Games in the yard for 4. Our good old children's games in the yard. Predators and Herbivores

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

1. Hali-halo

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

2.Hidden

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

3.Shmurki

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

4 Cossacks-robbers

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

5. Lapta

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

6. Bouncers

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

7. Square

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

8. Fants

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

9. I know five names

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

10. Salki

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

11. Broken phone

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

12. Kis-Brys-Meow

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

13. The sea is worried once ..

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

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

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

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

17. Knives

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

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

20. Mother's daughters.

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

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Modern children do not know what rounders, bouncers and townships are. To our favorite yard games, they prefer apps and gadgets. Teach your children to play outdoor outdoor games - let their childhood become happier and more interesting!

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SALKS / CATCHERS

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Salki - they are catch-up, they are latki, they are bloopers, they are kvach. This game had its own name in almost every region of the former Soviet Union. At the same time, the game is simple.

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The essence of the usual tag is to catch up ("fire") the players (if you are driving) who run in different directions.

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Rules

The driver is selected by the reader. The players stand in a circle and on the command "I am a tag!" scatter in all directions. (The playground was often stipulated - "Don't run out of the fence", "Don't run further than the swing.")

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Driver's task: catch up with one of the players and touch him with your hand. Whoever is touched becomes a "tag" himself, and the driver turns into an ordinary player.

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There is a variation of the usual tag, when the driver, having caught up with one player, does not become a player himself, but continues to catch up with the other guys along with the first "greasy" one. Then they catch the second, third, etc. together, until they overfill everyone.

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Salk variations:

Salki with a "house"- the same thing, only a zone is selected (sandbox, circle on the asphalt, etc.) where players can run in and take a break, there cannot be "fired", but also sit for a long time in the "house" too.

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"Above the legs"- to avoid “salting”, you need to jump on something and lift your legs up (“Above your feet from the ground” / “Salki-legs in the air”), however, according to the rules, you can't lift your legs for a long time either.

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"Tea-tea, help me out!"- in this version of the tag, the "greasy" one can stop, shout this magic phrase and friends will come running to his rescue, but the driver is on the alert, and there is a possibility that the second and third will be added to one "victim".

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Seth- in this version, “salat” is not with a hand, but with a “sifa” (a rag, twisted rope and any “stinker” you find in the yard); whoever is hit becomes a sifa, that is, a leader.

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BAKER

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This game, beloved by many, also has many names: "Tsar", "Pop", "Klek", "Sticks", "Banks" and others.

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The rules seem complicated, but only at first glance. Each courtyard had its own variation of the game. But, in general, its essence boils down to the following.

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Inventory:

  • sticks (bats, pieces of reinforcement, but the most chic is a broken hockey stick);
  • tin can (plastic bottle, wood block, etc.);
  • chalk (to outline the site).

First you need to prepare the playground (about 10 by 6 meters)

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Parallel to the short side of the site, lines are drawn every meter and a half:

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  • 1st line - pawn (soldier);
  • 2nd line - lady;
  • 3 line - kings;
  • 4th line - aces, etc.
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From the beginning of the pad to the last line - the title zone, from the last line to the end of the pad - the baker's zone(banker, king, priest, etc.).

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At a distance of 5 meters from the last line, a circle is drawn in which a ruff is placed (sometimes on a brick).

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Rules

First, choose the "Baker" and set the order of knocking down the ryukha... To do this, the players put one end of the stick on the toe of the foot, and rest the other on the palm, after which they push the stick into the distance with their foot.

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Whose stick flew the farthest, knocks down the ryuha first; whose closest is the "Baker". The “baker” takes the position “behind the can”, the players - at the first line. Next, the players take turns trying to knock out the ryuha with a bat. After that, the "assault" begins - the players run after their bats and return back to the "rank zone".

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At this time, the "baker" runs after the ryukha, sets it in place and protects it. But its main task is not to let the "steal" the stick from its territory. In addition, he tries to touch the players with his bat and after that knocks down the ryuha himself.

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The one touched by the "Baker" becomes the "Baker" in the next horse, and the old "Baker" becomes a player.

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For each knocked down ruff, the player was promoted in rank... In other words, he moved further along the field and approached the ryukha. In addition, each "title" has its own characteristics and privileges. For example, an ace is invulnerable and cannot drive.

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RUBBER

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Not a single game in the yard was as popular with girls as a rubber band. We jumped into it all day long. To play, you need that same rubber band, at least 4 meters long. It needs to be tied in a circle, two people stand in it with their feet shoulder-width apart. The rest jump over two stretched elastic bands. How to jump? Surely mom knows and remembers how to do it.

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Here are the simplest elements:

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1) start jumping on two legs, jump into the middle and jump out.
2) We put our legs on both sides of one elastic band, jump over with one jump so that the second elastic band is in the same position, jump out.
3) We jump into the middle with two feet, then we jump out of the rubber bands with two feet, again from the middle, we jump out.

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Rules

The rules are both tall and complex at the same time. On the one hand, you don't need anything except 3-4 meters of elastic. On the other hand, you can get confused in levels and exercises (everyone knew them by heart in childhood). Two players pull an elastic band together, and the third one jumps.

