Burners are an old Russian folk game. Card file of folk games for kindergarten Gori gori it is clear that the nursery does not go out

  • 11.11.2021

The players are built in two columns, holding hands in pairs. Ahead is the driver. The guys say in unison:

Burn, burn clearly
In order not to go out.
Look at the sky:
The birds are flying
The bells are ringing!
One-two-three - run!

After the word “run! »The children standing in the last pair lower their arms and run to the beginning of the column: one to the right, the other to the left of the column. The driver tries to catch one of the guys before he can join hands with his partner again. If the driver manages to do this, he joins hands with the caught one, and they stand in front of the column. The one left without a pair becomes the driver. To increase physical activity, children can be divided into two teams.

The Burner catches up with the fleeing players only when they run past him. He has no right to look around and spy on which couple is going to run past him. Otherwise, the couple preparing to run can change the queue with another couple or places with each other.
No one should start running before the last word is spoken.
The burner can fire the runners only up to the moment they join hands.
Fifteen or twenty meters ahead of the burner, a place is marked in advance, to which the running couple should not again join hands.
The players can agree that the burner should not chase any of the runners, but necessarily the guy and, having caught up with him, can pair up with the girl, the caught one goes to "burn" - or vice versa.



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 the words in a chant:

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:

But if the driver manages to catch one of the fleeing, 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

Burners are a very fun game to play during the warmer months. There can be a lot of players, the more, the more fun.

* Cinder, stubs - the remainder of an unburned candle.

Based on the collection of Maria Litvinova "Russian folk outdoor games"

Active play

From 5 players

Not regulated

Short story

Burners were not originally child's play. It was played by single guys and unmarried girls, and the host was always a guy and he could only catch girls. This was one of the ways to meet or choose a bride.

The emergence of this game is associated with pagan holidays and rituals: the meeting of spring, “when the goddess Lada, the patroness of marriages and childbearing, was famous, when nature itself enters into its gracious union with the thunder god and the earth is taken for its kind”, or with the holiday of Yarila or Ivan Kupala - on the day of the summer solstice. Burners were often played on holidays or when just a lot of people gathered. Over time, this game became only for children, which has survived to this day.

Description

Burners is a mobile old Slavic game in which the one in front catches, on a signal, other participants fleeing from him alternately in pairs. Burners started with the onset of spring. The name comes from the song accompanying the game: “Burn, burn clearly, so as not to go out”.

The word burner goes back to the verb “to burn”, and initially, apparently, in the meaning “to love, to suffer from love”, characteristic of folk poetry: “Not fire burns, not tar boils, but the heart burns, boils zealously over the red girl ...”.

In different areas, there are other names for burners: parting, heat, stumps, fire, diaper, gori-oak and gori-stump.

Rules

An open place is chosen for the game - a lawn, a meadow, a wide street in front of the house, a spacious yard.

The players stand in pairs one after another. In front of everyone, at a distance of two steps, with his back to the players, is the driver - the burner (burner).

The singers say the words:

Burn, burn clearly

In order not to go out.

Stop the hem

Look at the field

The trumpeters are going there

Yes, they eat rolls.

Look at the sky:

The stars are burning

The cranes shout:

- Gu, gu, run away.

One, two, do not crow,

Run like fire!

Burn, burn clearly, so that it does not go out!
Look at the sky - the birds are flying
The bells are ringing,
Look - do not crow, run like fire!

After these words, those in the last pair run from two sides along the column. The burner does not turn around trying to stain one of them. If the running players managed to take each other's hands before he spots one of them, then they stand in front of the first pair, and the burner leads again. The game repeats itself.

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

  • The Burner catches up with the fleeing players only when they run past him. He has no right to look around and spy on which couple is going to run past him. Otherwise, the couple preparing to run can change the queue with another couple or places with each other.
  • No one should start running before the last word is spoken.
  • The burner can fire the runners only up to the moment they join hands.
  • Fifteen or twenty meters ahead of the burner, a place is marked in advance, to which the running couple should not again join hands.
  • The players can agree that the burner should not chase any of the runners, but necessarily the guy and, having caught up with him, can pair up with the girl, the caught one goes to “burn” - or vice versa.

