no water"

The leading goes to the center of the site, claps in your hands three times and shouts hop, hop, hop! During this time, the owners quickly change places. The leading should have time to take a free stool.

Rules: Change only after cotton leading. The game can be carried out with a large number of children: in this case, the educator should put as many chairs as playing and make additional answers for the "hosts".

Children stand in a circle in a circle: ahead girl behind the boy driven, in his hand, who has a belt (rope), walks around and pronounces the text:

"Summer has passed, autumn came,

Ducks flew away, geese flew away.

Nightingale sang.

Raven!

Sparrow fly! "

The child who was chosen by "Sparrow" runs away from leading in a circle, and he tries to catch up and cautiously. If the leading osal is, it takes place by playing, and the outstanding becomes leading.

Rules: Do not touch the running hand, but only a belt. To run away after the word "fly".

Children stand in two ranks on the spot Fay opposite each other. The first team of the choir asks: "White poplar, blue poplar, what is in the sky?"

The second team of the Choir replies: "Motion birds."

The first team asks: "What do they have on wings?" The second team replies: "There is sugar and honey."

The first team asks: "Give us sugar."

The second team asks: "Why do you need?"

The first team calls "White poplar, blue poplar."

The second team asks: "Who choose from us?"

The first team call the name of one of the players from the opposite team. The chosen child runs towards the rivals, who stand, closerly hands hard, and tries to break the opponent's "chain". If he breaks the "chain", then takes the rivals playing from the team to his team, if not, it remains in this team. The team in which the most players turn out to be won.

Kugarssen (Pigeons)

Bashkir Games

Two parallel lines are drawn on the site at a distance of 5-8 meters, circles ("sockets") are drawn along these lines. Children stand in circles ("nests") opposite each other. The driven - "shepherd", with closed eyes goes between Shero and pronounces three times:

"Gur-gur, pigeons for all of us one nest"

With the end of words, children change places ("nests") - run into opposite "nests". The shepherd opens his eyes and tries to take an empty "nest". The child's "dove" remaining without a "nest" becomes a "shepherd". Rules: It is possible to change places only when the shepherd utters the text three times.

Ena changed EP (needle and thread)

Bashkir Games

Children are divided into two teams, line up in the columns each other on one side of the site. Before each team at a distance of 5 meters, a landmark (cube, tower, check box) is put. At the signal, the first players ("needles") ride landmarks, return to the team. They are engaged in the next Iphoc ("Thread"), they ride a landmark together. Thus, all team players ("Threads"), in turn, engaging, each friend, ride landmarks. The team wins ("needle with thread"), all players whose players caught and cut the landmarks first.

Rules: playing during running is not allowed to draw hands. If it happened, then the broken rules team starts the game again.

Predator in the sea (Sweetkan Kaiak Tinesre)

Chuvash game

The game participates up to ten children. One of the players is chosen by a predator, the rest are fish. For the game you need a rope with a length of 2-3 m. At one end it makes a loop and put on the column or peg. The player performing the role of a predator is taken for the free end of the rope and runs in a circle so that the rope is stretched, and the hand with a rope was at the knee level. When the rope approaches, the children need to jump through it.

Rules of the game. Both rope fish come out of the game. The child performing the role of a predator starts running on the signal. The rope must be constantly stretched.

On the site drawn or twisted in the snow two lines at a distance of 10 - 15 m from each other. Consider the leading - shark is selected. The remaining players are divided into two teams and become face to each other behind the opposite lines. Across the signal playing simultaneously run from One feature to another. At this time, shark salait ranging. An account is announced out of each team.

Rules of the game. The run begins on the signal. The team is losing, in which the agreed number of players, for example, five. Awned not drop out of the game.

Moon or Sun (Uyokp Hevel) Chuvash games

Choose two players who will capture. They agree among themselves, which of them is the moon, and who the sun. For them, one approach the rest, standing before that aside. Quiet so that others do not hear, everyone says that he chooses: the moon or the sun. He is also quietly spoken, in whose team he should get up. So everyone is divided into two teams, which are built into the columns - players behind their captain, clasping standing ahead for the waist. Teams are dragging each other through the line between them. Talking is having fun, emotionally even when the teams are unequal.

Rules of the game. The team is considered to be the team, the captain of which crossed the line when dragging.

The game involves two teams. Players of both teams are built by the face of each other at a distance of 10 -15 m. The first team says Choir: "Tili-Ram, Tili-Ram?" ("Who are you who you?") Another team calls any player from the first team. He runs and tries to breast or shoulder break through the chain of the second team, ascended by his hands. Then the teams change roles. After the call calls, the team is dragging each other through the line.

Rules of the game. If a running manages to break through the chain of another team, he takes one of the two players to his team, between which it broke through. If the running does not break through the chain of another team, he himself remains in this team. In advance before the game starts, the number of command calls is set. The winning team is determined after the rope is dragging.

Playing get into the circle and take hands. They go in a circle under the words of one of their favorite songs. Driving stands in the center of the circle. Suddenly, he says: "Drain!" - And after that, it runs to catch the running players.

Rules of the game. The leading can make a certain number of steps (by agreement depending on the size of the circle usually three - five steps). The outstanding becomes leading. You can only run after the word is sought.

Needle, thread Buryat games

Playing become in a circle, holding hands. Read the needle, thread and nodules. All of them with each other will run in a circle, they will run out of it.

Shooting on the straw-made bowls of archery on ligaments of straw-made grandmothers or a shield composed of knitting straw or confused ropes, widespread called Surkharban, as one of the sports elements of the National Holiday.

Tabun Buryat Games

Participants of the game become a face of face to his center, hard holding hands, depict horses. In the middle of the circle are foals.

We are looking for a wand Participants of the game become on both sides of the log (benches, boards), close your eyes. The presenter takes a short wand (10 cm) and throws away to the side.

Schagai Nyaialha Buryat Games

Each player takes a certain amount of stones, all in turn throw them up and look, in what position they fell: a tubercock or recess, up or otherwise. Whose stones in the plug will be larger, he starts the game.

He collects all the bones and throws them from a height to the floor so that they fall the bark. Then by clicking the middle finger on one of the stones, it sends it to the next, lying with it in the same position, trying not to touch others. If it does not fall into the scheduled step or others, and also, if there is no longer the same lying in the bone, then the second is coming to the game, etc. With each successful click playing, postpones the broken step. After all the bones are knocked out, each player plays an equal to the smallest number of chosen one of the players. The game is repeated until all walks in the hands of one person.

Hongorookho Buryat Games

One of the participants of the game takes a complete handful of a seedy, throws them up and catches the back of the right hand, again throws up and catches palm. Caught steps are postponed to the side. The remaining bones are collected as: one shogai is thrown up, and while he flies, the playing grabs with the floor as many bones, as was caught for the first time and catches the falling step. If the player manages to catch him on the fly, he lays one bone as a win. In case of failure, the game goes to the next participant. The winner is the one who has more bones will be more.

Grandki-ankle throwing ankle (taranny bones) has many varieties: 1. Several ankles arrange in a row against each other around the edges of the table.

Wolf and lambs One player - wolf, another - sheep, the rest - lambs, the wolf sits on the road, which moves the sheep with lambs.

Azerbaijani games

From the drum or from a pipe (Tebil Ohina)

The leader of the first group is suitable for the second and begins any conversation, ending with his question: "From a drum or from a pipe?" If the leader of the second group answers: "From the twin!" - That is the first group, forming a chain and imitating the sound of a twinkle "s ... at ... mm", passes under his hand stretched out, and he can change the direction of the hand and, consequently, the direction of their movement. If the leader of the second group will answer: "From the drum!" - The first group passes under his hand, imitating the sound of the drum. Passing at hand, all in the ranks are crossed several times.

Then the second group sets the question of the first group, and, depending on the answer, the second group imites the sound of either the twin, or the drum, passing under the hand of the leader of the first group.

Rule. While the whole group of the leader does not pass at hand, it is impossible to change the direction of the hand.

Children and rooster Azerbaijani games

One of the players depicts a rooster. The rooster comes out of his house, walks around the site and three times quacket. Players in "houses" (drawn with chalk circles with a diameter of 1 m), in response:

Cockerel, Cockerel,

Gold scallop!

That you get up so early.

Do you want to sleep?

After that, the rooster quackets again, claps the wings and begins to catch children

she, who, coming out of his house, run on the site. If it did not work out to catch the guys, he again depicts a rooster.

Raisinka Azerbaijani games

The circle is drawn on the site (the diameter of the circle depends on the number of players) * children are divided into two equal groups. On the lot, one team enters the circle, the second remains for the circle. Multiple players of the second team give balls (raisins), but so that those who stand in a circle did not know, who has a ball. Children with balls are conditionally numbered, but the number of each player should know only a player and leading. All go in a circle. Driving calls the number of one of the players. That quickly throws the ball, trying to walked the player in a circle. Awested player drops out of the game. If the ball does not fall into the player, he himself drops out of the game, and the ball transfers to another. The game continues until one person remains in the team.

At some distance from each other two lines are held. The same line builds boys, in another - girls. Leading between them. The team of boys - "Night", and the team of girls is "day". By team

de "Night!" Boys catch girls, on the team "Day!" Girls catch boys. Awarded to the opponent's team.

For the game you need two balls of white and black (or any other color, but not identical). Players are divided into two equal commands, each of which is selected presenter. One master gives the ball white, another black.

According to the signal leading throws your balls as far as possible. On the second signal, one player from each team runs behind their ball. Winner, i.e. He who quickly brought the ball to his lead, gets a point. Wins a team who scores more points.

Armenian games

SHEPHERD

Purpose of the game: Development of attention, dexterity, reaction speed.

On the playground, the line is drawn - the streams, one side of which the selected shepherds and sheep are collected, and the wolf sits on another. Sheep stand behind the shepherd, clasping each other for the belt.

The wolf turns to the shepherd with the words: "I am a mountain wolf, I will take!" The shepherd replies: "I can't give a brave shepherd." After these words, the shepherd wolf jumps over the streams and tries to reach sheep. The shepherd, putting his hands to the sides, protects the sheep from the wolf, not allowing him to touch them. In the case of good luck, the wolf takes extraction with you. The game begins first, but the roles change.

Rules of the game:

Treating stick

Armenian games

The goal of the game: the development of force, excerpt, strengthening the muscles of the body.

Two players sit on the floor against each other, resting the feet. In the hands they take a stick (you can rope, strap, or just keep hands). At the same time, one hand is in the middle of the stick, the other with the edge. At the signal, players begin to pull each other, trying to raise the opponent of a feet.

Game Rules: Wins the player who manages to raise the enemy to his feet. The winner has the right to continue the game with the next player.

FORTRESS

Armenian games

Purpose of the game: Development of intelligence, dexterity, consistency of movement.

Players are divided into two teams. The lot is determined by which the team will protect the fortress, and what to attack.

The center of the game site is put on the board (stone, rug). This is the fortress.

At the signal, the defenders surround the fortress at a distance of 2-3 m and protect it from the opponents attack. The attackers diverge in different directions. The fortress fenced conquered if someone from the players comes foot on the board and will not be caught by the defender.

The attackers make up various plans of siege, suitable for defenders and distract them every way. Thus, the attackers seek to break through to the fortress, and defenders try to catch them. Defenders left for the broken line drop out of the game. The striker who managed to break through the chain of defenders, but did not have time to put his leg on the board before it was caught, the gag leaves the game.

Rules of the game: the attacker is counted the point if they conquer the fortress. If all the defenders are caught by defenders, the players change places, but it does not receive a point. The command that dials the set number of points (for example, five) is defeated.

Fire kidnappers

Armenian games

Purpose of the game: Development of agility, speed; Strengthening the bone muscular apparatus of the legs.

On the playing area of \u200b\u200bthe rectangular shape (length - 30-40 m, width - 15-20 m) in each corner the circle is drawn with a diameter of 2-4 m. Circles denote the fortress. Inside the game site, the danger line (or fire lines) is still 2-3 meters long. The players are divided into teams of 10-15 people. Each team is located along its danger line. Teams choose captains and a distinctive sign (element of the national costume). A team of the first game is chosen by lot. On a certain signal, the captain of the team, a beginner game, comes to opponents, a light blow on the hand of any of the players takes fire and runs away to its border. He runs after him, trying to catch until the first player delivers the border. If the runaway player is caught, he becomes a prisoner and put him in the opponent's fortress. If it fails to catch up with the runaway, and the catching player reaches the danger line, then another player runs out of the opponent's team and tries to take captive.

Rules of the game:

The game continues until all the players of any team will not be in captivity;

The pursuer must catch up with the enemy to the danger line, from where the game began;

The pursuer, caught up with the runaway, becomes a carrier of fire. He can approach the enemy's rank and, hitting any player by hand, kill back to its border as a beginner game;

Prisoners are exempt when their friend, having received fire from the opponent, is unhindered in the fortress and concerns their hand: they all quickly run to their border.

In the middle of the playing area at a distance of 2 m two features are held. For them at a distance of 10-15 m, two more features are held. Two teams are selected: flowers and "breeches". Each of the teams stands before the inner line face to the opponent team.

The game starts "Flowers", choosing a name in advance - the name of the flower. They say: "Hello, breeze!" "Hello, Flowers!" - A breeze answer. "The breeches, breeze, guess our names," says "Flowers" again.

"The breeches" begin to guess the names of "colors". And as soon as you guess, the flowers run on the second line. "Wind" catch them up.

Rules of the game:

points are determined by the number of caught colors; The winner is determined by the agreed amount of points; After one game, the teams change roles.


And you would be interested to know what children play in other countries of the world? I was always interested in this question, so I began to collect information about it. So I have accumulated a small selection of foreign games. Interestingly, many of them have domestic analogs - and this once again proves that people are not so much different from each other. At a minimum, in games. ** Greece: "Amalgata" ** This game resembles our popular entertainment "The sea is worried about once," only to the Greek manner. Before the game, it is advisable to read the book "Myths Ancient Greece "Or at least tell some of them to the child. _Presentation: _ scarves, hats, brooch, sticks ... - for players outfits. _Realing games: _ drivening stands in the center of the site. He ties his eyes. He believes, and the remaining players go around. After a while, the driving stops counting and loudly pronounces: "Amalgata!" In Greek, this means the "statue". He removes the bandage and looks at the players carefully. At this instant, all players must measure in a pose of some ancient Greek hero. The presenter comes to each "statue" and looks short, whether it will move. If only the "statue" shakes or smile, she drops out of the game. The most resistant player becomes the winner and in the next game becomes the leading. ** Israel: "Gou-state" ** Gou-state in Israel called bones from Apricot. They can become excellent shooting projectiles. _Presentation: _ Apricot bones, boxes from shoes with solid-caliber holes cutting into them. _Relate games: _ Before starting the game, you need to cut in a few holes in the box covers. The biggest, second average, the third is small (a little more bone). Each hole in the box has its value: large - 10 points, mean - 15 points, small - 20 points. The boxes must be put on the ground or the floor, and after a half meters, it is difficult to read the restrictive trait. All players get behind the line and throw bones. The goal of the game: get into the hole and score as many points as possible. It wins the one who has more grazing hits and, accordingly, glasses. ** Argentina: "Tu-TU train" ** Merry mobile game, suitable even for those companies in which children are not familiar with each other. _Presentation: _ Several (by the number of players) pieces of chalk and whistle. _Relagled games: _ At first, each player builds a personal depot: for this, outlaws a small circle with chalk and gets up in his center. The child will be a car in the depot. In the middle of the site for the game it is worthwhile. He has a whistle in his hands. This is a steam locomotive. The locomotive has no depot. He starts the game, slowly comes from one depot to another, and the wagons (children) are trailing to it. When the whole composition is assembled (all children stand for each other), the steam locomotive is slowed down. Waves are important not to tear away from the locomotive and wish for him, no matter how quickly they are. Suddenly, the "locomotive" whistles in the whistle, at that moment the "wagons" should be discussed by the depot. "Steam locomotive" also runs and occupies someone's depot. A player who did not have time to get into his club-depoo, is considered to be a loser and now he becomes a "steam locomotive". ** Korea: "Bon-juggler" ** At first glance, it is pretty simple game. However, the farther, the harder, but more interesting to play it. _Presentation: _ 5 small smooth pebbles. _Relagled games: _ The first player throws pebbles on the ground. He tries to throw them so that they lay down as close as possible to each other. Then picks up one pebbles, throws it up. Behind this, the player raises the second stone. Holds it in his hand and fish first pebbles on the summer. So in the hand of the player turns out two stones. One of them he throws up again and at this time takes the third pebble. So he continues to throw up the stones until it is 5 stones in his hand. The second part: At this stage, the player during the flight of the first pebble should raise two stones from the ground. At the next stage - 3 stones, then - 4. As a result, the player throws up all 5 stones into the air and tries to catch their palms folded by a boat. How many pebbles caught the kid, so many points he is counted. Wins the one who scored more points. This game exists in other countries called "Five Stones" (Five Stones, Batu Seremban). Sometimes instead of stones use specially stitched bags with rice or beans:

** Chile: "Forward, Guarak!" ** What is this character - Guarak - is unknown to anyone. However, it is not so important, the main thing is that the game is cheerful. _Presentation: _ nose handkerchief. _Realing games: _ Players sit in a large common circle. Running runs around (from the outside of the circle) with a handkerchief in the hands. Players do not look at the leading and loudly choir shout: "Forward, Guarak!" The goal of the game: the leading should imperceptibly put on the back one of the players of handkerchiefs. If the player does not notice that another circle rises and the player drops out. If the player notices the handkerchiefs on his back, he must quickly jump, catch up and deposit leading. If he has time to do this, then in the next game it becomes leading. If not, then led continues the same child. ** Pakistan: "Up-Down" ** If the company stuck in one place, then the guys can entertain this cheerful play. _Presentation: _ Open space with a large number of small obstacles (tubercles, hemps, bumps ...) _Relagle games: _ Everyone is going on the same platform, driven says: "Top!" And all the guys should stand on some kind of hill. Driving commands: "Down!" This means that it is impossible to stay on the hills, it must be descended to the smooth surface. After each team, children move around the site and no one knows where the "Up" or "down" command finds it. That player who failed to execute the command in time, becomes leading. ** Sumatra: "Bukashka, elephant, man" ** Analogue of this game exists with us. It is "stone, scissors, paper." _Relling games: _ Three fingers on hand call: Mysinette - Bukashka, index - man, big - elephant. It is necessary to squeeze your hand in the fist and at the expense of the lead (once-two or three), throw ahead one of these fingers. Elephant is stronger than man, so he wins him. The man is stronger than the ant, and the ant is stronger than an elephant. Depending on this, it is determined who won. It is possible for each win, count points or just play the desire. _ ** Read also: **