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Levels:

  • an elastic band at the level of the ankles holding (lightness!);
  • rubber band at knee level (almost everyone coped with it);
  • rubber band at the level of the thighs (somehow managed!);
  • an elastic band at the waist (almost no one succeeded);
  • rubber band at chest level and rubber band at neck level (beyond fantasy).
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At each level, you need to complete a specific set of exercises: runners, steps, bow, envelope, boat, etc.

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Transition turn: when the bouncer makes a mistake, gets lost, clings to the elastic band, steps on the elastic band. They always continue to jump from the place where they got lost. If they play in pairs, then if one is lost, a partner can help him out. But if he lost, then the pairs change places.

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Number of players: 3-4 people (four of them usually play in pairs). The game is also considered girly. The boys rarely jumped, but they loved to watch the girls. :)

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CLEANING

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While the driver is against a wall, tree, door or fence (place for tapping) with closed eyes counts to 50, everyone is hiding. As soon as he has counted, he says: “One-two-three-four-five, I'm going to look. Ready or not, here I come!"

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During the search, if the driver notices someone, he runs back to the place of tapping, knocks and shouts loudly: "Tuki-tuki (name) caught."

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The driver should catch everyone, and those who hid should notice in time that they have found him, and try to run to the place first and knock: "Tuki-tuki for himself."

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The one who has time before the driver is considered uncaught and waits until the others are found. Whoever gets caught first becomes the driver in the next game.

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Passphrases:

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"Ax-ax, sit like a thief and do not look out into the yard" - shouted "caught" players to their comrades when approaching "danger" (sit and do not stick out).

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"Saw-saw, fly like an arrow" - shouted to suggest that the driver is far from the wall and you can get out of the hiding place.

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Elephants

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This game was usually played by older children, because she is quite traumatic, somewhat uncultured, but wildly funny.

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Rules

Players are divided into two teams - elephants and horsemen. Elephants become a chain, bent in half and thrust their head under the armpit in front of the one standing. The riders take turns trying to saddle the "elephant".

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The elephants' task: resist the weight of the riders.

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The Riders' Challenge: jump as close to the "elephant's head" as possible.

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If one of the riders could not resist on the "elephant" and fell, as well as if all the riders sat down and the "elephant" took them to the finish line, then the elephants won. If the elephant fell apart, the riders won.

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Number of players: 3-5 people in each team.

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CHAINS-CHAINS

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Players are divided into two teams, holding hands, become lines opposite each other... The distance is about 10-15 meters.
One team shouts to the other in chorus: "Chains-chains are forged, untie us!" The command opposite asks: "Which one of us?"
The first team calls the name of a player from the opposing team.

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The chosen one is trying to break the human chain with a running start. If it is possible to break the chain, the player returns to his team and takes one of the two "disengaged" comrades with him. If not, the player joined the team just between the “links” that he was trying to break.

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FROG

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This is one of the options for ball and wall games, where you need, in fact, a wall, a ball and jumping ability for fun.... It was played mainly by girls, although the boys, having run into "war", were not averse to jumping near the wall.

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Rules

A line is drawn on the wall (the higher, the more interesting) - you cannot throw the ball below it. The players line up one after the other. The first player throws the ball, he hits the wall, bounces, hits the ground, and at this moment the player must jump over it.

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The next player picks up the ball, repeating the same, and so on in a circle.

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Anyone who does not jump the ball receives a "letter" as a punishment (frog) .

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Collected all these letters? You are a frog!

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Number of players: unlimited.

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Cossacks-robbers

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You need a large company to play (at least 6 people).

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This is a fun game that combines the adventurousness of tag and the thrill of hide and seek. It is believed that the game originated in the 16th century, when the Cossacks were protecting the civilian population from roving robbers.

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Rules

The rules of the game vary by region and are often oversimplified.

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One thing is invariable - the players are divided into two teams ("Cossacks" and "robbers"). Immediately selected "Atamans" and is determined "Battlefield" (outside of it do not play).

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The Cossacks choose the headquarters, and the robbers come up with passwords (one is correct, the rest are false).

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Rogues' Mission: capture the headquarters of the Cossacks.

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The task of the Cossacks: catch all the robbers and "extract" the correct password.

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At the signal, the robbers scatter and hide, leaving arrows on the asphalt so that the Cossacks have clues on where to look for them.
You can draw arrows on the asphalt, on the walls of a house, on curbs, on trees, on benches and where else your hands can reach. The faster you run and draw- the more chances you have to hide without being found.

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Cossacks at this time equip the "dungeon" and figure out how they will "torture" the prisoners(tickle, scare with insects, "sting" with nettles, etc.).

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After a while, the Cossacks set off to look for the robbers. If they succeed, then they put the robber in a "dungeon", from where he has no right to escape. The robbers, in turn, try to get close to the "headquarters" and capture it.

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CLASSICS

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We draw the scheme of "simple" classics with chalk on the asphalt. We throw the bat (once it was a jar of petroleum jelly, shoe polish or pebbles) in order on each square, starting with one, further and further.

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Where there is one cell, then we jump on it on one leg, where there are two, then with two legs. At 9-10, turn 180 degrees in place. On the " way back"You need to bend over and pick up your bat.

