Vintage sports type games. Forgotten Games of the Last Soviet Generation

  • 10.04.2020

MOU "Potrimovskaya Main Communication School"

Performed students of 2-3 class.

Head

1. 12 sticks.

2. In the kings.

3. Burners.

4. Pot.

5. Gusi-swarms.

6. Still.

7. Casting.

8. Stakes.

10. Biryulki.

11. Circular laptom.

13. Kubar.

14. Throwing stones

16. Topnka.

19. Gray wolf.

20. In the kings.

21. Whose will take.

22. Snacks.

23. Figures with transmission.

24. Snacks with a ball.

26. Horses.

27. Bunny.

28. Wolf and sheep.

29. Bear.

30. Wolf in a circle.

33. Fox on one leg.

35. Hawk.

36. Snake.

37. Dragonfly.

38. Flying ball.

39. Zhmurki.

40. Tube.

41. Starting Lapta.

42. Big laptom.

43. Croquet.

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Sometimes a different version of the change of leading is introduced: the leading changes if they found all the hid players, and none of them could hit the foot on the table before they were found. As a rule, after the leading recently hidden player, leading to his foot and the game begins again, while the first found becomes leading.

https://pandia.ru/text/78/298/images/image007_32.jpg "alt \u003d" (! lang: http: // ***** / WP-CONTENT / UPLOADS / 2010/09 / CLASS-002 .jpg." align="left" width="151" height="200 src=">Эта игра давно распространена среди девочек не только в России, но и в других странах. Раньше она называлась у нас игрой «В цари», «В короли» и по-другому. В настоящее время название ее, видимо, связано со школой: играющие переходят из класса в класс. Играют в нее обычно весной и летом (девочки младшего и среднего школьного возраста и очень редко мальчики). Количество участников 2-4 человека. Рисуют прямоугольник и делят его на «классы». Они расчерчиваются по-разному. Чаще всего прямоугольник делят на 10 «классов», иногда - на 6-8 «классов». Редко используют фигуру улитки, разделенную на «классы». Для каждого играющего нужен маленький камешек (плоская баночка из-под крема, консервная маленькая банка или другой !} small object Type washers). The game is carried out by children on their own.
Description. According to the agreement or the draw, the queue of participants is established. The first playing, being 1 m from the forefront of the rectangle, throws his pebbles (washer) in the 1st "class" (the first separation in the rectangle or in the "snail"). If it hits, it joins there on one foot and knocks the pebble from the 1st "class" the same foot through the front line of the rectangle, then jumps out. Next again throws pebbles, but already in the 2nd "class". If it hits, it jumps on one leg in the 1st "class", jumps over in the 2nd and from there knocks the foot of the pebbles in the 1st "class" and then outward and so on until the 5th "class". Once in the 5th "class", playing has the right to become on both legs and a little rest. Once in the 6th "Class", resting, putting his legs on the 5th and 6th "classes." Every time it returns, jumping on one leg and pushing the pebbles from one "class" to another. Next, throws in the 7th "class", on the way resting in the 5th and 6th "classes", then in the 8th and so until the 10th "class". Each time, throwing pebbles and jumping behind him from the "class" in the "class", resting in the 5th and 6th "classes" and consistently pushes his foot on which jumps in the 1st "class" and outwards.

When finished 10 "classes", it receives a new task (as if the exam): it must pass with tied eyes in all "classes", without coming anywhere on the line. It is considered, after performing this task, she finished the game. Perform all these tasks at once fails. Therefore, having made a mistake (incorrectly abandoned the pebbles, did not get into the appropriate "class", it came on the line with jumping from the "class" in the class, I missed the "class" on the way back), which plays turns turn to the next, remembering what She stopped in order to start with this stage at the next queue, that is, from that "class" in which an error occurred. And so every time: the next regular participant begins to play from that "class" in which an error was made. If you play with an addition to go through all the "classes" with closed eyes, then every time the player comes foot in the next "class", he asks: "Chet" or "not"? If he got into the right "class", playing answering him: "Chet", and he continues to go further; If I did not get, then he is responsible for: "the unfortunate", and he, opening his eyes and making sure in his mistake, transfers the turn to the next one. Wins in this game one who will finish it before. Rules. They depend on the figure, building "classes", but in all cases it is necessary to observe the following:

one). Being in any "class", it is impossible to step on the line.

2). Pebble or another item with which they play must go in series from one "class" to another (without skipping!).

3). If the playing falls by foot or a pebble in a semicircle at the beginning of the rectangle (in the "fire"), then all the "classes" that she overcame, "burn" and you need to start a party first.

four). If the game used the figure "Snails", it is possible to rest only in the central circle (10th or 7th "class" - at the request of playing).

Reniece "Href \u003d" / Text / Category / Verenitca / "REL \u003d" Bookmark "\u003e Renita (column). Ahead of 3-5 m from the first pair is the" Gorgecycker "(driven). Everyone speaks by the choir of Naraspov:

Gori, Gori clearly,
So as not to go out.
Look at the sky:
Birds fly away
The bells are ringing.

"Torchik" stands back to the rest of the playing. Starting from the words "Look at the sky", he looks up. At this time, the last pair disconnects his hands, and one player goes to the right, the other - on the left along the column forward. Almost picking up with the "Torchier", they are waiting for the last words "ring" and after him rushes forward past the "Torchier". He chases any of them and tries to catch (just await enough, touching his hand), before they take the hands again. Which "Gorletik" will catch, with the same pair ahead of the whole string. And lead the player left alone. If the "Torch" did not catch anyone, he "burns" again - catches the next pair.

Rules. one). "Torchier" has no right to look around and peeping, what a couple going to run past him. Otherwise, the preparing to escape the steam can change the queue with another pair or in some places with each other.

2). No one should start run before the last word "ring" sounds.

3). "Gorelytsik" can smear running only until they take hands.

Game varieties. If youth played, then often playing agree that the "Torch" must be chased not for any of the runners, but be sure to be a guy and, having gone, can stand in a couple with a girl; Caught the same goes to "burn". Meters in fifteen-twenty ahead of the "Torchier" is noted in advance, before which the running pair should not connect his hands again. If you play a lot, you can get up in pairs in two columns (one opposite the other) at a distance of 8-15 m. Ahead of the columns are 1-2 "Torch". At a signal of 1- 2 pairs run simultaneously and try to connect with their pair, and "Torchiers" catch any of the runners. This kind of game is called "double burners". Most often this game is spent on holidays and festivities when a lot of people are going

https://pandia.ru/text/78/298/images/image011_9.png "Alt \u003d" (! Lang: "Gus-Swans"" width="510" height="49 src="> !}

The players choose the "wolf" and "owner", they themselves depict "geese". On one side of the site drawn the house where the "master" and "geese" lives, on the other - the field. Between them is the "Wolf" lair. Every geese fly on the grass field to pinch.

The owner calls them:
- Geese, geese!
- Gray-ga!
- Do you want?
- Yes Yes Yes!
- Well fly home!
- Gray wolf under the mountain, does not allow us home.
- What is he doing?
- Teeth sharpened, you want to eat us.
- Well, fly, as you want, only wings take care!

"Geese" run to the house, "Wolf" is trying to catch them. The game ends when all the "geese" caught.

You can use this ending: when the "wolf" is transferred to all, the owner will turn the bath and invites the "wolf", "wolf" depicts that it is batted. Then the owner says to him: "Volcushko, I'll throw a cow", "and throws a stick. "Wolf" runs for a stick, and "geese" at this time run away to the owner. The game can be complicated by entering into it the second "wolf". Indications: Senior preschoolers and younger students can take part in the game, from 5 to 40 people. It is carried out on a spacious area. It is interesting to play meadow, in the forest glade.

Rules of the game "Gus-Swans":

"Geese" must fly over the entire platform, they are allowed to return home only after the words said by the owner. At the end of the game, you can celebrate the most deft "geese" (never falling to the "wolf") and the best "wolf" (caught more "geese").

The game begins with the choice of the module and selection of parties. Then make a number of holes, according to the number of players of the leading (beating) party. The wells are made in a straight line at a distance of several steps one from another. The uterus is thrown among themselves lots: which party go to the field, and which lead the game, beat. Beat every member of the party must stick from his well. In some localities of Vyatka province, such sticks are called goats. Kozlokov is gaining as much as a person in the leading party: they do not have them in the field. Those who get standing in the field depart from the holes of steps by 20-30, and the uterus remains with the holes: the duty of it is to serve the ball when beat.

The game "Stirling" is as follows. The uterus in the party field throws the ball up, in turn before each player, and the queue is observed or starting with the uterus, or from weak players, depending on the conditions of the game. The player at this time throws in a goal goal. If the beating falls into the ball, he departs to the side where they are located in the field. They catch him and throw their uterus. And the beating hits the ball, runs to his goal, grabs it and returns to his hole. Then the uterus of the leading party (upon receipt of the ball), and the player returning from the field is trying to touch one before the other (grilled) to the hole of the punching: the uterus - a ball, and the owner himself - his goal. If the first thing that makes it, each party remains in its places. If a bowl of the Matika in the hole pierced before the Matika, then standing in the field go beating, and the beating go in the field. In order to make it easier to run out of goal and back, put one of the following conditions:

1. The punched immediately after he throws his goal to the ball, it should run behind her and take her in hand. At this time, the uterus does not have the right to shove the ball in the well of the punch. Therefore, the punched can stand on the place where the goat fell, even move a few to his well (step by 2-3) and how much to wait for a convenient case to reach his wells. Only at the time when he runs to his hole, the uterus of a nasty party has the right to make a ball in his hole. And therefore, the punched player comes like this: to run back from the place where his goat fell, to his hole, he chooses such a time when the ball is not yet in the hands of the uterine of the opposite party, for example, when someone from his comrades will break So well, that the ball will fly away far in the field and long can not get into the hands of the opposite party.

2. Thrieving only then can run behind his goal, when the ball has not yet been transferred to someone from the members of her party. At the same time, the uterus feeding the ball can make a ball in a hole that made her way even when this player just came down a little from his well. Therefore, the punched should always stand on his hole, without going with it; Or, if it comes down, should run for its goal and back as soon as possible.

3. Thick can escape to the place where his goat falls, but it should not take the goat itself in the hands. If he takes a goat in his hands, the uterus of the opposite party has the right to shove the ball into the well of the punch.

field, "- pozer (knight), chosen by lot, with a wooden ball, which he taut in the" field ".

Players from behind Gherdie alternately throw their sticks into the ball until some of them succeeds to get into it.

Once the ball will successfully be sabs, immediately all the players who have already thrown in the "field" behind their sticks and, knocking them in the helper (or in the tree), get up again on the same places, and the water also tries how It is sooner to master the ball and hit them in the same pole before any of the running time managed to knock them down with his stick on the fere. Who before the knocking in the pole did not have time to reach it, he becomes a new water. But if all the players throw their sticks and the ball will not be hurt, then the waters, knocking the ball in the pole, expects to run behind their sticks, and which of them will come running to the cherished stiff, that now replaces the waters in the game.

Players spend two traits, one step one from another. On the first one, everyone puts his column, i.e., three hardware, set by one on the other, and notices their hardware; The columns are put in step one from the other. The game is to knock down the top stump, then the second and finally the third one. Throwing the lot, who for whom to play, everyone becomes ten steps from the columns and alternately beat into their columns. Having finished first, go to the columns. Who knocked down the upper stump of his column, considers three bribes; If the second or all three are shot down, then the other, besides him, are submitted by one bribe. Who knocked down someone else's column, he pays the owner for the upper height of three bribes, and for others - everyone one by one. Who gave miss, says nothing. For hardings that are not broken by the second line, they also do not consider anything. Having rubbed the hard blasts, in the second place be hit from the place where everyone lay down; But if the stick is closer than two steps, then retreat another two steps. They knock down the second hardware: the count is the same.