P / and "Mousetrap"

Purpose of the game : Improve movement coordination and dexterity.

Game progress: the players are divided into two unequal groups. A smaller group of children holding hands form a circle. They represent a mousetrap. The rest of the children (mice) are outside the circle. Those depicting a mousetrap begin to walk in a circle, saying:

Oh, how tired the mice are

They gnawed everything, ate everything,

Beware, cheats,

We will get to you.

Here we put the mousetraps,

Let's catch everyone now!

Children stop, raise their clasped hands up, forming a gate. Mice run into and out of a mousetrap. At the signal of the teacher "Clap", the children standing in a circle lower their hands, squat down - the mousetrap slams shut. Mice that do not have time to run out of the circle (mousetrap) are considered caught. Those who are caught are in a circle, the mousetrap is enlarged. When most of the children are caught, the children switch roles and play resumes. The game is repeated 4-5 times.

m / n "Who has the ball?"

Purpose of the game: develop mindfulness; to consolidate the ability to perform game actions in accordance with the rules.

Game progress:

The players form a circle, the driver is chosen. He stands in the center of the circle, and the rest of the children move tightly towards each other, hands behind everyone.

The teacher gives someone a ball (6-8 cm in diameter), and the children pass it in a circle behind their backs. The driver tries to guess who has the ball. He says: "Hands!" - and the one to whom they are addressing must put both hands palms up, as if showing that he does not have the ball. If the driver guesses correctly, he takes the ball and stands in a circle, and the player who found the ball starts driving. The game repeats itself.

p / and "Lovishka" (with ribbons)

Target: To develop dexterity and intelligence in children. Exercise in running with dodging, catching and building in a circle.

Game progress:The players are lined up in a circle, each receives a ribbon, which he puts on the back for the belt or for the gate. In the center of the circle is a trap. At the signal “One, two, three - catch”, the children scatter, and the trap seeks to draw out a ribbon from someone. The one who has lost the ribbon moves aside. At the signal “One, two, three - run quickly into the circle!”, The children line up in a circle. The teacher offers to raise their hands to those who have lost the ribbon, that is, lost, and counts them. Lovishka returns the ribbons to the children. The game starts with a new driver.

Rules:The trap should only take the tape without delaying the player. The player who has lost the tape steps aside.

p / and "Figures"

Target:Foster creativity.

Game progress:At the signal of the teacher, all the children scatter around the playground (hall). At the next signal, all the players stop at the place where the team found them, and take a pose. The teacher marks those whose figures were the most successful.

m / n "Find and be silent"

Target:Develop attention in children.

Game progress:The teacher hides an object in advance and invites the children to find it. The one who saw the object comes up to the teacher and quietly reports the find. The teacher notes the guys who turned out to be the most attentive.

n / a "We are funny guys"

Target: .

Game progress:Children stand on one side of the playground outside the line. A second line is drawn on the opposite side of the site. There is a trap in the center of the site. The trap is appointed by the caregiver or chosen by the children. Children say in unison:

We, funny guys,

We love to run and jump.

Well, try to catch up with us.

One, two, three - catch!

After the word "catch", the children run across to the other side of the playground, and the trap catches up with the runners, catches them. Anyone that the trap manages to touch before the escaper crosses the line is considered caught. He steps aside. After 2-3 runs, another trap is chosen. The game is repeated 3-4 times.

Directions. If after 2 - 3 runs the trap does not catch anyone, a new trap is still selected

p / and "Fishing rod"

Target:Improve coordination skills, strengthen leg muscles.

Game progress:The players stand in a circle, the teacher will stand the center of the circle. He holds in his hands a rope, at the end of which is tied a bag of sand. The teacher rotates the rope with the bag in a circle above the floor (ground), and the children jump up on two legs, trying to prevent the bag from touching their feet. Having described 2-3 circles with a bag, the teacher pauses, counts the number of those touched by the bag and gives instructions on how to perform jumps.

p / and "Take it quickly"

purpose:Improve the responsiveness to the signal.

Game progress: Children form a circle and, at the signal of the teacher, walk or run around objects (cubes, cones, pebbles), which should be one or two smaller than the children. At the signal: "Take it quickly!" - Each player must take an object and raise it above his head. Anyone who did not manage to pick up the object is considered a loser.

p / and "Empty space"

Target:Develop the ability to navigate in space and speed

Running.

Game progress:The players stand in a circle with their hands on their belts - windows are obtained. The driver is selected. He walks behind the circle and says: I walk around the house

And I look through the windows

I'll go to one

And I'll knock softly.

After the word "knock," the driver stops, looks through the window against which he stopped, and says: "Knock-knock-knock." The one in front asks: "Who came?" The driver calls his name. The one standing in the circle asks: "Why did you come?" The driver replies: “We are running to the race,” and both of them run around the players in different directions. There is an empty space in the circle. The one who reaches it first remains in the circle; the latecomer becomes the driver and the game continues.

m / p "Classes"

Target:Teach children to jump in length.

Game progress:Classics are painted on the asphalt (5 - 6).
The child takes a flat pebble and tosses it to first grade. Then he jumps on two legs to the first grade, picks up a pebble and jumps back. He throws a pebble into the second class, and he himself jumps first into the first class, and from there into the second. It also picks up a pebble by itself and jumps over the first class. Then he throws it into the third grade and so on, until it goes beyond the class line. After that, the rest of the children begin to jump. When the turn comes up again to the first child, he takes his pebble and throws it into the class he did not get into before. This is how all the children play in turn. The child from the group who passes all classes first wins.

p / and "Do not get caught"

Target:Develop dexterity and coordination of movement.

Game progress:The players sit around a cord laid out on the floor in the shape of a circle. There are two drivers in the center of the circle. At the signal of the teacher, the children jump on two legs into the circle and back out of the circle as the traps approach. The player who has managed to "tarnish" receives a penalty point. After 50 sec. The game stops, the losers are counted, the game is repeated with new drivers.

p / and "Flight of the birds"

Target:Secure climbing gymnastic ladders.

Game progress:At one end of the hall are children - "birds". At the other end of the hall there are aids on which you can “fly up” (gymnastic benches, cubes, etc.) - “trees”.

At the signal of the teacher: "The birds are flying away!" - children, waving their arms like wings, scatter throughout the hall; to the signal: "Storm!" - they run to the hills and hide there. When the teacher says “The storm has stopped!”, The children descend from the hill and again scatter around the hall (“the birds continue their flight”). During the game, the teacher necessarily insures the children, especially when descending from the gymnastic wall.

m / n "Do not stay on the floor"

Target:To develop the ability to act on a verbal signal, quickly navigate the situation.

Game progress:A driver is chosen - a trap who runs with the children throughout the hall (playground). As soon as the teacher said: "Catch!" - everyone runs away from the trap and tries to climb some kind of elevation (bench, cube, tree stump, etc.). Lovishka tries to grease the fleeing person before they have time to get up on the dais. Children touched by the trap move to the side. At the end of the game, the number of caught players is counted and another driver is selected. The game resumes.

p / and "The ball to the driver"

Target:To develop dexterity and quickness of reaction, the ability to play in a team.

Game progress:The players are divided into 2-3 teams. Each team is built in a circle, in the center of each circle there is a driver with a ball in his hands. Drivers toss the ball to the players in their circle one by one and receive it back. When the ball has passed all the players, the driver raises it over his head and says "Done!" Whose team is faster.

p / and "Geese - Swans"

Target:to bring up in children endurance, the ability to perform movements on a signal. Exercise in running with dodging.

Game progress:On one side of the hall (platform), the house in which the geese are located is indicated. On the opposite side of the hall is a shepherd. On the side of the house is a lair (approximately in the middle of the hall), in which a wolf lives, the rest of the place is a meadow. Children are chosen to play the role of a wolf and a shepherd, the rest are geese. The shepherd drives the geese into the meadow, they graze and fly.

SHEPHERD: Geese, geese!

GUSHY: (stop and answer in chorus). Ha, ha, ha!

SHEPHERD: Do you want to eat?

GUSY: Yes, yes, yes!

SHEPHERD: So fly!

Geese: We can't:

Gray wolf under the mountain

Doesn't let us go home.

SHEPHERD: So fly as you like,

Only take care of your wings!

The geese, spreading their wings (spreading their arms to the sides), fly home through the meadow, and the wolf, running out of the den, tries to catch (stain) them. The caught geese go to the den. After two runs, the number of geese caught by the wolf is counted. Then new drivers are chosen - a wolf and a shepherd.

m / n "Flies - does not fly"

Target:Develop the ability to distribute attention, teach concentration.

Game progress:Children stand in a circle, in the center there is a teacher. He names animate and inanimate objects that fly and do not fly. For example, the teacher says: "The plane flies, the chair flies, the sparrow flies," and so on. Children should raise their hands up if a flying object is named.

p / and "Zateyniki"

Target:Develop physical activity in children.

Game progress:The driver is chosen - the entertainer, who stands in the center of the circle formed by the children. Holding hands, the children walk in a circle to the right and left, saying:

In an even circle one after another

We go step by step.

Stand still! Friendly together

Let's do it like this ……… ..

Children stop, give up; the entertainer shows some movement, and all players must repeat it.

p / and "Firefighters in training"

Target:Strengthen the ability to climb the gymnastic wall without skipping the rails.

Game progress:Children are built in four columns facing the gymnastic wall - they are firefighters. On each span of the gymnastic wall, bells are suspended at the same height (on the rail).

At the signal of the teacher: "March!" - the children, who are the first in the columns, run to the gymnastic wall, climb it, ring the bell, go down and return to the end of their column. The teacher marks the child who completed the task the fastest. Then the signal is given again and the next group of children runs, etc.

Target:Develop attentiveness, activity of sensory systems.

Hodge games:The players are standing in a circle, in the center of the circle is the driver with a blindfold. One of the children approaches the driver, the driver must recognize his companion by touch. The game continues 5-6 times, each time a new driver is selected.

p / and "Frost Red Nose"

Target: Cultivate quickness and agility

Stroke: On the opposite side of the site, two houses are marked, the players are located

In one of the houses. Driving - Frost Red nose stands in the middle of the area facing the players and says:

I am Frost Red nose.

Which one of you will decide

On the way - to start the path?

The players answer in chorus:

We are not afraid of threats

And we are not afraid of frost.

After the word "frost" the children run across the playground to another house, and the driver catches up with them and tries to touch them with his hand, "freeze". The “frozen” ones stop at the place where they were touched, and until the end of the dash they stand motionless. The teacher together with Moroz count the number of "frozen". After each dash, a new Frost is chosen. At the end of the game, they compare which Frost froze more players.

p / and "Hunters and Hares"

Target : Nurture agility

Stroke:A hunter is chosen from among the players, the rest are children - hares. On one side of the hall (site) there is a place for a hunter, on the other - a house of hares. The hunter walks around the hall, pretending to look for the tracks of hares, and then returns to his house. Hares jump out of _ behind the bushes and jump (on 2 legs, on the right or left - whoever wants to) in different directions. At the signal: "Hunter!" - hares run into the house, and the hunter throws balls at them (he has 2-2 balls in his hands). The hares, in which he fell, are considered shot, and he takes them to his house. After each hare hunt, the hunter changes, but he is not chosen from the number of those caught.

n / a "Brave Little Sparrows"

Target : Cultivate quickness and agility

Stroke:Children are built in a circle, in front of each player playing two snowballs. In the center of the circle the driver is a cat. Children depict a sparrow and, at the signal of the teacher, jump into a circle through snowballs and jump back out of the circle as the cat approaches. A sparrow touched by a cat. Receives a penalty point, but is not eliminated from the game. After a while, the teacher stops the game and, counts the number of "salted"; a new driver is selected.

p / and "Sly Fox"

Target: Cultivate quickness and agility

Stroke:The players stand in a circle at a distance of one step from each other. To the side, outside the circle, the fox's house is indicated. At the signal of the teacher, the children close their eyes, and the teacher goes around them from the outside of the circle and touches one of the players, who becomes the leader - a cunning fox. Then the children open their eyes, in chorus 3 times (with a small interval) they ask (first quietly, then louder): "Sly fox, where are you?" After the third question, the sly fox quickly runs out to the middle of the circle, raises his hand and says: "I'm here!" All the players scatter around the court, and the fox catches them (touching the hand). After the fox catches 2-3 children and takes them to his house, the teacher says: "Into the circle!" The game resumes.

m / p "Ball School"

Target : development of dexterity, quick reaction, attention

Target:A small ball is given to play. Children play one at a time, two by two and in small groups. The player completes the movement task in order. Having successfully dealt with one, he moves on to the next. If a child makes a mistake, he passes me x to another. As the game continues, he starts with the move in which he made a mistake.

p / and "Bears and Bees"

Target: Cultivate quickness and agility

Stroke:There is a beehive on one side of the hall and a meadow on the opposite side. There is a den of bears to the side. At the prearranged signal of the educator, the bees fly out of the hive (climb down from the hill (it can be a gymnastic bench, wall, etc.)) fly to the meadow for honey and hum. The bees fly away, and the bears run out of the den and climb into the hive (fly up to a hill) feast on honey. As soon as the teacher gives a signal: "Bears!", The bees fly to the hives, and the bears run away to the den. The bees who did not have time to hide sting (touching with their hand). Stung bears miss one game. The game resumes, and after it is repeated, the children switch roles.

p / and "Sovushka"

Target: Form creative imagination

Stroke:On one side of the hall, the owl's nest is indicated. The driver is placed in the nest - an owl. The rest of the children depict birds, butterflies, beetles - they scatter throughout the hall. After a while, the teacher says: "Night!" - and all the players stop in place in those poses in which the night found. The little owl flies out of its nest, flaps its wings and looks who is moving. The one who has moved, the owl takes him to his nest. The teacher says: "Day!" - and butterflies, bugs, birds come to life and again begin to fly, spin. After two flights of owls to hunt, the number of caught ones is counted and a new driver is selected.

n / a "Doubles run"

Target: Learn to run in pairs

Stroke:"Change the subject." Children (two children, each holding a cube), at the signal of the teacher, run to the hoop (35 m), exchange the cube for a ball and return back to the team. Pass the ball to the next players. The next children exchange the ball for a cube. The task for the children is to swap one subject for another as quickly as possible.

m / p "Who is most likely to get to the flag"

Target: improve the ability to crawl on

all fours and the ability to navigate

in space

Stroke:all the players sit on chairs. At a distance of 5-6 steps from the edge of the playground, a line is drawn, behind which there are 4-5 children. On the opposite side of the site, at a distance of 18 - 20 steps, the lines opposite each place a chair on which a flag is placed. The chairs are aligned. At the signal of the teacher, the children run to the flags, take them, lift them up, then put them back. The teacher notes which of the children raised the flag earlier than the others. Then all those who fled sit on chairs, and in their place the next 4-5 people stand behind the line. The game ends when all children run 1 time to the flag.

n / a "Burn, burn clearly!"

Target: Develop quickness and agility

Stroke:The players stand in a column of two, holding hands, in front of the column is the driver. Children say in unison:

Burn, burn clearly, so as not to go out.

Look at the sky: the birds are flying

The bells are ringing!

One, two, three - run!

At the end of the words, the players of the last pair lower their hands and run to the beginning of the column - one to the right, the other to the left of it. The driver tries to stain one of the players before he can join hands with his pair. If the driver has stained the player, then he becomes a pair with him in front of the column.

m / and "Get into the hoop"

Target: Develop an eye and accuracy of motor actions

Stroke:3 teams are involved, the formation of children in a column behind the throw line facing the wall (3-4 m from the throw line). Opposite each team there is a hoop on the floor (1.5-2 m from the line of throw). The first players are holding the ball. At the signal, the first players throw the ball against the wall so that, after bouncing, it hits the hoop, then into their hands. Having caught the ball, the children pass it to the next, and they themselves stand at the end of the column. For each accurate throw, the team is awarded one point. The team with the most points wins.

p / and "Homeless hare"

Target: Improve responsiveness to audio signals

Stroke:A hunter and a homeless hare are selected from among the players. The rest of the playing - hares draw circles for themselves (at home), and everyone gets into it.

The "homeless hare" runs away, and the "hunters" catch up with him. The "hare" can escape from the "hunter" by running into any circle; then the "hare" that has flocked in the circle must immediately run away, because now he becomes homeless and the "hunter" will catch him. As soon as the "hunter" has caught (bitten) a hare, he himself becomes a "hare", and the former "hare" becomes a "hunter".

p / and "Carousel"

Target:develop in children the rhythm of movements and

The ability to coordinate them with words

Stroke:Children form a circle, holding on to the cord with their right hand, go around the circle slowly at first, then faster, and start running. Movements are performed in accordance with the text spoken aloud:

Barely, barely, barely, barely

The carousels spun

And then round, round,

All running, running, running.

After the children run 2-3 laps, the teacher organizes them and gives a signal to change the direction of movement. The players turn in a circle and, intercepting the cord with the other hand, continue walking and running. Then the teacher, together with the children, says:

Hush, hush, don't rush!

Stop the carousel!

One is two, one is two

So the game is over.

The carousel movement is gradually slowing down. To the words "The game is over!" children stop.

m / p "Knock down a pin"

Target: Train accuracy, strengthening arm muscles

Stroke:Players are in a line behind the starting line of 6-8 people. At the signal, children change snowballs, trying to knock down the pins (distance 4-5 m from the starting line). Players who managed to hit the targets are marked.

p / and "From bump to bump"

Target: develop the ability to jump on two legs with

moving forward

Stroke:The teacher lays out flat hoops in a checkerboard pattern (6 pieces in two lines). The players line up in two columns and, on command, jump on two legs from hoop to hoop. The distance between children in jumping is 2-3 hoops, in order to prevent injuries. The winner is the team that completed the task quickly and correctly

p / and "Oncoming dashes"

Target: Strengthen the ability of children to run on the distillation

Stroke:The group is divided in half. The players stand on opposite sides of the court behind the lines in a row at a distance of at least one step from each other. Each group of children has ribbons of their own color on their hands - blue, yellow. At the signal of the teacher "blue", children with blue ribbons run to the opposite side. Children standing opposite stretch out their palms forward and wait for the runners to touch them with their hand. The one who was touched runs to the other side of the site, stops behind the line, turns and raises his hand up. Etc.

n / a "Serso"

Target: Develop attention, eye, coordination

movements, accuracy

Stroke:Two children stand opposite each other at a short distance (2-3 m). One of them throws towards the other ring, and he catches them on a stick.

With a large number of participants, the children, divided into pairs, stand on top of each other at a distance of 3-4 m.One of them (by agreement) has a stick in his hands, the other has a stick and several rings (at the beginning 2, later 3-4) ... The latter puts rings on the tip of the stick and sends them one at a time towards his partner, who catches the rings on his stick. When all the rings are thrown, a count of the caught rings is made, after which the children change roles. The winner is the one who has caught the most number of rings.

p / and "K &

Name of the game

Word burners goes back to the verb "to burn", and initially, apparently, in the meaning of "love, suffer from love", characteristic of folk poetry: " It is not the fire that burns, it is not the resin that boils, but the heart that burns and boils zealously over the red maiden ...»

In different areas, there are other names for burners: parting, heat, stumps, fire, diaper, gori-oak and gori-stump.

History of the game

Burners were not originally a child's game: girls and single young men played it. 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. This function of the game is discussed in The Tale of Bygone Years:

The emergence of burners is associated with pagan holidays and rituals: the meeting of spring, "when the goddess Lada, the patroness of marriages and childbearing, was famous, when nature itself enters into its gracious union with the thunder god and the earth is taken for its kind", or with the holiday of Yarila or Ivan Kupala - the day of the summer solstice. Burners were played at festivals and festivities, when a lot of people gathered.

Nowadays, burners are considered exclusively child's play.

Description of the game

"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! " - "What are you burning for?" - asks a girlish voice. "I want a red girl." - "Which?" - "You, young!" At these words, one pair scatters in different directions, trying to get close to each other again and grab hold of their hands; and who was on fire - he rushes to catch his girlfriend. If he succeeds in catching the girl before she gets together with her pair, then they stand in a row, and the one who remains alone 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 "

“The players doom one of them, by lot, to burn - into a difficult position. All others mate, that is, they become pairs, one after the other. The burner stands in front of the steam, motionless, turning neither back, nor forward, nor to one side. At this time, the players scatter in different directions. The burner chases them. If he manages to separate them, grab the blunder, then his position no longer continues, or, for his failure, he must burn again, at least the game is repeated up to 100 times. "The game is not without deception" - say the old women - and just like that! How many tricks have been invented for the unfortunate burner: he can be deceived every minute "

Rules of the game

An open place is chosen for the game - a lawn, a meadow, a wide street in front of the house, a spacious yard.

The players stand in pairs one after another. In front of everyone, at a distance of two steps with his back to the players, the driver is standing - burner (burner).

The singers say the words:

Burn, burn clearly
In order not to go out.
Stop the hem
Look at the field
The trumpeters are going there
Yes, they eat rolls.
Look at the sky:
The stars are burning
The cranes shout:
- Gu, gu, run away.
One, two, do not crow,
Run like fire!

Option:
Burn, burn clearly, so that it does not go out!
Look at the sky - the birds are flying
The bells are ringing,
Look - do not crow, run like fire!

After these words, those in the last pair run from two sides along the column. The burner tries to tarnish one of them. If the running players managed to take each other's hands before he spots one of them, then they stand in front of the first pair, and the burner leads again. The game repeats itself.

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

  • The Burner catches up with the fleeing players only when they run past him. He has no right to look around and spy on which couple is going to run past him. Otherwise, the couple preparing to run can change the queue with another couple or places with each other.
  • No one should start running before the last word is spoken.
  • The burner can fire the runners only up to the moment they join hands.
  • Fifteen or twenty meters ahead of the burner, a place is marked in advance, to which the running couple should not again join hands.
  • The players can agree that the burner should not chase any of the runners, but necessarily the guy and, having caught up with him, can pair up with the girl, the caught one goes to "burn" - or vice versa.

Burner types

Double burners

Players stand four people in a row. One pair is “lit”. On the count of three, the last four scatters in pairs (while the hands in pairs cannot be separated) and tries to connect in front of the leading pair. If any of the "burning" caught any pair, then she joins the drivers, and the four of them stand in the first row.

Swedish burners

Players stand in pairs, but not holding hands, but at a distance from each other, forming a "corridor". Each pair is assigned a sequence number. The driver stands in front, at a distance of ten steps from the first pair, in his hands he holds two sticks. When he calls the number of the pair, the summoned players run to him between the ranks, grab a stick from him, run around the standing pairs from the outside and return the sticks to the driver. The one who returned the wand first brings a point to his line. At the end of the game, points are calculated and the winning team is announced.

Burners in art

Description of the game of burners is found in the story of Alexander Pushkin "The Young Lady-Peasant":

Children play with burners and sing the appropriate song in the first scene of the first act of PI Tchaikovsky's opera The Queen of Spades (Chorus of Children, Nurses and Others).

Notes (edit)

Links

  • Legends of the Russian people, collected by Ivan Petrovich Sakharov

see also


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See what "Burners (game)" is in other dictionaries:

    Fun, fun, prank, joke; play. Wed ... Synonym dictionary

    BURNERS, burners, units no. An active game in which the one in front catches, on a signal, from other participants running away from him alternately in pairs. (From the song accompanying the game: Burn, burn clearly, so as not to go out.) Ushakov's Explanatory Dictionary. D.N. ... ... Ushakov's Explanatory Dictionary

    BURNERS, loc. Russian folk game, in a swarm, one of the participants catches others running away from him in pairs. Ozhegov's Explanatory Dictionary. S.I. Ozhegov, N.Yu. Shvedova. 1949 1992 ... Ozhegov's Explanatory Dictionary