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Transition of the course- if the bat did not hit the required square or jumped onto the line of squares.

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The one wins, who will be the first to go through the entire ten.

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If the bit got into the "boiler", then one "class" burns out, it is necessary to throw one less square.

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WASHED OUT

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This game requires a large playground, a ball and as many people as possible.

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Bouncers - two people who are chosen by a counting ritual or voluntarily, they stand on both sides of the site. The kickers are in the center. When throwing the ball, the bouncers must hit the kicked out players, and they must try to dodge. Whoever is hit with the ball is eliminated from the game. But his friends can "save" him if they catch the ball. When one player remains on the court, he must dodge the ball as many times as he is.

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HOT POTATO

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All players stand in a circle, toss to each other or hit the ball.

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If someone does not hit the ball, he squats in the center of the circle..

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Everyone in the circle is trying to catch the ball, but at the same time you can not stand up to full height.

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If the ball is caught, then all the "potatoes" are returned to the game, and the player who threw the ball takes their place.
If the children are younger, then the ball can not be hit, but caught and quickly tossed to the next player.

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Hali-Halo

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13:1918

13:8

Children stand in a circle, in the center the driver with the ball in his hands throws the ball and calls the player's name - "Hali-halo ... Pasha". The one whose name was called must catch the ball, and everyone else scatter as far as possible from him. As soon as the player has caught the ball, he shouts: "Hali-Halo stop!" Everyone freezes in place.
The ball carrier chooses any other player to touch the ball. Then he says how many and what steps he will need in order to reach the selected player.

Steps:
- giant - a step for the whole leg span;
- human - ordinary steps;
- Lilliputian - when the heel of one leg is placed immediately in front of the toe of the other;
- ant - they make small steps on their toes (one step immediately in front of the other);
- umbrellas - a circle around you on one leg;
- duck - squatting steps;
- frog jump;
- camel - you need to walk wherever you spit.

It is interesting when the player names several types of steps at once to make it more fun. For example, before Glory there are 3 giant, 1 umbrella, 7 Lilliputian and 2 camels. The player with the ball does everything that he has in mind, and must throw the ball in the direction of the hidden player. If the player catches the ball or dodges, the driver throws the ball up again and everything is repeated from the beginning. If hit, then the player becomes the driver.

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13:8

TRAFFIC LIGHT

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For this game you need to put on as many colorful clothes as possible... A road is drawn on the site with chalk, and the players line up all on one line.

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The Traffic Light player turns his back to all the players in the middle of the road and makes any color. If the player has the named color, the Traffic Light takes him by the hand and leads him across the road. If there is no color on clothes, hairpins, shoes, then you need to quickly cross to the other side of the road so that the traffic light does not have time to catch the offender. The one he touched becomes a Traffic Light himself.

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Soviet children did not have smartphones, laptops, tablets, the Internet, game consoles and other modern goods. For those born after the 2000s, it may seem that in Soviet childhood Is boring boredom. But this is far from the case. Yes, the generation of the USSR did not have all of the above, but there was something more - a real "analog" childhood with a bunch of games that united children from all over the yard and made them truly happy!

Let's remember the most common and best games Soviet children ...

Rubber bands

An accessory for this game for girls is an elastic band. The game is played by 3 or 4 people. Each of the participants jumps through a stretched elastic band at different heights. The first level starts at the ankles and ends at the level of the neck.

Classics

The game "Classics" takes place on the asphalt. This requires a small stone and crayons. With chalk, cells with numbers are drawn in a certain order. The main rule in this game is to throw a stone into the cage, after which, on one or two legs, you need to jump to it and return in the same way.

Counselor, counselor, bring a pioneer!

Slower you go, the further you will - stop!

At the finish line, the driver turns his back to the participants and says: "Slow down, go further - stop!" While the driver speaks, the participants need to run closer to the finish line. As soon as the driver stops talking, the participants must freeze in place. In this game, victory will go to the one who first reaches the finish line and touches the driver.

The sea is worried once ...

The presenter, turning away from the participants, recites the counting rhyme:

The sea is worried once
The sea is worried two,
The sea is worried three
Sea figure freeze!

During the counting session, the participants begin to make movements, depicting all kinds of figures with their hands. At the time when the driver finishes speaking, the players need to freeze in a pose. After that, the presenter, touching one of the participants, must guess the depicted figure of the player.

Robber Cossacks

Participants are divided into two teams: "Cossacks" and "robbers". The action of the game can take place at the entrance, in the yard, on the street. The "robbers", guessing the code word, run away, while drawing arrows of their movement on the asphalt. The goal of the "Cossacks" is to find the "robbers" by these arrows and learn their secret word.

Bouncers

In this game, two participants must stand on both sides of the court, the remaining participants must be in the center. The main goal of the "bouncers", throwing the ball to each other, is to hit one of the participants in the center. When one person remains in the team with the main players, he must dodge the ball as many times as he is.

I know 5 names

One participant of the game picks up the ball, saying at the same time: “I know one name of the boy,” after which he throws the ball on the ground and pronounces the name. The options may be different: “I know one city,” “I know one girl's name,” etc. Using all the options, the player pronounces the same phrases, only on the count of two. If, while hitting the ball, the participant did not say the name in time and did not hit the ball, then the course of the game is passed on to another player. The winner will be the one who can get to ten.

Edible-inedible

All participants in the game sit in a row. The driver throws the ball to any player, while pronouncing an object. The participant must catch the ball if the object turns out to be "edible", if not, then he must hit it. The presenter's goal is to confuse the player. The faster he throws the ball, the more fun the game will be.

Knives

Participants draw a circle on the ground. After that, each one after the other throws a knife into the opponent's territory, while conquering as much land as possible from him. The knife can be thrown into sand, ground, and wooden benches. If the legs did not stick into the ground during the throw, but fell, the other player throws the knife.

Ringlet

Participants in this game sit in a row and join their palms with a boat. The driver of the game must have a small object in his fist: a button, a coin, a ring. The goal of the driver bypassing each player, imperceptibly put him a "ring", while saying "Ring-ring, go out on the porch." The participant who has the object rises and tries to run away. The task of all other players is to catch the evader.

Will you go to the ball?

The driver of the game reads a chant:

“Yes and no, don't say
Do not take black and white,
Will you go to the ball? "

Its purpose is to confuse the participants. The participant's task is to answer the questions without using the words "black", "white", "yes", "no".

I was born a gardener

All participants must choose a name for themselves - the name of a flower and then tell it to the rest of the players and the driver. The driver recites the counting-book: “I was born as a gardener, I got really angry, I’m tired of all the flowers, except ...” and says the “name” of one of the participants. The player whose name is announced must respond. If the participant does not respond, the gardener assigns him a task (to sing, dance, etc.)

Elephant

This game was played by children and adolescents in every yard of the USSR. Its rules are simple enough. Players are conventionally divided into two teams: "elephants" and "riders". The members of the first team stand one after another, bending over in half and hugging each other. It turns out a kind of dense formation, which was called the "elephant". The members of the second team line up not far from the "elephant". Each of the "riders" scatters, rests on the last "elephant" and flies on, trying to "saddle the elephant" closer to the head so that all the remaining "riders" fit. The task of the "elephant" is not to fall under the weight of the "riders". The task of the “riders” is not to fall off the “elephant”.

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

"Rubber bands"

How to play.

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

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

"Classics"

How to play.

Crayons, an asphalt pad, and a pebble (or washer) are required. You draw small cells with numbers in a certain sequence, and you can even jump alone. The main thing is to hit the cage with a stone, jump to it on one or two legs and return back in the same way. The most successful player is the one who manages to go all the way from 1 to 10. The number of players in the "classics" can be any.

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

"Boyars"

How to play.

Members of this old Russian-folk game are divided into two equal teams and stand opposite each other in ranks, holding hands, at a distance of 10-15 m. The teams move towards each other, uttering a long chant in turn: “Boyars, we have come to you, dear ones, and we have come to you. .. "The dialogue ends with the words:" Boyars, open the gates, give us the bride forever. " The one who is chosen to be the bride must then scatter and break the enemy's chain. If the attempt is successful, the player returns to his team, if not, he remains in another. The losing team starts the next round. The goal of the game is to gather as many participants as possible in a team.

What develops: the ability to be in a team and win in a “one against all” situation.

How to play.

The driver's task is to stand with his back to the participants on the finish line (the greater the distance between the driver and the participants, the better) and say loudly: "You go quieter, the further you will be - stop." While the driver speaks (and he can do it at any pace), the participants try to run away as far as possible towards the finish line. As soon as the driver stops talking, you need to freeze in place. Anyone who did not have time to stop or made a random movement is eliminated from the game. The winner is the one who gets to the finish line first and touches the driver.

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

"Sorceresses"

How to play.

Participants run away from the driver (this game is a kind of tag). The driver catches up with the player and touches him - he salutes. The soldier spreads his hands, and any other participant can run up, touch him and "help out". The task of the driver is not to move far from the salted man and not to let anyone a step closer to him. The summer version of the sorcerers is to run around with "sprinklers" and pour water on each other from leaky bottles. Usually five minutes after the start, everyone is wet, but very funny.

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

"The sea is worried once"

How to play.

The presenter turns away from the players and says a counting rhyme:
The sea is worried once
The sea is worried two,
The sea waves three,
Freeze the sea figure in place!
As he speaks, the participants move randomly in any order, depicting the movement of waves with their hands. As soon as the driver stops talking, you need to freeze in some figure. The driver approaches one of the players and touches him. The player depicts his figure in motion, and the driver guesses what it is. The player whose figure could not be guessed becomes the driver himself.

What develops: imagination, spontaneity and artistry.

"Cossacks-robbers"

How to play.

Players are divided into two teams - "Cossacks" and "robbers". They agree on which territory they play. It can be a courtyard, an entrance, a street, several courtyards. The "robbers" make up a secret word. The "Cossacks" move aside so as not to see the "robbers". The "robbers" run away, marking the direction of their movement with arrows on the asphalt (walls of houses, curbs, trees, etc.). They begin to run in a group, and then scatter in all directions, trying to confuse the "Cossacks" with arrows. The task of the "Cossacks" is to find the "robbers" by the arrows. Each "robber" "Cossack" brings to the "prison" and guards him, trying to find out the secret word, for example, with the help of torture with nettles. The "Cossacks" win as soon as they find out the secret word or find all the "robbers".