Finally, third. Therefore, there are 25 formerly 25, he won for everyone as much as he lacks up to 25. All other cases in this game is impossible in this game - they are provided for permission of the players themselves. Correcting with circumstances, it is agreed that to allow and how to collect in one way or another.

https://pandia.ru/text/78/298/images/image016_5.png "Alt \u003d" (! Lang: "Biryulki"" width="492" height="55 src="> !}

it antique game. It consists of various wooden figures laid in a pot, a wooden apple, a bag or other capacity. These figures are called flames. Biryulki fenced on the table, and the players take turns in turn on one figure of the total heap. Pull flashes with a special hook on a stick. The main condition is to pull the Biryuchka so as not to move the neighboring. The one who violates the rule is deprived of his stroke. The game ends at the moment when the whole bunch is dismantled. And the winner is, of course, the one who scored the most figures. There is also a similar game in sticky sticks, it is much more difficult to play in it, as large figures are replaced there with thin wooden sticks, so that it is suitable for adults and older children. In the absence of real turquokes, it can be replaced by their ordinary matches.

https://pandia.ru/text/78/298/images/image019_5.png "Alt \u003d" (! Lang: "Kubar"" width="492" height="55 src="> !}

Kubar was known to the ancient Greeks. In ancient Russia, the games with Kubarem were, apparently, one of the most common (during excavations in Novgorod, found on a relatively small area: in the layers of the X century - 52 Kubar, XI century - 36 XII century - 38, XIII century -54, XIV century - 188, etc.). It is interesting to note that already in the X century Kubar had such a perfect form that she almost did not change to the present day.

The simplest Kubari was suppressed by an ax and a knife (and later on the lathe) from a wooden cylinder with a diameter of 4 to 8.5 cm and a height from 5 to 11 cm by shutting its lower end to the cone shape. Sometimes the kebar was attached more intricate form: with the interception about the middle of its height or the groove was cut off (the cubary in this case was called the "point"). Many interesting types of Kubares are known in the Caucasus. Sometimes there is a walnut as a Kubary.

Mandatory affiliation of games with Kubarem is a whip (rope on a short stick) or just a rope of 50-80 cm long, with which the cubar is spinning to fast and stable rotation. Children play school age, gathering 2- 10 people, sometimes alone.

Description. The cube launches in different ways. Sometimes it is spinning between the palms, and more often screw the rope into the cuber and pulling it with force for its end. It gives the Kubar a rotational movement, which can then be maintained, poking the cubar with a whip or rope. The Kubar does not fall at the same time, but only slightly jumps, "like a living", and starts to rotate even faster, moving gradually in a certain direction. Skillful players compete, chasing the Kubar at the agreed direction, often to a winding, labby between different obstacles (stones, sticks, grooves, etc.) or overcoming the obstacle (small tubercles, puddles, sand handhelds, snow, etc.).

Beginner players are satisfied with a simple contest in which the Kubar scrolls longer without blasting with a whip or with a certain minimum of underflows. When this is perfection, they begin to arrange the fight between the cats, forcing them to face until one falls on the side. You can try to chase a few Kubares at once or make the cubar to do flip in the air. The number of all sorts of fun and games with the Kubarem is almost limitless. When, for example, we learned to drive a group of modern urban schoolchildren to drive the Kubari, they soon began to arrange games resembling hockey, where a rotating cube served as a washer, whipped sticks, and the target was to drive the cube into the opponent's gate. In Russian villages, in some places, the Kubari chase exactly as thousands of years ago. A distinctive feature of Russian games with the Kubarem is that they are most often conducted in winter - the Kubar is driving on smooth ice.

Rules. Each variety of the game "Kubar" has its own rules. In some cases, the number of covers of the Kubar is limited by agreement (participants compete, who at the same time the cubar will scroll longer), in others it is not taken into account, and the results of the game are determined only by the movement of the cubary - what actions will have time to perform a player with it until the cubar falls.

Bashkortostan (Bashkiria) "href \u003d" / text / category / bashkortostan__bashkiriya_ / "Rel \u003d" Bookmark "\u003e Bashkiria -" Ural Ball ", in Karakalpakia -" Kosham-RAS ") and some differences in the rules. The following rules of the game are applied by the main In the middle strip of Russia. The lapta is played on a large platform, lawn in summer. Schoolchildren, youth and adults are involved in it, from 8 to 30 people. The game is held independently. The judges in the game are usually captains of teams, or "uterus", as they are often called in this game. For the game, a small rag, rubber or tennis ball is required, and a laptom - a round stick with a length of 70-80 cm and a thickness of 3-3.5 cm. From one end, it is shy a little to make it easier to keep it in Hands; on the other end it remains round (for beginners you can make it vopota).

Description. On the two sides of the site - "fields" - at a distance of 40-80 m draw or noted by branches or other objects two lines - the line of the Kona and the line of the "city". Choose two captains ("Motock") and are divided into two commands in any way (usually by tapping). According to the lot, one team becomes the line of "cities"; Another is located arbitrarily in the "field". The captain of the "field" team sends one player to the "City" to serve the ball. In turn, the first metallger - the player of the "city" - takes Napta and becomes the line of the "city", opposite it is the feeding, which throws up the ball, and the stammer is beaten off his lapto in the "field" as much as possible. "Field" players try to catch it from the air or grab from the ground. Thrieving successfully on the ball runs to the con and returns to the "City", for which it earns 1 point. Players "Fields", grabbing the ball from the ground, are trying to ignore the ball ranging. If anyone is aspired, they will flee into the "city", and the players from the "city" run into the "field" and seek to get the ball in the player who did not have time to escape in the "city" (that is, they seek to "settle down"). Team that has time to full composition Take the "city", remains there and begins to beat the ball in the "field". If the "field" player will catch it from the air ("candle"), his whole team goes to the "city", and the former in the "city" go to the "field". And so there is a struggle for mastering the "city". Everyone who managed to run to the con and back earns a point. Play to a certain number of points or due to the time. The team that has received more points wins.

Rules. one). Players of the "cities" beat off the ball in the field in turn installed by the captain.

2). Each player hits the ball 1 time, and the captain has the right to 3 strike.

3). The feeding should throw the ball so that it is easy to hit it, otherwise it is obliged to repeat the thread. And so up to 3 times. If 3 times it will throw badly, it is replaced.

four). The run-off should leave Napta in the "city", otherwise it is obliged to return with it ..

five). The hit by the ball is counted only if it falls in the player directly, and not bounce from anything.

6). If the player struck the ball weakly, he may not run to the con, and wait for a good blow, then performed by any of other players. Therefore, several players who punched the ball can run at the same time.

7). The feeding has the right to navalize running, like players of "fields".

eight). You can only run over until the ball is outside the "city".

nine). The player returned to the "city" has the right again to beat the ball in the field in the order of turn.

Option - "Lapte with half-one." The same construction of playing as in the previous game, only in the middle between the lines of the "city" and the horse is drawn in parallel to them the line of the semi-chamber so that the ball running after the ball can stay on the half-one in case it is difficult for him to reach the end. At the next strike, it runs to the con, and then, if he can, runs back and on the way back it can stay on the half-one. Rules are the same as in the previous game.

Take pebbles of various sizes, conforming with the forces of most playing. All participants in the competition become in a row and who further or above will throw a stone, the one, respectively, and won. Throw stones can be in the target. To do this, take the hoop, wrap it with paper and tie to the post, pre-drawing several laps on paper.

Try to get a stone in the midnight.

It is very far and you can highly throw stones from the "Parable".

The routine consists of a rounded piece of leather to which the ropes or straps are attached from both sides; One rope is longer, and it is wound two times on the hand.

Putting pebbles on the skin, capture another rope - between big and index fingers. Then, waving the rampart times two - at the time when she goes up, - sharply produce a short rope - and the stone flies.

From the potential, you can throw apples or potatoes, which are stuck "Tails" (thin twigs).

Also thrown out of the patient a very high ball tied to thread.

https://pandia.ru/text/78/298/images/image024_16.jpg "alt \u003d" (! Lang: http: //*****/wp-content/uploads/2010/09/bab2.jpg" align="left" width="151 height=183" height="183">На Руси «Бабки» были широко распространены уже в VI- VIII веках и являлись любимой игрой. Они сохранились кое-где до нашего времени. Следовательно, эта игра бытует среди русских около полутора тысяч лет. Для игры берутся бабки - специально обработанные кости нижних надкопытных суставов ног коров, свиней, овец. У русских в наибольшем почете коровьи бабки: они более крупные, и в них можно попасть с большого расстояния (до 40 м), тогда как по мелким бабкам бьют с 3-10 м. Играют обычно подростки, юноши и молодежь, от 2 до 10 человек. Раньше играли порой и люди зрелого возраста. У каждого своя бита и 3-10 бабок (по договоренности). В качестве биты берется наиболее крупная и увесистая бабка (внутреннюю полость ее часто заливают свинцом или оловом). Для игры требуется площадка размером до 60- 70 м для мужчин и до 30- 40 м для подростков. Если играют у стены (чтобы бабки не улетали от удара слишком далеко), то площадка может быть на 15-20 м короче.!}

Description. In about the middle of the site, the Kona line is drawn on which the grandmother collected from all players in one or two rows or the nests of 2, 3, 5 pieces. Sometimes the stroke of grandmothers perpendicular to the Kona line. Occasionally build intricate figures from grandmas, for example, "fish" with an open mouth, or, scattering a grandmother, then put each place where she lay down. The definition of the order of playing itself is already presenting an interesting period of the game. Usually everyone is built along the Kona and throw their bits in the other side where they agreed to beat around the horse. Meters in two or three from Kona is drawn - "Salo". Everyone throws his bit for "fat" at such a distance that he considers most suitable for himself. At the same time, it is taken into account that the right to beat the first one will receive the one whom the bit will fall on all from Kona. Therefore, counting on their strength and the accuracy tend to throw away the bat. Often it is satisfied with "Gon" ("Race"), that is, it is allowed to transfer its bits even further, and the most decisive players begin to transfer it one further than another - based on their strength. The same who is chittrate and throws a bit closer (in the calculation that others will miss from published and it will get to beat near), maybe not to get the desired result in case of its comrades, and it happens that it is punished: if his bit falls closer "Sala" , He will have to throw on the horse not only the last, but also with closed eyes. It is relatively rarely taken into account when determining the severity of the strikes, the position of the bits dropped to land, and thus the smaller role in Russian varieties of "grandcomms" is given by the case, the luck, and large - its own achievements of playing. Sometimes the order of playing is determined by simpler ways: in lots, according to a perspective, etc.

The winning the right to beat first comes to the place where his bits lies, and throws it from there on the grandmothers standing at Konou. If he knocks out (poured) his battle baton on Konu, then he wins this grandmother or all the nest in which it enters (depending on the agreement). After that, it beats next in turn. When the stakes left the horse, the game stops. If everyone strucks, and grandmothers still remained on Kohn, then the players agree or repeat the game with the remaining grandmothers, or put on the con addition on a certain number of grandmothers from each participant. The game is repeated usually in many ways. Wins the won the greatest amount of grandmothers.

rulessignificantly differed in certain types of "grandcomms". The game described above described above: 1). You need to throw a bit over the horse every time the place where the bit lay, making no more than 1-3 steps forward. 2). If the grandmother on the horse will take out a bat, but did not fall, it is not considered knocked out. 3). Choose grandmas immediately climb from the horse who knocked them out by the player. four). You can throw 1-3 bits in a row along the cone (by agreement. It is introduced by a rule: to start shooting down the grandmother, you can only with the last pair, and in case of falling other grandmothers, they are not considered shot down.

Ordly play three or four people. They become face to the wall, one by one: the first - two steps from the wall, the second - two steps away from the first - etc. Everyone alternately hits the ball about the wall; When the ball bounces, another playing it catches it. Throw and catch the ball in the following order: the first throws - the second catches; The second throws - first catches; Then catches the third; After him, the first one who throws the ball with such a force so that he flew through the three first players and could be caught the fourth. At the end of this stage of the game, the second becomes first place, and the first is on the fourth; Then the third becomes first - and so on. until everyone has been moving at all places. Who will hit the ball so that he will bounce aside, he loses one point, and for four points they completely exclude from this game. But other errors (for example, when the ball did not fly or flew) are not considered, because it would give a reason to continuous quarrels. This game requires big skill.

This game is carried out in the air. Schoolchildren play all ages, but mostly younger, independently, without a leader. The number of participants is 3-20 people. For the game you need a ball size with a tennis (simple rubber, cast, rag or tennis), one laptom (round stick 70-80 cm long with a slightly oiled end, so that it was more convenient to keep it; the other end can be somewhat sled, make flat - For younger guys).

Description. On one side of the site drawn line 4 m. The whole area in front of this line is called "field". Playing choose two players - a metalecher and feeding. They become at the line. The feed takes the ball, and the quagger-lapto. The rest are placed arbitrarily on the field face to them. The feed thumps thumps the ball, and the quilt hits a laptian, trying to send it as much as possible further in the "field". Players standing in the "field" seek to catch the ball on the fly, that is, catch the "candle". To whom it succeeds, he becomes a metalecher, and the former quilt runs in the "field". If you can't catch a "candle", one of the "field players" raises the ball and throws it to the feed. If the feeder caught the ball, without going on the line, he becomes a metalecher, but who threw the ball-in-law. The former pickler runs in the "field". The game finish at will.

Rules:

one). If the thrustflower misses 2 times or selects the ball behind the line, then it changes in places with the feed.

2). If she serves 3 times in a row badly filed the ball (aside or far from the metalecher), then he goes to the field, and a new one is appointed in his place.

3). It is not allowed to beat the ball to the ground, he must fly through the air.

https://pandia.ru/text/78/298/images/image029_2.png "Alt \u003d" (! Lang: "Gray Wolf"" width="492" height="55">!}

https://pandia.ru/text/78/298/images/image033_1.png "Alt \u003d" (! Lang: "Whose take"" width="492" height="55">!}

Games in the spots occur either in a spacious classroom, or in the air, where children are assembled in any amount, starting with 4-5 and ending 25 more. Having gathered, children from their medium choose one, and give him a nickname of spots; His role is that he carefully monitors the runners in different directions of children and tries to catch one and stain him, that is, to touch his hand. The caught delayed in this way and turns into a "spot," at the same time his name is pronounced by Jeslevance so that comrades know who they should be watched. Only he, in turn, caught someone from the participants, immediately pulls him his role, moving himself to the group of children escape. This game should be continued until children retain a living interest in her and do not feel tired. Games in the tricks are based mainly on the move; They can however diversify, introducing various elements, for example, throwing the ball and the like.

snacks "and rushed to run. The spot is still striving to catch the sacrifice, the last one - and this is the difference between this game from the previous one - in turn, it is in a hurry to respond to the first trunk, rushing quickly into flight, the same, that is, reissued. Clearly, that in order for the goal to be fully achieved, a large dexterity is required from the actual persons trying to surpass each other in this regard. In this game, children make a number of right exercise, trying not to get into the number of spots, and they are still sophisticated in agility , developing in itself gradually this quality if it was not inherent earlier.

https://pandia.ru/text/78/298/images/image038_0.png "Alt \u003d" (! Lang: "Beasts"" width="451" height="49 src=">!}

Place for the game is elected a spacious classroom or space adjacent to school or house outdoors. At opposite ends, the place favorites for the game is limited to non-stroke stripes.

One of them is intended for the home of the merchant, another for the beast of the beast, the rest of the space connecting these two compartments is called the field. Participating in this game share the roles in each other as follows. One of them is appointed by the owner of animals, the other - the buyer, the remaining participants of the game are depicted by various animals: an elephant, tiger, lion, foxes, etc. At the same time, all the actors are arranged in such a way that the buyer makes his way into a fenced house, the animals go to the fenced house The so-called pon, and the owner is placed near them as the watchman. At the beginning of the game, the buyer is suitable for the owner and is aware of whether at least an elephant is among his animals; Having received an affirmative answer, he asks about the price. The owner of the beast indicates the price, stretching in the case of the consent of the buyer, the hand as if for money.

Instead of money, he gets on a light blow, the number of which corresponds to the number of rubles appointed for the beast, and at the first strike, the beast sold the junction to run towards the house of the buyer and immediately, upon reaching it, returns to the pen. While the buyer counted the last blow, the beast should get to the chapter, otherwise he rushes him in time, trying to catch him with all his might. If successful, i.e., if the buyer is overtaking the beast, he considers him his prisoner and takes into his house, after which it goes back to the owner to buy other animals, which he chases, then as the same as the first. In the case of a miss, i.e., if the buyer fails to catch a purchased beast, he changed with him roles, with the beast turns into a buyer, and the buyer assigns a name to himself that the beast wore. In this order, the game continues until all the beasts are sold and caught. In the event that the number of participants is very large and for the capture of all animals it may be necessary too much time during which children can be very tired, it is necessary to immediately suspend the game, only one will become a noticeable sense of fatigue that swept the children, since otherwise the goal Children will not be achieved instead of pleasure from moderate game, will feel disgust. The game in "animals" is also based on run, i.e. exercise; Everything else is accessories that make the game entertaining.

the owner of the Trok ". In the signal given to them, the" Troika "begin to perform, first slowly moving forward, then accelerating gradually steps, start running in one direction, then they gradually change this direction and scattered in all directions, according to the new owner's orders. Only Only the "host of Trok" shouts: "Horses, in different sides! ", Couchaut immediately exempt the belt, intertwined with the belts of the rooties, and the vacated horses quickly rush in different directions. After some time, the owner commands" Kucher, wait for the horses! ". After that, the circuit's round is taking each other, forming a chain, And begin to move from one end of a room or yard that serves as a place for the game, in the opposite, driving there also and horses. The main element of this game is walking and running and if it happens in the air, then it is obvious for children.

driving "; only only he finds his back to that of the participants who took possession of the ball, he seems to be the right to touch them the back of the" leading ", that is, to spot it, and what a spot is allowed only in the back, and not in some other place .

Spotted picks up the ball and rushes after who stained him; With a great dexterity, it is rebuilt, i.e. it tries to stain him also; In success, they exchange roles. In the event that he cannot overtake the enemy, he again goes to the middle of the circle and becomes still leading. In this game, besides the run, an important element is throwing a ball, - both of these conditions are extremely useful for children, as they give them the opportunity to develop the maximum muscular and nervous energy; With prolonged running and throwing, muscles develop, respiratory movements become frequent and deep, the chest develops and the blood circulation is significantly improved. The game should be suspended, only only becomes noticeable.

goni herd in the field ", and in the performance of this requirement, together with his assistant, he tries to delay the sheep running to the opposite chapter. Littlely, the number of wolf helpers gradually increases, and he continues to go hunting for the sheep every time. The game can continue until the wolf caught all the sheep; if children are tired, especially when the number is very large, the game can be suspended before. For the proper management of the game, compliance with the well-known rules consisting, by the way, in That the wolf should not leave the lair until the sheep get out of their pound and will not move towards the opposite.

The wolf is not given the right to climb into the pen, he can catch the sheep only in the field, i.e., in the space separating both chambers. The caught sheep must submit his fate and become a wolf assistant, helping him when capturing new production, and the assistants are usually taken by the hands, forming a chain and delaying the sheep.

https://pandia.ru/text/78/298/images/image043_0.png "Alt \u003d" (! Lang: "Wolf in a circle"" width="451" height="49 src=">!}

The number of participating can be somehow great. Children gather on a spacious yard or in a large classroom. On the floor or land outline the circle and by choosing the lot from its wolf environment, put it inside the outlined circle. The children participating in the game break into the circle and try to run out of it, not being stained with a wolf, which strives for all their might stain them. The victim change roles with a wolf and becomes in its place in the circle. This is not a difficult game that delivers great entertainment. The main element in it is running.

Children are collected in a spacious place. It is more convenient to start this game, as soon as the twilight starts to stop. Participants choose one, distinguished by agility and agility from their environments, and entrust him the role of a cat. The cat is thoroughly hiding behind a tree or a bush, trying to stay unnoticed by comrades. The latter on the signal of one of the elders rushes in all directions to locked the cat; The cat is from time to time meowing, letting know about his presence, and quickly hides in order not to be open. The game continues until the cat is found, then a different cat again is prescribed again and the game leads until children get tired or lose interest.

https://pandia.ru/text/78/298/images/image046_0.png "Alt \u003d" (! Lang: "Fox on one leg"" width="462" height="59 src=">!}

Children gather in the yard or in the garden, in any amount of quantities and are supplied with harness. On the lot of one of the participants is given a nickname of foxes. In one of the corners of the place selected for the game, it is suitable for the so-called mink, where and hiding fox. At this signal, the children rushes around the yard, and the fox, equipped with a harness, comes out of his hole and rushes after the running, jumping on one leg and trying to get into one of them a harness. In the case when she succeeds, it joins the crowd, and the victim hides in a mink, leading to the fox. If she gave mistakes, that is, thundered by her harness did not hurt anyone from the running, she should quickly cheam into the mink to avoid hitting the harness aimed at the other participants of the game. The main elements of the game are running and jumping. Obviously, in addition to the benefit of children by the movements in the open air, the game develops in them yet dexterity, since each child who fell into the role of fox, is trying to get rid of her as soon as possible in order not to be a comrade.

https://pandia.ru/text/78/298/images/image048_0.png "Alt \u003d" (! Lang: "Hawk"" width="392" height="39 src=">!}

Children are going to quantity up to 16 or more, in the yard, in the garden or in a spacious room and throw themselves in a lot. Choosing the lot represents a hawk. The rest of the children are taken by arms and become pairs, forming several rows. Ahead of all the hawk is placed, which can only look forward and does not dare to look around. According to this signal, the pairs are suddenly separated from each other and rushed to the various sides, at that time the hawk catchings them, trying to catch someone. The victim, i.e., the hawk clutching in the claws, changes with him roles. Children, during the run, seek to throw a handkerchief in a hawk or a rolled harness, - if they fall into it, he is considered killed and from the environment of children is chosen in his place another.

The number of children reaches 20 and more. The game happens in the yard or in the garden. The participating choose from their leader's environment, take hands and run along a winding direction after the leader. During the run, two of the players are highly raised by the United Hands, providing the leader to get under them, "due to this, a notch is formed in the chain. In addition to this garbage, it is necessary to turn immediately in order for the chain to receive the old look. Next, the leader is pierced through the hands of all those involved in the game, and a number of recesses are formed to the chain, thereby turning out a snake form. The main element of the game is running; If the game is interested in children, they lead it very willingly, while developing their physical powers and maximum muscular and nervous energy. Just notice the fatigue, it is necessary to stop the game, - otherwise, instead of the expected benefit, it brings undoubted damage, as it turns into a boring, tedious duty.

https://pandia.ru/text/78/298/images/image051_0.png "Alt \u003d" (! Lang: "Flying Ball"" width="392" height="39">!}

Children gather in any amount of quantities in a spacious room or in a clean yard and are fairly large with a ball. Participating in the game are grouped in such a way that they form a circle and persons refer to the center of it. The distance between the children we mounted in the above order is approximately two steps. At this signal, children begin to move from one to another ball, in different ways, however, directions, and one of the participants who are inside the circle, struggling to intercept the ball to give him to go to the goal, that is, before comrade, In whose direction, he was directed. Intercepting the ball, he masters them and immediately becomes the place of the participating, which last time so unsuccessfully threw the ball. The main element of the game is throwing the ball, the exercise is extremely useful for children, as it develops and strengthens the muscles of the upper limbs. For proper maintenance of this game requires compliance with some rules. Thus, participating should remain the captured places all the time. While one of the participating throws the ball towards one of the comrades, which in the center of the circle should not approach it more than 3-4 steps. In the case when playing so awkwardly threw the ball that the latter did not get into the hands of who he was intended, but flew over his head, he was punished by the fact that it was changing in places with the center of the circle.

zhmurki ", he throws a handkerchief on the eyes and tie, and in the hands give a tube from the rolled paper. Zhmurka becomes in the middle of the room, and the rest of the participating take each other by the arms, forming a circle, in the center of which the bridge is placed on this signal, children go 2 -3 times around Zhmurki, after which the latter approaches one of them and causes him some word or asks: Who are you? Asked should murmively mumble in response, and Zhmurka, hitting him with a tube, must call the comrade. In The case of good luck they exchange roles. The main element entering the game is a walking, and if it is in the fresh air, then the benefit of it is obvious, as Walking serves as a better gymnastic exercise for the body.

metroller "and" feeder ", which become on the playing line.

All other participants of the game become in various fields of the field.

Only everything is arranged in their places, according to this signal, the feeder sends the ball to the ball, and the latter throws it up with a hand of hand or a laptice in the direction in the field. After that, the throttle, freed from the ball, rushes towards the konoon line, reaches it and from there it returns back to the playing line. At the time, how the thrustflower rushes over the field, children in various fields of the field, capturing the ball, seek to mark them the metaler. In the case when someone from the participants managed to do this, he changed roles with the servers, and the last with the metalecher; The quarrel becomes along with the rest of the participating in the game somewhere in the field. In the same order, the game continues further to the time, until everyone is over the roles of the feeder and the metalecher; If there are many children and some of them are quickly tired, then the game should be stopped. To properly conduct this game, it is necessary to observe the following conditions: participating have the right to stain the metalecher only in the field and then only from the place where the ball was raised. In the case when the shot down the ball gets beyond the place selected for the game, it is again given to the feeder for the secondary throwing.

https://pandia.ru/text/78/298/images/image056_0.png "alt \u003d" (! lang: "Croquet"" width="392" height="39 src=">!}

The game is most convenient to produce this convenient place; This condition can satisfy the level platform or meadow with a smooth surface and low bevelled grass. The success of the game largely depends on whether children have chosen for her even and smooth or not. In the first case, the game is carried out in all the rules, the blows can be easily and correctly designed. The number of participants can be equal to 2-8. The participating in the game are divided into two groups and each of them is inhibited by a hammer and a ball having the same label. The first group is still supplied with a single icon in contrast to another. Hammers may be any shapes; The most common is the cylindrical, with one straight end and other rounded. On the spot chosen for the game, arcs and pegs are sticking to the ground, so that the distance between individual arcs varies depending on the agility of playing and from the size of the smooth place. Often, a long hammer handle is used to determine the distance between individual arcs. The game leads in such a manner that it starts to be ordinary than this signal one of the first batch, then someone from the second, then again someone in turn from the first, etc.

Everyone must follow their queue and do not miss it, otherwise they lose it in the future. This game is based on the fact that each part of one of the parties tries to quickly get up with his balls through all arcs, following a well-known order, in addition, everyone seeks to help in the same entire party. Finally, one party tries to interfere with another commit it quickly and successfully.

The game is beginning as follows: The first playing in turn puts his ball on the mid-distance between the first arc and the peg and hits the hammer on the ball, directing it so that it goes through the arc. In the case when the ball does not pass through the first arc, and stops in such an inconvenient place, which prevents the free passage of the balls deployed behind him, it is removed and returned to the previous place only after the remaining balls passed under the arc. Above, we mentioned already that the ball is chased by a hammer blow, and it is not allowed to use it lateral edge, but only one of the extreme ends. According to the rules of the game, a sharp, clear sound should be broken from the hammer on the ball. When the ball stops under the arc, then to find out the question, whether he reached the target, that is, it did it through the arc or not, use the hammer handle, approaching it close to the back side of the arc. In the case when the hammaker's handle touched the back side of the arc, without shifting the ball from his place, they say that he successfully passed under the arc, and the hitting on him receives the right to continue the game. Continuing the game further, the ball is sharpened in the same way through the second, third, fourth arc, etc. until the first mischief. Just only the misses made, the victim marks his icon on the next arc and removes, after which the next one after it starts to spend his ball. The one who successfully holds his ball through the first arc is getting the right to hit the ball not only through the next arc, but also on someone else's ball - what is called the right to cast. He, however, is imputed to the duty first to call a reclocked ball, and then beat on it. In the event that two balls touch each other, it is not allowed to coolant. If someone hits his ball in someone else's, he brings his balloon to the latter, then the sock of the boot comes to his ball and a clever blow hammer on his ball betoned someone else's. If the ball in which he got, belongs to his party, he tries to also spend it through the next arc, if the ball of someone else's party, he beats off him somewhere away. During the game in a crocketh, as we mentioned above, each of the participants it is necessary to keep in mind not only their own interest, but also the interest of the whole group to which it belongs. It is necessary to conduct a ball through the arcs in a certain order: so, after reaching the second knob, you should hit it with a ball, otherwise it is prohibited again to drive your ball back through the arc. After the ball spoiled successfully through all the arcs and returned again to the first peg, hit the ball into it and stop the game. That party, which managed to successfully spend all his balls through all arcs and hit after that in the first peg, won. By sample just described, you can arrange a room crocket, replacing relatively large balls smaller or just balls. To the ends of the arcs are attached for lead gravity stability. The game in the room is carried out in the same order as outdoors.

In the museum of the Russians, the fun in the open-air, created specifically for the revival of the Russian folk game, the Liures gathered games in which Vyatsky peasants played a century and more than a year ago. We bring to your attention some of them:

Male Kalechina

Male Kalechina is an old folk game. The game is that the wand put the hand vertically on the tip of one or two fingers (you can not maintain a stick with the other hand) and, referring to Malcolina, pronounce a speech of the poem:

"Male Kalechina,
How many hours before the evening?
One two Three..."

They consider while it is possible to hold the wand from falling. When the stick swayed, she picks up the second hand, not allowing it to fall. The winner is determined by the magnitude of the number, which he counted.

Grandmas

In Russia, "grandmothers" were widespread already in the VI-VIII centuries. And they were a favorite game. For the game, grandmothers are taken - specially processed bones of the joints of the feet of cows, pigs, sheep. Russians in the greatest honor of the cow grandmother: they are larger and in them can be reached from a long distance. Each player should have its own bits and 3-10 grand best. The largest and weighty grandma is taken as the bits (the inner cavity is often poured with lead or tin). Grandma games themselves are divided into countless species. Here is an example of one of them. Players put on an even place on the nest on the bit. Then they determine the conditional distance - horses. To whom first start the game - to beat and whom after, about Tom Miscele the hell. Players, kneading on the line, beat the tails on seniority. If the grandmother is angry, standing on the horse, they consider them a win. When they are trying, then everyone moves over to their bills and beats from the place where his bertok lies; Whose further lies, he first begins to beat, and the rest will come to the game at the distance of their Bitkov.

Rope

The rope is an old wedding game, enhanced in crowds of people married and family, on gatherings and young girls, alone, without men. But it happened before; Now rope without parsing all wedding conspirables. Swash makes a rope in the hill, the ends of which matchmaker or a friend are tied with one node. Players grab about this rope with both hands, making up a circle about it. In the middle of the circle, the swatt or swash is becoming. Coming around the circle of all, Swaha - who says the red little word, who sings the score or envy the fairy tale, trying to express the characters of conspirators in it. Her words, although sometimes quite offensive, respond to praise, smile and good young. Circular - the so-called matchmaker standing in the middle of the players - among Rosskaznaya, notes: who looks around, and, podkaray, immediately hits his hand. The laundry becomes in a circle, with a general laughter, and turns his rusks. Sometimes, instead of affection, players sing wedding songs.

Repka

Fun based on the Russian folk fairy tale "Pink". All players get up with each other, clasping the previous one around the belt. The first player worst a small tree trunk or pole. "Grandfather" begins to pull the last playing, trying to tear it from the rest. There is another version of the game: players sit down against each other, resting their legs into the legs of the opponent. Hands hold on stick. The team starts, without getting off the place, pull each other for yourself. Wins the one who turns the opponent.

Fun "Cherry"

This fun is designed for young guys and girls on granting. Everyone becomes a shoulder to shoulder in two ranks opposite each other at a distance of an elongated hand (or a little closer). Participants exhibit arm in front of the level slightly above the belt palms up or adapt their hands into the lock for a stronger connection. It turns out a corridor. Volunteer (Cherry), runs up and fish jumps into his arms at the beginning of the corridor. The task to focus Cherry to the end of the corridor. Cherry must draw hands forward and keep legs together. The corridor must sit down a little and simultaneously with the scream "EEEE X" throw a cherry up and forth along the corridor. The main thing here is bigger to disperse and higher and away to fly away, and after that the hands of the comrades will distort the player to the girl who needs to kiss. After rolls on the waves of hands for a couple of dozen meters, a kiss is very sensual. The main thing in the game is to slow down on time, otherwise you will fly the desired addressee.

Burners

Old russian fun. Girls played in the burner and idle young men. The guy was always chosen, and he could only catch a girl, so the game gave the opportunity to meet, communicate, choose the bride. "The idle guys and girls are installed in pairs in a long row, and one of the young people who go to burn in the lot becomes ahead and says:

- "Grief, grief stump!"

- "What are you burning?" - asks the girl's voice.

- I want the Red Maiden.

- "What?"

- "You, young!"

With these words, one pair runs out in different directions, trying to get together again with each other and grab their hands; And which burned - he rushes to catch a girlfriend. If he succeeds in catching a girl before she comes down with his steam, they become in a row, and the remaining lonely stands up his place. If you can't catch, then he continues to chase other couples, which, after the same questions and answers, run in turn. " A.N. Afanasyev

Ruclees

None of the holiday in the old days did not care about young people without this game. There you have the struggle for your favorite, and jealousy, and the test of feelings, and the magic touch towards the hand favorites. Game wonderful, wise and extremely significant. The players get up with each other couples, usually a young man and a girl, take hands and hold them high above their heads. From the clutch hands it turns out a long corridor. The player who did not get a couple, goes to "source" a stream and, passing under the arms with arms, looking for a couple. Holding hands, the new couple makes his ways to the end of the corridor, and the one whose a couple was broken, goes to the beginning of the "stream". And passing under the arms with arms, leads to the one who is sympathetic to him. So "Rouh" moves - the more participants, the more fun game, especially fun to spend on the music.

Kubar

In the ancient Russia games with Kubarem were among the most common. Already in the X century. Kubar had such a perfect form that she almost did not change to the present day. The simplest cubaries were suppressed by an ax and a wooden cylinder knife by shutting its lower end to a cone shape. The mandatory affiliation of games with Kubarem is a whip (rope on a short stick) or just a rope, with which the cubar is spinning to fast and stable rotation. The cube launches in different ways. Sometimes it is spinning between the palms, and more often screw the rope into the cuber and pulling it with force for its end. It gives the Kubar a rotational movement, which can then be maintained, poking the cubar with a whip or rope. The Kubar does not fall, but only slightly jumps "as alive" and starts to rotate even faster, moving gradually in a certain direction. Skillful players compete, chasing the Kubar at the agreed direction, often to a winding, labby between different obstacles or overcoming an obstacle.

Chizhik

Chizhik - a game of children's, having fun of children successfully and pecks inadvertent beatings. The eldest of children outlines the square of the square on the ground - the "cage", in its middle it sets the stone on which the wand is laid - "Chizhik". All in turn fit to the "cage" with another long stick and beat on the "Chiizika", which is pumped up from the blow. Then other players beat the "Chizik" on the fly, trying to drive it back to the "cage". The game continues to Dotol, while someone from the players with a broken face will appear and with a cry begins to ensure the guilty. But since the beatings are soon forgotten by children, then the Chizhik game will soon be resumed.

Dash

Players get into the circle, hands hold behind her back, and one of the players - "Zarya" walks behind with a ribbon and says:

Zarya - Zarnitsa,

Red maiden

On the field went,

Keys dropped,

Gold keys,

Blue ribbons,

Rings wounded -

Washed!

With the last words, driven carefully puts the tape on the shoulder one of the players, who, noticing this, quickly takes the ribbon, and they are both running in different directions in a circle. The one who remains without a place becomes "gouring."

Petushki

The boys love to go around, pushed, even fight, "in a word, loose. But real boyish battles were not somehow, but according to the rules. For the game outlined a small circle, and two players became in his center. The rules were strict - the hands of the guys are settled behind his back, you can not stand on two legs, only jumping on one leg. The guys could be pushed with shoulders, breasts, back, but not head and not hands. If you managed to push the opponent so that he stepped on the ground with the second foot or jumped over the border of the circle, you won.

Opleuchi

Old kind fun for guys. Two young people sit on a shop opposite each other, crossed legs under the bench, and put each other "felling". Narrow shop and crossed legs prevent strong blows to hand. Since one of the guys tried to hit the rather, and even a fist, which is against the rules, but he became worse - he became a victim of his own outstanding inertia and a narrow bench and flew to Earth.

Fight bags

Two good young people get up or sit on a log, they take on the bag and on the team begin to beat the opponent with a bag, trying to lose it with a log on Earth. For difficulty, you can keep one hand tightly pressed to the lower back, and act with the other hand. Here the ability to move is more important to move, feel the movement of the enemy, use it inertia.

Sixtah skating

This folk winter fun Once it was widespread in the provinces of Russia. On the slope of the mountain or a boogue put under the slope in parallel to each other at a distance of about 1 meter, two smooth, smoothly orange poles (thrill) 15-20 m long. Two smooth rails are obtained for which you can roll from the mountain. The poles are repeatedly watered with water so that they firmly extinct and become slippery. Those who want to ride on the poles picks up a partner of similar to growth and weight. The partners get up to the poles face to each other, supporting one other hands beyond the shoulders or waist. However, methods can be very different, if only to resist with a quick slide down. Consistency of actions, the ability to hold equilibrium, ingenuity, courage allows some ride in the most remular and comic poses.

Cradle

For this fun you need a rope of 2-3 meters long. The rope is kept two, and you can bind one of the ends to the tree. The rope is not twisted, but only rock over the ground at different heights - from 10 centimeters and above. Guys and girls in one (or couples) run up and jump over a rope rope or start jumping different ways: With closed legs, on one leg, with crossed legs, with a turn when jumping, etc. Jump until you make mistakes. Allowed the error replaces one of the swinging rope. An error is considered not only an unsuccessful jump, but also any rope hide.

Biryulki

Biryulki is small straws (or wands - wooden, reed, bone or from any other, even artificial material) centimeters in 10 long, and from sixty to one hundred. The beam is thrown on the table, or any smooth surface, so that the flavors fall into the chaotic mess alone on the other and nearby. Playing participants of fun are strictly alternately removed them one - as more convenient: with your fingers or a special wire crochet, planted on a wand. Who just moves the neighboring Biryug, immediately transfers the hook to the next player. So continue until you figure out the whole bunch. The participant wins the participant who had at most of the perfectly removed turquist. To some flavors attach heads, calling them: King, General, Colonel, etc.; You can also give a wand View of a spear, knife, saws, shovels, etc. For such special flames, the larger number of points are accrued.

Zhmurki.

A leading player is called "Zhmur".

Zhmourke tie his eyes (usually a scarf or handkerchief). Split it and after ask:

- Cat, cat, what are you going?

- on the quasch.

- What's in the quasch?

- Catch mice, not us.

After that, players are running out, and their bumper catches them. Zhmurka must catch any other player and identify. In case of success, caught to become a bumper. Players can be run, stroke in one place, "tease" leading to pay attention to themselves and, maybe, in this way to save the player to which the or "Zhmurka" approached too close.

Bubrenitsy

This is an old Russian game. Playing get up in a circle. Two overlook the middle - one with a bubbling or a bell, and the eyes tie to another. All the rest sing:

Tinntsy-Bsyns, Bubrenitsy,

Removed uniforms:

Digi-Digi-Digi-Don,

Guess where the ringing!

After these words, the player with blindfolded eyes should catch the participant who believes sobbly from him. When a participant with a bubbenz caught, he becomes leading, and the second player becomes a common circle.

Golden Gate

In this game, two players get together opposite each other and, holding hands, raise them up. Get "Gate". The rest get together with each other and put your hands on the shoulders going ahead either just take hands. The resulting chain must go under the goal. And the "gate" at this time say:

Golden Gate

DO NOT ALWAYS!

For the first time says

The second time is prohibited

And for the third time

Do not miss you!

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

Swan geese

By choosing a two or one wolf, depending on the number of players, choose a leader that starts the game. All others become geese. The leader becomes at one end site, geese - on the other, and wolves are hiding in the side. The leader sticks, glances, and, noticing wolves, runs to his place, claps his hands and shouts:

- Gus-Swans, home!

- Run, fly home, stand wolves behind the mountain!

- Why do we need wolves?

- Gray geese pinch and bones gldling!

After these words, Geese should have time to reach the leader, until their wolves honored them. Caught geese go out of the game, and the remaining players repeat the game again until the wolves are transferred to all geese.

Riding Easter eggs

Skating eggs - Competitive game, its goal is to get eggs of other players. On the flat site there is a track (also called a roller or tray), which is a chute made of cardboard or wood, in the end of which laid out painted eggs, as well as toys and other trinkets. The track may be inclined, and its shape varies. Sometimes they do without a special path, the eggs ride the floor or on the grass. Each player rolls his egg on the track. If he falls into some of the items, this item won. If the egg does not hurt any object, it is left on the site, and it can get another player as a prize.

Elephant

Elephant is an old Russian game, which boys especially love, as the game reveals the strongest and hardy. Players are divided into two equal terms and by the number of team members. One of the teams is an elephant, the other jumps on it. The strongest and strong player becomes ahead face to the wall, relying about her, bent and lowering his head. The next participant wars his belt and hides his head, the third, fourth, and so on. They must hold on with each other, depicting an elephant. Participants of another team in turn run up and jump on the back of the elephant so that it is riding as much as possible forward, leaving the place for the following. The task of playing - the whole team stay on an elephant and do not fall within 10 seconds. After that, the team members are changing roles.

Kiss, girl, well done

For the game you will need many participants - girls and guys. Playing get up in a circle, and someone one becomes in the center. Then everyone starts to move: the circle rotates in one direction, one who is in the center, to another. The player in the center rotates with the eyes closed and stretched out in front of himself. All siss out:

There was a matryoshka along the track,

Lost two earrings,

Two earrings, two rings,

Kiss, girl, well done.

With the last words, everyone stops. The player on which the master's hand points to the center. Players get to each other back and at the expense of "three" turn their head to the left or right; If the parties coincide, then the lucky people kiss!

Cropped

First, all players become in a circle face to the center. Driving away from the players who, in turn, choose the "starting". "Started" shows various movements to all other players, and the players repeat these movements, no lagging behind the "starting". The leading should guess who is "starting". If after 20 seconds it fails, it carries out of the game, and the players choose themselves a new leading.

Cole-ring

Everyone is sitting on a bench. Choose leading. He has a ring or another small object between his palms. The rest hold their palms closed. Walking with a ring bypasses everyone and as if she puts them a ring. But to whom he put, he knows only the one who has fallen. Others should observe and guess who has this subject. When the driving will say: "The ring-ring, go out onto the porch", who has it should jump, and the rest, if they guessed, delay it. If you managed to jump, he begins to drive, if not, leads the one who delayed. And you can only delay the elbows, since the palms remain closed.

Old roving games

Today, few people remember those games in which our grandparents played. Meanwhile, these old games are very useful forhealthSince the game requires a permanent movement, and the whole game happens on the street. It is especially good in them to play in the squares, on the lawns, special playgrounds. The rules of the proposed games are uncomplicated, so they can easily make various changes, give them more excitement. These games you can play both children and adults. Some of them can and remember their childhood.

"Sharks"

Two commands: one in the "field", and the second beats the ball with a ball (bat).
The main goal of those who hits the ball to flew on, and so that he does not catch the player from the Field Team.
If rivals catch a ball or a ball, the commands are changing in places

"Towns"
Draw a square in which the "towns" are built out of round stories. "Towns can be any form. Each player in turn throws a stick and tries to knock down the "town". If the player knocked down the town, consider how many strokes flew from the square zone. They bring glasses.
Then the stick is passed to another player, and it performs the same. In case the player missed, he must pass the stick (bit) to the following.
Wins one who gains more points.

"Grandmas"
The game "Grandics" is similar to the above game "Towns", but instead of round brochways use "grandmas" that are stacking.
("Grandmas" are parts of the spine of large pets, more often CRS, usually the size of a coin.)

The game "Locking" or "Trouenok"

Children (no more than 4 people) get up with each other, face to the wall. The first player throws the ball into the wall, standing behind him. Catching the ball, he throws him into the wall, and catches the first player. Then the first again throws the ball, but so that it would take off the wall, he flew to the third player. The third catches it and throws so that it would bounce from the wall, he flew through the heads of all players and reached the fourth player who should catch the ball. He who has caught the ball comes out of the game. After that, the players are changing in places: the first one gets up the last, the second first, etc. The game ends when all the players fulfill the role of water.

I liked to play such a game:
A small board, at one end of which the box is fixed, put on it. Balls are put on the balls by the number of players.
The guys stand in a semicircle at some distance from the board. Driving hits the foot on the free end of the board, the balls are spilled in different directions. Everyone tries to catch them and put back to the box. The one who came running the last one becomes leading.
Or such a game: children are divided into two teams. They get up against each other about 3-5 meters, and begin to move the ball. The one who did not catch him passes from his team and gets up next to the player who threw him the ball. The team is defeated in which there will be more players after a certain time.
Children loved very much, and adults, too, swing on the swing, which was not always safe.
They did, for example, herself such a swing (the simplest): on the floor put the board, got up on both of her end and swung. Make yourself such a simple fun under hand Even lazy.

Old Russian games

New is well forgotten old, famous truth. Unfinitely forgotten old games, in which our grandparents and grandmothers played, can be no less exciting than modern computer strategies and "action". They will give you a sports excitement, the ability to show dexterity and smell in real life, not on the monitor screen. In addition, you have a tempting prospect of becoming a champion of the yard on towns or grandmas!

Chizh.

You will need chizh and two sticks. Chizh is a short chopper with pointed ends. On Earth, the circle of diameter in 1 m - Kon, in the center put chiz and determine the field where the flying flight should be directed.

Two play. One of the players (the thrush) hits a stick along the pointed end of the point, trying to knock him out in the field (you can first throw it up, and then knock out the second or third blow). In the case of a miss or if the chiz is too close to the Kona (at a distance less than the length of the stick), the throtter can repeat the blow, but after the third missum changes with water roles. The second player is driven - she tries to catch Chizh on the fly or delay him with a stick and from the place where Chiz falls, to throw it back into the stake. The thrustman prevents this, trying to repel the chiz and again send it to the field.

If I chizh falls into a circle or driving will catch it on the fly, players change roles.

Burners

Participants become pairs, holding hands, each other - form a column.

Ahead of the column is driven. On the team of the leading last couple disconnects the hands and runs forward: one right, the other on the left side of the column.

The task of players is to dodge the leading and have time to take hands. If you manage to catch one of the players, it becomes together the first pair of columns. If the players are able to overcome the leading and take up hands - they are in the head of the column, and the lead starts the game first.

Stander

Water is handed the ball. Players are going around the leading. Driving throws up the ball up and shouts the name of one of the players.

The named player catches the ball on the fly or raises it from the ground and tries to get to them in any of the remaining players running around. Catching the ball on the fly, the player has the right to shout: "Stander!" Then all participants must measure, and the player with the ball can be calmly aimed and stain with the ball of anyone.

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

If the one who tried to stain, it will be able to catch the ball thrown into it, he gets the right to mark them another player. Spotted drops out of the game.

The rules of the game are allowed to surpage players in which they kiss the ball, squat, shy away from the ball, but they have no right to go from the place.

Fish

The game resembles salts, but she has an interesting feature. Participants of the game are binding to the belt one and a half meter thread with a short stick (fish) at the end. The challenge of playing is to catch more fish, i.e., tear up a bigger chopsticks on the ground, coming on them and save their own. A player who lost his fish drops out of the game.

The one who managed to collect more fish, retaining his own.

Game in classics

With the onset of spring, as soon as it comes from the asphalt snow, in the courtyards and in the playgrounds there are classics. Recall some options for this old game.

On the asphalt with chalk, we draw a rectangle with a width of 1.5 m and a length of 2.5 m. The rectangle can be drawn in different ways.

The participants of the game define the order under the contract or lot. The first playing becomes in front of the classics and throws a flat round bit to the first rectangle (1 class) (bit can be pulled out of iron bar, you can use a conventional tin box from under lollipops, etc.). Then jumps on one foot to the class and the leg kick knocks the bat in the next class.

Thus, you can go through all classes. You can add a semicircle to rectangles or another figure (house, paradise, fire), which will be inserted under the condition on both legs (for example, house or paradise), or on the contrary, jump over it without leaving the bit in it (fire).

If the bit flew away in the same class or the player came on the line, he inferior to the next player. Playing in classics, you can add and invent new rules, ways of jumping, the outlines of the classics themselves.

Grandmas

Old Russian game, reminiscent of the towns. In the old days, the grandmother was made from an open-looking home of a pet left after a jelly cooking. Boktok - the largest grandmother - filled from the inside lead and used in the game as a bit.

Nowadays, bone grandmas can be successfully replaced with small wooden chocks, and to choose a chock to choose a chock. Grandics put on the line of the horse and knock out from the distance of 3-5 m.

Playing are divided into two teams. Before each team behind the position of the KONA in a certain sequence, grandmothers arrange - at least 10 pieces. Command participants seeking to knock down the grandmothers less shots.

For each sequence, there are its own rules: "fence" put along the Kona line, "Gusk" in two rows perpendicular to it. "Fence" can be shot down from any end, but no more than two grandmothers for one throw. "Gusk" begin to shoot down from the latter from the konoon line of the pair of grandmothers. If for one throw a shot down more than two grandmothers or grandmothers is knocked out not in a row, they put them in place. Players throw a ball in turn. The team wins, the first knocked out all grandmas with Kona.

Cossacks-robbers

The once very popular among children is a courtyard game. Pre-playing need to discuss the boundaries in which you can move, hide - courtyard, quarter, microdistrict. Then playing broken into teams, one of which is the Cossacks, and the other - the robbers.

The robbers are missing to hide, and the Cossacks find and mark the place for the dungeon, where they will be removed by caught robbers. Dunning can be a shop, corner of the yard, sandbox or just a place under the tree.

Cossacks will guard the dungeon, so it should not be too big, but not close. If the game occurs on a relatively large space, the robbers must marry their way with infrequent shooting tags with chalk on asphalt.

Cossacks go to the search and catch the robbers. Their task is to find, catch up, stain and remove into the dungeon of robbers. Cossack assigns a robber in a dungeon holding his hand or sleeve. Caught and stained robber should not break through the rules of the game. But if the Cossack accidentally opened his hand, the robber can escape. Robbers can cut out their comrades on the road to the dungeon - unexpectedly run up and rally the Cossack - then the Cossack must let go of the prisoner, and both robber run away. Cossack, in turn, may be the first to stain the robber who tried to free the captured. If he succeeds, he will already lead two prisoners.

In addition, the robbers can free their comrades from the dungeon. But for this they need, by passing the guard, to stain the prisoner in the dungeon. The watchman at this time may stain their liberators. For catching robbers and guard, prisoners can be broken into pairs or groups - it will complicate the game.

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

Towns

For the game you need to prepare bits and roots. Ryuhi is made of round wooden bars of 5 cm with a diameter, 15 cm long. The length of the bit is 80 cm, the diameter is 5 cm. For each team on Earth, the Kona lines, gender and cities are placed. Two teams participate. You can play with a smaller number of participants - 2-3 people.

The task of players is a smaller number of blows to knock out the greatest number of figures in which Ryuhi is folded. Each figure consists of five Ruh. All of them 15. 1 - gun, 2 - Star, 3 - Well, 4 - artillery, 5 - machine gun nest, 6 - hour, 7 - tire, 8 - plug, 9 - arrow, 10 - crankshaft, 11 - racket, 12 - Cancer, 13 - Sickle, 14 - Airplane, 15 - Letter. To begin with, you can use a predetermined number of figures - 3 or 5 for younger players, 10 - for older guys. After training, you can go to a complete set of figures ..

In the towns, as a rule, the figures are installed and knocked in the same sequence, in which they are numbered. All figures are installed on the front line of the city. Each team gets the right or left city. Each player is given two bits for two throws in the figures.

First, all the participants in the same command are met, then another. Ryuha is considered knocked if she completely flew out of the Kona line. If she fell on a line or rolled back into a suburb, she continues to knock out. The blow is not counted if the player stands behind the line of the Kona or the floor of the Kona. The first blow is always done with Kona. If the player does not miss and knocked out any number of rocks from the installed figure, the next blow he deals with the floor Kona. The next player also starts throws off the bits with a horse, while successful hitting the position of Kona. The team spent on all the figures fewer bits gets the point.

Periods in the game are usually several, the players agree on their quantity in advance. Defeats the team who climes more points

Game burners

And here is another game of this period of life of the Russian people, but already from the children's folklore - burners. We read about it at S. K. Yakuba: "Russian historians of the last century directly associated the burners with the customs of the Slavs-Gentiles. Every year on the longest day of the summer solstice (June 23), the Slavs had a Yarily feast (and later - juggles) dedicated to the Sun. In the evening, our distant ancestors - Slavs converged on the banks of the rivers, lit fires for night players, jumped through the fire and bathed, "To meet ascending luminaries clean." On the same night, the "minds-nodium" of the girls took place. In the most ancient of our chronicles - "Tale of Bygone Years" - this is said about this: "Looking at the playing, on the danceman, and the Bezovskaya playing, and the wash of his wife," ". These words refer to ancient type of burners, where the guy can only catch a girl.

Gaming song Drema

In the winter shints, the Gaming Song "Drema" was performed on festive gatherings, also associated with calendar holidays, the rules of behavior in which are inherited from ancient pagan times. It can be assumed that Drema here is the image of the Sun, which will be slightly, joking, waiting for heat from him:

Children's game Kostroma

In another children's game, Kostroma, scientists find the echoes of the ancient pagan ritual playing in honor of Kostroma, personified a spring-summer deity. Young girls, women made a straw stuffed, dressed him in an elegant sundress, decorated with flowers, put in a trough and, imitating the funeral, carried with the songs to the river. They sang all night, dance drove away, and then the Kostroma was stripped and thrown into the river, mourning her death, together with which all summer dances, walking. There was a time of summer suffering. And in the children's chorus, words about the ancient meaning of the game are preserved: we dressed in the Kostroma, the spring-summer was accomplished. Although it entertained entertainment function: the outcome of the game is essentially caught, because children need to run!

Slunk game

Many games in symbolic form show the heat and tenderness of the relationship in the family. Such is, for example, "calm": in the meadows walked, the nest cooed, the babies took, the children were collected. Folk tradition creates a gentle, light: floated over the blue lakes, scrambled the shuts, the wings were cleaned, the wings were fixed, the wings fastened

Bouncers.
The playing field (a length of ~ 8-10 meters is contacted from two sides by the lines, followed by the bouncers (driving), their task - to knock out the ball players from the field, the ball is applied alternately from one bouncer to another, there are a lot of player options. A) bouncer becomes "Embossed" or newly arrived players) Players are divided into teams and the knocked players leave the field until all team players will be knocked out, and the "candle" can be caught from hands, which means either the opportunity to stay in a circle, or return one of the knocked out Players on the field. c) If previous options are widely known, then with this I encountered only one day - in the pioneer camp. Players should be quite much - not less than 4-5 in each of two teams. In each team - one embroidery (c) and other players (s) on the field are placed as follows:
Each of the teams alternately owns the ball and embroods the opponent players, knocked out the players from the category of players go to Kathegria bounced, that is, only a player who caught a "candle" who caught a "candle" (the ball caught off the ground "candle" The player who caught such a ball goes to the embroidery). The team in which players still remained, they start

next con.

" STEPS"

(1 option): The circle with a diameter of 1.5-2 meters is drawn, in which all participants are placed, the ball throws up the ball as close as possible and runs on from the circle, that of the players who managed to catch the ball, shouts "stop" and appoints the number of steps To leading (steps can be the most diverse and in different quantities, for example, 2 "giants" and "5" Liliputs "), if after performing the assigned steps, it is possible to touch the leading, it itself becomes leading. Steps I remember only some, but you can dream of ourselves: "Giant" - big steps in the jump, "Liliputa" - a step on the preciseness, "thread" - from the Missing to Mask, "duck" - eddyadka, "umbrellas" - a coup jump , "Bunny" - leap-legs together).

"Steps" (2 options): The circle is divided into sectors - countries while the water pronounces the gaming phrase (again lost, you will have to invent) the players are running out. The team "Stop!", Players will die, then the water chooses the victim (as a rule nearest to him) and appoints steps, if guess, it cuts off the loser's side to himself, no itself gives part of its territory (it is possible to cut it, only standing with a foot ( legs) on its territory, and there how to reach out (the circle should be quite large).

"POTATO" - The ball should be light, better small inflatable. Players becoming in a circle recking the ball to each other (catch or chopped into the game "Volleyball"), the one who misses or drops the ball becomes "potato" - sits down in circular in the circle and can be done by the ball. If the ball after hitting the "potato" falls to the ground, then it is not considered missed and the game resumes, if the "potato" manages to catch the ball (like a "candle"), then the "potato" becomes lost the ball, and the remaining players come out of the circle. The last of the two remaining players, the ball dropped to the ground, becomes the first "victim" of the new Kona.
"" Edible-inedible "- the game field is drawn up in Lineshek, where every Lineberry is separated from another one step (you can play on a wide lasy), players get up for the last line and driving the ball alternately, calling various objects. If the "edible" word sounds the word player must catch the ball, "inedible" - skip or discard, by agreement of the player's actions to the word, the player proceeds to the next feature (on the next-step). Wins and becomes leading the one who first crosses the latter line.

"I know 5 names"

- on the ground mines the ball (palm), with every blow to say the next word: "I know 5 names of girls (boys, names of flowers, birds and so to infinity): Masha - times, Tanya - two, Katya - Three," Sonya - Four, Ira - Five "," I know 5 ... "If a player is mistaken or makes a long pause, the ball goes to another player when the ball will make a circle and returns to the player, the game for this player renews from the place where he interrupted (as This is done in the "classics"), while in advance it is better to agree in what order will be called items. This game is useful and without a ball, at home

"DOG"

- Players get up in a circle, and throw the ball to each other, the task of "doggy" - to take possession of the ball, who lost the ball itself becomes a "dog". This is a limited list of game balls, it can be added classic games football, basketball, volleyball, pioneerball - domestic brainchild for babies (volleyball option, where the ball does not fight off, and caught)

"OCEAN IS SHAKING…"

Water stands back to players who highlight all sorts of passages by depicting various figures in motion and pronounces words: "The sea is worried - once, the sea is worried - two, the sea is worried - three, the sea figure on the site of Zamre," then turns around, the one who did not have time to measure Or moved the first becomes leading.
"" Cherry quische ... "- one of the options for" nautical figures ", driving becomes on one side of the playing field, players in her other end, water turns away and says:" You go quiet - you will go further, once, two, three, stop "and Wraps, players who at this moment run to the watering, must measure, the one who did not have time to stop returning to the starting line. The winner, the first reached water, becomes water itself. All interest is that the phrase can be somehow cropped (an element of surprise is made), but the "stop" should remain the last word, only after it water can turn into.

"Domoki"

mugs are drawn on the field, smoothly one less than the number of players, water is bypassing the houses by collecting players in the chain and takes away them away, while telling them where they are leading, after the team "at home" everyone rushes back and that player who did not get a house , becomes leading. I don't remember words at all, it is not particularly important, but here is my raw version of the start of the promotion: "I went to walk the gnomes, left their houses: Gnomic Misha (for example), Gnombic Sasha (, etc., listed all the players), they went In the forest, and they got lost, for a long time we went, (hereinafter referred to as the taste) "Then the unexpected team" Home "anywhere in the story - develops attention and reaction.

"Colekko"

- Players are sitting on a bench and hold palm folded by a boat in front of them, the water clashes the ring (you can coin) in your "boat" and alternately passes through all the players (you can not), putting your palms in the palm of the players, unnoticed by one of them "ring "Then I say:" Colecotchko go to the porch ", the task of the player who received the ring to get up and go out, becoming a leading task, the task of the rest is to keep it if they, of course, have time to figure out - to whom it has gotten it, it is interesting to play in the composition of Not less than 4-5 people.

"I was born gardener",

driving becomes a gardener, the rest choose the name of the flower to taste and only respond to it. The leading gives the launch with the words: "I was born to the gardener, I was angry at a joke, all the flowers are tired of except ... (called the temporary name of any of the players, for example," Rose ")," Rose must immediately respond: "Oh" gardener: "What you?" Rose: "In love" gardener: "In whom?" Rosa: "Ohulpana" Tulip: "Oh" ... and then the dialogue continues between him and a rose, etc., a gardener may turn out to be full, I note that the main load falls on it, since the names of the colors are forgotten quickly, and the gardener Remember and call most often. He who was wrong: responded to someone else's name, did not respond to his own, or did a large pause - forgot the "names" of the colors leaves and again the gardener is given a start, etc. until two players remain. As an option - the players do not leave, but give the "phantas", which later play out (any personal thing). The phantas are played as follows: one pulls out the phanta, the other (turning) assigns the task of the owner of the science, which he must fulfill to get a thing back (sing, telling the poem, glance, jump on one leg, etc., depends on the fantasy).

"TRAFFIC LIGHT"

the field is limited from 4 sides (moderately, crushes from the number of players), this is something like a pedestrian trembling, run out of which is impossible. So, we turn the color in the center of the playing field. Appoints the color, those players who have this color are on clothes calmly pass, the rest - "violators" must run through the "road", the outstanding "violator" becomes water.

"Proteins-arrows"

(Someone this game is mistaken, and maybe correctly calls "Cossacks-Robbers") Players are divided into two teams, "arrows" give time to hide and then the pursuit begins, the search is conducted in the footsteps of the shooters by the players "arrows" On turns, and maybe more often. As soon as the last "arrow" found and caught, the teams change roles.

"LEAPFROG"

- jumping through each other along a chain, "streams" is also known to everyone and is suitable for folk dances (IMHO).

"Above legs from the Earth"

- the account players scatter and delivered so that the feet do not touch the Earth (sit, they are hanging on trees, etc.) The task of watering to ignite the one who could not resist and touched the earth, interest is that the players at a respectful distance can change Your location.

"Grandma, threads confused" or "confusion"

Players are cloured with hands in a circle and confused, climbing as soon as possible through each other while driving

"Boyar".

Two teams holding hands first at first to meet each other, then back and so in turn. And they say: - Boyar, and we came to you, dear, and we came to you - boyars, and why came, dear, and why did you come - the Boyar we need a bride, dear, we need a bride - a boyar and what a Mila do you, dear And what kind of you Mila - Boyar, we have this Mila (show on one of the players), dear, we have this Mila - Laurear, she is a fool, dear, she is a fool with us, - Labor, and we are her string, ... - Wheel, she is afraid of lashes, .. - Wheel, and we will give a spice, ... - Boyar. It hurts a teeth, ... - Labor, and we will bring to the doctor, ... - Wheel, she is afraid ... - Wheel, she is afraid ... - Wheel, do not fool , give us the bride forever. "Hemest" runs up and tries to break through the chain of hand in the opposite team, if not break through, remains in the team, if he breaks, takes one player and goes to his team.

"Pike" -

the option of salting (spots), the outstanding hits the water and together they are as follows, the last awesome player becomes driving.
"?" (Untitled) Another option of this game, but the outstands are fi at the place, the opening of the hand, they can be reinstalled if the leading will allow them to have other players, the latter becomes becoming.

"WATER"

everyone gets in a circle and go around, watering with closed eyes: "Grandfather Water, what are you sitting under water! Looking at a little, for a minute! " After that, the water rises and chooses the random of any player, touches and tries to guess - who is it. If guess, then guess becomes "water".

"THIRD WHEEL"

- Players get up in a circle along two (one after another) running on one of the free players on an external circle, without crossing it, the player can stand in front of one of the steam and then run away to someone who turns out to be the third and stands back to the circle border. The outstanding becomes leading.

"CROCODILE"

two teams, the opposite team makes the word, part of the players trying to portray it with a pantomime, the second part is to guess. If you guess, changing roles.
"2 Option:" Grandfather Mazay "- Water departs while players negotiate who will be depicted, then tidy it with the words: - Grandfather Mazay Get out. - Hello, guys where you were, what did you do? - Where we were we do not say, and what they did - show. After that, the leading should guess the meaning of their actions.

"Has Golden Porch sat ..."

The leading spins on the spot and around itself the earth rotates jumps (if long, it is better to fold in half), saying (for every turn to the word): "The king, king, king, king, cook, tailor, ... (Next I remember, but before that, it was rarely affected if you come up with yourself. So, players around should jump through the rope, who will not have time, he leads and until the next error is called the word on which he is confused in the rope.

"Candles"

(Abbreviated version of the game "Boyar"), this game differs only by the dialogue of playing teams: - shackles. - Caught. - Roll. - By whom? - My friend. - What? Next, the player who splits someone else's chain is selected.

"Ackle"

The water knocks the ball of players lying on Earth with the raised legs, which they are fighting, but only the one who fell on a soft place is considered to be broken.

"Cold_Gorcho"

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

"GOAL"

The version of the bumper, where he drives two with closed eyes - "Guardians", between which the other players must pass, caught in places custody.

"Cannibal",

this game spontaneously originated in our family circle, there may be a well-known analogue (new - well forgotten old). So, water ("cannibal") sits with eyes closed and everyone alternately touch him, the one he will be able to grab by the hand, becomes "cannibal."

"ELEPHANT"

(fun for schoolchildren) play two teams: "Elephants" get up with a chain, keeping with each other in a bent state, riders jump on them and "elephant" trying to go with this burden (in my opinion, not quite a harmless game)

"BROKEN PHONE"

Regulations, unfortunately, I remember vaguely. Players are sitting on a bench, which gives the word to the first player with a whisper, which in the chain intentionally quickly transfers it further. The whole salt is that it comes to the last player. Next, the turn is shifted and the last player becomes the first - water.

"GOAT"

or "king": players get into the circle, drive around a leading ("goat" or "king") a dance with the words: - walked _ Korol_ in the forest, in the forest, in the forest, had a ppincesssa, PPINSESS, PPINSESS, (a goat from the Hoshif ) Let's jump with you, you will sweat, you will sweat, we will follow all the specified actions) and step by the legs, we will sweep up, sweep, sweep, sweep, and they praise, praise, praise, praise, we will sing head, and we will scold the head, and again begin ... (choose the princess better with eyes closed)

"Secrets" (loved by girls) - A fantasy is broken in the ground, a fantasty is put on the bottom (better brilliant), something like herbarium is stacked and covered with a piece of glass, then the earth is covered. Then a secret girl show their treasures to each other.

Frogs and her shoes.

The borders of the marshes (rectangle, square or circle), where frogs live, there are cubes with a side of 20 cm, between which the rings are extended. At the ends of the ropes of sand bags. Aside the nest of heron. Frogs jump, frolic in the swamp. Heron (driven) is in its nest. According to the tutor's signal, she, highly raising his legs, heads to the swamp, step off through the rope and catches the frogs. Frogs are saved from herons, they jump out of the swamp. Caught frogs, Heron takes to her house. (They remain there until they choose a new hermit.) If all the frogs have time to jump out of the swamps, and the Heron will not catch anyone, she returns to her house alone. After 2 -3 repetitions of the game, a new heron is chosen.Instructions. Rocks are laid out in Cuba so that they can easily fall, if they hurt them when jumping. The fallen rope is put in place. Playing (frogs) should be evenly located in the swamp. Through the ropes, the frog can only jump over.

Wolf in the rock.

A paolder with two parallel lines at a distance of about 100 cm one from another marked ditch. In it is a leading - wolf. The rest of the playing are goats. They live in the house (stand behind a bed along the border of the hall). On the opposite side of the linage hall, the field is separated. According to the teacher of "Goats, in the field, a wolf in the RBU!" Children run from home in the field and jump over the road through ditch. The wolf runs into the rock, trying to walked the jumping goats. The outstanding moves away. The educator says: "Goats, home!" Goats run home, jumping over the path through ditch. After 2 --3 jogs, another leading is selected or assigned.

Instructions. The goat is considered caught if the wolf touched it at the moment when she jumped through the ditch, or if she got into the knocked foot.

Good and jumping.

Several children standing by Shangoy, at a distance of 10m from them, the strip of width of 30 - 40 cm is drawn. At the sign of the teacher, the children quickly run forward. The one who is the first, accurately coming on the strip, jumps forward.

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

Exercise children vigorously repel and gently land

Pumps - Practices (not getting off).

Draws a circle. Diameter 4-6 m. Choose a leading - large bird. It becomes in the middle of the circle. All other playing points, they are behind the circle. Glasskeepers jump on two legs, then jumped into the circle to bow the grain, then jumping out of it. A big bird flies in a circle, does not give the grooves to collect the grain, pecks them (touched by hand). Girls try to be more in a circle more, they are merged by catching.

Instructions. The tutor follows that the players would not stand in place, and

jumped.

Who is rather along the track.

From sticks, cones, pebbles lay 4 -5 narrow tracks (width 20 cm, length 4 m). 4 -5 children stand at the start of the track and in the signal jump on two legs to the end, where the cubes are lying or stuck in the ground.

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

Complication: perform jumps on one leg; jump out of each on the track 4-5 low objects (cubes, pebbles); Perform jumps with sideways, from foot to foot.

Jumpers.

Three sticks put on the ground. Three children get up so that sticks were between their legs. Under the text of the song, children jump in turn over sticks, then crossed, then, spreading legs, rebel. For each quit, another child jumps,

"Bunny white sits, and stamps ears,

So, like this, and ears stimples.

A bunny can sit coldly, you need to warm my paws.

Clap clas

It is necessary to imitate my paws.

Bunny stand stand

Need a bunny jump.

SCOCK, SCOCK,

Need a bunny jump. "

Note: jump, not assisted and not shifting sticks from the place; Observe the rhythm of jumps, start and finishing jumping in accordance with the beginning and end of reading poems.

Complication: during jumps to perform cotton in front of them, above your head, behind your back.

Frogs in the swamp.

On Earth draws a large rectangle, from two sides - the shore, on them at a distance of 50-60 cm from each other bumps (small tubercles, drawn circles), aside the crane in the nest. Frogs are located on the bumps and say:

"That's from a raised rot

Frogs slammed into the water.

Steel squat from water:

Kva-kekawa ke-ke

There will be a rain on the river. "

With the end of the words, Zhuravl catches frogs, and they jump into the water where they can not be caught. As soon as the crane goes away, the frogs jump on the bump. Caught frogs go to the nest of the cranes. After the crane caught a few frogs, a new crane was chosen from those who are never caught.

Note : From the bump in the swamp to jump with one jump, gently landing on both legs, you can catch frogs on the barbell or beyond the borders of the swamp.

Complication : introduce a second crane; Increase the distance from the bow to the swamp

Put the pebbles rather.

On one side of the site, children do

small wells (or outlined mugs) and stand up, on the contrary, at a distance of 4-5 m. Near each lie 5-6 pebbles. At the signal, children take on one pebble, jump on two legs to their hole or a mug, put pebble and run back. Jump with the next pebble. Wins one who previously fulfilled the task.

Note: pebbles lay in a hole or a circle; If he jumped, you need to go back and put it again; jump to the well Do not start running until the pebbles are in the well.

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

Pumps.

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

draw lines. Children over each other jump the lines on two legs in different ways: straight, sideways right and left, between the scene.

Note: jump in the specified way, pushing out two legs at the same time; Considerate the force of a shock with an obstacle (closer further).

Complication: change the distance between the lines, developing the skill in children, perform shorter or long jumps.

Horses.

At the stable there are horses, not far from them sit on the benches of a barley with winds. Senior Hilling - The educator is suitable for a plank suspended on a tree, and beats about 15-18 shots. During this time, the barns quickly dismisses horses, harbor them and lure themselves after each other. The signal "went" jumps by gallop. At the signal "Horses were frightened" run in different directions. Konya catch and dismount horses in the stable. Children change roles, the game is repeated.

Note: time to build until you hear strikes; Right, rhythmically perform a gallop; You can catch any horse; The horse should not run away from the stable.

Complication: Each hairs makes it "Troika".

Foot target.

Before a bench or a layer, 30 cm is laying out of the cords or draw a circle with a diameter of 30 cm. Children stand up on the exaltation, jump into circles across the signal and immediately jump out of them.

Note: jump gently, hard not to squat; quickly make the next jump; Rusted cool, coming out of the game.

Complication: jumping into a circle, perform a jump in it up.

Jump - Turn!

Children, standing freely, perform three lies on site in the hoop (diameter 1 m), on the fourth, high jump trying at the top point of the takeoff to pull the knees of bent feet to the chest, grab them with their hands, then quickly break your legs, gently land.

Complication: instead of flexing the legs, perform a turn on 360. Penguins with a ball. Children stand in 4 -5 units. Opposite each link (at a distance of 4-5 m), the landmark is a high cube. The first in the links get balls. Climbing them between the knees, jump to the subject, take the ball and, having a landmark, returns each to his link, and transmit the ball to the next.

"Birds and cage"

Children are divided into two subgroups. One forms a circle in the center of the site (the children go in a circle, holding hands) - this is a "cage", another subgroup - "birds". The educator says: "Open the cage!" Children forming a cage raise hands. "Birds" run into the "cage" and immediately run away from it. The educator says: "Close the cage!" Children lower hands. "Birds" remaining in the "cage" are considered caught. They get up in a circle. The "Cell" is increasing, and the game continues until 1-3 "birds" remain. Then children change roles.

"Northern and South Wind"

Choose two watering. The blue ribbon is born on his hand - this is the "North Wind", the other red is "Southern Wind". The rest of the children run around the site. "North wind" tries to "freeze" as many children as possible - they will touch them with your hand. Frozen accept any pose (hands on the sides, up, on the belt, stand on one leg, etc.). "Southern Wind" seeks to "defrost" children, also touching her hand and exclamation: "Free!" After 2-3 minutes, they are prescribed new leading, and the game is resumed.

"Fullies on one leg"

The game is carried out according to the principle of "Fathers", only the new rule is introduced - you can not catch one who managed to stand on one leg, and wrapped his knee hands.

"Catching couples"

Choose a leading. At the tutor signal, children are running out. The leading catches, touching his hand to the runaway. Caught becomes a couple with a leading. They take hands and catch other children. Caught also form a couple and participate in fishing. The game ends when all children will be caught. The child caught the latter becomes leading.

"Fullies - Runs"

A group of children stands on one side of the site below. On the opposite side of the site is also drawn. In the middle, between two lines, there is a fishing. After the words "times. Two, three - catch! " Children move on the other side of the site, and the fishing tries to catch them. He, to whom he will touch before the running cross the line, is considered caught and departs to the side. After 2-3 days, the counting caught and the new fishing is selected.

"Feet from the Earth!"

The game is carried out in the same way, but with the condition - you can not catch those children who managed to stand on some elevated subject (log, board)

"Stove"

Playing get up in a circle. Drinking with a small ball coming out on the middle of the circle. He throws up the ball up (or strongly strikes them about the Earth) and calls anyone. The child, whom they called, runs behind the ball, the rest are scattering. As soon as the child caught the ball, he says loudly: "Stop!", All players must stop, and stand still where they found them. Drinking tries to get the ball into some player. The one who is thrown by the ball can be fused, squat, but not to go from the spot. If you get involved, it runs behind the ball, and everyone again scatter. If driving hit the ball in someone, he takes the place of the water, and the game continues.

"Fight roosters"

Playing try to remove each other from equilibrium, jumping on one leg and pushing opponent with the right or left shoulder. Loses one who touches the lands of the second leg. Hands children hold on the belt either more in front of the breast; You can stay with one hand for a bent foot sock. Hands are not allowed. Wins the one who will last longer, jumping on one leg.

"Karasi and Pike"

One child choose "Pike". The rest of the players are divided into two subgroups: one of them forms a circle is "pebbles", the other is "Karasi", which float inside the circle. "Pike" is outside the circle. According to the sign of the teacher "Pike!" The child is depicting it, runs up in a circle and tries to catch "Caras". "Karasi" are hiding behind "pebbles" - squatted for someone from players standing in a circle. "Pike" catches those players who did not have time to hide, and leads them for the circle. After 2-3 repetitions count the number of caught players. Choose a new "pike". Children standing in a circle and inside it are changed by places, and the game continues.

"Fox in chicken coop"

Gymnastic benches put a square - this is "NASP". Benches are children - "Chickens". Inside the square ("chickentellite") runs "Fox". "Kura" are jumping from "chicken" and run through the "chicken coop", then climb on the benches. "Fox" tries to catch (touch the hand) "Chicken", which at least one foot concerns the Earth. After the leading caught 3-5 "chickens," a new "fox" is appointed from among the most deft. The game is repeated 4-5 times

"Do not stay on earth"

The game is carried out in the part of the site, where the gymnastic wall, benches, stairs are located, other items up to 30 cm high. Choose a leading - fishing. He is tapered by a color tape. Children are placed on the shells. In the first blow to the tambourine, they jump and start running around the site, observing the rhythm, which gives the tutor. The fishing takes part in the overall movement. At the sign of the teacher "Catch!" All children are climbing again to the items. Catching catches those who did not have time to stand up. The caught departs to the side, and after 2-3 repetitions they are counted. Choose a new collection, and the game continues.

"Two and three"

Children walk or run by the swarming. On the signal of the teacher "Two!" They get a couple with any player located nearby, are taken by arms and run to a pre-agreed place (flag), where the column is built in the order in which run. If the teacher says "three!", Then the children form a triple and then run to the place of construction.

Option game. Children should be built before the educator (face to him), in any place of the site it is neither. So that the game is more difficult and more interesting, the tutor, before you give a signal to build, says: "Stop!" - Children stop and close their eyes. The educator goes to another place and gives a signal ("Two!" Or "Three!") - Children open their eyes, form pairs or troops and run to build

"River and ditch"

Children are built in the middle of the site into the column one by one. To the right of the column is "ditch", on the left - "river". Through the "river" it is necessary to "twist" - to go, imitating the movement of the swimmer, through the "ditch" - jump over. According to the signaler "MOVE - Right!" Children turn right and jump forward. The one who jumped over the other side is considered to fall into the river, and he helps to get out, feeding his hand. Then everyone returns to the initial construction.

On the signal "River - left!" Children turn left and "float to the other beach." The one who was mistaken and got into the "ditch" returns to the comrades.

Game-relay "Cheerful Competitions"

Children stand behind the line in three columns with an interval of 2-3 steps between them. Each column has the same number of players. In front of the columns, the "tracks" of two parallel lines Three meters long (distance between lines 20-25 cm). Then the "tracks" crosses two perpendicular lines with a distance of 70-80 cm between them - "grooves", and even further, at a short distance from the "grooves", lie hoops. According to the tutor's signal, children standing ahead of the columns run through the "tracks" jump over "grooves", run up to hoops, take them, put on themselves and lowered to the ground. After that, they quickly return to the end of their columns. Commitment first give a check box or other icon. A column that has more flags is considered to be winning.

Another variant. The first participants who completed the task returning to the hand of the second players and get up in the horses of the column. Second players run immediately as soon as they were touched. The team defeats, which quickly fulfilled the task..

Squirrels, nuts, bumps

Number of players: any
Optional: No.
All the guys get up, holding hands, three people, forming a squirrel nest. Among themselves, they agree, who will be a whitewash, who is a nut, who is a bishke. Hazing one, he does not have nests.
There is also a leader who pronounces the words: proteins, bumps, nuts. If he said proteins, then all the proteins leave their nests and run into others. At this time, driving takes free space in any nest, becoming protein. The one who did not have enough space in the nests becomes leading.
If the host says: nuts, the lathers are changing and driven by the place, which took place in the nest, which becomes nut.

Hot potato

Number of players: at least three
Optional: Ball
Children become in a circle and throw each other ball, as if it is hot potatoes. Players must throw the ball quickly to not burn.

Hare without Logov

Number of players: any
Optional: No.
Participants of the game are facial to each other, raising the lifted hands up. This is the lair of the hare. Two watering are chosen - hare and hunter. The hare must run away from the hunter, while he can hide in the lair, i.e. Stand up between playing. The one to whom he got his back, becomes a hare and runs away from the hunter.
If the hunter "will wear a hare, then they change roles.

Clown

Number of players: any
Optional: Matchboxes
To carry out this game, you must divide for 2-3 teams and prepare 2-3 boxes of matches. More precisely, not all boxes are needed, but only the upper part of it. The inner, extended part along with matches can be postponed.

Fight for the ball

Number of players: any
Optional: Ball
The captains of the teams are in the drawn circles. The remaining team members are divided into attackers and interceptors. The presenter plays the ball between the players of opposing teams.
By throwing the ball to my players, you need to bring the ball closer to the captain and throw him, so that he caught him on the fly.
Game up to 5 points.

Movable goal

Number of players: any
Optional: Ball
Children form a large circle, sitting in 2 - 3 steps from each other. Before their socks can be held a line. It is distinguished by the leading, which comes out on the middle of the circle.
At the signal, children begin to transfer the ball to each other to choose the moment and get to them in a leading. Driving, running in a circle, suggested from the ball. The one who hit the ball in a leading, goes to his place.

Labyrinth

Number of players: at least 11 people
Optional: No.
The labyrinth is a variety of spots. Two people - driving - cat and mouse. Participants are ordered, putting hands to the sides, face in one direction (forming the corridors). According to the team of the lead (or cotton, or whistle), all participants turn back. Cat and the mouse is allowed to run only by corridors.
If the cat caught the mouse, they change roles, or with someone from the labyrinth.

Catching couple

Number of players: any
Optional: No.
The water is located aside, the rest are placed arbitrarily on a limited area (15x20 m). At the signal, the driving starts to catch the guys, and they try to escape from him. Catching someone, he takes him by his hand, and they together begin to catch others, surrounding with free hands. Caught by moving away. When the second is caught, they form a new couple and begin to catch themselves. Thus, the number of steam increases all the time.
The game ends when everyone is shifted.

Dragnet

Number of players: any
Optional: No.
Play two teams. One team, holding hands, forms a "wedding" and catches the "fish" freely moving around the platform. Caught players drop out of the game. After some time, the teams change roles.
Wins a team that caught "fish" more. "Fish" is considered caught in the event that fishermen can form a circle around it. The game is repeated several times.

Enchanted castle

Number of players: any
Optional: eye dressings
Playing are divided into two teams. The first should argue the castle, and the second team - to prevent them from this. The lock can serve a tree or wall. Near the castle are the main gates - two guys from the second team with tied eyes. In general, all players of this team should be tied. They arbitrarily, as they want, are located on the playground.
Players who should argue the castle on the team leader begin to move silently to the main goal. Their task is to quietly reach the gate, pass through them and touch the castle. At the same time the game is considered to be finished.

Heel nose

Number of players: 12-20 people
Optional: No.
Two circles are formed: external and inner with the same number of players. One person from the inner circle and one of the external form a pair (everyone should remember its partner). At the command of the leading outer circle starts running clockwise, and internal against. The lead will serve commands that each pair must perform, and very quickly. A couple that will be the latter - comes out of the game. For example, if the presenter shouts: the back to the back! The pairs should be connected by these parts of the body. Couple that the latter will do it, comes out of the game. Wins a couple that comes to the end.

Ali Baba - Movable

Number of players: any
Optional: No.
Playing are divided into two teams and get up, holding hands, face to the opponent team, at a distance of 5 -7 meters. The game begins one of the team words:
- Ali-Baba!
The second team of the choir replies:
- What is the servant
The first team says again:
- Fifth, tenth, Sasha we are here!.

Two frost

Number of players: any
Optional: No.
Before children are two driving, two frost.
- We are frost removed, the brothers are young:
I frost red nose,
I frost blue nose.
Which of you will decide on the road - the road will start?
Children answer:
- We are not afraid of threats and unrashed to us frost.
After that, children must run on the other side and not get caught frost.

Hold the ball

Number of players: any
Optional: balloons
Children are divided into pairs. For each pair to draw a circle with a diameter of 1m. Players get up in this circle, they are given balloon. They should, without leaving the circle, blow on the ball so that he climbs and sank over them,
and over the boundaries of their circle. It is impossible to "correct" the trajectory of flight ball with hands. Wins the couple that can last longer than all.

Move hidden

Number of players: any
Optional: No.
The game is held in the forest.
The lead sets the task of playing: moving behind it is secretive, being at a distance of 30-40 m. When the players take places at the specified distance, the presenter goes forward, but from time to time stops, turns around and tries to notice any of the players. Seen and named correctly in the name is attached to it.
This is done until one not seen, he will be a winner (provided that the specified distance observed).


What to take a child? Modern games Mainly focused on online format. We invite you to get acquainted with Russian folk rolling games. Children will be satisfied. And parents are joy, because the movement is life!

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

V. Belinsky

In the "main directions of the reform of a general education and professional school", the task is to "improve work on the full development of children of preschool age, to bring up a sense of excellent, form high aesthetic tastes, the ability to understand and appreciate the beauty and wealth of their native nature, to bring up in the spirit of love for their homeland." Education of selfless love for the Motherland is the main, the leading principle of Russian and Soviet pedagogy.

Motherland for the first time appears in front of the child in images, sounds and paints, in games. All this in abundance carries folk creativity, rich and diverse in its content.

Funny moving games are our childhood. Who does not remember the unchanged hide and seekers, catchers, liquets! When did they arise? Who came up with these games? On this question only one answer: they are created by the people, as well as fairy tales and songs.

Russians folk Games They have a centuries-old history, they survived and reached our days from deep old days, were transmitted from generation to generation, choosing the best national traditions. Boys and girls were going in the evening on a rustic street or for the sideways, drove dance, sang songs, they ran without tired, playing burners, settles, competed in agility, playing in the nap. In winter, entertainment was different in nature: riding from the mountains, snowballs were arranged; Horseback riding in the villages with songs and dances. For all folk games, the love of a Russian person is characterized by merry, withdrawal.

Especially popular and beloved there were such games like burners, