Outdoor sports senior group. Children's games on the street

  • 26.11.2021

Every adult is well aware that physical activity is simply necessary for a child for his proper development and health. That is why the organization of collective games is of particular importance for teachers, educators and parents who seek to provide children with good rest and satisfy their need for movement.

Such games differ from other types of games in that the actions of the participants are regulated by rules that exclude the use of dangerous techniques and tactless actions in relation to each other, and this contributes to the education of mutual respect.

Returners

You need a whistle to play. The best time to play the game is to rest. An adult asks the children to line up, after which he explains the rules of the game: at the signal of the leader, the participants run in different directions, run around the clearing, dance, take various poses, depicting animals. As soon as they hear the signal, the players must return to their original place and again stand in line. The game is repeated 3 times.

Third wheel

This game is best played in a meadow, wasteland, a large clearing in a forest or grove. The number of players must be sufficient so that, holding hands, they form a large circle. Then the participants rebuild, breaking up into pairs. One of the players in a pair stands behind the other, and the last one looks to the center of the circle. The distance between the pairs is about 3 m. Then one pair is selected, and at the signal of the leader, one player from the pair runs away, and the other catches up.

Participants run inside the circle, and outside of it they can only run around the players (no more than 2 pairs in a row). And the one running away and catching up at will and at any moment can switch roles with standing couples who are closely watching the game. Those standing in the inner circle run away, in the outer one they catch up. When the fleeing player feels that he is tired or cannot run away from a stronger and more agile one who is catching up, he stands behind any pair, and immediately the one who ends up in the inner circle of this pair is considered the third and becomes the evader. Similarly, a player who is catching up can transfer his functions to another, standing up to any pair in front of her, then the player of the outer circle, becoming the third, and therefore superfluous, becomes the catching one.

The game requires dexterity, quick reaction, attention and does not tire the players, since during the game there is a frequent change of roles, the participants act as observers, and catching up, and running away. If the overtaker catches a player, then the caught one is eliminated from the game, and along with him (at the choice of the overtaker) - one more player. The vacant place in the pair is taken by the catching up one.

The next pair is selected, the circle narrows, the game continues until there are 2 pairs of players left. They are considered the winners. Since the rules of the game are quite complex, it is better to play it with children of middle and senior school age.

Silent game

You will need a blindfold to play. It is better to play such a game in a grove, park or a rare forest - where there are many dry branches. One of the players - the driver - stands up near a tree, a large stone, a small bush or stump. He is blindfolded. The rest of the players disperse in different directions at a distance of about 25-30 m. The leader (adult) is near the driver. At his signal, the children begin to slowly approach the driver, trying to walk as quietly as possible. The task of the players is to get closer to the driver and touch him or the object near which he stands with his hand. Whoever succeeds is considered the winner and becomes the driver. The presenter gives a signal to change the driver and continue the game. Hearing a rustle, the driver shouts: "I hear you!" and shows with his hand the direction from which the sound is coming. If the direction is generally indicated correctly, the leader signals the participant to leave the game, stand next to him and be very quiet until it ends. Until the eliminated player approaches the leader, the rest of the players do not move, violators of the rules are also eliminated from the game. The game ends if someone got to the driver or if the driver heard all the players, or after a certain time, for example 15 minutes. In this case, the driver is considered the winner (if none of the players got to him unnoticed, and he heard at least one player) or the participant who got closest to the driver.

Treasure

The game can be played in a large yard, park or outside the city. To carry it out, you will need an object (you can use a toy, a bag of sweets, a ball or other sports equipment for collective games).

The organizer carries out preliminary work, which consists in the preparation of signs. Their number and complexity depend on the size of the site and the age of the players.

For younger students, 3-5 simple pointers are enough, for older children it is desirable to use a larger number of pointers, they should be more complicated. A pointer is any item that provides information on what to look for in this particular place (“search here”). If the game is played outside the city, then the pointer can be a broken branch stuck into the ground, a bunch of grass pulled out by the roots and lying on the road, a cross scratched on the ground or drawn on a stone with chalk, a pyramid of three stones among the grass, a ribbon or a piece of cloth on a branch, etc.

Signs should stand out from the surrounding area. It is better for younger students to make them more visible than for children of middle and senior school age.

If the game is played in a courtyard or park, the pointers can be signs drawn with chalk on the asphalt, a newspaper or magazine supposedly forgotten on a bench, pieces of colored paper pasted with tape, etc. It all depends on the imagination of the person who is hiding the object.

The area where the players will look for the treasure is determined in advance. Before the start of the game, the object must be hidden, and then place pointers on the site.

In the immediate vicinity of the pointer or on it there should be information on how to find the next one, or, if it is the last pointer, where to look for the treasure. For example, under a pyramid of stones there may be a note: "30 steps, direction to a tall oak tree." Treasure hunters take 30 steps in the indicated direction and begin to examine everything around in search of a new sign, find a piece that is tied to a branch of a bush with the inscription “Treasure” on it. In the middle of the bush, the children find a bag of sweets.

The search for the treasure begins from the site, which has been determined in advance - the first sign is searched for there.

Older children can be divided into two teams: one is hiding treasure, the other is looking for it.

At the end of the game, the adult, together with the children, tidies up the area, be sure to give a positive assessment of the work performed.

Hare houses

The players represent bunnies. Everyone has their own house, but one (driving) house does not. He approaches the house of any participant in the game and asks: "Please give me the house." The bunny does not intend to give up his house to a stranger. He runs in a circle to the right, the driver - to the left. They run around all participants, touching everyone. The player who was touched must occupy an empty house. At the command of the host, the game stops. The bunny, left without a house, drives.

Hide and seek

The game is played in a grove, park, sports field or in the yard, outside the city, where there are small shelters. The boundaries of the playing field are determined.

If the area is large enough, a whistle may be needed to play. The driver is selected and the place where he will start the search and where he will "tap" the found players. The driver's seat should be approximately in the center of the site, preferably near a tree, large stone, stump, park bench, etc. He blows a whistle or shouts: “Hide!”, Closes his eyes and counts to 10 (or 20). During this time, the players must hide. Having counted to the end, the driver again whistles the whistle or shouts: “I'm going to look!”, Opens his eyes and starts looking for players. He can move away from the driver's seat, but when a hiding one is found, the driver must return to his seat and name the found participant in the game. If the name is named correctly, the one who was found leaves the game. In the event that the driver makes a mistake, the player does not leave his seat and, in turn, can get caught, that is, run to the driver's seat earlier and give his name, ensuring himself a victory. The game continues until all players are found. Then the first player found becomes the driver. Children of different ages can play such a game; an adult organizes it with the kids, who guarantees compliance with the rules of the game.

The search for players can be limited in time, for example, in 10 minutes the driver must find one, two or several participants in the game. Or the game continues until the moment when the driver finds the first of the hidden, then the driver gives a signal with a whistle or shouts: "Found!". Then all the players leave their hiding places, the found one becomes the driver, and the game resumes. The duration of the game is set by the participants themselves, having previously agreed on the rules for changing roles. In addition, this game can be played by children and adults together, the whole family.

The same one named Sharp Eye

It is best to play the game on a playground, in a park or forest, where there are many trees, bushes, as well as various objects and places for shelter.

One of the participants is designated as the driver, and all the other players, together with the adult, are hiding nearby. After that, the presenter returns.

He stops near the driver and gives the signal to start the game. Participants try to imperceptibly approach the driver, but the latter carefully observes their every action, turns in different directions. At this time, participants run across or crawl towards other shelters. If the driver notices the player, he calls his name, and the latter comes up to the leader and continues to watch the game with him.

However, the participant does not respond if the driver has not guessed it.

After the set time has elapsed, the leader gives the signal to end the game, after which all players leave their hiding places. The participant who is closest to the driver is considered the winner.

Hidden Cubes

To play you will need a set of children's blocks (with pictures drawn on them or written letters, numbers). Having determined the playing field in advance (usually a playground), the adult hides the cubes in various places, but so that it is not difficult for the kids to find them. Then the leader asks the children to split into two teams, which take their places on opposite sides of the leader.

The task of each team: moving forward, carefully examine everything around and find as many cubes as possible. The team that finds the most dice wins. At the end of the game, the adult, together with the children, examines the cubes and asks to name what is depicted on them or what letters or numbers are written, after which he rewards all the participants who took part in the game with small prizes - sweets, miniature figures cut out by older children from colored cardboard.

Don't go, hares, to the garden!

You will need a wooden stick or chalk to play. The game is attended by at least 5 people. The leader (adult) draws a circle with a diameter of 2.5-3 m on a preselected area. This is a vegetable garden. A driver is selected from the number of participants using a counting tool. He will be the watchman.

The watchman stands in a circle, the rest of the players are hares that want to get into the garden. At the signal from the leader, the hares begin an "offensive", in every possible way distracting the watchman's attention to themselves, so that those participants who are behind the driver's back can enter the "forbidden territory". The one whom the driver touches outside the circle runs across, without entering the circle, to the opposite side.

This fun game will be a great entertainment for children while relaxing not only in the park or forest, but also on the summer playground.

Magic balloons

To play you will need balloons (according to the number of participants in one of the teams). It is best to play the game in an open space. The leader (adult) asks the children to split into two teams. The players of the second team line up, moving away from the leader and the players of the first team at a distance of 25-30 steps. They hold hands and spread them apart, after which they disengage. As a result, a distance is formed between the players in the chain.

Each member of the first team picks up one balloon. The task of the players is to penetrate the chain formed by the members of the second team, without allowing themselves to be pissed off.

As soon as all participants take their places, the presenter gives the signal to start the game. Participants with balls run up to the chain, after which they try to slip into free space. The players of the second team are trying with all their might to detain the participants with the balls. The one who was shocked gives his ball to the presenter and continues to watch the game with him. If the players of the first team manage to carry at least half of the balls through the chain, they win, and if they fail, the members of the first team win.

