Antique outdoor games. Ancient children's games What games were in the old days

Since ancient times, the Russian people have been famous not only for their unique and extremely interesting culture, but also for exciting games for both children and adults. However, time, warriors and the influence of European neighbors gradually overshadowed the ancient Russian games. Now they are beginning to revive and never cease to admire their liveliness, original ideas and tasks filled with noisy fun.

Having learned the simple rules of Russian folk games, you can immerse yourself not only in the exciting world of childhood, but also understand how our ancestors lived and rested.

Russian folk games and their rules

Spillikins

This game has been known since ancient times, however, very few people know its rules now. The point is that from 60 to 100 sticks 10 cm long are taken. They are placed in a bag and then poured onto a flat surface. The sticks, getting enough sleep, lie down randomly and the task of the game is that each in turn removes one spill, trying not to disturb those that are nearby. The winner is the one who, after analyzing the whole heap, has the most collected "trophies". To make the game even more interesting, you can make sticks in the form of a spatula, spear or spoon. More points are awarded for such spillikins.

Golden Gate

This game is very dynamic and is designed not so much for the dexterity of its participants as for their luck. The rules of the Golden Gate are as follows: two players stand opposite each other and connect their hands in such a way that a gate is formed. The rest of the participants join hands and take turns walking through them. The players making up the gate hum at the same time:

Golden Gate
Not always missed!
The first time he says goodbye
The second time is forbidden
And the third time
We will not let you pass!

After the song ends, they lower their hand, and those players who are caught also become the gate. Thus, the chain of participants is gradually decreasing. The game ends the moment everyone becomes the gate.

Catch a fish

To win this game you need to have good reflexes and speed. The meaning of this fun is that the participants form a circle, in the center of which there is "water" with a rope and rotates it on the floor around its axis. The task of the participants is to jump over the rope. The game that catches on to it is out of the game.

Hot spot

This fun is perfect for those who like to play catch-up. Its meaning lies in the fact that in the center of the site is indicated a place that will be called hot. "Water" should try to catch participants who want to get to this place. The one who is caught helps the "water". If the player manages to reach the "hot spot", he can rest there as long as he wishes, however, having gone beyond it, he will again have to run away from the "water". The game lasts until all the players are caught.

Elephant

This game allows you to test strength and endurance, which is why boys love it most of all. The meaning of the game is that the participants are divided into two equal teams. After that, one of them will be an "elephant", and the other will jump on top of it. The first team member comes up to the wall and bends over, resting his hands on it. The next one comes up from behind and grabs him around the waist with his arms, tilting his head. The rest of the players do the same. It turns out "elephant". The first member of the other team runs up and tries to jump on the "elephant" so that there is room for the other team members. After the whole team is on the elephant's back to win, they must hold out for 10 seconds. After that, the teams can switch places.

Paints

This is a very active and fun game. According to its rules, you need to choose two participants: "monk" and "seller". The other players line up, and the seller whispers any color to them. After that, the following dialogue takes place:

A monk walks into a paint store and says to the seller:

I am a monk in blue pants, I came for paint. - For what?

The monk names the colors (for example, red). If there is no such color, the seller answers:

There is no such! Ride on the red carpet, on one leg, you will find boots, diarrhea, but bring them back!

At the same time, the monk is given a task: walk a duck or jump on one leg. If there is such a color, then the seller answers:

There is one! - What is the price? - Five rubles

After that, the monk slaps the seller's palm five times). As soon as the last clap sounded, the “paint” participant jumps up and runs around the line. If a monk catches up with him, then he himself becomes "paint", and the one who is caught takes his place.

Swan geese

This fun is for those who like active games. Its meaning is that from all the participants, two wolves and one leader are selected. Everyone else becomes geese. The leader needs to be on one side of the site, and the swans on the other. Wolves stand at a distance "in ambush". The leader pronounces the following words:

Geese-swans, go home!

Run, fly home, there are wolves behind the mountain!

What do wolves want?

Pinch gray geese and gnaw bones!

When the song ends, the geese must run to the leader and try not to be caught by the wolves. Those who are caught leave the game, and the rest come back. The game ends when the last goose is caught.

Turnip

The name of this game comes from the old Russian fairy tale "Turnip", so its meaning is somewhat similar to this work. It is great for developing reaction and coordination of movements.

The rules of the game are as follows: all participants stand in a circle and begin to lead a round dance. In its center is the "turnip" child, and behind the circle is the "mouse". All the players hum the following song during the round dance:

“Grow re-pon-ka!
Grow cre-pon-ka!
Neither small nor large
Up to the mouse's tail! "

While the song is playing, the turnip gradually "grows", that is, rises. After the end of the song, the mouse should try to penetrate the circle and catch the turnip. The rest of the participants can either interfere with her or help her. After the mouse catches the turnip, new players are selected.

There is another variation of this game.

The players stand one after another and wrap their arms around the waist of the previous participant. The first player must firmly hold onto the tree trunk. The game begins when the "grandfather" tries to unhook the extreme participant from the rest of the team, and so on, until the "turnip" is completely "stretched".

Salki

This is one of the most common variations of an active and physically developing game. Its participant disperses on the site, close their eyes, and at the same time hold their hands behind their backs. The presenter puts an object in the hand of one of the players on the count “one, two, three” all open their eyes. At the same time, the hands of the participants remain behind their backs. The player who has the object says: "I am a tag." The rest of the participants must run away from him, jumping on one leg. The one who is touched by the "tag" himself becomes "water". An important condition is that the "tag" must also jump on one leg.

Hitting the rope

This simple game will help you develop your reaction speed and have a lot of fun. Its meaning lies in the fact that a dense rope is taken, which is tied into a ring. All players stand outside and grasp it with one hand. There is "water" in the center of the ring. He must have time to "grease" one of the players, who then takes his place.

Robber Cossacks

This is an old Russian game, the rules of which our parents and grandparents know by heart. Its meaning lies in the fact that all participants are divided into two teams "Cossacks" and "robbers". Cossacks choose a place in which they will equip a "dungeon" and choose a watchman. At this time, the robbers scatter and hide, leaving arrows and other clues on their way. The Cossacks must find every robber and lead them to the dungeon. With each captured player, a guard remains, however, other rogues can help a teammate and, by grabbing the guard, free the prisoner. The game ends when all the robbers are caught.

The robbers, so that they cannot be found for as long as possible, first run away all together, and then separate.

According to one of the versions of this game, robbers guess a secret password word, and the Cossacks must find it out. Therefore, the game continues even after capturing all the robbers, until the password is found out.

"Quiet ride"

This noisy and funny game requires not only skill, but also resourcefulness. Before starting, you need to draw two lines on the ground at a distance of 5 meters from each other. In front of one of the lines there is "water", in front of the other - the rest of the players. The task of the participants is to reach the "water". Whoever does it first takes his place. The difficulty lies in the fact that "water" periodically says: "The quieter you go, the further you will be. Freeze! " After this phrase, all the players should freeze, and the goal of the presenter is to try to make each of the participants laugh without touching him. You can make grimaces, gaze into your eyes, tell funny stories. If any of the players laughed or smiled, he goes back to the line.

Teddy bear

This is a very active and fun game. First, you need to draw two circles on the ground. In one of them there will be a "den" with a "teddy bear", and in the other - a house for the rest of the participants. The players leave the “house” and hum: “Mushrooms, I take berries. But the bear does not sleep and growls at us. " After they have finished, the bear with a growl runs out of its den and tries to catch up with the rest of the players. The one who is caught becomes a bear cub himself.

Burners

This game was very popular in the olden days. She perfectly develops attention and speed. Its meaning is that 11 players choose water, and then split into pairs and form a column. "Water" turns its back to the participants and does not look back. A line is drawn in front of him, twenty meters away.

The participants hum the following song:

"Burn, burn, clear,
In order not to go out.
Look at the sky:
The birds are flying
The bells are ringing!"

After its completion, the last pair separates their hands and runs on opposite sides of the column towards the "water". Having caught up with him, they shout: "One, two, do not crow, run like fire!" After that, the "water" begins to chase this pair and must "grease" one of them, before they reach the line and join hands. If he succeeded, then he becomes paired with the remaining participant, and the one who was caught up performs the duties of "water". If it was not possible to catch up, then the pair becomes the head of the column, and the "water" continues to "burn".

This game is different in that it can be played for a very long time, until the participants get tired.

People invented ancient Russian games with care for their children, with the idea that they would not only have fun and energetic time, but also learn to communicate with each other, learn the value of friendship and know what honesty and mutual assistance are. There is nothing better than outdoor fun, which helps not only to get out of the familiar stuffiness of closed rooms, but also to find true friends, see the world in all its mesmerizing colors, and also give freedom to your own imagination.

Modern children also consider old games, which we, modern adults, enjoyed playing in our childhood. These are "Ring", "The sea is worried", "Bouncers", "Classics", "Rubber" and others.


In the Museum of Russian Fun in the open air, created specifically for the revival of the Russian folk game, local historians have collected games that Vyatka peasants played a century or more ago. We bring to your attention some of them:

Malechina-Kalechina

Malechina-Kalechina is an old folk game. The game consists in the fact that the stick is placed vertically on the tip of one or two fingers of the hand (you cannot support the stick with the other hand) and, referring to the malechina, they recite the rhyme in a recitative:

"Malechina-cripple,
how many hours until evening?
One two Three..."

They count as long as it is possible to keep the stick from falling. When the stick swayed, they grab it with the other hand, not allowing it to fall. The winner is determined by the value of the number to which he counted.

Grandmas

In Russia "Babki" were widespread already in the 6th-8th centuries. and were a favorite game. For the game, grandmothers are taken - specially processed bones of the joints of the legs of cows, pigs, sheep. The Russians hold cow grandmothers in the highest esteem: they are larger and can be accessed from a great distance. Each player must have his own bat and 3-10 bucks. The largest and heaviest headstock is taken as a bit (its internal cavity is often filled with lead or tin). The games of the grandmother themselves are divided into countless types. Here's an example of one of them. Players place out of the blue on the jack on the cue ball. Then the conditional distance is determined - the horses. Whoever starts the game first - to beat and to whom afterwards, the draw is thrown about. Players, getting on the line, beat with cue ball on seniority. If the grandmothers who are at stake are knocked down, then they are considered their winnings. When they hit everything, then each goes over to his cue ball and shoots from the place where his cue ball lies; whose next lies, he first begins to beat, and the rest finish the game according to the distance of their cue balls.

Rope

Rope - an old wedding game, entertains married and family people on collusion, at gatherings and young girls, alone, without men. But this has happened before; nowadays all wedding conspirators play with the rope indiscriminately. The matchmaker brings a string into the room, the ends of which the matchmaker or boyfriend is tied with one knot. Players grab this rope with both hands, forming a circle around it. In the middle of the circle there is a matchmaker or matchmaker for the beginning. Walking around everyone, the matchmaker - to whom he speaks a red word, to whom he sings a saying or envies a fairy tale, trying to express in it the characters of the conspirators. Her words, although sometimes quite offensive, are answered with praise, a smile and kind youth. Circular - this is the name of the matchmaker standing in the middle of the players - among the tales, he notices: whoever looks around, and, looking for him, immediately hits him on the hand. The blunder becomes in a circle, with everyone laughing, and starts his own tales. Sometimes, instead of fables, the players sing wedding songs.

Turnip

Fun based on the Russian folk tale "Turnip". All players stand up one after another, clasping the previous one around the belt. The first player grabs a small tree trunk or post. "Grandfather" begins to pull the last player, trying to tear him away from the rest. There is another version of the game: Players sit opposite each other, resting their feet on the opponent's feet. Hands hold on to a stick. On command, they begin, without getting up, to pull each other towards themselves. The winner is the one who outweighs the opponent.

Fun "Cherry"

This fun is designed for young boys and girls of marriageable age. Everyone stands shoulder to shoulder in two lines opposite each other at arm's length (or a little closer). Participants put their hands in front of them at a level just above the waist, palms up, or clasp their hands in a lock for a stronger connection. It turns out a corridor. A volunteer (cherry), runs up and jumps into his hands with a fish at the beginning of the corridor. The task is to throw the cherry to the end of the corridor. The cherry should stretch her arms forward and keep her feet together. The corridor should sit down a little and, at the same time as shouting "Eeeeeh", toss the cherry up and forward along the corridor. The main thing here is to run a little more and fly higher and farther, and after that the hands of his comrades will throw the player to the girl who needs to be kissed. After rolling over the waves from the hands for a couple of tens of meters, the kiss turns out to be very sensual. The main thing in the game is to slow down in time, otherwise you will fly through the desired addressee.

Burners

Old Russian fun. Girls and single young men played in Burners. A guy was always chosen as the driver, and he could only catch a girl, so the game made it possible to get acquainted, communicate, choose a bride. “Single boys and girls are set in pairs in a long row, and one of the fellows, who gets to burn by lot, stands in front of everyone and says:

- "I'm burning, I'm burning a stump!"

- "Why are you burning?" - asks a girlish voice.

- "I want a red girl."

- "Which?"

- "You, young!"

At these words, one couple scatters in different directions, trying to get back together with each other and grab their hands; and who was on fire - he rushes to catch his girlfriend. If he manages to catch the girl before she converges with her mate, then they stand in a row, and the remaining lonely takes his place. If it fails to catch, then he continues to chase other pairs, which, after the same questions and answers, run in turn. " A. N. Afanasiev

Brook

Not a single holiday in the old days was complete for young people without this game. Here you have a struggle for your beloved, and jealousy, and a test of feelings, and a magical touch to the hand of the chosen one. The game is wonderful, wise and extremely meaningful. The players stand up one after the other in pairs, usually a boy and a girl, hold hands and hold them high above their heads. From the clasped hands, a long corridor is obtained. The player, who did not get a pair, goes to the “source” of the stream and, passing under the clasped hands, looks for a pair for himself. Holding hands, the new couple makes their way to the end of the corridor, and the one whose pair was broken goes to the beginning of the "stream". And passing under clasped hands, he takes with him the one he likes. This is how the "trickle" moves - the more participants there are, the more fun the game is, especially fun to play with music.