What develops: basic skills of scouts, the ability to navigate the terrain and not to surrender "ours".

"12 sticks"

How to play.

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

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

"Bouncers"

How to play.

"Bouncers" - two players - stand on both sides of the court. The rest of the players are in the center. The goal of the "bouncers" is to throw the ball to each other and hit any of the "central" players. The players' task is to dodge a flying ball. The one who was hit is out of the game. Other participants can "save" the eliminated player by catching the ball in the air (the main condition is not from the ground, otherwise you will also fly out). When only one participant remains in the team of "central" players, he must dodge the ball as many times as he is. If he manages to do this, all those who have dropped out return to their former places.

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

"I know 5 names"

How to play.

The first player takes the ball in his hands, says: “I know one girl's name”, hits the ball with one hand on the ground and says the name. Then he continues with different variations: “I know one boy's name”, “I know one color”, “I know one animal”, “I know one city”. When all the combinations are used, the player pronounces the same counting rhymes, only on the count of two: “I know two names of the girl” - and then in a circle.

The game continues until ten. If, while hitting the ball, the player did not have time to say the name or hit the ball, the move goes to the other participant. When the ball, having passed through all the participants, returns to the first player, he continues to play from the phrase on which he made a mistake. The winner is the one who first reaches the top ten in this river.

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

"Edible-inedible"

How to play.

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

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

"Knives"

How to play. Players mark a circle on the ground. Then, in turn, they try to get with a knife on the delineated territory of the enemy and thus win back as much land from him as possible. The knife can be thrown from the shoulder, with a turnover, from the nose and even from the head. There are many versions of the game of "knives" for different names: "Land", "cities", "benches", "grandmothers and grandfathers", "tanks", "ships", "football", " sea ​​battle". The knife can be stuck into the ground, sand, and even a wooden bench.

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

"Ring-ring"

How to play. Players sit in a row and fold their palms in a boat. The driver holds a small object in his fist or folded palms, such as a coin, button, ring. In turn, he bypasses each player, putting his own into his "boat" and saying the counting-ruling: "I wear-wear a ring and will give it to someone." The driver's task is to imperceptibly put a "ring" on one of the players and say "Ring-ring, go out onto the porch!" After that, the player who got the item jumps up and tries to run away. The task of the rest of the participants is to delay the evader.

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

"Will you go to the ball?"

How to play. The driver pronounces the counting rhyme:

Don't say yes and no
do not call black and white,
Will you go to the ball?
Its task is to confuse the player. After the countdown, the driver asks the player a variety of clarifying questions: what will he ride, what will he ride, what color the dress or trousers will be, what is the name of the groom, etc. The player's task is to answer the questions without using the words "yes", "no", "black", "white". The most interesting thing is to mix simple and difficult questions, change the rate of speech and intonation.

What develops: the ability to think outside the box, follow one's own speech, hold attention and quickly find a way out of a situation.

"I was born a gardener"

How to play.

Each player chooses a name for himself - the name of the flower and communicates it to the "gardener" - the guide and other players. The driver pronounces the countdown: “I was born as a gardener, I got really angry, I’m tired of all the flowers, except ...” And he calls the “name” (name of the flower) of one of the players. There is a dialogue between the driver and the player. The player pronounces the name of one flower from those that are in the team.

The participant whose name was sounded must respond. The dialogue continues. Anyone who was mistaken: for example, did not react to his name, confused the name of the flowers - gives a fant (any of his things). At the end of the game, forfeits are played out. The "gardener" turns away, they take out the thing and ask the driver: "What should this player do?" The “gardener” assigns a task (to jump on one leg, squat, sing, recite a poem, etc.) - the player “fulfills” the phantom and takes his thing.

What develops: memory, attention, courage and readiness to be responsible for their actions. Of course, computer games cannot replace outdoor games for children. fresh air... Although they can also be divided into useful and not very useful. For example, playing minecraft online will benefit a child much more than some pointless shooting games.

"Kees-meow"

How to play.

The driver and one of the players stand in front of the other participants: the driver - with his face, the player - with his back. The driver points to one of the participants and asks: "Kis?" If the player who is standing with his back responds with "scatter", the driver continues to choose. As soon as the player says "meow", the driver asks him: "What color?" The player chooses a color and turns to face the rest of the participants. Depending on the chosen color, the player and a member from the team complete the task. The player has no right to refuse the task. White is the scariest color.

Two must retire at the entrance. What they do there - history is silent every time. Green - three questions that the player can only answer "yes". Usually tricky questions like: "Do you love him?" Red is a kiss on the lips. Pink - the same, but on the cheek. Yellow - three questions alone. When choosing an orange color, you need to walk under the handle, preferably past adults. Blue - kiss hand. Purple is to do a bad deed. For example, stepping on your feet, pulling your hair, or taking away jewelry.

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


Outdoor activities are a great alternative to gadgets. Live communication, skills of interaction with peers - this is something that is useful to learn at any age. Let's remember the games that you can play in the yard, those that are familiar to more than one generation of children. Dear adults, take the initiative! Think back to what you played as a child and tell your children about it. Games are like fairy tales, they need to be passed down from generation to generation.

polzavred.ru

In the yard, in a camp, on a hike, in the country - wherever a company of children gathers, you can organize team or collective games: calm or very active, on the grass or in a gazebo, with or without attributes. We share a LARGE list of outdoor games for kids to play in the summer. We chose the MOST POPULAR, which have been tested by more than one generation of guys and still have not lost their relevance. We are sure you can continue this list - and your children will have enough fun for the whole summer!

1. Ring-ring

www.kis-brys.ru

The leader is chosen, all the others sit down opposite him. As a "ring" you need to find a small object: a button, a pebble, a ring, etc. Players fold their hands like a boat. The "ring" is hiding in the "boat" of the leader and he runs his hands over the slightly open "boats" of the players, imperceptibly tossing the ring to one of them. The main thing is to do everything very professionally, in an actor's way, so that none of those sitting would guess at exactly what moment the "ring" from the hands of the presenter migrated to the palms of the lucky player. The one who has the ring must also keep the intrigue ... After all the players go through the procedure, the presenter says: "Ring-ring, go out onto the porch." At this moment, the one who really has a "ring" must quickly get up and run forward so that the others do not have time to catch it. If he succeeds, he becomes the new leader.

Warm childhood memories of this popular game taken away in a time when rings on girls' fingers were a rarity, holding someone else's ring in your hands is cool in itself! In this simple game you can play with both toddlers and children school age, it is almost universal for both boys and girls. A small car can also be used as a "ringlet", for that matter.

2. Kalim-bam-ba

All players are divided into two teams. The players of each team join hands and become a chain facing the opponents at a distance of 10-12 meters. The teams start shouting out the following words in turn:
- Kalim-bam-ba!
- What is the servant for?
- Sew the sleeves!
- What numbers?
- In the fifth or tenth, we have Masha (Olya, Tanya, Sveta, Sasha, Andryukha ...) here!

The one whose name was called runs to the opposing team and tries to disengage the opponents' hands. If he succeeds, he can take into his team any of the two guys who have disengaged their hands, usually the one who is stronger. If it did not work to break the chain, then he goes to the opposing team. They play until one or two people remain in one of the teams (as agreed).

The analogue of this game is "Chains". The dialogue can be like this:
- Chains-chains are forged, tear us apart!
- Which of us?

Perhaps remember as "Ali Baba, sew your sleeves":
- Ali Baba!
- Why a servant?
- Sew on the sleeves!
- Which sides?
… etc.

Be sure to teach kids how to play this game. She teaches to stand for each other, to act together.

3. Returning

You need a whistle to play. At the request of the presenter, the children are lined up. At the signal, the players run in different directions within the agreed territory, run around the clearing, dance, take various poses. On the whistle, the players must return to their original place and again stand in line. You can, for example, count up to three: those who did not have time - drop out. The game is repeated 3 times.

The idea is good for camp teachers, when you need to quickly organize the children, bring them all together.

4. Frog

Players stand against the wall (usually the end wall of the house, where there are no windows and doors) behind each other (in a column). A chalk mark is drawn on the wall. Usually they start at 1-1.5 meters.

You need to throw the ball above this line and while it flies back from the rebound, have time to jump over it. The ball must hit the ground and pass between the player's legs. If successful, the player goes to the end of the queue. If during the jump the ball is touched by the feet or could not jump over it, the player goes to the end of the queue, having received one letter from the word "frog". When everyone has jumped once, the mark is placed higher, jumping starts anew. The game continues until one of the players has collected the whole word "l-i-z-u-sh-k-a".

To be honest, in our childhood everyone called by their proper names - "goat". Perhaps, it is under this code word that this game and the hysteria of a neighbor grandmother, who was knocked on the wall with a ball by restless yard children all day long, will pop up in your memory.

Another version of this game (simplified) is suitable for younger children. The principle is the same, with the only difference that the one who could not jump over the ball stands against the wall. Over time, there will be a lot of such "penalties". Their task is to try to catch the ball before it hits the wall. If it works out, the "penalty box" gets in line and continues the game, and the one who was throwing the ball at that moment takes his place at the wall. The game ends when all but one (the winner) are at the wall.

5. The sea is worried once ...

pln-pskov.ru

The presenter turns his back to the players and says: “The sea is worried once, the sea is worried two, the sea is worried three, sea ​​figure freeze on the spot! " The rest at this time move chaotically and depict the movement of waves with their hands. On the word "Freeze!" all children freeze in conceived poses. The presenter turns around, approaches any of the players and touches him with the words "Otomri!" The selected player must show the intended figure in motion so that it can be guessed. If the leader guesses the figure, he goes to the next player and continues to guess. The one whose figure will not be guessed becomes the new leader.

By the way, the figures do not have to be marine at all, choose and voice any topic before starting the game.

6. Predators and Herbivores

A predator is chosen among the players: at will or by lot. The rest are herbivores. The predator draws a large circle (about 2-2.5 m in diameter). During the game, he needs to catch as many herbivores as possible and put them in his den - in a circle. Prisoners can leave the circle only in one case - if one of the herbivores walking in the wild touches his hand to the outstretched hand of the caught. The predator's task is not easy: he needs not only to catch new herbivores, but also not to allow the “free” ones to free those already captured. The game ends when all herbivores are in the circle, or everyone is free.

7. Cossacks-Robbers

Participants are divided into 2 teams and agree on the territory for the game. The robbers secretly from the Cossacks come up with a password word. During the game, the Cossacks must try to find out this secret word.

The game begins with the Cossacks turning away and closing their eyes. At this time, the Rogues must run away and hide somewhere in a secluded place. While fleeing, the Rogues draw arrows on the road, curbs or trees to indicate the exact direction of their movement, sometimes they put arrows in different directions to confuse the tracks.

While the Robbers run and hide, the Cossacks outline a small area with chalk - a prison. After 10-15 minutes, the Cossacks go in search of the Robbers. The Cossack, who caught the Robber, takes him to prison and tries to find out the password with comic methods in the form of tickling. Rogues who are not caught can attack the prison to free the captured team member. The Cossacks will win if they find out the secret word of the Rogues or catch them all.

Eh, Childhood! With this game, we knew all the "nychki" in the vicinity and within the radius allowed for development by the mother. One of the most beloved games, and never got bored!

8. Hide and seek

godkultury.rf

The leader is appointed, the place where the players will be able to "get caught" is stipulated. The driver turns away, closes his eyes and counts to ... (as agreed). The rest are hiding at this time. Having counted, the water goes in search. If he found someone, he runs to the appointed place and “knocks” him: “Knocks, knocks for ...” (give a name). The one who was found can try to overtake the water and "catch" for himself. In this case, he is not considered caught. The game ends when everyone is caught. The new leader is the one who was "caught" the very first.

The good thing about the game is that even toddlers can participate. If desired, you can play indoors.

rostovmama.ru

Complicated version - "Twelve sticks". You need a tablet and 12 sticks. The board is placed on a stone to make a swing. 12 sticks are laid out on one end, and on the second one of the players kicks so that the sticks fly apart. While the water collects the sticks, everyone hides. Further - according to the rules of ordinary hide-and-seek, only you need to "knock" with a stick in your hands on a board.

9. Pioneerball

22-91.ru

Ball, field with a net or high crossbar in the middle and 2 teams with an equal number of players (optimally 6-7 people). Players take up positions on the playing field on either side of the net. The game begins with the ball serving. The feed is done from the corner of the field. The main thing is to throw hard enough for the ball to fly over the net to the opponent's side. I didn’t get stuck in the net, I didn’t fall in my own half, I didn’t fly over the line, but I didn’t hit the field on the side of the opponent. Further - how lucky. If the opponents do not beat off, the point and the right to the next service are again yours. If the ball gets caught in the net, the serving team gets a loss point. If the ball is touched or dropped in their own half of the field, a loss point is counted.

A competitor or members of the other team must catch the ball and throw it back over the net. It is allowed to take no more than 3 steps across the field with the ball in hand. The ball that has flown out of the opponent's field, which has not been touched in flight, allows the opponent to serve. The game lasts up to 15 goals.

Unlike volleyball, the option is simpler, for those who are younger and weaker.

Movement around the teams' court was also interesting in pioneerball - that is, after each point earned by the team, the players of the team would certainly change places, the movement went clockwise, and thus the server also changed. The whole team was concerned with the main thing - that everyone in it knew how to serve, and, of course, to catch.

The game of pioneerball, as a rule, goes up to 25 points, and points are awarded to the team and if the ball, after serving by the opponent, fell outside the playing area, while not touching the players of the receiving team. If this happened, the opponent received a point.

10. Edible-inedible

A ball and a sense of humor are what you need for this game. The presenter throws the ball to the player and names something edible or inedible. The player's task is to catch the ball only on the edible, and discard the inedible. If the player has caught an inedible, he takes the place of the leader himself. Sometimes it comes out very funny.

11. Classics

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Cells with numbers or a snail are drawn on the asphalt with chalk. The player must throw a pebble (bat) on the number 1, jump with one foot on the square with the pebble, bend over, pick up the stone and then continue to jump over all the numbers to the end. It is important not to lose balance, not to step on the line. The other does the same. Next, the first player throws a pebble again, this time on the number 2. Now the player must immediately jump from the start to the cell with this number. This continues with all the prescribed numbers. If the thrown pebble or the leg of the bounder falls on the line, then you must skip the move and try again after the opponent from the place where you made a mistake. The winner is the one who the first to pass thus all numbers.

The traditional field for playing classics consists of 10 numbered rectangles arranged in a column, pairs 3-4 and 6-7 are drawn side by side so that you can become two legs, a semicircle with 9-10 is at the exit for a turn in the opposite direction. This is perhaps the most well-known option, but there are others.

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A variety of classics, not known to everyone, is "Classics-names".

The field is drawn. The first player jumps back and forth on one foot, stepping into each rectangle. If he does this without mistakes, then he can write his name on any rectangle. If he makes a mistake, it is the turn of the other player. The point is that you need to jump over rectangles named after other players, but you can stand on your own (where your name is written) with two feet. The game continues when all rectangles are occupied, but now, if someone makes a mistake, he leaves the game. The game ends when there is only one player left - the winner.

12. I know five ...

The game teaches you to perform several tasks at the same time, to concentrate. You need to hit the ball on the ground with the words: "I know five ...". After that, name five names of boys, girls, names of cities, flowers, countries, planets. If a player cannot come up with a word, he concedes the ball to the next one.

13. The quieter you go - the further you will be

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Start and finish lines are drawn. All participants stand at the start, the driver - with his back to them on the finish line. The driver says: "You drive more quietly, you will continue, stop!" You can do it at any pace. As he speaks, the participants try to run to him. After the word "stop", everyone freezes and does not move. If you move, you drop out. The task of the participants is to reach the driver and touch him until he says “stop”.

14. Kis-kis-meow

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Two people come forward and stand with their backs to each other, the rest of the players sit in one line. The one who stands facing everyone (the driver) points to one of the participants and asks: "Kis?" If the player, who is standing with his back, answers "Shoot!", The driver continues to choose. When the player says "Meow!" The driver asks the one with his back to him: "What color?" The player calls the color and turns to face the others to complete the task with the participant whom he has chosen.

Each color assumes the performance of certain actions (which are agreed in advance). For example, white - two people must go to the entrance together and stay there for 5 minutes. What they do there - history is silent every time. Green - three questions, the answer to which can only be "yes". Usually tricky questions, like: "Do you love him?" Red - a kiss on the lips, pink - the same, but on the cheek, blue - kiss your hand. Yellow - three questions alone. Orange - walk hand in hand, preferably past adults. Purple - step on your foot, etc.

In fact, the game is very good, popular in adolescence, when it is important to learn how to build relationships with the opposite sex.

15. I was born a gardener

Players choose the name of the flower and pronounce it aloud. The driver, who is also a “gardener,” says a little count: “I was born a gardener, I got really angry. I'm tired of all the flowers, except ... ”And he says the name of the flower of one of the players. The participant whose flower has been named must respond. If someone hesitated and did not react, confused the name of the flowers, he must give a fant (any of his things).

At the end of the game, forfeits are played out. The "gardener" turns away, they take out the thing and ask: "What should this player do?" The “gardener” assigns a task: to jump on one leg, sing, squat, recite a poem, etc. The player takes his item only after completing the "gardener" task.

16. Traffic light

The "traffic light" is chosen by the counting tool - the driving one. Two lines are drawn on the road at a distance of approximately 30 m from one another. The players stand in a row behind one line, and the "traffic light" is in the middle of the road, with their backs to the others. "Traffic light" names any color and turns to face the others. Children should find on themselves (on clothes, shoes, hats) the named color. If you find it, then, holding on to it with your hand, you can safely cross the road. If you can't find such a color on yourself, you will have to quickly run over to another so that the "traffic light" does not touch the "intruder". You cannot run out of the road. The one who was caught became a "traffic light" himself.

Another version of this game is "Song Traffic Light". The difference is that "traffic light" names not a color, but any letter. Players must remember and hum the lines from the song that begin with the letter named.

17. Pavement sign, stop!

Perhaps one of the adults will remember this game as “Let's go, let's go”, “Camel”.

The rules are simple. The players stand in a line, and the leader - with his back to them and slightly in front. At the signal, everyone scatters. The presenter shouts: "Pavement sign, stop!", Everyone freezes. The driver shouts to one player, but does not turn himself, i.e. he does not see how far this player is from him. Then he announces how many steps of a certain type are needed to reach that player.

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The driver turns and tries to reach the named player using the announced combination of steps. You can only move in a straight line. After taking all the steps, he tries to touch the player. If possible, the driver and the player switch roles. If not, then the whole procedure is repeated from the beginning.

18. Rubber bands

Favorite game of girls of all times and peoples. Eh, there were times when every girl wore a couple of meters of elastic in her pocket, and it doesn't matter what was pulled out of her father's family panties).

About 2-2.5 meters of linen gum were tied in a knot into a ring. Two stretched the elastic band, putting it on their feet, the third jumped, performing various combinations. If you were wrong, they changed places. If it did, the level became more difficult and the whole combination was repeated there. And so on until the most difficult level, which was called "neck-to-neck" - the elastic was held on the necks. There was also a level "on the ears", but few people reached it.)

The combinations of jumps were different: "wide" - when two legs were held in an elastic band; "Narrow" - rubber bands for those who hold only one leg; three-two-one jump.

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Yard games are something that should be inherited. It is not worth depriving our children of the Court, tying them to themselves for the sake of safety and isolation from the bad influence of their peers. To avoid this very "bad influence", you need to teach children to communicate in real life, and not in the chat of your favorite "shooter". So many good fun games can remember the past generation, so let our children learn about them too! Enjoy your summer, our Fidgets!

Dear Readers! Tell us in the comments what kind of yard games your children play, what you yourself played as a child. Let's replenish the game piggy bank of the site so that the leisure of our children is useful, informative and varied. We are waiting for comments, we will gladly share the nostalgia for the games of our childhood.