At the end of the game, the leader asks all children to stand in a circle. Participants with balls in their hands throw them to those who are standing opposite, with the words: "Thank you for the game!" Those who caught, in turn, throw balls to those who are standing opposite, with the same words, after which the presenter with a bunch of balls in his hands addresses all the participants: "Thank you guys for the game!" If possible, the exchange of balloons can be replaced by launching them into the sky.

Fishermen and fish

You will need a wooden stick or chalk to play. An adult draws a circle with a diameter of 4-4.5 m on the playground. Two children are selected from among the players who will be fishermen. They join hands, forming a fishing net. The rest of the participants are fish. They swim in the lake - they run inside the circle. Fish cannot run out of the circle.

At the command of the leader, the fishermen run into the lake, trying to catch fish, run in pairs, without disengaging their hands. The caught fish stand between the fishermen. Thus, with each caught participant, the network expands, and the number of fish becomes smaller and smaller. When the net becomes large enough, the fishermen have the opportunity to surround the fish. If the fishermen joined hands, forming a circle, then the fish inside the circle are considered caught.

Fish can escape from the net if one of the fishermen (they are always at the edges of the net), while moving, released the hand of the player next to him. The fisherman must, as quickly as possible, take the hand of a player who has not yet detached from the net. The game continues until the fishermen have caught all the fish. The player who is caught last is considered the winner.

At the end of the game, the extreme participants in the network join hands, and the children begin to dance, sing any funny song.

Nuts, cones and mushrooms

The game is played with children of preschool or primary school age. A driver is chosen from among the players, who stands next to the leader. The rest of the participants, at the command of the adult, line up and are calculated by three. The first numbers are nuts, the second are cones, and the third are mushrooms. Then the adult says, "Raise your hands, nuts." The first numbers raise their hands. The host continues: "Raise your hands, mushrooms." The third numbers raise their hands. "Raise your hands, bumps." The second numbers raise their hands.

After that, the presenter asks the children to form triplets (nut, cone, mushroom). Each three joins hands, forming a circle. An adult with a driver stands in the middle of the site. After the presenter exclaims: "Bumps!", All participants, named bumps, change places. The driver at this time seeks to take any vacant place.

If he succeeds, then he becomes a bump, and the one who was left without a place - a driver. At the command "Mushrooms!" or "Nuts!" other players are swapped. In the midst of the game, an adult exclaims: “Mushrooms! Nuts! Cones! " Participants must have time to switch places.

The game can be made more difficult by introducing a competitive element: the presenter notes how quickly the participants changed places, who turned out to be the fastest - nuts, cones or mushrooms.

Miraculous transformation

This game is best done with older preschool or primary school children. In sunny summer weather, an adult together with children goes for a walk in the park or forest. During the rest, the leader asks the children to get comfortable and starts the game. He chooses the most modest and shy child and asks him to come up. Having established a friendly contact with the participant (an adult can put his hand on the child's shoulder, take the participant by the hand, etc.), the presenter addresses the other players: “Guys, now we’ll play with you. Listen to the fairy tale. " The host then tells the following story.

Fairy tale text

Sasha (Dasha) (an adult calls the name of the child who stands next to him) - a worm (caterpillar). He (she) is green (green), like leaves on trees and grass. Such a beautiful color! But look, Sasha (Dasha) is sad (sad). He (she) is sad because he fell into a stream that took him (her) far, far from home. And now he (she) is all alone (alone).

Then the presenter proposes to the children: “Let's, guys, cheer Sasha (Dasha). I will speak magic words, and you repeat. " Children agree with an adult, dance around the leader and repeat the following in chorus after the leader: “We are beautiful flowers. We have petals, and beetles (butterflies) have wings. Flowers can dance. And beetles (butterflies) can fly. Flowers and beetles (butterflies) are friends. Delightful summer! How wonderful it is to live in the world! Sasha (Dasha) is a bug (butterfly) ”. After these words, the adult suddenly exclaims: “Oh, what miracles! Look, our little worm (caterpillar), Sasha (Dasha), has turned (turned) into a bug (butterfly)! " The host continues: “Sasha (Dasha) is no longer a worm (caterpillar), but a bug (butterfly), but we are flowers. Flowers and butterflies are friends! "

At the end of the game, an adult organizes an activity with the children to observe plants and insects, where the kids will learn about natural symbiosis - that everything in nature is interconnected. At the end of the walk, the leader shows the children flowers, beetles and butterflies, conducts a conversation.

Hen and kite

The game is attended by 10-12 people. One of the participants, the driver, depicts a kite, the other - a brood hen. All other players are chickens. The leader asks the children, depicting chickens, to stand in single file behind the hen and hold on to each other. The kite gets up 3-4 steps from the column.

The game begins at the command of the leader (adult): the driver tries to grab the chicken that is the last in the column. To do this, he must cling to the column behind.

However, it turns out to be not so easy to do this, since the brood hen constantly turns to face the kite, thus blocking its path. She stretches her arms to the sides - and the whole column deviates in the direction opposite to the kite.

The game continues for several minutes. If during this period of time the kite fails to grab the chicken, a new driver is selected, after which the game is repeated.

Grasshoppers

You need chalk to play. An adult draws a circle on the site of such a size that all participants can fit freely around the circle. One of the players is appointed as the driver, he stands in the center of the circle. The rest of the players - grasshoppers - stand at the very edge of the circle. At the command of the leader, the grasshoppers begin to jump inside the circle, and then jump out of it. The driver tries to catch one of the participants at the moment when the latter is inside the circle. The caught player becomes the driver, and the driver becomes a grasshopper, after which the game is repeated.

The game can be made more difficult by changing its rules: jump, and also jump on one leg or jump out only after clapping your hands.

Circular tag

This game is best done in the playground. The players form 2 circles - inner and outer. Then the participants begin to move: in the outer circle - clockwise, in the inner - counterclockwise. At the signal of the presenter (adult), the children stop. The participants in the game, forming the inner circle, try to grease the players of the outer circle (touch with their hand) before the latter have time to sit down. The caught participants stand in the inner circle, after which the game starts over. When 5-6 people remain in the outer circle, the game ends.

Wait for it!

You need chalk to play. On opposite sides of the playground, two forests are marked. The driver is chosen from among the players - the Wolf. This may be the eldest of all the participants. The rest of the players - hares - are divided into two groups, each of which is located in its own forest.

The wolf goes to the middle of the site, after which the leader gives the signal to start the game. The wolf catches them.

The participant who can be tarnished is considered the Wolf's assistant. He stops where he was caught, and with his arms outstretched, blocks the path of the players on their next dashes. When there are too many Wolf's assistants and after that the adult tells the children that they were visiting the Wolf on the occasion of his birthday.

The host invites all participants to stand in a circle, and the Wolf - in the center of this circle. Children join hands, dance around the Wolf and sing a funny song, and the Wolf dances.

Reflections

You need a whistle to play. It is best played in the playground or in the park. A driver is selected from among the participants. The rest of the players are divided into pairs, holding hands, after which they form one common circle.

The driver is in the middle of the circle. An adult explains to the children the rules of the game: he will name the actions, and the participants will perform them, but as if they look in a mirror and see their reflection in it. Then the presenter says: "We are looking at each other!"

Participants in each pair turn to face each other. Then the presenter says: "We raise our hand!"

Children raise their free hand up. “We are smiling,” the presenter continues.

The players smile at each other. After that, the adult unexpectedly gives the command "Swap places!" The driver's task is to get up with one of the players in a pair. The participant left without a pair becomes the driver.

If the game is played with children of secondary school age, then the driver and leader can be the same participant.

One, two, three - freeze!

You will need an inflatable ball to play. Players form a circle, standing at arm's length. One of the participants throws the ball to the other. The latter, in turn, passes the ball further in the same way. The players pass the ball until one of them hits it. This participant becomes the driver. All players scatter around the court. The driver picks up the ball as soon as possible and shouts: "One, two, three - freeze!" All participants immediately stop at the place where they were when they heard the driver's command. He throws the ball at one of the players. Participants do not leave their seats, but they can evade - squat, bend over, etc. If the driver succeeds in hitting someone, everyone returns to their places, after which the game continues. In the event that the driver misses, he runs after the ball, and everyone scatters at this time. Taking the ball in hand, the driver again gives the command “One, two, three - freeze!”. Then he tries to insult one of the participants. The salted player becomes the driver, and the game repeats itself.

Living maze

You need a whistle to play. Two of the participants are selected - the escaper and the one who is catching up. The rest of the players stand in a column of 4-6 people and move away from each other at a distance of outstretched arms. At the signal from the leader, the fleeing participant finds himself in one of the corridors. The one who catches up pursues him. These participants move along the corridors. The presenter agrees with the players in advance that each time they hear a signal, they join hands. Thus, the runner and the catching up at this moment find themselves in different corridors. Then the players, at the signal of the head, again disengage their hands, and the game continues.

The evader can move to the next corridor by running into it from the edge of the maze at the moment when the other players join hands and block the path of the one who is catching up. If the pursuer manages to catch the evader before the latter gets out of the maze, they change roles and the game continues.

Predator and herbivores

You will need a wooden stick or chalk to play. A participant is selected from among the players who acts as a predator. The leader (adult) stands in the middle of the site and draws a circle with a diameter of 2-2.5 m. The rest of the participants (herbivores) scatter in different directions around the site.

The predator chases them, trying to catch someone. Caught players are taken into a circle - they will be guarded by the host. Herbivores can help each other out: for this it is enough to touch the outstretched hand of the person standing in a circle. However, if the leader or predator stains the rescuer, the latter also ends up in the circle.

The rescued herbivores run away and, joining the rest, become rescuers. The game continues until there is no participant left in the circle.

The animals are in the houses!

This game is carried out with preschool children. Children stand in a circle holding hands. The adult walks in a circle and separates it in several places.

Participants in the resulting links create small circles - houses of hares, hedgehogs, frogs, etc. The leader walks past the kids standing in the houses and invites them to follow him. Children imitate the movements of animals: bunnies and frogs jump, hedgehogs take small steps, walk slowly, measuredly. Having formed a common circle, all participants lead a round dance and sing a funny song.

Suddenly, an adult gives the command: "Everyone to the houses!" The animals are in a hurry to take their places, to form houses as quickly as possible. The group of children who does it faster than others wins.

Owl owl

Children of different ages can take part in this game. The participants in the game form a circle. One of the players, driving, stands in the center of the circle, representing an owl, and all other players - birds and insects. The presenter exclaims: "Wake up - the day has come!" All participants, except for the driver, run in a circle, waving their arms, as if by wings. The little owl is dozing at this time - it stands, eyes closed, in the middle of the circle. When the presenter loudly says: "Night comes - everyone falls asleep!", The birds and insects stop and freeze. Here the owl goes hunting. She seeks out those who are laughing or stirring, and takes these participants to her nest in the center of the circle. Caught insects and birds become owls, and all together go hunting.

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

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

1. Ring-ring

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

Warm childhood memories of this popular game go back to the times when rings on girls' fingers were a rarity, holding someone else's ring in your hands is cool in itself! This simple game can be played with both toddlers and schoolchildren, it is almost universal for both boys and girls. A small car can also be used as a "ringlet", for that matter.

2. Kalim-bam-ba

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

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

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

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

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

3. Returning

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

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

4. Frog

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

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

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

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

5. The sea is worried once ...

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

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

6. Predators and Herbivores

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

7. Cossacks-Robbers

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

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

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

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

8. Hide and seek

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

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

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

9. Pioneerball

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

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

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

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

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

10. Edible-inedible

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

11. Classics

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

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

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

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

12. I know five ...

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

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

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

14. Kis-kis-meow

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

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

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

15. I was born a gardener

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

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

16. Traffic light

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

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

17. Pavement sign, stop!

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

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

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

18. Rubber bands

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

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

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

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

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

When a children's company gathers in a country house or in a private house, on a forest clearing or on the bank of a river, or, perhaps, on a summer terrace of a cafe, adults will surely face a problem: what is the fun and exciting way to keep the kids torn from their usual gadgets? Especially if we are talking not just about friendly communication, but about a children's holiday, for example, a birthday or graduation from elementary school.

With the help of years-tested, as well as modernized outdoor activities, you can so captivate children with a joint pastime that they will remember this holiday for a long time and passionately ask for a repetition!

We bring to your attention outdoor games and contests for children for a holiday outdoors in summer or spring. Depending on the diversity of the children's company, the characteristics and interests of the little guests, the organizers can combine contests from different groups.

Turn on your imagination! Many contests can be adapted to the theme of your holiday. For example, games based on catch-up do not have to be called "cat and mouse": maybe it is a team of puppies chasing KOTOstrofa, a shark chasing little fish, or a witch chasing princesses!

For a number of games, simple props are needed, most of which are always at hand, but it is better to worry about them in advance:

  • rope;
  • skittles or plastic bottles weighted with water, beans or peas;
  • ball (balls);
  • Balloons;
  • a piece of fabric, tulle, long scarf;
  • pebbles;
  • chestnuts;
  • vegetables and fruits;
  • water pistols.

Don't forget to take care of the prizes and souvenirs for the young winners of the contests!

Combat games

These contests are based on winning a specific duel. And even if the battle is joking, victory is always a victory, and it should be encouraged by a prize.

  1. "Roosters"... Children are divided into pairs. A balloon is tied to each child's ankle. Task: burst the enemy's ball by stepping on it, while not allowing your own to burst. During the game, you definitely need to turn on funny music.
  2. "King of the Hill"... Various variations of this popular game are possible. You can try to knock the "king" off the log with a long balloon or pillow. And if you do not shoot down, but try to take off a huge crown and put it on yourself? Or compete, who will keep the balance longer, standing on the ball? Or holding a balloon on the tip of your finger?
  3. Tournament... This noisy and fun game will give kids a lot of fun (and usually terrifies adults!) Give the kids pillowcases with a handful of feathers each, inflated balloons, paper water bombs and challenge the opposing team! You can arrange water "Cossacks-robbers": if you hit the hand, you can no longer shoot with this hand; An arbiter is needed here. But you can carry out a remarkably fun battle between two armies! Let the children have fun, and the adults with them.
  4. "Paparazzi"... The game is based on the fact that modern children very often have mobile phones with a built-in camera with them. Have a couple of participants take up arms. A "secret sign" is attached to everyone's back - some bright picture, for example, a flower, an animal, a rainbow. The task is to photograph the opponent's sign faster than he will photograph yours while the music is playing. Can you imagine what a cheerful "dance" others will see? And the winner will be easy to determine by the resulting pictures.

Games - Runners and Jumpers

1. Relay races.

Children are very fond of taking turns running after various objects and performing intricate actions. Depending on the theme of the holiday and the availability of props, you can offer a variety of relay scenarios, beating them creatively and dividing the children into two or three teams:

  • run the chain around the pins or bottles on the track and return;
  • feed the bunny (hedgehog, dog ...) with a carrot (apple, bone, etc.): there is a toy at the finish line, which must be worn one at a time;
  • running with a stick, on which you have to string a piece of paper at the finish line and return, and the next one will continue the common "kebab";
  • joint running in different interesting variations: putting your hand on the shoulder of the one in front, holding the bent leg of the one who is standing behind, or simply "locomotive", joining one at a time;
  • place children from different teams along the route, and the run begins with the transfer of a baton, ball or toy: the main thing is not to pass the baton to an opponent from the other team!