Kubar

In ancient Russia, head over heels games were one of the most widespread. Already in the X century. the kubar had such a perfect shape that it hardly changed to this day. The simplest kubars were hewn out of a wooden cylinder with an ax and a knife by cutting off its lower end to the shape of a cone. An obligatory accessory for games with head over heels is a whip (a rope on a short stick) or just a string, with the help of which the head overhead spins up to a fast and stable rotation. Kubar starts in different ways. Sometimes it is untwisted between the palms, and more often a rope is wound around the head and pulled with force at its end. This gives the head a spinning motion, which can then be maintained by whipping up the head with a whip or string. At the same time, Kubar does not fall, but only jumps slightly "like a living" and begins to rotate even faster, moving gradually in a certain direction. Skillful players compete, driving the head over the agreed direction, often winding, maneuvering between various obstacles or overcoming an obstacle.

Chizhik

Chizhik is a children's game, it makes children happy and saddens them with unintentional beatings. The eldest of the children draws a square on the ground with chalk or a sharp stick - a "cage", in its middle he sets a stone on which he puts a stick - a "siskin". All in turn come to the "cage" with another long stick and hit the "siskin", which flies up from the blow. Then other players hit the "siskin" on the fly, trying to drive it back into the "cage". The game continues until one of the players with a broken face appears and, with a cry, begins to look for someone to blame. But since the beatings are soon forgotten by the children, the game of Chizhik is soon resumed.

Zarya

The players stand in a circle, hold their hands behind their backs, and to one of the players - "dawn" walks from behind with a ribbon and says:

Dawn is a lightning

Red maiden,

I walked across the field

I dropped the keys

The keys are golden

The ribbons are blue

Entwined rings -

I went to fetch water!

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

Cockerels

Boys love to bully, push, even fight - in a word, to cock. But real boyish fights were not carried out somehow, but according to the rules. For the game, a small circle was drawn, and two players stood in its center. The rules were strict - the guys had their hands behind their backs, you can't stand on two legs, just jump on one leg. The guys could push with their shoulders, chest, back, but not with their head or hands. If you managed to push your opponent so that he stepped onto the ground with his second foot or jumped out of the circle, you won.

Slaps

Good old school fun for guys. Two fellows sit on the bench opposite each other, cross-legged under the bench, and slap each other. The narrow bench and crossed legs make it difficult to hit hard with a tight arm. Once one of the guys tried to hit harder, and even with a fist, which was against the rules, but it became worse for him - he became a victim of his own unredeemed inertia and a narrow bench and flew to the ground.

Fight with bags

Two good fellows get up or sit on a log, take a sack in their hands and, on command, begin to beat the opponent with a sack, trying to throw him off the log to the ground. For complexity, you can keep one hand tightly pressed to the lower back, and act with the other hand. Here, the ability to move, to feel the movement of the enemy, to use his inertia becomes more important.

Pole riding

This folk winter fun was once widespread in the provinces of Russia. On the slope of a mountain or hillock, two flat, smoothly planed poles (poles) 15-20 m long are placed under a slope parallel to each other at a distance of about 1 meter. Two smooth rails are obtained, along which you can slide down the mountain. The poles are repeatedly poured with water so that they are firmly frozen and become slippery. Anyone who wants to ride on poles selects a partner similar in height and weight. Partners stand on poles facing each other, supporting each other with their hands by the shoulders or waist. However, the methods can be very different, just to resist the rapid slide down. Consistency of actions, the ability to maintain balance, ingenuity, courage allow some to ride in the most daring and comic poses.

Cradle

For this fun you need a rope 2-3 meters long. The rope is held by two, or you can tie one of the ends to a tree. The rope is not twisted, but only swung above the ground at different heights - from 10 centimeters and above. Guys and girls one by one (or in pairs) run up and jump over the swinging rope, or they start jumping in different ways: with closed legs, on one leg, with crossed legs, with a turn when jumping, etc. They jump until they make mistakes. The one who made a mistake replaces one of those who swing the rope. Not only an unsuccessful jump is considered a mistake, but also any touching of the rope.

Spillikins

Spillikins are small straws (or sticks - wooden, reed, bone, or from any other, even artificial material) 10 centimeters long, and the number is from sixty to one hundred. The bundle is thrown onto a table, or any flat surface, so that the spillikins lie in a chaotic disorder one on top of the other and side by side. The playing participants in the fun strictly one by one remove them one at a time - as it is more convenient: with their fingers or with a special wire hook attached to a stick. Whoever just moves a neighboring spill, immediately passes the hook to the next player. So they continue until they completely disassemble the whole pile. The winner is the participant who has accumulated the largest number of flawlessly removed spillikins. Heads are attached to some spillikins, calling them: king, general, colonel, etc .; you can also make the sticks look like a spear, knife, saw, shovel, etc. For such special spillikins you will get more points.

Zhmurki

The driving player is called "blind man's buff".

The blind man's buff is blindfolded (usually with a scarf or handkerchief). They untwist it and then ask:

- Cat, cat, what are you standing on?

- At the dough.

- What's in the dough?

- Catch the mice, not us.

After that, the players scatter, and the blind man's buff catches them. Zhmurka must catch any other player and identify. If successful, the caught becomes a blind man's buff. Players can run, freeze in one place, "tease" the driver in order to attract his attention and, perhaps, thus save the player to whom the driver or "blind man" came too close.

Bells

This is an old Russian game. The players stand in a circle. Two come out in the middle - one with a bell or bell, and the other is blindfolded. All the rest are singing:

Tryntsy-twins, bells,

The daredevils rang:

Digi-digi-digi-don,

Guess where the ringing comes from!

After these words, the blindfolded player must catch the participant dodging from him by the sound of the bell. When a participant with a bell is caught, he becomes the driver, and the second player is in a common circle.

Golden Gate

In this game, two players stand opposite each other and, holding hands, lift them up. It turns out the "gate". The rest stand one after the other and put their hands on the shoulders of the one in front, or simply hold hands. The resulting chain should go under the gate. And the "gate" at this time is pronounced:

Golden Gate

Not always missed!

The first time he says goodbye

The second time is forbidden

And the third time

We will not let you pass!

After these words, the "gate" sharply lower their hands, and those players who were caught also become "gates". Gradually, the number of "gates" increases, and the chain decreases. The game ends when all players become the "gate".

Swan geese

Having chosen two or one wolf, depending on the number of players, they choose the leader, the one who starts the game. Everyone else becomes geese. The leader stands at one end of the site, the geese at the other, and the wolves hide to the side. The leader walks, glances, and, noticing the wolves, runs to his place, claps his hands and shouts:

- Geese-swans, go home!

- Run, fly home, there are wolves behind the mountain!

- What do the wolves want?

- To pinch gray geese and gnaw bones!

After these words, the geese should have time to run to the leader before the wolves grab them. The captured geese are removed from the game, and the remaining players repeat the game again until the wolves have overfished all the geese.

Easter Egg Roll

Egg rolling is a competitive game where the goal is to get the eggs of other players. On a flat area, a track (also called a roller or tray) is installed, which is a gutter made of cardboard or wood, at the end of which colored eggs are laid, as well as toys and other trinkets. The path can be sloped and its shape varies. Sometimes they do without a special path, while the eggs roll on the floor or on the grass. Each player rolls his egg along the path. If he hits any of the items, that item is won. If the egg does not touch any object, it is left on the court, and it can go to another player as a prize.

Elephant

Elephant is an old Russian game that boys especially love, as the game brings out the strongest and most enduring. Players are divided into two equal in strength and in the number of team members. One of the teams is an elephant, the other jumps on it. The strongest and strongest player stands in front of the wall, leaning against it, bending over and lowering his head. The next participant grabs him by the belt and hides his head, behind him the third, fourth, and so on. They must hold tightly to each other, depicting an elephant. The members of the other team take turns running up and jumping on the back of the elephant so that they sit astride as far forward as possible, leaving room for the next. The players' task is to stay on the elephant with the whole team and not to fall for 10 seconds. After that, the team members change roles.

Kiss, girl, well done

The game will require many participants - girls and guys. The players stand in a circle, and one of them stands in the center. Then everyone starts to move: the circle rotates in one direction, the one in the center, in the other. The player in the center rotates with his eyes closed and his arm outstretched in front of him. Everybody hums:

There was a matryoshka along the path,

Lost two earrings

Two earrings, two rings

Kiss, girl, well done.

With the last words, everyone stops. The player pointed to by the leader's hand goes to the center. Players stand with their backs to each other and turn their heads to the left or right on the count of three; if the sides coincide, then the lucky ones kiss!

Ringleader

First, all players stand in a circle facing the center. The driver moves away from the players, who, in turn, choose the "ringleader". The "ringleader" shows all other players various movements, and the players repeat these movements, keeping up with the "ringleader". The driver must guess who the "ringleader" is. If after 20 seconds he does not succeed, the driver is eliminated from the game, and the players choose a new driver for themselves.

Ringlet

Everyone is sitting on a bench. The driver is selected. He has a ring or other small object between his palms. The rest keep their palms closed. The driver with a ring goes around everyone and seems to put a ring on them. But to whom he put it, only the one who got the ring knows. Others must observe and guess who has the item. When the driver says: "ring-ring, go out on the porch," the one who has it should jump out, and the rest, if they guessed it, detain him. If he managed to jump out, he starts to drive, if not, the one who detained drives. Moreover, you can only detain with your elbows, since the palms remain closed.

How to keep your child busy? Modern games are mainly focused on the online format. We invite you to get acquainted with Russian folk outdoor games. Children will be satisfied. And for parents - joy, because movement is life!

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

V. Belinsky

The main directions of the reform of general education and vocational schools set the task of "improving the work on the comprehensive development of preschool children, fostering a sense of beauty, forming high aesthetic tastes, the ability to understand and appreciate the beauty and wealth of native nature, and fostering in the spirit of love for the Motherland." The upbringing of selfless love for the Motherland is the main, leading principle of Russian and Soviet pedagogy.

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

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

Russian folk games have a long history, they have survived and have survived to this day from ancient times, passed down from generation to generation, absorbing the best national traditions. Boys and girls gathered in the evening on the village street or outside the outskirts, danced in circles, sang songs, ran tirelessly, playing with burners, tagging, competed in agility, playing rounders. In winter, the entertainment was of a different nature: skiing from the mountains, snowball games were arranged; they rode horses through the villages singing and dancing. All folk games are characterized by the love of a Russian person for fun and daring.

Especially popular and beloved were games such as burners, Russian rounders, blind man's buffs, towns, ball games. The game of blind man's buff was widespread in many regions of Russia and had different names: "Blind pan", "Zhmachki", "Chicken blindness", "Crooked rooster", etc. Before starting the game, the children had a conversation with the driver in chorus: " Cat, cat, what are you standing on? " - "On the dough" - "What's in the dough?" - "Kvass!" - "Catch the mice, not us!" They will say this to the driver, and even make him turn in one place several times, and only after that he begins to look for the players, as a rule, with closed, closed eyes.

There were also many games where the success of the players depended primarily on the ability to accurately throw the bat, knock down towns, catch the ball or hit the target with the ball (towns, rounders, etc.). Both the names of the games and the rules were different in different regions of Russia, but they had a common desire to win, to win.

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

The collection includes outdoor games collected from various sources. They are quite diverse in their content, topics and organization. Some games have a plot, their rules are closely related to the plot (for example, "Kite", "Hen", "Geese-Swans", "Herd"). In games like "Lyapka", "Many three, two is enough", "Hot spot", the plot and roles are absent, all the attention of children is directed to movement and rules. There are games in which the plot and actions of the players are determined by the text. In the game "Paints" the buyer talks to the driver: "Knock, knock!" - "Who's there?" - "Buyer." - "Why did you come?" - "For paint" - "For what?" - "For the blue."

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

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

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

The collection contains many ancient and modern counting rhymes, collusion. In any Russian game there is necessarily a driver or a presenter. For this role, there are usually many who wish, and you need to choose one, sometimes two, for which counting rhymes and collusion are used.

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

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

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

Section I. RUNNING GAMES

Tracks

On the ground, lines of different shapes are drawn - these are paths. The players run along them one after another, make difficult turns, while maintaining balance. You need to run along the path, as if stepping on the line, do not interfere with each other and do not bump into the runner in front.

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

Snake

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

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

Shuttle

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

Empty place

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

Common 15

The game begins with the choice of the driver, he is called a tag. All participants in the game scatter around the site, the tag catches up with them. Whoever he touches with his hand becomes a tag.
Rules. 1. Children during the game need to closely monitor the change of drivers.
2. Fifteen should not run after just one player.

Fifteen with a house

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

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

Broken tags

A 15 in this game needs to loudly say the name of the player he wants to tarnish. But if, during the pursuit, the tag sees that another participant in the game is next to him, he changes his mind, calls him by name and tries to catch up with him and tarnish. Tainted is out of the game.
Rules. 1. Fifteen first calls the player by name, and then catches up with him and spots.
2. In the game, the tag can change its decision many times, depending on the situation.

Circular tags

The participants in the game stand in a circle, marking each place with a circle. Two players stand behind a circle at some distance from each other, one of them is a tag, he catches up with the second. If the runner sees that the tag is catching up with him, he calls one of those close by in the circle by name. He leaves his place and runs in a circle from the tag, and the player takes his place. A free circle can also be occupied by a tag, then the one who was left without a place becomes a tag. He catches up with the player who ran out of the circle.
Rules.
1. Running over the circle is not permitted.
2. A player running away from a tag can run no more than one circle.
3. If the tag has pissed off the escaper, then they change places.
Instructions for carrying out. In the game, children should be very attentive if the player gags, lets down a friend. Children stand in a circle at a distance of one step from each other, facing the center. A speck can be replaced if he has run two laps, has not stained and has not taken up a free space.
The game will be fun and interesting if the runners quickly change places.

Watch out!