2. Various tags.

Any variation based on catch-up. You can catch someone who is not wearing clothes of a certain color ("colored napkins"). You can attach the caught player to yourself and then catch it together, lengthening the chain.

And if you give two drivers a long scarf or string, then it will be interesting to catch the rest, driving them into a "loop".

Snail tags can be funny - you will have to catch up with the crawling participants covered with cardboard boxes. Or "one-legged tag" - both the catching and the fleeing ones jump on one leg!

3. "Aircraft".

Round "landing pads" are drawn on the path with chalk or lined with ropes, there are 1 fewer of them than the players. One of the participants is a dispatcher. He leads a chain of "planes", setting the route, commanding to wave the right or left wing, commenting on what is directly on the course.

With the command "The weather is not flying!" you need to quickly take the landing site. The dispatcher also tries to do this. Those who do not have time will become a dispatcher instead of a driver.

4. Modernized "rubber bands".

Remember the childhood games of our mothers, when two stood holding a long elastic band on their ankles or knees, and the third jumped, observing a certain "program"?

If you come up with interesting modern names for various jumping methods, for example, "louboutins", "robocars", etc., you can try to captivate a small company with this game, especially a girlish one. Whoever passed the program farthest without stepping on an elastic band gets a prize.

5. "Olympics".

This game can be played using the same rubber bands as in the previous competition. Two participants hold a bow-like structure by the edges (an elastic band, the ends of which are tied in a circle, crosses over).

With an exclamation of "Olympics!" the holding ones give the structure a certain position, and the rest of the participants must cross it without touching the elastic band. You can try to jump over the top or crawl into the resulting hole. Whoever touched the gum - takes the place of one of the holding.

The winner of the "Olympiad" (the one who was able to climb the most times in a row, setting a new record) is entitled to a medal!

6. "Vyshenozhka".

A variant of catch-up, in which you cannot catch someone who stands on some kind of hill with one or both feet. If the escaper is hung on the horizontal bar, he is also out of the game!

In advance, you need to take care of the presence on the site of benches, hemp, inverted buckets, etc.

7. "Treasured place".

Another game for those who do not want to let their mobile phones out of their hands. The game starts like an ordinary hide and seek.

Equip a "cherished place": for example, a bench under a lilac bush, where the driver counts until the players hide. Then he goes to look for everyone, and the players must try to sneak into the "cherished place" and take a selfie there.

If the driver managed to find them earlier or have time to photograph them in the “coveted place”, he won! And the frames will remain as a keepsake.

Dexterity games

These competition games are based on the ability to make some difficult, uncomfortable and at the same time funny manipulations with various objects. The winner is the one who does it better and faster than others. It is more fun when a large number of children participate in such games, but some can be carried out with two or three participants.

1.Hold it? Tell your neighbor.

In various ways, you can transfer to each other, standing in a row, certain objects, for example:

  • a ball under the chin;
  • a cardboard thermometer in the armpit;
  • stick in the teeth;
  • a soft toy with your knees;
  • in pair - to transfer the ball, sandwiched between the backs or between the foreheads.

2. "Hands off!"

Prepare small items, vegetables and fruits, just make sure they are clean. These can be apples, oranges, carrots, cucumbers, as well as balls, chestnuts, pencils, small toys and even leaves.

Spread them out on a table. The task of the children is to transfer objects, each to its own basket, located at some distance. You can wear it in any way, except using your fingers! Elbows, teeth, chin will be used ... Dropped - 1 item in your basket will be less ... The one who has the most items in the basket at the end of the game will win.

3. "Porridge for the chanterelle".

You can beat this competition with any convenient scenario, for little fans of Kolobok the following is suitable: so that Fox does not eat Kolobok, you need to feed her with porridge!

The porridge pots are already on the stump, and the groats need to be poured into them with a spoon, which the young "koloboks" will keep in their teeth. Scooped up the cereal from the common bag - and carry it to your pot! The prize will go to the one whose chanterelle is the most well-fed.

4. "Flamingo".

The clearing will be a surface of water, and the barefoot children walking on the grass will be flamingos. To make it more interesting, you can distribute fake beaks or pink capes. Chestnuts are scattered across the clearing - these will be fish.

Flamingos should catch them - naturally, with bare feet! - and then carry them and put them in the center of the clearing, where there will be a "nest".

5. Flight "Instrument".

This game is for older kids. Prepare an "obstacle course": a rope that you need to cross, skittles to get around them, a bench that you need to climb, etc.

In turn, each player is blindfolded, and he goes "on the instrument", that is, following the instructions of the others. You can admit a cheerful hubbub when everyone will advise at the same time. Or add a touch of order by guiding the first player on your own and then announcing that everyone who has just crossed the lane becomes a dispatcher.

And if you discreetly remove some of the obstacles, and the player diligently overcomes the free path, it will be even funnier!

6. "Inconvenient delicacy".

Everyone knows how difficult it is to eat an apple hanging by a string. Try to get a candy from a bowl of flour with your teeth or drink water from a plastic cup without using your hands!

Games in one place

When everyone has run over and jumped, you can play something just as fun, but does not require significant movement. Such games will calm children down a bit and at the same time add additional variety.

  1. Exhibition of monsters... Invite the children, while the music is playing (choose a track for 5 minutes), from everything they can find on the site, build a monster and give it a name. Of course, you need to have dry branches, strings, empty buckets, saucepans, hemp and other similar props nearby. And then have each creator present their monster to an interested public.
  2. "Edible gift"... This game is not suitable for toddlers. If children are having fun in the garden, where various fruits are already ripening, you can invite them to build an "edible gift". To do this, you need to find and combine different types of edible plants. For example, cut a hole in an apple and hide a cherry there. Or wrap the strawberries in a sorrel leaf. The recipient must determine what components are included in the gift, and eat at least a piece from each.
    A strict rule - no inedible components (therefore, the game is for conscious kids). Who will give a gift to whom is determined by drawing lots or simply by the wishes of the children.
  3. "Noise Orchestra"... It's great when you can make noise without worrying about disturbing your neighbors. Children do it so rarely! Let them build an "orchestra" from scrap materials. You can offer them to choose from your options (drum, tambourine, whistle, musical hammer, etc.) or get creative (a saucepan with a lid, an old battery and a stick, fence posts, pumpkin instead of a drum). To make the children better fit into the image of the orchestra, each put on a paper bow tie, choose a conductor, armed, for example, with a cucumber or carrot as a stick. To perform, choose a song that everyone knows, and, of course, do not forget to photograph the full orchestra!
  4. "The locomotive is leaving!" Divide the children into pairs and place them at a distance of 70-80 cm from each other (for example, on opposite sides of the walkway). One of them "leaves by train", and the other "sees off" him. The walkway is the platform separating them, and the glass of the "carriage" is soundproof. You explain the rules: the person seeing off remembered that before the train leaves, you need to tell the departing person an important thing (he will read it on the card). But no sounds can be made, the dialogue will have to be done with gestures ... But here's the bad luck - the train will leave in three minutes!
    When the leader announces “The train is leaving!”, It will be possible to find out what the first player wanted to convey and what the second understood. The tasks on the cards can be as follows: “Bring medicine for grandmother,” “You still have my apartment keys,” “You forgot your wallet,” “Don't worry, I'll walk with your dog,” etc.
  5. "Watermelon constructor"... If a watermelon was present in the treat, do not rush to immediately throw away the crusts - they can be used for another very interesting competition. Children who know how to handle sharp objects are given toothpicks and a task: to collect from watermelon peels ... Well, who do you want? Crocodile, ship, plane? An exhibition of handicrafts and prizes for the best "engineers of green peels" is obligatory.

Quests for children

Games based on the step-by-step passage of tasks or the search for hidden treasures are becoming more and more popular. Such a competition, of course, requires preliminary preparation, but it allows children to be occupied for a long time, and besides, it is easy to tie it to any theme of the holiday. The different variations depend on the age and capabilities of the children, as well as your organizing talent.

  1. "Magic lottery"... Hide "lottery balls" (kinder surprise boxes, colorful balls, wooden eggs, chestnuts with numbers written with a marker) in a variety of places where children can find them: under the porch, to the thickets of raspberries, in the hollow or between the roots of an old tree. Announce the search, and then play the resulting numbers, for each awarding an interesting prize.
  2. "Treasure hunters"... Make a "pirate map", following which the children can find the hidden "treasure". The map can be one or two different for team competition. Provide a difficult route with intermediate points in which you will need to do something in order to move on. For example, “ten steps north of the gazebo” - how can you determine where is north? Put a compass on the table in the gazebo, let them guess to use it. Or tell them after solving the riddle. In the finale, the "treasure" can be dug up (take care of the shoulder blades) or taken out in the chest from some hiding place. Souvenirs or sweets for all guests will serve as a "treasure".
  3. "Pathfinders"... Here the preparation will be more substantiated. The search route must be determined on the terrain itself: arrows laid out from branches, inverted and shifted pebbles, indications on tree trunks ... You can do a little easier: paint the pebbles with white paint, draw an arrow on each pebble, and hide these pebbles along the entire route ... Let the children look for where to move on! Run the risk of complicating the path with deceptive arrows.
  4. "Unravel and move on"... The path of the quest will be marked with riddles, each of which encrypts a specific quest point. It all depends on what kind of riddles you can find or come up with: this or that place should serve as a solution, for example, a tree stump, a garden figurine of a gnome or a mushroom, a porch, a gate, an apple tree, a doghouse, etc. For a senior company, you can offer additional contests at each point: to get the next riddle, you need, for example, to guess a rebus, make something, sing a song, etc.
  5. "From photographs"... You can give the children numbered photographs, each with a specific location. Of course, the pictures should be fragmentary so that the guys have to think, and from which tree, for example, is this branch, under which the next clue is hidden?
  6. "Encrypted finish"... By completing assignments at various objects, children receive a code letter. At the end, a word is assembled from the received letters - the final point of the search.
  7. "Collect from the list"... The task of the children is to bring all the items from the list that you will draw up in advance. The list should look like a riddle: "Something green, something with the letter K, something in two parts." Or it is possible for the children to draw 5-7 letters from the bag each and bring objects for each letter. You can search for items on the playground, in the garden, on the birthday table ...

In any combination, the proposed contests will definitely be popular with children. And the organizer of all this splendor will earn the love and gratitude of the kids and their parents, as well as a great desire to come back to visit you for an interesting children's holiday. Indeed, for children, the opportunity to have fun is much more valuable than treats and even gifts!

Outdoor games

for older preschool children

"Quickly to places"

The players line up in a column one at a time and stretch their arms forward, lightly touching the shoulders of the one in front of them. At the command of the educator (leader) “Run away!”, Everyone should scatter in different directions. On the command: "Quickly to places!", Everyone should line up in and. etc., putting your hands on the shoulders in front of the one standing. The one who took the place last loses.

Rules:

1. You can't push, but you need to quickly find your place.

2. Hands must be placed in front of the player standing.

"Stick-hands on the wall"

The driver is chosen, who stands in the middle. All others are in no particular order. A large area needs to be limited. The driver - "tag" - raises his hands and says loudly: "I am a tag!" After that, everyone scatters within the site, and the "tag" tries to catch up with one of the fleeing. A player who has been touched by the hand is considered salted and becomes a tag.

Rules:

1. The driver can catch only after he says “I’m a tag!”.

2. The new driver has no right to immediately catch the former driver.

3. You can’t grease someone who has time to put both palms on the wall.

"Animal Seller"

At one end of the site, the place for the house in which the buyer "lives" is designated. A place for the seller is indicated 14-20 steps from the house. The starting line is drawn even further, 3-5 steps from the seller's location. In front of it, players line up who take the names of animals, for example: dog, rooster, chicken, cat, cow, horse, sheep, goat, etc. The names are known to the seller, but unknown to the buyer who is in his house. The buyer approaches the seller and asks: "Can I buy a horse from you?" The seller replies: “Yes, you can. It costs 10 rubles. " With these words, a player called "horse" runs to the buyer's house, and from there back to the original place. The buyer pays the price for the "horse" according to this price by the number of blows to the seller's outstretched hand and then runs after his animal. If the buyer catches up, then the animal becomes him, if not, it returns to its original place and gets a new place (new name of the animal). After the buyer has captured all the animals, the game ends.

Rules:

1. You cannot set a price higher than 10 rubles.

2. If the player reaches the buyer's house before him, then the buyer must run to the house before he is allowed to catch the returning player.

"Team fishing rod"

The game requires a rope with a ribbon at the end or just a jump rope. The players are divided into 2 teams. All players stand in a circle, and the driver with a rope - in the middle of the circle. The driver, standing in the middle of the circle, rotates the rope so that the end of the rope (rope) slides under the feet of the jumping players. The participants in the game carefully monitor the movement of the rope and jump up at the moment when the rope is near their feet. The one who touched loses the rope loses a point. After each mistake, the score is announced loudly. The team that made the fewest mistakes wins, that is, with the fewest points.

Rules:

1.Caught is the one whose leg is touched by the rope no higher than the ankle.

2.When rotating the rope, it is not allowed to leave its place from it. If this rule is violated, the score is increased by 1 point.

"Relay of animals"

The players are divided into 2-4 teams of equal teams and line up in columns one by one, one parallel to the other. The players on the teams accept the names of the beasts. Let's say: 1-bears, 2-wolves, 3-foxes, etc. Everyone remembers what kind of animal he portrays. The leader calls out loudly any beast. Players bearing the name of this beast run forward, run around the object in front of them and return to their place. The one who runs back first wins a point for his team. The head of the beasts is broken down, on your own. Some may be summoned several times. The players who have come running fall into their places every time. The team that earns the most points wins.

Rules:

1. If both (all) players come running at the same time, no point will be awarded to anyone.

2. If the player does not reach the final destination, the point is earned by his partner from the other team.

"Jumping Sparrows"

A circle with a diameter of 4-6 meters is drawn on the floor (asphalt). The driver is chosen - "cat", which crouches or stands in the middle of the circle. The rest of the sparrows are outside the circle. At the signal from the head, the "sparrows" begin to jump in and out of the circle. The "cat" tries to catch the "sparrow" who did not have time to jump out of the circle. Caught crouches or sits down in the center of the circle. You can put those caught on a bench next to the circle. When the "cat" catches 3-4 "sparrows", a new "cat" is selected from the uncaught "sparrows". Caught, they become "sparrows" and come into play. The winner is the one who has never been caught.

Rules:

1. A cat can catch "sparrows" only in a circle.

2. A sparrow is considered caught if the cat touches with its hand at least one leg, which is in the circle. Anyone who has run through the circle is considered caught.