On one side of the site, a cord is pulled, a tag becomes behind it. All participants in the game are on the opposite side of the site, where their house is located. Fifteen loudly says the words: "Beware of one, beware of two, beware of three!" The players at this time walk across the field and come close to the line. With the last word, the tag jumps over the cord and tries to catch up and stain one of the children. Together with the stained one, he quickly runs away by the cord. The game is repeated, but there are two tags.
Rules.
1. The players run to their house only after the words of the tag: "Watch out for three!"
2. A 15 is allowed to play only one player.
3. Fifteen only jumps over the cord, but if, jumping over, he touches the cord, then he repeats the jump.
4. Beyond the line of the house, you cannot play players.
Instructions for carrying out. The game is played on a large free area. The distance between the players' house and the place where the tag is located is 10-20 m. The height of the cord during the game can be changed: the higher the cord, the more difficult it is for the driver to jump over it. The words "Beware one, beware two, beware three!" Fifteen speaks slowly so that the players can get closer to the line. The closer they are from the cord, the easier it is to hit them.
Option. The players catch up with the tag and the player he takes with him, and try to stain one of them until they jump over the cord. The one whom they have stained returns to the field.

Salka

The driver runs after the children and, trying to insult someone, says: "I shook you, you are the ass of another!" The new driver, catching up with one of the players, repeats the same words.
Option. The driver catches someone and asks the caught one: "Who was it?" - "At my aunt." - "What did you eat?" - "Dumplings." - "Whom did you give?" The caught one calls one of the participants in the game, and the named one becomes the driver. The game repeats itself.
Rules. 1. The driver runs after only one of the players.
2. Participants in the game must carefully observe the change of drivers.

Traps in a circle

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

Many three, two is enough

Children stand in pairs one after another, facing the center of the circle. Two people start the game, one of them is the driver, he stands 3-4 steps behind the one who is running away from him.
The runner claps his hands three times, after the third clap he runs from the driver. In order not to be salted, he stands in front of a couple. Before getting up, on the run shouts: "Many three, two is enough." The one who is the last in this game runs away from the driver.
If the driver has managed to grease the fleeing person, then they change roles.
Rules. 1. During the game, you can not run through the circle.
2. The runner must not run more than two laps.
3. As soon as he runs into the circle, he must immediately stand in front of any pair. The one who breaks this rule becomes the driver.
Instructions for conducting. If the driver managed to grease the runner and they switched roles, then the runner can stand in front of one of the pairs after a short run.
Sometimes the driver fails to catch up with the players running away from him for a long time, since they are stronger than him and run faster. In this case, you need to replace him, but not reproach, but positively evaluate his efforts.

Owl and birds

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

Handkerchief

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

Chickens

The players choose the hostess and the cockerel, everyone else chooses the hens. The cockerel leads the chickens for a walk, nibble on the grains. The hostess comes out and asks the cockerel: "Cockerel, cockerel, have you seen my chicken?" "What is yours like?" - asks the cockerel. "Raggedy, and the tail is black." - "No, I have not seen."
The hostess claps her hands and shouts: “Kshsh! Shh! " The hens run into the house, and the hostess catches them, the cock protects the hens.
The hostess takes all the chickens caught into the house.
Rules.
1. Chickens run into the house only to the words: "Kshsh, kshsh!"
2. The cockerel, protecting the chickens, should not repel the hostess. He, wings wide open, stands in her path.
Instructions for carrying out. The house of the hostess and the cockerel with chickens should be made as far away from each other as possible (10-20 m). To complicate the game, the hens on the way to the house overcome obstacles, fly over the fence (jump over a stretched cord) or run along the bridge over a stream. In their house, they take off on a roost (on a bench).

The bear in the forest

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

Swan geese

The participants of the game choose the wolf and the owner, all the rest - the geese-swans. On one side of the site is the house where the owner and the geese live, on the other there is a wolf under the mountain. The owner lets the geese go for a walk in the field and nibble on the green grass. Geese leave home
far. After a while, the owner calls the geese: "Geese-swans, go home!" The geese answer: "The old wolf under the mountain!" - "What
is he doing there? " - "Little gray, little white hazel grouses." - "Well, run home!" The geese run home, and the wolf catches them.
The caught one leaves the game. The game ends when all the geese
caught.
Rules.
1. Geese can fly home, and the wolf can catch them
only after the words: "Well, run home!"
2. Geese, leaving the field, must disperse throughout the site.

Horses

All participants in the game are divided into threes, in each triple there is a coachman and two horses. During the game, the driver gives various commands, the horses perform them, and the coachman controls and carefully watches whether the horses perform all movements accurately. Horses walk at a pace, gallop in a circle, turn right, left, etc.
To the words of the presenter: "Horses, in different directions!" - the coachman lets go of the reins, and the horses quickly scatter across the platform. To the words: "Find your coachman!" - they find their coachman as soon as possible. When the game is repeated, the coachman changes in each triplet.
Rules. 1. Horses must follow all commands accurately.
2. The coachman, whose horses are wrong, receives a fine - a blue ribbon is tied to his reins.
Instructions for carrying out. The hardest part in this game is the role of the driver, who comes up with various movements for the horses. Therefore, when the game is played for the first time, the role of the driver is played by an adult. At the end of the game, so that the triplets come together, you can give a new task: "Coachman, find your horses!"
The game ends as soon as all of the three players play the role of a coachman. At the end of the game, the best three is awarded.

Life wand (Black stick)

Children choose the driver by counting. He runs away from them and stands facing the wall. There is a magic wand against the wall. The driver takes a stick, knocks on the wall and says: “The stick came, found no one. Whoever finds the first, he will follow the wand. " After these words, he puts his wand against the wall and goes to look. Noticing one of the players, loudly calls him by name, quickly runs up to the wall, takes a stick, knocks on the wall with it and shouts: “Found the magic wand ...” (calls the player by name). This is how the driver finds all the children. When repeating the game, the one who was found first must drive.
If the player who was found reaches the magic wand before the driver, he quickly takes the wand and with the words: "Wand, help me out!" - knocks it on the wall, then throws it as far as possible and, while the driver is looking for it, hides. The driver finds the wand, returns to the agreed place, knocks with it and says loudly: "The wand has come, it hasn’t found anyone, who will be the first to find, he will go for the wand!"
Rules.
1. The driver should not spy when the children are hiding.
2. The driver speaks the words slowly so that all the children can hide.
3. He should search all over the site, not stand near the magic wand.
4. Children can run from one place of shelter to another while the driver is looking for a magic wand and puts it in place.
Instructions for carrying out. This game is good to play at the edge of the forest. It is imperative to limit the playground and show the children several places where they can hide (behind bushes, trees, hemp, in a groove, in tall grass).
To play the game, you need to make a magic wand from a tree 50-60 cm long, paint it in a bright color so that it can be clearly seen in the green grass.
The complication of the game. You can help out the player that the driver found. If one of the players quietly leaves the hiding place, quickly runs up to the magic wand, knocks it on the wall with the words: "Help wand, help me out ..." - and will name the person who is being rescued. The wand is thrown as far as possible, and while the driver is looking for it, the children are hiding again.

Herd

The players choose the shepherd and the wolf, everyone else is the sheep. The wolf's house is in the middle of the site, and the sheep have two houses at opposite ends of the site.
The sheep call out loudly to the shepherd:
Shepherd boy, shepherd boy
Play the horn!
The grass is soft
The dew is sweet!
Drive the herd into the field
Take a walk in the wild!
The shepherd drives the sheep into the meadow, they walk, run, jump, nibble the grass. At the signal of the shepherd "Wolf!" the sheep run into the house - to the opposite side of the site. The shepherd stands in the way of the wolf, protects the sheep. Anyone caught by the wolf is removed from the game.
Rules.
1. During the run, the sheep must not return to the house from which they left.
2. The wolf does not catch sheep, but fills with his hand.
3. The shepherd only shields the sheep from the wolf, but should not stop it with his hand.

Hot spot

A line is drawn on the site, behind which there is a hot spot. The driver gets up 3-4 steps away from him. Children disperse across the playing field.
The players need to run from the playing field to a hot place and come back, but the driver will not let them in. The one whom he pissed off remains outside the line in a hot place. As soon as the driver insults the sixth player, the game ends. Everyone goes to the field, and the sixth player becomes the driver.
The winners are those players who managed to run into a hot place several times.
Instructions for carrying out. Where the hot spot is, there are ribbons. Players who managed to run into a hot place take a ribbon. At the end of the game, by the number of ribbons, you can find out which of the players is the most daring and agile. If the player with the ribbons is still bullied, he puts one ribbon in place and remains out of the line.

Dash

On opposite sides of the site, two houses are marked with lines, the distance between them is 10-20 m. Participants in the game are divided into two equal groups and occupy houses. The driver is standing in the middle of the site. Players need to move from one house to another. The driver does not let them pass, he tries to grease those who run across. The salted one leaves the game. The group with the largest number of players at the end of the game wins.

Rescue Rush

The game takes place as simple dashes, only on the site not far from the lines of the houses two circles are outlined. The players, who are harassed by the drivers, do not leave the game, but stand in one of the circles. Players of the same team can help them out. Running past, the player takes the salted man, who is standing in the circle, by the hand and runs with him to the house of his team.

Stop!

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

Burners

Before starting the game, you need to choose the driver, the one who will "burn" - hence the name of the game.
All participants in the game stand in pairs one after the other, leading in front, at a distance of two steps from the players. The participants in the game say in a chant:
Burn, burn clearly
In order not to go out.
Stop the hem
Look at the field:
Rooks walk
Yes, they eat rolls.
The birds are flying
The bells are ringing!

As soon as these words are sung, the driver must look at the sky, and the children of the last couple release their hands and quietly run along the column, one on the left, the other on the right. When they are level with the driver, everyone shouts loudly to him:
One, two, don't be crows.
Run like fire!
Two children run forward, deftly dodging the driver, trying to take each other's hands. If they join hands, then they are not afraid of the "burner", they calmly walk and stand in front of the first pair, and the driver "burns" again.
If the driver does not catch the runners during the repetition of the game, then he "burns" a second time. If he has not caught anyone for the third time, the players can sing the following song:
Ogarushek, ogarushk!
You stand badly -
Stand on a black stone!
You will completely burn out!
(A stub, a stub is the remainder of an unburned candle.)
But if the driver manages to catch one of the runners, he stands with him in front of the entire column, and the one who was left without a pair “burns”.
The game continues until all pairs have run.
Rules.
1. The driver must not turn back.
2. He catches up with those fleeing immediately after the words: "Run like fire!"
3. The players of the last pair start running only with the last words: "The bells are ringing!"
Instructions for carrying out. G eryolki is a very fun game, they play it in the warm season. There can be a lot of players, the more, the more fun.

Handkerchief burners

All participants in the game stand in pairs one after another, the driver stands in front of the column and holds a handkerchief in his hand above his head.
The players say in chorus:
Burn, burn, oil
Burn, burn clearly
In order not to go out.
Look at the sky
The birds are flying!
After the words "Birds are flying!" the players of the last pair quickly run forward, and who of them takes the handkerchief first, he gets up with the leader in front of the column, and the latecomer "burns".

Double burners

The players stand in pairs in two columns at some distance from one another. In front of each column are the guides. With the last words "Birds are flying!" children standing in the last pairs run along the columns (one on the left, the other on the right), trying to unite in pairs in front of the column. Drivers do not allow them to each other, trying to stain one of them.
If the running players managed to take each other's hands before they spotted one of them, they stand up in the columns first, and the drivers "burn" again. If the driver manages to stain the running child, he stands with him in front of the column, and the players left without a pair become "burning".
Option (Fig. 8). The players stand in two columns in pairs opposite one another at a distance of 10-15 m. The first in the columns are the leaders. After the words "The bells are ringing!" children of the last pairs from each column let go of their hands and run forward, trying to pair up with the players of the opposite column. Holding hands, they stand in front of one of the columns.
The drivers try to hurt one of the players until they are connected. The driver and the player whom he has pissed off stand in front of the column. The one of the players, who was left without a pair, "burns".

Lace

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

Cat and mouse

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

Mouse and two cats

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

Cat and mouse in a maze

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

Ocean is shaking

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

Wrong

On opposite sides of the site, two cities are marked with lines at a distance of 10-20 m from each other. Game lines are drawn 2-3 steps from the city, the place of captivity is marked on the left side.
Children are divided into two groups, go to their city, stand one after another facing the city line. At the signal of an adult, the first numbers run to the town of their opponents, reach the play line, stand on it with one foot and quickly return to their town. The players who are the second in the teams catch up with the fleeing ones. If they manage to batter those who are running away, then they are taken prisoner, and they themselves stand up last in their row.
Then the third numbers run to the enemy's city, and the fourth ones catch up with them, etc.
If the player who is catching up runs out of the city line before the enemy stepped on the playing line, they shout to him: "Wrong!" He must return to the city, take his place and only then start to catch up with the enemy. Those who catch up do not always manage to overwhelm those who run away. In this case, they return to their city and stand last in a row.
The group with the most players left wins.
Rules.
1. Behind the playing line, it is not allowed to spot the opponent.
2. The second player begins to chase the opponent only after he has stepped on the playing line.
3. Players can free their comrade from captivity if they hit him in the palm of his outstretched hand.

Pike and crucian carp

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

Bears with chain

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

Corners (Kumushki)

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

Day and night

A line is drawn in the middle of the site, two cities are marked on both sides of it, 20-30 steps away. The players are divided into two equal groups: one of them is night, the other is day. They stand at a distance of 1 m from the midline, after 2 steps from each other. Opposite each group is the enemy's house.
When everyone is in place, the leader throws lots - a board painted black on one side. If the board falls down with its white side, the presenter shouts loudly: "Day!"
The players from the day group turn and, running between the players of the night, quickly run to their home. They run after them and try to stain them. The tainted ones move on to the night group.
The host again throws lots, the game continues. The group wins where there are more hardened players.
Rules.
1. It is forbidden to run into your house before the presenter gives a signal.
2. It is impossible to fire players outside the city limits.
3. It is not allowed to turn back when players run into their city.
4. You can catch up with the fleeing only when they all run past the opponents.
5. When the game is repeated, all players stand at the center line.

Run down and run away

On opposite sides of the site, lines are drawn at a distance of 10 m from each other - these are houses. The players are divided into 2-3 groups and stand at the same line. Children designated as drivers go to the opposite side and stand at the line, each opposite his group.
The first numbers start the game. On a signal, they run to the opposite line, run up to the drivers, hit them on the outstretched palm and quickly return. The drivers are trying to catch up with those who are running away and grease them.
If the player is ashamed, then he goes to the side of the driver and stands in front of him. Players who managed to leave unseated move to the end of their row. The game ends when they run
the last players of the groups. The winner is the group in which there are fewer hardened participants in the game.
Instructions for carrying out. If the area of ​​the playground allows, then the distance between the houses can be increased up to 30 m. The number of players is not limited. If more than 25 people take part in the game, you need to divide them into 4 groups.

Hares in the forest

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

Pie

The players stand up one after another, holding onto the belt. The baker is in front, he is the leader, the last is the pie. A customer approaches the baker and asks: "Where is my pie?" The baker replies: "Lies behind the stove." The Last Pie Player
shouts: "I'm running, running!" With these words he runs to the side
leading, and the buyer is trying to catch him. If the pie manages to get ahead of the presenter, he becomes a baker, and the last player becomes a pie, and the buyer goes to buy again. If the pie is caught, then it acts as a buyer, and the buyer acts as a baker.
Rule. The buyer should not stand in one place, after the words "Lies behind the stove" he runs to the end of the column and catches a pie.

Cossacks and robbers

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

Hide and seek with home

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

Pozhmurki

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

Lapti

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

Baskets

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

Catching birds on the fly

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

Town

A square is drawn on the ground - a town, each side of which is 6-10 steps.
The players are divided into two equal groups, the players of the same group go to the town. Another group remains in the field, stands around the town. The field players, throwing the ball to each other, try at a convenient moment to shower someone inside the city. The one who has been assaulted is out of the game. If a player on the field misses, he is also out of the game.
The game ends when one of the groups has lost all players. Then they switch places and the game continues.
Rules.
1. Players of the town are not allowed to go outside its borders.
2. Players on the field are not allowed to hold the ball for a long time and move from place to place.
Instructions for carrying out. The game is attended by no more than 16 people. The number of players can be increased if the game is played on a large court. Children can pass the ball to each other or throw it over. By agreement, you can play 2-3 balls.

Grandfather horn

The players are divided into two equal groups and take places on opposite sides of the court, where the line is marked
their homes. They choose a driver for the game and call him "grandfather-horn". His house is on the sidelines.
The driver says loudly: "Who is afraid of me?" The players answer him: "Nobody!" - and immediately run from one house to another across the whole field. They run and tease the driver:
Grandpa horn
Eat a pie with peas!
Grandpa horn
Eat a pie with peas!
The driver runs out of his house and tries to insult the players. Whom he has pissed off, he catches those who play with him. As soon as the players run from house to house and the driver and the assistant take their place, the game resumes.

Kite

Before the start of the game, children choose a kite and a brood hen, the rest of the players choose chickens. They stand behind each other and hold on to the belt, in front of the hen. The kite digs a hole, a hen with chickens approaches him and asks:
- Kite, kite, what are you doing?
- Digging a hole.
- What is the hole for you?
- I'm looking for a penny.
- What do you need a penny for?
- I'll buy a needle.
- What do you need a needle for?
- Sew a bag.
- What do you need a bag for?
- Put pebbles.
- What do you need pebbles for?
- Throw at your kids.
- For what?
- They trampled cabbage in my garden.
- Was your fence high?
The kite gets up, raises his hands up, showing the height of the hedge:
- That's what it is!
- No, my chickens will not fly over this.
- And I will catch them all the same.
- I won't let you catch my kids.
The kite tries to catch the chickens, the hen protects them, chases the kite: "Shi, shea, shea, villain!" The caught chick is out of the game, and the kite continues to catch the next one. The game ends when half of the chickens are caught.
Rules.
1. The chicks must firmly hold each other's belts.
2. The one who could not resist the chain quickly falls into place.
3. The hen, protecting the chicks, should not push the kite away with her hands.
Instructions for carrying out. All players need to be given a lace or ribbon, they will tie them around the waist. It is convenient to hold on to such a belt during the game. It is easier for a brood hen to protect the chicks if there are no more than 10 children participating in the game. If the playground permits, then two groups can play at the same time, each with its own hen and kite.
Sometimes, before starting a conversation with the vulture (he is digging a hole at this time), the hen and chickens walk around and sing:
I walk around the kite
Necklace underneath
Three strings
Beads.
I lowered the knob
Around the neck is short.

Section II. BALL GAMES

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

Ball up

Children stand in a circle, the driver goes to its middle and throws the ball with the words: "Ball up!" Those who play at this time become
They try to run away from the center of the circle as far as possible. The driver catches the ball and shouts: "Stop!" Everyone should stop, and the driver, on the spot, throws the ball at the one who is closest to him. The tarnished one becomes the driving one. If the driver missed, then it remains him again and the game continues.
Rules.
1. The driver throws the ball as high as possible and only after the words: "Ball up!"
2. The driver is allowed to catch the ball from one bounce off the ground.
3. If one of the players after the words "Stop!" continued to move, then he must take three steps towards the driver.
4. When running away from the driver, children should not hide behind the
construction sites or trees.
Instructions for carrying out. Children stand in a circle close to each other. It is better to outline the place of the driver in the center of the circle with a small circle. If the driver did not catch the ball, which rolled far away, before yelling: "Stop!", He needs to catch up with the ball and return to his place. Children in the game must be very attentive, react quickly to a signal.
Option. The driver stands in the center of the circle and performs the exercise with the ball, the children count to five. On the count of five, they quickly
scatter. The driver shouts: "Stop!" - and throws the ball at the player who is closer. The tarnished one becomes the driving one. If he missed, then he must catch up with the ball, and at this time the children try to run away as far as possible. To the signal "Stop!" everyone stops, the driver again tries to insult someone.

Flip flops

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

Ball player

Two circles are drawn on the ground at a distance of 10-15 m from one another. All the players are standing in one circle, and the fumbling guide is in the field. One of the players approaches the border of the circle, hits the ball with force on the ground so that it bounces as high as possible, and quickly runs into the next circle. The ball player catches the ball on the fly or from a bounce on the ground and tries to hurt the runner. If he pissed off the player, then he gets up in the first circle to the players, and the pissed off player becomes a gambler. If the ball flew past the runner, then the ball player still remains in the field. He picks up the ball, passes it to the circle where all the players are standing, the game continues. The game ends when all the children from the first circle run over to the second.
Rules.
1. Together with the player who threw the ball into the field, other children can run across, but there should be no more than three of them.
2. The ball player throws the ball at the runners from the place where he caught it.
3. Players remain in the second round until the end of the game.
Instructions for carrying out. No more than 10-15 people take part in this game. The success of the game depends on how well the children are in possession of the ball. The players need to hit the ball harder on the ground: from a strong blow, it jumps high and the ball is harder for the ball player to catch. It is carried out on a level platform so that the ball bounces well. For the game, it is better to take a medium-sized ball.
Option. Several circles are drawn on the site, there may be 3-4 of them. One ball is placed in each circle. Children choose driving ball players according to the number of laps. All players, and there are no more than 10 of them, stand in the first circle. The guides each go to their own circle and stand aside from it.
The game starts on a signal. One of the players in the first round hits the ground with the ball and, while the gambler catches it, runs into the second round. If during the dash he was not shocked, he from the second circle, also hitting the ground in it, runs to the third, from the third runs to the fourth and returns to the first circle. The next child runs out of the first circle as soon as the ball player returns the ball. So all the children run from circle to circle one after another. If, during the dashes, the player is insulted, he takes the place of the gambler. The ball player goes to the first circle and waits for his turn to run.
The winner in this game is the one who is never hurt during the dashes. The game ends when all players return to the first round.
Rules.
1. The players and the ball player must not hold the ball.
2. The ball player, regardless of whether the ball hits the runner or misses, returns the ball to his circle.

Put candles

A small hole is made in the ground, a plank is lowered into it with one end so that its other end is raised above the ground. A ball is placed in the hole on the board, the driver kicks the protruding end of the board, the ball flies up, the players run after him. The one who catches the ball or takes it first from the ground, goes to the hole, puts it on the board and hits the board. Game continues.
Rules. 1. The players should stand at a convenient distance from the board with the ball.
2. During the game it is not allowed to take the ball away from each other.
Option. A small board, at one end of which a basket or box is fixed, is placed on a low crossbar. Balls are placed in the basket according to the number of players. I play
the others stand in a semicircle at some distance from the board. The driver kicks the free end of the board, the balls fly in different directions. Each child tries to catch or find a ball and put it in a basket. The one who came running last with the ball becomes the leader.

Subwall

Children (no more than 4 people) stand one after another, facing the wall. The first player throws the ball into the wall, the one behind him catches. Having caught the ball, he throws it into the wall, and the first player catches it. Then the first one throws the ball again, but so that, bouncing off the wall, it reaches the third player. The third catches it and throws it into the wall, the first catches the ball and throws it again so that, bouncing off the wall, it flies over the heads of all players and reaches the fourth player, who must catch the ball.
After that, the players change places, the first one rises last, the second first, etc. The game ends when all the players play the role of the leader.
Rules.
1. The players are allowed to move off when catching the ball, to catch the ball from the rebound from the ground.
2. The one who does not catch the ball is out of the game.
Option. Two teams of players (no more than 10 people in each) stand at the line at a distance of 1 m from the wall. At the signal, the first players in the teams simultaneously throw the ball against the wall, quickly step back and stand behind the last one in their team. The second players catch the ball. They also throw the ball against the wall and walk away quickly. The ball is caught by third players, etc. If the player drops the ball, he picks it up, takes its place and continues the game. The team in which the players dropped the fewest balls wins.
Rules. 1. When throwing and catching the ball, you can get off the spot, but not cross the line.
2. Before catching the ball, the player must quickly approach the line.
3. It is allowed to catch the ball off the ground.
Instructions for carrying out. The success of the game depends on the ability of children to throw and catch the ball, so it is necessary that each team includes players with approximately the same ball handling skills and abilities. The game is best played as a competition.
By agreement, players can perform various tasks when catching the ball. They can be both simple and more complex: 1) hit the ball against the wall and catch with one hand, right or left; 2) hit the ball against the wall and catch it from the rebound from the ground with one hand, right, left (all these exercises can be performed with a clap); 3) hit the ball against the wall, throw it from under your feet, catch it, etc.

Toss the ball

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

Old bast shoes

On one side of the site, a line is drawn - this is the city where all the players are located. The space outside the city is a playing field. Children get up to the line and roll the balls towards the field. Whose ball rolled farther, that and drive. The balls remain on the playing field, only the driver takes one ball. He is waiting for the players to go out for the balls, and he tries to shower everyone who crosses the city line with the ball. When the driver misses, he catches up with the ball, and the players try to take their own balls and run over the line. If the players are not pissed off, then they roll the balls again, and the driver in this case remains the same. If someone is offended, then the one who is offended becomes the leader.
Rules. 1. Players must take only one ball from the playing field.
2. The driver is allowed to move from one place to another on the playing field.
Flying ball
The players stand in a circle, the driver is in the middle of the circle. At the signal, the children begin to throw the ball to each other over the center of the circle. The driver tries to hold the ball, catch or touch it with his hand. If he succeeded, then he stands in a circle, and the one to whom the ball was thrown becomes the driver.
Rules. 1. Players are allowed to move when catching the ball.
2. Players must not hold the ball.
3. The childbirth cannot touch the ball when it is in the hands of a player.
Ball with a stomp
The participants of the game are divided into two groups and stand opposite each other at a distance of 4-6 m. Any object is placed in the middle of the field. The first player of one of the teams starts the game by drawing lots. He calls the player from the second team by name, throws the ball to him and quickly runs to the middle of the field, stops at the object, stomps his feet and returns to his place. At this time, the player who caught the ball tries to fire it. If he misses, then he goes to the first group, but if he hits the ball, then the soldier goes to the second group. The group with more children wins.
Ball Race (fig. 18)
Children stand in a circle at a distance of one step from each other, facing the center, they are calculated for the first and second numbers. So they are divided into two groups (first and second numbers). In each group, the players choose the leaders. They should be on opposite sides of the circle. At the signal, the presenters begin to throw the ball only to the players of their group, in one direction.
The group in which the ball returned to the leader earlier wins.
Children choose another driver. The game is repeated, but the balls are thrown in the opposite direction. By agreement, the game can be repeated 4 to 6 times.
Rules.
1. The leader must start the game at the same time at the signal.
2. The ball is only allowed to be thrown.
3. If the ball falls, the player who dropped it picks up and continues the game.
Instructions for carrying out. To play, you need two balls of different colors. In order for the children to understand the rules of the game, you first need to play it with a small group (8-10 people). The players must accurately throw the ball, be attentive when receiving the ball: the one who catches should not stand still and wait for the ball to fall into their hands. He needs to follow the direction of the flying ball, and if necessary, take a step forward or sit down.
Option 1. Children stand in a circle, counting on the first and second numbers. Two players standing next to each other are leading, they take the balls and, upon a signal, throw them one to the right, the other to the left in a circle to the players with the same number, that is, through one. The winner is the team whose ball will return to the leader faster.
Option 2 (fig. 19). The participants in the game stand in a circle at a distance of a step from one another and settle for the first and
second numbers. The two players standing next to each other are the leaders. They take balls and, on signal, run in opposite directions around the circle. Having run around the circle, they stand in their place, quickly pass the ball to the players with the same number, that is, through one. Game continues.
The winner is the team whose players are the first to run with the ball in a circle and drop the fewest balls.
Rules. 1. A player is allowed to pass the ball to a player of his team only when he is in his place.
2. The players must throw the ball to each other.
3. Running is allowed only around the circle.

Circle

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

Hunter

One of the children is chosen by lot as the hunter, all the other players are the game. The game begins like this: the hunter plays with the ball, while the others walk around the site. After 3-4 exercises, he shouts: "Game!" Everyone stops, and he stains one of the children from his seat. The stained one becomes an assistant to the hunter, remains on the site and stands not far from the hunter. If there is no game close to the hunter, he can pass the ball to his assistant, and he stains the players.
The hunter can inaccurately throw the ball, miss. In this case, the players move to other places. The hunter runs after the ball, takes it, shouts: "Game!" - and everyone stops.
The game continues until the hunter has a certain number of assistants (by agreement - from 3 to 5 people).
Rules.
1. Players are not allowed to move after the word "Game!"
2. The players can move to a new place if, during the pass from the hunter to the assistant, the ball was not caught and fell to the ground.
3. Players are not allowed to hide from the item hunter.
4. The hunter must do different ball drills.
Instructions for carrying out. This game must be carried out on a large site, otherwise the hunter and his assistants will quickly
overfill the game. To complicate matters, you can allow children to dodge the ball - to deviate, squat, bounce, but not leave the place.

Racks

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

Kick the ball out of the circle

Children stand in a circle at a distance of two steps from each other, holding their hands behind their backs. The driver stands in the center, puts the ball
on the ground and, kicking it, tries to roll it out of the circle. The players do not miss the ball, kick it back to the driver. Whoever misses the ball goes to drive.
Rules.
1. Players must not touch the ball with their hands.
2. The players are allowed to hit the ball so that it rolls on the ground.
3. The driver is not allowed to go further than two steps from the center of the circle.
Instructions for carrying out. The game is attended by no more than 10 people. Children need to be reminded to push the ball with the inside of the foot or toe. Do not hit the ball hard. If the players want to stop the ball before passing it to the driver, it is better to do this with the inside of the foot or with the sole, lifting the toe.
Option. Children, as in the previous game, stand in a circle, but with their backs to the center. There must be several drivers, but no more than 4. The goal of the game is not to let the ball into the circle.
Defend the city
The participants of the game stand in a circle at a distance of one step, all have small balls. A small town was built in the middle of the circle, that is, several pins were set at such a distance that the ball could freely pass between them.
The town is guarded by three watchmen. The players, standing in one place, kick the ball into the town. The one who, rolling the ball, knocks down the pin, takes the place of the watchman.
Rules.
1. Players should only roll the ball.
2. It is forbidden to let the ball hit by the guard go over the circle; who missed the ball is out of the game.
3. The watchmen are allowed, defending the city, to cross from one side of the circle to the other.
4. The keeper stops and hits the ball only with his foot.

Ball in the hole

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

Wells

On level ground, the players dig holes - holes at a distance of 10-15 cm from one another. There must be one more participants in the game than the holes. At the signal, children run to the holes and occupy them (put small stones), are located on both sides of the holes, those who are left without a hole begin the game. He rolls the ball, and as soon as the ball hits one of the holes, all the players scatter. The child, in whose hole the ball hit, quickly takes it and shouts: "Stop!" He tries to insult one of the players. The soldier goes to roll the ball, and his hole is occupied by the one who started the game. If the child missed, then he goes to roll the ball, and the players stand at their holes.
Instructions for carrying out. To play the holes, a flat, well-tamped place is chosen. You need to put sticks along the holes on both sides so that the ball does not roll to the side and hits the target faster. You can roll rubber, stuffed balls, balls. The game is more interesting if no more than 10 children are playing.

Russian rounders

1 The proposed option is slightly modified and adapted to the capabilities of older preschoolers.
The name of the game comes from the name of the stick with which the ball is hammered - it looks somewhat like a shovel and is called a rounders.

The participants in the game are divided into two equal groups, each with a driver. In the middle of the site, a playing field is marked. On one side of the playing field, at a distance of 10 to 20 m, there is a city, and on the other, there is a place for a horse.
By lot, the players of one group go to the city, and the other - disperse across the field. The game is started by the host from the city group. He scores the ball with rounders, runs across the field behind the line of stake and returns to the city again. During the dash, the players of the driving team (field) try to stain the runner. If they succeed, they go to the city. Otherwise, the players remain in their places. The game continues, the second player scores the ball and also runs across the field beyond the line of stake.
However, it is not always possible for players to immediately return to the city. In this case, they are waiting for who will help them out, and only the one who will hit the ball far can help out.
There may also be such an option: if the one who kicked the ball,
he could not immediately run over the line of the knight, he was waiting for the next player to hit the ball; then two players run over the line of stake at the same time.
Rules.
1. Players of the city serve the ball in the field in turn; the batter must not cross the city line; if there is only one player left in the city, and all the others are out of the line, then he is allowed to serve the ball 3 times; the presenter is allowed to shoot 3 balls.
2. The players of the field spot the runner from the place where the ball is raised or caught; in order to quickly stain the runner, it is allowed to pass the ball to the players of his party;
3. Anyone who cannot score the ball with rounders is allowed to throw it into the field by hand.
4. The city team loses and goes to the playing field if all players hit the ball, but no one ran over the line of stake; all players ran over the line of stake, but did not return to the city; during the dash of the player, the cities were burnt.
Directions for use. The first condition of this game is the friendly action of all the players in the party and the strict observance of the rules. It is also very important to choose the right driver: he must have good control of the ball, be active, follow the course of the game, skillfully arrange the players, taking into account their skills.
It is better for the driver to start the game first - this will allow him to further observe the progress of the game, help the players, and if necessary, on occasion, help out his comrades.
When serving the ball, the players should look where to direct it: where there are fewer players or where there are none at all. If the players are running into the city, then the ball in the field must be sent further to the line-kon; if they are fleeing the city, then with a weak blow the ball will be served
so that it falls closer to the city line.
One in a roundel
The line of the horse is drawn on the site. Two are playing. One child stands behind the line of the horse, he tosses the ball and hits it with a roundel. Another catches the ball in the field. If he catches the ball, then he goes beyond the line of the stake to hit the ball.
Rules.
1. In case of a miss, the knight has the right to hit the ball twice.
2. After two misses, the knight exchanges place with the player on the field.
Gifts (fig. 21)
The game differs from the previous one only in that the ball in the field is caught not by one player, but by several. The one who caught the ball goes to the stake to score the ball, "give gifts."

Onlooker

Three of us play this game: two players stand behind the line of the stake, the third goes into the field to catch the ball. One of the players on the line tosses the ball, the other hits it in the field. The one who hit the ball leaves the rounders and runs to the line at the end of the field, runs over it and returns to the stake. The fielder tries to stain the runner. In the event of a miss, he quickly picks up the ball and throws it at the runner again. If he stains the runner, then he goes to the stake to hit the ball, and the stained one remains in the field. If the field player does not have time to stain the runner, then he throws the ball to the stake and the game continues. The players of the knight change places: the one who hit the ball serves it.
Rules.
1. The knight must not stay behind the line at the end of the field. If he could not return behind the line of the knight, then the player of the field takes his place, and he remains in the field.
2. The players of the knight switch places in the event of two misses when hitting the ball.
Instructions for carrying out. The distance from the end to the line at the end of the field should not exceed 10 m, otherwise the runner will not be able to return to the end.
Players at stake need to try to hit the ball as far as possible, then it is safer for the runner to return to the line of stake; while running, he can change direction abruptly, stop unexpectedly or crouch down.

Circular rounders

A circle is drawn on the ground - this is a city. Children are divided into two equal groups: the players of one go to the city, and the other remains in the field. Field players are drivers. They walk away from the city with the ball, and one of them hides it. Then they return to the city, holding their hands behind their backs, some in their pockets, some under their shirt, so that it is impossible to guess who has the ball. They all run around the city and say: "I will hit someone, I will burn someone!" Or: "Burned, burned!" The one with the ball is waiting
an opportune moment to hit one of the city's gamblers. If he threw the ball and missed, the playing cities shout: "Burned out, burned out!" - and he leaves the game.
If the hit is successful, then the field players scatter, the stained one takes the ball and throws it at the fleeing ones. He needs to recoup, tarnish one of the outfield players so that the city's players stay in place. If it doesn't win back, the players switch places. The field players hide the ball again.
The game continues until one group has lost all players.
Rules.
1. The player of the city throws the ball at the runners without leaving the circle.
2. Players should not go outside the city; the one who crosses the line leaves the game.
3. Players of the driving team must not hold the ball.

Dash

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

The participants in the game each stand at their own mark and alternately throw bats from their seats into the city. Having knocked out the ruffles, the players run into the field for sticks. The driver is in a hurry to put a new figure and take any free place. The one who missed his place becomes the driver.
Rules.
1. The driver must not repeat the figures.
2. Each player throws only one bat.
Instructions for carrying out. The teacher must ensure the safety of children in the game. To do this, it is better to conduct it on a city playground or away from the playground.
Before the start of the game, the children agree on the number of figures. If the game takes place on an asphalt site, then instead of holes with chalk, you can draw circles. The game is attended by no more than 5 people.

Zestuka

On the site, they dig a hole, the driver puts a ball into the hole. At a distance of 3-6 m, draw a line, from where the players alternately throw the bat into the ball. A stutter is placed near the hole - a small board. As soon as one of the players gets into the ball, everyone who threw the bats run after them, quickly return to their places, knocking on the way with a bat. The driver runs into the field after the ball together with everyone and, before putting it into the hole, also knocks on the board. The one of the players who knocked on the knock immediately after the driver gets up at the hole with the ball, and the driver goes into the field.

Bunny

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

The most agile

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

Watchman

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

Knock out the ball

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

Pyramid

A circle with a diameter of 50 cm is outlined on the site. One of the players is chosen by the watchman. It stands in the middle of the circle, where there is a pyramid of 7 small balls. At a distance of 2-3 m from the circle, a line is drawn from which the players alternately throw a ball or ball, trying to knock down the pyramid. The one who gets into the pyramid and knocks the balls out of the circle receives a chip from the watchman. When the players have knocked out all the balls, the watchman builds a new pyramid. Game continues. The winner is the one who knocks out the balls the most.
Rules.
1. Players should not go beyond the line.
2. Everyone hits the pyramid once, and then passes the turn to the next.
3. The player receives a chip for each ball knocked out.
Instructions for carrying out. The ball that the players use to hit
must be larger than the balls in the pyramid. The pyramid is installed in different ways: 5 balls lie on the ground, and 2 on top, or 6 lie on the ground, and the seventh on top.

A meeting

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

Pits

Several holes are dug in one row on the site, but no more than 10, and they are marked with numbers. At a distance of 3 m from them, a line is drawn from which the players roll the balls into the holes alternately, starting with the first. The first player starts the game, he rolls the ball until he misses. The second player continues to play after him, then the third, and so on. When the first player's turn again comes, he starts the game from the hole in which he did not fall.
Whoever hits all the holes first wins.
Instructions for carrying out. The game is attended by no more than 10 people. There can be a different number of holes, not necessarily according to the number of players. Children can not roll, but throw balls into the holes.

Ball against the wall

A line is drawn at a distance of 1-2 m from the wall. The players stand in the field outside the line freely, as they wish. The driver stands at the line, facing the wall and kicks the ball into the wall so that it flies over the line. In the field it is caught by the player to whom it is. more convenient. The one who catches the ball throws it to the driver. If the driver catches him, then he leaves to play in the field, and in his place is the one who threw the ball. If the driver does not catch the thrown ball, then it remains to drive against the wall.
The game can be complicated by giving the players 2-3 balls and choosing 2-3 drivers.

Section III. JUMPING GAMES

Jumpers

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

Sparrows and a cat

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

Boilers. Classes

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

Swamp

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

Relocation of frogs

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

Pouch

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

Cockfighting

Children are divided into pairs and stand at a distance of 3-5 steps from each other. Couples depict fighting roosters: jumping on one leg, they try to push each other with their shoulders. Anyone who loses his balance and stands on the ground with two feet is out of the game. Before the start of the game, children agree on how they will hold their hands: on the belt, behind their backs, crosswise in front of the chest or with their hands to hold the knee of the bent leg.
Rules.
1. The players must approach each other at the same time.
2. Hands should not push each other.
Instructions for carrying out. Most often, in a pair, one player leaves the game, one remains the winner. Winners from different pairs can team up and continue playing.
The cock-fight can also take place in another position, for example, in a squatting position, the playing hands are kept on their knees.

One-legged stick

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

Hello neighbor!

The players are divided into equal groups and stand in two rows facing each other at arm's length. The first players are the leaders, they start the game: they stand on one leg and jump in the direction of the other team. Without stopping, they turn to the player: "Hello, neighbor!" The one to whom they turn answers: "Hello!" - and jumps after the leader. The game ends when all the children form one chain of jumping behind the leaders.
Rules.
1. Children should repeat the movements of the leader.
2. Anyone who is inaccurate in the movement is out of the game.
Instructions for carrying out. During the game, the presenter performs various exercises, and the players repeat them.
They jump on the left leg, on two legs, on the right, on two legs sideways, perform jumps, etc.

Buy a bull

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

Section IV. LITTLE MOBILITY GAMES

Paints

Children choose an owner and two buyers, all other players choose paints. Each paint comes up with a color and quietly calls it to the owner. When all the paints have chosen a color, the owner invites one of the buyers.
The buyer knocks: "Knock, knock!" - "Who's there?" - "Buyer." - "Why did you come?" - “Behind the Paint”. - "For what?" - "For the blue." If there is no blue paint, the owner says: "Go along the blue path, find blue boots, diarrhea and bring them back." If the buyer guesses the color of the paint, then he takes the paint for himself. There is a second buyer, the conversation with the owner is repeated. And so they take turns and sort out the paints. The buyer who guesses the most colors wins. When the game is repeated, he acts as the owner, and the players choose the buyers.
Rule. The buyer should not repeat the same paint color twice, otherwise he gives up his turn to the second buyer.
Instructions for carrying out. The game is played with children both indoors and outdoors. The owner, if the buyer has not guessed the color of the paint, can give a more difficult task, for example: "Ride on one leg on the blue carpet." If there are many children playing, you need to choose four buyers and two hosts. Buyers come in turns to buy paints.

Forfeits

The game starts like this. The presenter bypasses the players and says:
They sent us a hundred rubles.
Buy what you want
Do not take black, white,
Don't say yes and no!
After that, he asks the children different questions, and he himself tries to get someone to say one of the forbidden words in the conversation: black, white, yes, no. The presenter leads a conversation like this: "What is on sale in the bakery?" - "Bread." - "Which one?" The player almost answered: “Black and white”, but remembered the forbidden words in time and said: “Soft”. - "What kind of bread do you like more, black or white?" - "Anyone." - "What flour are baked from?" - "From wheat". And so on. The one who uttered the forbidden word gives the driver a fant. At the end of the game, everyone who was left without a fantasy buys him back.
Rules.
1. The players must answer the questions quickly, the answer cannot be corrected.
2. For each forbidden word, the player pays the leading fant.
3. The presenter can have a conversation with two players at the same time.
4. When buying a fantasy, the host does not show it to the participants in the game.
Instructions for carrying out. The game can be played in a forest clearing or in a shady corner of the playground. No more than 10 people take part in the game, all children have several forfeits. They should carefully listen to the driver's questions and think before answering.
When redemption of forfeits, the participants in the game come up with interesting tasks for the master of the fantasy: sing a song, make a riddle, read poetry, tell a short funny story, remember a proverb and a saying, etc. ... Forfeits can be redeemed after 5 players have lost.

Ring

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

Silent

Before the start of the game, the players in chorus say:
First-borns, cherries,
Bells rang.
Through the fresh dew
On someone else's lane.
There are cups, nuts,
Honey, sugar.
Silence!
After the word "Silence!" everyone should shut up. The presenter tries to make the players laugh with movements, funny words and nursery rhymes, a comic poem. If someone laughs or says one word, he gives the host a fant. At the end of the game, the children redeem their forfeits: at the request of the players, they sing songs, read poems, dance, perform interesting movements.
Rules.
1. The presenter should not touch the players with his hands.
2. Fanta for players should be different in color and shape.
Instructions for carrying out. The game can be played in different conditions. You can play a phantom right away, as soon as one of the players laughs, smiles or speaks. This relieves the tension that children build up in play.

Rope

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

Pebble

Children sit on a bench or chairs with everyone's palms put together and in their laps. The presenter with a pebble in his hands bypasses the participants in the game and makes a movement, as if placing a pebble in each of them. To one of the players, he really imperceptibly puts a pebble, then moves away from the bench and calls: "Pebble, to me!" The one with the pebble runs up and shows it. Now he will be the host. But if the players notice who the pebble is supposed to be, they can delay this player. In this case, the leader remains the same.
Rules.
1. You should try to put the pebble discreetly so that no one knows who has it.
2. A player with a pebble should not come out before the words: "Pebble, come to me!"

Meryozha

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

Ocean is shaking

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

Straws

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

Woodpecker

Children gather on the playground, choose a driver - a woodpecker. All get up in pairs and form a circle, the woodpecker stands in the middle. The players walk in a circle and all say the words together:
A woodpecker walks by the granary, (The granary is a room for grain.)
Looking for a grain of wheat.
The woodpecker replies:
I'm not bored alone
I will take whoever I want.
With these words, he quickly takes one of the players by the hand and stands in a circle. Left without a pair stands in the middle of the circle, he is a woodpecker. The game repeats itself.

Sun and month

All children gather on the playground, choose two presenters. Those move aside and quietly, so that no one would hear, they conspire who of them will be a month, and who will be the sun.
The participants of the game stand one after another, put their hand on the shoulder in front of the person standing or take him by the belt. The sun and the moon come up to the players, hold hands and raise them high, a gate is obtained. The players sing a song:
The grouse walked,
She walked, she walked speckled,
She walked in a meadow
She led the children around:
Older, younger,
Medium, large.
With this song they go through the gate. The sun and the month stop the latter and quietly ask: "To whom do you want - to the sun or to the month?" The player just as quietly answers who he will go to, and stands next to either the sun or the month. Game continues. At the end of the game, you need to recalculate to whom more players have passed.

GAMES WITH STONES

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

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

Among pebble games there are simple ones, when children perform only one figure (such as "Breast", "Heat", "Bridge"), and difficult, when children perform several figures. The combination of figures can be difficult, and not always everyone who plays them succeeds but frequent repetition of the game gives its results.
These games are fascinating and useful, educate attention, concentration, resourcefulness, develop dexterity of hands and fingers, precise coordination of movements.

Heat

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

Vert
The same game, but the scattered stones need to be turned over or simply moved.

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

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

Breast
The children take five pebbles in their right hand, throw one upward, and put four pebbles on the table with their breasts and catch the thrown pebble with the same hand. The pebble is thrown up again, quickly take four pebbles lying on the table and catch the thrown.
The game ends when all players complete a piece.

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

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

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

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

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

Triplets
In their right hand, the players hold five pebbles, one is thrown up, and four are placed on the table, but so that three lie together and one separately, and they catch a pebble thrown up. The pebble is thrown up again. Before you can catch him, you must first have time to take three pebbles from the table. The pebble is thrown up again, quickly take the remaining pebble from the table and catch the thrown one.

Even and odd
One of the players takes a handful of pebbles, throws them up and, turning his hand palm down, catches pebbles on the back of one hand. Covering the caught stones with the other hand, he asks the players: "Odd or even?" Whoever guessed wrong pays forfeit. The one who gave all his forfeits is out of the game.

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

MODERN GAME OPTIONS

Exercises with pebbles

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

Games

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

Clicks

From a round stick or twig with a diameter of 1.5-2 cm, cut 15-25 pieces 2-2.5 cm long. Cut them lengthwise to make small logs. One side of the log is flat, and the other is semicircular. There should be 30-50 of them,
The one who starts the game first takes the woodpipes in his hands and scatters them on the table. Then he selects those that are in the same position, and with a click hits one of them, trying to get into the other log. The piece of wood that has fallen into is considered to be knocked out, and the player takes it as a prize. As soon as the first player misses, the second player starts the game. He can also collect wood chips and sprinkle them on the table. The game continues until all the pieces of wood are won.

Rules 1. During the click, you must not touch the nearby logs with your hand.
2. Logs that fell on each other in the same position, that is, either up or down a plane, you can take both as a prize.
3. Click to knock out only those pieces of wood that lie separately.
4. It is considered out of play woodpiles that lie alone on

Fleas

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

Spinning top

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

Spillikins

The players scatter spillikins (different figures) on the table and pull them out one by one with a hook with a hook at the end so as not to touch the one lying next to them. If the hook with which the spillikins are raised is attached to the lace, then it will be even more difficult to pick up the figure. The winner is the one who pulled out more spills. The game ends when all the spillikins have been taken apart.

Zhmurki

Ordinary hide and seek

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

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

Instructions for carrying out. The game can be played both in the room and on the site. The boundary of the playing area must be precisely defined, and the participants in the game must not go beyond it. If a blind man's buff crosses the border of the playing area, then it should be stopped by the word “Fire!”.

Children should run silently around the blind man's buff. Brave players can quietly approach him, touch his shoulder, back, arm and just as quietly run away; can say a short word behind the blind man's buff: "Ku-ku!", "A-oo!"

Man's buff on the ground

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

Circular blind man's buffs (Tubule)

Children stand in a circle and choose a blind man's buff. He goes to the middle, he is blindfolded, a paper tube is given in his hand and he is forced to turn three times. The players at this time join hands and walk around the blind man's buff so that he does not know where who is standing. When everyone stops, the blind man's buff takes a few steps towards the players and touches someone with a pipe, asking him: "Who?" They answer him: "Mya!", "Ku-ka-re-ku!" Zhmurka must guess by the voice of the one who answered him. If you have not guessed right, then it remains to drive. A child whom the blind man's buff has recognized becomes a blind man's buff.

Blind goat

Zhmurka is blindfolded and brought to the door. He knocks on it, and the players ask: "Who is there?" “Blind goat,” the blind man's buff answers.
The players all say together:
The blind goat
Do not walk towards us.
Go to the kut
Where canvases are weaved
They'll give you a canvas!
The disgruntled goat knocks on the door again.
"Who's there?" - "Apanas!" - the goat answers. "Apanas, look for us!" - with these words the children scatter. Zhmurka listens to the steps and tries to catch someone. Dexterous players dodge, and the caught player becomes a blind man's buff.

Call

Everyone who wants to take part in this game, stand in a circle, choose a blind man's buff and the player he will be looking for. The blind man's buff is blindfolded, another child takes the bell. When the bell rings, the blind man's buff must catch him. The game ends when blind man's buff has caught the player with the bell. Another pair is selected, the game is repeated.
Option. Two pairs are selected. The blind man's buffs are blindfolded, and the players take: one - a bell, and the other - a pipe. Zhmurki only catch their players.
It's time, grandmother, to the feast! All stand in a circle, blindfold in the middle of the circle. The players walk in a circle and say the words: "Grandmother, grandmother, it's time for a feast!" Grandmother-blind man's buff answers: "Nothing!" - "In the mat!". - "Worthless" - "In the basket!"
At the last words, everyone stops, and the blind man's buff waves his hands and walks towards the players. Stops in front of one player and tries to recognize him: he runs his hands over the dress, hair (it is not allowed to touch the face). If he finds out, then the player becomes a blind man's buff and the game starts over.

Crooked rooster

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

APPLICATION

HOW TO CHOOSE A DRIVER

In many outdoor games there is a driver: in one game it is a bear, in another - a kite, in the third - a shuttle. To start the game, you need to select the driver. He is appointed or chosen by counting.
Children are very fond of playful, funny poetry-counting rhymes, they quickly memorize them. All participants in the game stand in a circle, in a row, or sit on benches, a lawn, and one of them comes out to the middle, loudly, clearly pronouncing the words, and intoning a counting rhyme, for example:
I'll go buy a pipe
I'll go outside.
Louder, pipe, pipe.
We play, you drive!
Or:
A ram walked Along the steep mountains.
I pulled out the weed
I put it on the bench.
Who will take the weed
That one will go!

The one who pronounces the counting-rhyme, with each word, and sometimes even the syllable, touches the players in turn with his hand, not excluding himself. On whom the last word falls, he becomes the leader.

If there are not many participants in the game, then they are counted differently: they say the counting-out, and on whom the last word falls, he leaves the circle, and the counting-out is repeated until there is only one player left. He must drive - catch the ball, catch up and fire off those who run away, be a kite or a brood hen.

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

The man was driving along the road, How many nails, speak quickly,
Broke a wheel on the doorstep. Do not hesitate!

On whom the words: “Do not hesitate!” Fell, he must answer how many nails are needed, but it is better not to name large numbers, otherwise you will have to reckon for a long time.

If two drivers are selected in the game, for example, in "Mouse and Cat", then at first they select the mouse by counting, then they are counted again and choose the cat.

The success of the game depends on the driver, his activity, ingenuity, therefore it is not always advisable to choose the driver with the help of a counting rhyme. In such games, where the role of the driver is especially
difficult, as, for example, "Kite and hen", it is better to appoint or offer to choose the participants of the game, prompting in advance what qualities he should have (run well, quickly navigate the situation, be observant, accurate).

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

There is also an easier way to choose the order - guessing. In which hand does the object lie? Which of the two ends of the knotted scarf? Which of the two sticks (or straws) sticking out at one end is longer or shorter? So you can choose the drivers or decide which group to start the game first.

OLD READERS

One, two, three, four, Five, six, seven, Eight, nine, ten. The White Month is coming out!
Whoever reaches the month will go to hide!

Rolling apple
Past the garden
Past the garden
Past the palisade;
Who will raise it,
That one will come out!

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

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

Tarya-Marya
I went to the forest
Spruce cones -
She told us to.
And we are Bumps
We don't eat
Tare Mare
Let's give it back!

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

There was a cuckoo
Past the net
And behind her
Little children
And they shouted:
"Cook! Poppy!"
U take
One fist!

The fox walked through the forest,
The fox tore the stripes,
Fox wove paws
Husband is two,
Himself three
And kids
On sandals!

There was a cuckoo
Past the net
And behind her
Little children.
Kukushata
They ask for a drink.
Come out -
You drive!

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

Tara-bar,
It's time to go home -
Feed the guys
To water the calves,
Milking the cows.
You drive!

Cuckoo-
Goryushechka
Weaved the wattle
She led the children.
The children were walking
We reached the end
We reached the end
Let's go back.
Cook!

Aty-bats,
Soldiers were walking
Aty-bats,
To the bazaar
Aty-bats,
What did you buy?
Aty-bats,
Samovar!

Pervinchiki,
Friends,
Little blueberries flew
In the morning dew
Along the green stripe.
Here are apples, nuts,
Honey, sugar,
Go out
To the corner!

Ahi, ahi, ahi, ooh,
Masha sowed peas.
He was born thick,
We will rush, you wait!
Burn, burn clearly
So that it does not go out
Stop the hem
Look at the field.

Jump and jump,
Jump and jump,
The bunny is jumping -
Gray side.
Along the line
Jump Jump Jump
Snowball
Pump-pump-pump.
I sat down under a bush,
I wanted to bury myself.
Whoever catches him drives.

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

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

Oh, you little owl,
You big head!
You were sitting in a tree
You turned your head -
I fell into the grass
I rolled into the hole!

Along the track
Daria walked
I found a ball of thread.
Small ball
Alenka's threads,
The ball is rolling
The thread stretches.
Tangle far, far, far,
Thread lobe, lobe, lobe.
I took the thread
Pulled, tore.

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

Midge mosquitoes
Thin legs
They dance along the path ...
The night is close
Fly away.

Rot-rot,
Rot-rot-rot,
A rooster walks around the yard.
Himself with spurs,
Tail with patterns.
Stands under the window
Shouts to the whole yard.
Who will hear
He runs.

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

Look at the sky
The stars are burning
The cranes shout:
- Goo-goo! I'll run away!
One, two, do not crow,
Run like fire.

Somersault along the path
Bunny gallops barefoot.
Zainka, don't run -
Here are your boots
Here is a belt for you
Don't rush into the woods.
Come to us in a round dance
To amuse the people.

Tili-teli, -
The birds were singing
Soared, flew to the forest.
The birds began to build their nests!
Who does not wind, to drive!

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

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

Food-food
To grandma, to grandfather
On a horse
In a red cap.
On a flat path
On one leg
In the old paw
On potholes, over bumps,
Everything is straight and straight
And then suddenly ... into the pit!
Boo!

One, two, three, four, five!
The bunny went out for a walk.
Suddenly the hunter runs out
Shoots directly at the bunny.
Bang! Paph! Missed,
The gray bunny Wu ran!

The hoop is circle
Circle hoop
Who's playing,
It will be too.
Who does not want to Be a snake
Come out of the circle!

Zealous horse
With a long mane
Rides, Rides
Through the fields.
Here and there!
Here and there!
Where will he ride -
Come out of the circle!

Cockerel, cockerel,
Show your jacket.
The casing is burning with fire
How many feathers does it have?
One, two, three, four, five…
Impossible to count!

CONSIDERATIONS

There are outdoor games where all the players are divided into groups, teams. In such games, the leaders are first selected or appointed, then the composition of the teams is determined. Collusion helps to divide all players equally so that no one is offended.
The players are divided into pairs, step aside and conspire among themselves, come up with names: one, for example, calls himself "magpie", and. the other is a "mountain serpent." You can think of funny nicknames, for example "Stepan the giant", "mustachioed cockroach." It is necessary to come to an agreement quietly so that the presenters do not hear. Then the children go to the presenters and ask whom they will choose, often in the form of a rhyme, for example:
From a bucket of a ruff Or from a basket of a hedgehog?
So that the presenters do not call the same player at the same time, they agree on who will be the first to choose and in which pair: one chooses in the first pair, the other in the second. There are different kinds of collusion. Here are some examples.
Whom do you choose:
Black horse
Balls to roll
Or a golden collar?
Or pour water?
Hay to mow
Or chop wood?
Forge a horse
Or sweep the yard?
What will you take:
Shaggy Bear Or horned goat?
From a river ruff Or from a hedgehog forest?
Gray duck
Or a wooden pipe?
What do you need:
A bag of peas Or a butter pot?

Reservations add up
Who will you invite:
Cunning fox Or Marya-beauty?
Mustache cockroach
Or a striped tiger?
What to give you:
Sugar slice
Or a little red handkerchief?
Choose:
Lily of the valley
Or fluffy dandelion?
Blue bell or yellow St. John's wort?
White birch Or red rose?
but, you can come up with them yourself.

READERS MODERN

In a wide circle, I see
All my friends stood up.
I am for you, my friends,
I'm grabbing pies:
You need to bake them quickly,
You go and light the stove!
Once upon a time, there were
Is it me or you.
A dispute arose between us.
Who started, forgot
And we are still not friends.
Suddenly the game this time
Will be able to reconcile us?
Legs, legs ran along the path,
They jumped in the meadow, in the woods
bumps,
We ran to the meadow, lost
boot.
Ouch!

The bell is calling everyone
The bell sings to us
In a ringing, thin voice:
Ding-bom, ding-bom!
Come out of the circle!
Oblique, oblique,
Don't go barefoot
And go shod,
Wrap up your little feet.
If you will be shod,
The wolves will not find a hare,
The bear will not find you ...
Come out - you burn!

The waves are agitated:
- How can we be without a tub!
All the mushrooms are in tubs
Forgot about the waves!
Look for waves
Delicious mushrooms!
At the linear bridge
I caught a whale in the Neva
I hid it behind the window
The cat ate it.
Two cats helped,
Now the whale is gone!
Don't you trust your friend?
Get out of the circle!

Past the forest, past dachas
A red ball floated down the river.
The pike saw.
What is this thing?
Grab, grab!
Don't catch.
The ball popped up again.
He started to sail further,
Come out, you have to drive.

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

Once our Stepan
The cat was guarding sour cream.
And when lunch came,
The cat is sitting - there is no sour cream.
Help Stepan,
Look for sour cream with him.

As in our hayloft
Two frogs spent the night.
In the morning they got up, ate some cabbage soup,
And they told you to drive!

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

Yegor took an ax in the corner,
I went into the yard with an ax,
Yegor began to repair the fence,
Yegor lost his ax.
So he is still looking for ...
Look for an ax too!

Among the white doves
A nimble sparrow gallops.
Sparrow bird,
Gray shirt,
Respond, sparrow,
Fly out, don't be shy!

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

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

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

Tick-track, tick-track,
An old cancer lived under the bridge.
The ginger cat came to the bridge
Cancer grabbed the cat by the tail.
Meow meow, help!
Unhook the crab from the tail!
Everybody runs and you run
Help Vaska the cat.

The cockerel chopped wood,
An owl baked the pies.
With a stump for hares,
Pretzel with honey for bears.
And you, my friend, what do you want a pie with?
Leap-leap, leap-leap!
Bunny jumped on a tree stump.
He beats the drum loudly
Calls to play leapfrog.
Seagulls lived at the pier
The river shook them with a wave.
One, two, three, four, five,
Help me count them.
Chiki-chiki, chiki-chok,
At night a cricket sang songs,
We went to look for him,
The lanterns were lit
We looked under the bush,
Under a fluffy burdock.
Where is the cricket hiding there?
Look for him, buddy!

There was a goat on the bridge
And wagged her tail
Hooked on the railing
I got straight into the river.
Who does not believe is he,
Come out of the circle!

The seagull warmed up the kettle.
I invited eight seagulls.
We all arrived for tea!
How many seagulls - answer?

Runaways are jumping
Sun bunnies.
We call them -
Do not go.
Were here -
And they are not here.
Where are the bunnies?
Are gone.
Go look for them.

One two three four!
Mice lived in an apartment
We drank tea,
The cups were beating
We paid three money each!
Who doesn't want to pay
Tom and drive!

The bees flew in the field
Buzzed, buzzed.
The bees sat on the flowers.
We play - you drive!

How the die is cast

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

"Lapta"

“O joy of life, child's play!

Never leave the neighbor's yard for a century.

My mother came after me. But even to mom

It happened to play with us in rounders.

What should she, the giantess, do here?

Everyone will get into it with the ball before.

Throwing threw, but did not fall.

And they waited for a long time for both of them.

Valentin Berestov

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

Lapta is one of the first team games of ancient Russian culture. The first mention of this game dates back to the XIV century. Many accessories for rounders were found during excavations in Novgorod.

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

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

The game is very mobile, it was used as entertainment on many holidays. AI Kuprin gave a particularly striking description of this game: “This folk game is one of the most interesting and useful games. In a bast shoe, you need resourcefulness, deep breathing, loyalty to your party, attentiveness, resourcefulness, fast running, a good eye, the firmness of a blow of the hand and the eternal confidence that you will not be defeated. There is no place for cowards and lazy people in this game ”.

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

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

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

Due to the fact that Russian rounders began to develop rapidly in the country, in the Belgorod region rounders were included in the program for physical education of students of secondary schools of the republic in the section "People's Games" along with football, volleyball, basketball. And this is not accidental, since Russian rounders are an effective means of physical education for school-age children, and has wide possibilities of versatile influence on those involved.

The big advantage of rounders in comparison with other playing sports is its economic availability, which in modern conditions plays an important role. When carrying out educational and extracurricular activities, large funds are not required for the purchase of appropriate equipment and inventory. For the game, a flat area ranging from 60 to 110 cm, a tennis ball and bats are enough.

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

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

Classes in lapta contribute to the development of basic physical qualities in students.

The most important physical quality for playing rounders is quickness. It depends not only on motor reactions, but also on the speed of thinking and the level of development of moral qualities. Therefore, it is necessary to boldly introduce exercises in running into the lesson classes, etc. To develop strength in the classroom, exercises with medicine balls, weighted bats, as well as squats with weights, throwing balls at a distance are used.

In the lessons of rounders, it is possible to successfully solve educational problems, since in the course of the game, in order to achieve a common victory, students must constantly interact with each other, overcome the resistance of an opponent. This helps to foster friendship, collectivism, initiative, determination, as well as a complex of positive psychological qualities.

The game of rounders is characterized by a high emotional uplift and bright entertainment, which in many respects facilitates the solution of one of the most important tasks of physical education of schoolchildren: first to instill interest, and then to form the need for physical education.

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

Lapta lessons should be structured taking into account the time of year and climatic conditions, since they mainly involve training in the open air using a natural grass-covered area. Lessons can also be organized in the gym. Mini-lapta will contribute to the physical fitness of students and will allow them to maintain the necessary skills throughout the year.

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

As preparatory games for learning to play rounders, you can use various outdoor games: "Balls with a ball" in different variations, "Throwing rounders", "Circular rounders", "Foot rounders", etc.

"Circular rounders"

This is an old game. In the 19th century it was called "Dumb rounders". The latest version of this game, which is widely used among middle and high school children, is described below. The number of participants is from 6 to 40 people. One ball is required to play (volleyball or a small tennis ball).

Description. On the ground in the air or in the hall, a large circle or rectangle is drawn. The players are divided into two equal teams. According to the draw, one of them is the leading team (it stands in the middle of the circle or rectangle), the other is the field team (it is located behind the circle, rectangle - on both sides). One of the field players has a ball in his hands. By agreement, you can hide it or show it to the driving players. Field players, on a signal, try to hit the drivers with the ball (in any part of the body, except for the head), and those, dodging the ball, catch it. If a player is hit with the ball, then he is out of the game; if the driver catches the ball, he is not considered salted and has the right to help out one of those who left the game. The player he helped out again stands in the middle of the circle. In the course of the game, the number of incoming players either decreases or increases due to the gained players. The game continues for the set time or until all driving players have been fired. Participants change roles and play a second time. The team loses if by the end of the set time there will be fewer players in the “field” or in which all players will be fired.

Rules.

    If the driving player catches the ball, but there is no one to help them out (there are no players who have been eliminated from the game), then he has the right to further leave the first player who has been salted in the circle.

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

    Only hitting the driving player directly is considered salting. If the ball hits the player after bouncing off the ground, floor or any object, the salting is not counted, and the driver remains in the circle.

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

    Those eliminated from the game re-enter the game in accordance with the order of their exit from the game.

"Foot rounders"

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

WITH
game obsession
... A player of the kicking team with a running start kicks the ball, sending it into the field. All team players take turns hitting the ball, so they must have serial numbers. The player who hit the ball in the field must have time to run from the city line to the house line and return back before he is shocked with the ball. The team in the field tries to intercept the ball. Players can do this with both hand and foot. After holding the ball, they try to get it into the player of the kicking team, who runs across the field. If a kicker manages to reach the home line and return to the back, he scores one winning point for his team. If a field team player manages to intercept the ball from the air and shower the player performing a dash, the teams change fields. The team with the most points wins.

The rules that distinguish the game from ordinary rounders:

    The game uses a soccer ball.

    The hitters do not send the ball into the field with a bat, but with a kick.

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

    The ball flying over the side lines of the city is considered an out, as in a regular bast shoe.

Bibliography

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

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

    Bukatov, V.M., Ershova, A.P. I'm going to a lesson: Reader of game teaching techniques: A book for the teacher. - M .: Publishing house "First September", 2000. - 222 p.

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

Old outdoor games

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

"BALLS"

Two teams: one in the "field", and the second hits the ball with a ball (bat). The main goal of those who hit the ball is to make it fly away further and not be caught by a player from the "field team."

"TOWNS" Draw a square in which "towns" are built from round blocks. “Towns can be of any shape. Each player in turn throws a stick and tries to bring down the "town". If the player knocks down a town, count how many pieces flew out of the area of ​​the square. They bring points. Then the stick is passed to another player, and he does the same. If the player misses, he must pass the stick (bat) to the next one. The one with the most points wins.

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

Game "WALL" or "WALL"

Children (no more than 4 people) stand one after another, facing the wall. The first player throws the ball into the wall, the one behind him catches. Having caught the ball, he throws it into the wall, and the first player catches it. Then the first one throws the ball again, but so that it bounced off the wall, he flew to the third player. The third catches it and throws it so that, bouncing off the wall, it flew over the heads of all the players and reached the fourth player, who must catch the ball. Anyone who does not catch the ball is out of the game. After that, the players change places: the first one gets up last, the second one first, etc. The game ends when all the players play the role of the driver. I liked to play the following game: A small board, at one end of which a box is fixed, is placed on a log. Balls are placed in the box according to the number of players. The guys stand in a semicircle at some distance from the board. The driver kicks the free end of the board, the balls fly in different directions. Everyone tries to catch them and put them back in the box. The one who ran last, he becomes the driver. Or this game: Children are divided into two teams. They stand up against each other about 3-5 meters, and begin to throw the ball. The one who did not catch him moves from his team and stands next to the player who was throwing the ball to him. The winner is the team in which after a certain time there will be more players. Children, and adults too, loved to swing on a swing, which was not always safe. They made, for example, such a swing (the simplest): they put a board on a log, stood on both ends and swayed. Making such simple fun for yourself even for a lazy person.

Old Russian games

The new is the well-forgotten old, the known truth. The undeservedly forgotten old games that our grandparents played can be just as addicting as modern computer strategy and action games. They will give you sports excitement, the opportunity to show dexterity and ingenuity in real life, and not on a monitor screen. In addition, you have the tempting prospect of becoming the champion of the court in towns or grandmas!

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

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

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

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

In front of the column is the driver. At the command of the driver, the last pair separates the arms and runs forward: one to the right, the other to the left of the column.

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

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

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

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

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

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

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

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

Classics game

With the onset of spring, as soon as the snow melts from the asphalt, classics appear in yards and playgrounds. Let's remember some variations of this old game.

Draw a rectangle 1.5 m wide and 2.5 m long on the asphalt with chalk. The rectangle can be drawn in different ways.

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

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

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

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

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

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

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

Robber Cossacks

A yard game that was once very popular among children. Previously, the players need to discuss the boundaries in which you can move, hide - a courtyard, a quarter, a microdistrict. Then the players are divided into teams, one of which is the Cossacks, and the other is the robbers.

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

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

Cossacks go out to search and catch robbers. Their task is to find, catch up, stain and take the robbers to the dungeon. The Cossack takes the robber to the dungeon, holding his hand or sleeve. A caught and stained robber should not, according to the rules of the game, break free. But if the Cossack accidentally unclenched his hand, the robber can run away. The robbers can help out their comrades on the way to the dungeon - suddenly run up and grease the Cossack - then the Cossack must release the prisoner, and both robbers run away. The Cossack, in turn, can be the first to tarnish the robber who tried to free the prisoner. If he succeeds, then he will bring two prisoners.

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

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

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

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

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

First, all members of one team throw bits, then another. Ryuha is considered to be knocked out if it completely flew over the line of the knight. If she fell on the line or rolled back to the suburbs, they continue to knock her out. A blow is not counted if the player steps over the line of stake or half of the stake. The first blow is always done from a knight. If the player did not miss and knocked out any amount of ruff from the established figure, he delivers the next blow from the floor. The next player also starts throwing the bat from the knight, with a successful hit, he goes to the half-knight. The team that spends fewer bits on all pieces gets a point.

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

And here is another game from this period in the life of the Russian people, but from children's folklore - burners. We read about it from S. K. Yakub: “Russian historians of the last century directly connected the burners with the customs of the pagan Slavs. Every year, on the longest day of the summer solstice (June 23), the Slavs had a holiday of Yarila (and later Kupala), dedicated to the Sun. In the evening, our distant ancestors - the Slavs converged on the banks of the rivers, lit fires for night games, jumped over the fire and swam, “to meet the rising sun in purity”. On the same night there was also a “washing-nodding” of the girls. In our most ancient chronicle - "The Tale of Bygone Years" - this is how it is said: "I go to the games, to the dancing, and the demonic games are coming, and that umykovahu wife's sobe." These words refer to a more ancient type of burner, where a guy can only catch a girl.

On Christmastide, at festive gatherings, the play song "Sandman" was also performed, also associated with calendar holidays, the rules of behavior in which were inherited from ancient pagan times. It can be assumed that the Sandman here is the image of the Sun, which is awakened, slightly, playfully reproached, waiting for warmth from him:

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

Many games symbolically show the warmth and tenderness of family relationships. Such is, for example, "Utena": I walked through the meadows, I squeezed the Nest, I took out the Children, I collected the Children. Folk tradition creates a gentle, light image: The duck swam across the blue lakes, Soaked her little knives, soaked her wings, fluttered her wings, fluttered on the shore

KICKBALLS. The playing field (~ 8-10 meters long is outlined on both sides by lines behind which there are bouncers (drivers), their task is to knock the players off the field with the ball, the ball is fed alternately from one bouncer to another, there are many options for players. A) the “knocked out” or newly arrived players become the bouncer) the players are divided into teams and the knocked out players leave the field until all the players of the team are knocked out, while a “candle” can be caught from the bouncer's hands, which means either the opportunity to stay in the circle, or the return of one of knocked out players on the field. c) if the previous options are widely known, then I came across this only once - in a pioneer camp. There should be a lot of players - at least 4-5 in each of the two teams. In each team - one bouncer (B) and the rest of the players (S) on the field are placed as follows: Each of the teams alternately takes possession of the ball and knocks out the opposing players, players knocked out from the category of players go to the category of bouncers, that is, go out of the field, take possession Only the player who has caught the “candle” can use another's ball (the ball caught from the ground by the “candle” is not considered, the player who caught such a ball goes to the bouncers). The winner is the team in which there are still players, they also start

next con.

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

“Steps” (option 2): the circle is divided into sectors - countries, while the water says the game phrase (again lost, you have to invent) the players run away. The command “Stop!” Sounds, the players freeze, then the water chooses the victim (as a rule, the one closest to it) and assigns the steps; feet) on your territory, and there you can reach it (the circle should be large enough).

"POTATOES"- the ball should be light, preferably a small inflatable. The players, standing in a circle, throw the ball to each other (catch or hit it like in the game "volleyball"), the one who misses or drops the ball becomes a "potato" - squats in a circle and the ball can be hit on it. If the ball after hitting the “potato” falls to the ground, then it is not considered a missed and the game is resumed, if the “potato” manages to catch the ball (like a “candle”), then the “potato” becomes the one who lost the ball, and the rest of the players leave the circle. The last of the two remaining players, who dropped the ball to the ground, becomes the first “victim” of the new horse. they stand behind the last line and the driver throws a ball to them in turn, naming various objects. If the word “edible” sounds, the player must catch the ball, “inedible” - skip or drop, if the player's actions match the named word, the player moves to the next line (on the next step). The one who first crosses the last line wins and becomes the driver.

"I KNOW 5 NAMES"

- they strike the ground with a ball (palm), pronouncing the next word with each blow: “I know 5 names of girls (boys, names of flowers, birds, and so on ad infinitum): Masha - one, Tanya - two, Katya - three,“ Sonya - four, Ira - five "," I know 5 ... " this is done in the "classics"), while it is better to agree in advance in what order the objects will be named. This game is useful even without the ball, at home

"DOG"

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

"OCEAN IS SHAKING…"

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

"HOUSES"

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

"RING"

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

"I WAS BORN A GARDENER"

the driver becomes a gardener, the rest choose the name of the flower to their liking and only respond to it. The driver gives a start with the words: “I was born as a gardener, I got really angry, I got tired of all the flowers except ... (called the temporary name of any of the players, for example,“ rose ”),“ Rose should immediately respond: “Oh,” Gardener: “What's wrong with you?" Rose: "In love" Gardener: "With whom?" Rose: "Vtulpan" Tulip: "Oh" ... And then the dialogue continues between him and the rose, etc., among the selected may be a gardener, I note that he bears the main burden, since the names of flowers are forgotten quickly, and the gardener are remembered and named most often. The one who made a mistake: he responded to someone else's name, did not respond to his own, or made a long pause - he forgot the “names” of the flowers, and again the gardener starts, etc., until two players remain. Alternatively, the players don’t drop out, but give “forfeits”, which are later played out (some personal item). Fantas are played out as follows: one takes out a fant, the other (turning away) assigns a task to the master of the fant, which he must complete in order to get the thing back (to sing, tell a rhyme, chuckle, jump on one leg, etc., depends on the fantasy).

"TRAFFIC LIGHTS"

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

"PROTEIN-ARROWS"

(Someone mistakenly, or maybe correctly, calls this game “Cossacks-robbers”) Players are divided into two teams, the “shooters” are given time to hide and then the chase begins, the search is carried out on the trail-arrows placed by the players-“arrows” cornering, and maybe more often. Once the last “arrow” is found and caught, the teams switch roles.

"LEAPFROG"

- jumping over each other in a chain, "Stream" is also known to everyone and is more suitable for folk dances (IMHO).

"ABOVE THE EARTH"

The players run up and settle down so that their feet do not touch the ground (they sit down, hang on trees, etc.) your location.

“GRANDMA, THREADS ARE CONFUSED” or “CONFUSION”

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

"BOYARE".

Two teams holding hands go first to meet each other, then back and so on in turn. And they say: - Boyars, and we came to you, dear, and we came to you - Boyars, and why did we come, dear, and why did we come - Boyars need a bride, dear, we need a bride - Boyars, and what a sweetheart to you, dear , and what a sweetness to you - Boyars, this is sweet to us (they point to one of the players), dear, this is sweet to us - Boyars, she is a fool with us, dear, she is a fool with us, - Boyars, and we whip her, ... -Boyars, she is afraid of whips, .. -Boyars, and we will give a pryachka, ... -Boyars. Her teeth hurt, ... -Boyars, and we will bring to the doctor, ... -Boyars, she is afraid of the doctor ... -Boyars, do not play the fool , give us the bride forever. The “bride” runs up and tries to break the chain from the hands of the opposite team, if it doesn't break through, remains in the team, if it breaks through, takes one player and goes to his team.

"PIKE" -

a variant of the salted (tag), the salted one clings to the water and together they salute the next one, the last salted player becomes the driver. (no name) Another version of this game, but the salted ones freeze in place, opening their hands, they can be disenchanted again if the driver allows other players to see them, the last one who is salted becomes the driver.

"WATER"

all stand in a circle and walk around, driving with closed eyes: “Grandfather Water, that you are sitting under water! Look out for a little, for a minute! " After that, the merman gets up and chooses any player at random, touches it and tries to guess who it is. If you guessed right, then the guessed one becomes "Water".

"THIRD WHEEL"

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

"CROCODILE"

two teams, the opposite team makes a word, some of the players try to portray it with a pantomime, the second part is to guess. If they guess right, they switch roles. "Option 2:" Grandfather Mazai "- the water leaves, while the players agree who they will portray, then they call him up with the words: - Grandfather Mazai get out. - Hello, guys, where have you been, what did you do? - Where we were, we will not tell, but what we did - we will show. Then the driver must guess the meaning of their actions.

"We sat on the golden porch ..."

The driver spins in place and spins around him with jump ropes (if long, it is better to fold it in half), saying (for each turn by word): “On the golden porch sat the king, queen, king, queen, cook, tailor, ... (no more I remember, but it rarely came to this, if you come up with something yourself. So, the players around should jump over the rope, whoever does not have time, he leads and until the next mistake is called the word on which he got entangled in the rope.

"SHACKLES"

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

The water knocks out the players lying on the ground with the raised legs, with which they fight back, but only the one who hit the soft spot is considered to be knocked out.

"COLD_HOT"

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

"GATES"

A variant of blind man's buff, where two people are leading with their eyes closed - “guards”, between which the rest of the players must pass, those who are caught change places with the guards.

"PEOPLE",

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

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

"BROKEN PHONE"

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

"GOAT"

or “King”: Players stand in a circle, lead a round dance around the Leader (“goat” or “king”) with the words: - The king walked through the forest, through the forest, through the forest, Found himself a princess, princess, princess ) Let's jump with you, jump, jump, (all perform the indicated actions) better with closed eyes)

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

Frogs and heron.

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

The wolf is in the moat.

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

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

Run in and jump.

Several children are standing in a line, at a distance of 10 m from them a strip 30 - 40 cm wide is drawn. At the signal of the teacher, the children quickly run forward. The winner is the one who is the first to jump forward and upward, as if stepping on the strip.

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

Exercise children to vigorously push off and land softly

Jumpers - little sparrows (Don't get caught).

A circle is drawn. The diameter is 4-6 m. The driver is chosen - a large bird. He stands in the middle of the circle. All the other little sparrows playing, they stand behind the circle. Sparrows jump on two legs, then jumping into the circle to peck at the grains, then jumping out of it. A large bird flies in a circle, does not allow the sparrows to collect grains, bites them (touches with a hand). Sparrows try to stay in the circle more, dodge the catching one.

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

jumped up.

Who is more likely to follow the path.

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

Directions : jump on two legs on the track, without going beyond its limits.

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

Jumpers.

Three sticks are placed on the ground. Three children stand with the sticks between their legs. To the lyrics of the song, children take turns jumping over the sticks, then crossing, then spreading their legs, touching the stick. Each quatrain a different child jumps

"The little white hare sits and moves his ears,

Like this, like this, and wiggles his ears.

The bunny is cold to sit, it is necessary to warm the paws.

Clap-clap, clap-clap

It is necessary to warm the paws.

Bunny is cold to stand

The bunny must jump.

Skok-skok, skok-skok,

The bunny must jump. "

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

Complication : while jumping, clap in front of you, over your head, behind your back.

Frogs in the swamp.

Draws a large rectangle on the ground, on both sides - the banks, on them, at a distance of 50-60 cm from each other, hummocks (small tubercles, drawn circles), to the side there is a crane in the nest. Frogs sit on bumps and say:

"Here from the hatched rotten

Frogs splashed into the water.

They began to croak out of the water:

Kwa-ke-kekwa-ke-ke

It will rain on the river. "

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

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

Complication: introduce the second crane; increase the distance from hummocks to swamps

Put the pebbles down quickly.

On one side of the playground, children do

small holes (or outline circles) and stand, on the contrary, in a row at a distance of 4-5 m. There are 5-6 pebbles near each. At the signal, the children take one pebble at a time, jump on two legs to their hole or mug, put a pebble and run back. Jump with the next pebble. The winner is the one who completed the task before everyone else.

Directions : put a pebble in a hole or circle; if it jumped out, you have to go back and put it down again; jump to the very hole; do not start running until the pebble is in the hole.

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

Jumpers.

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

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

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

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

Horses.

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

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

Complication : Each groom makes himself a "three".

Foot aim.

In front of a bench or a log with a height of 30 cm, lay out from cords or draw a circle with a diameter of 30 cm.Children stand on a dais, jump into circles at the signal and immediately jump out of them.

Instructions: Jump down gently, do not squat strongly; quickly make the next jump; touched cool, leaves the game.

Complication : Jumping into a circle, jump up in it.

Jump - turn around!

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

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

"BIRDS AND CAGE"

Children are divided into two subgroups. One forms a circle in the center of the playground (children walk in a circle, holding hands) - this is a "cage", the other subgroup is "birds". The teacher says: "Open the cage!" Children forming a cage raise their hands. "Birds" run into the "cage" and immediately run out of it. The teacher says: "Close the cage!" Children give up. "Birds" remaining in the "cage" are considered caught. They form a circle. The "cage" increases, and the game continues until there are no 1-3 "birds" left. Then the children switch roles.

"NORTHERN AND SOUTHERN WIND"

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

"TRAP ON ONE LEG"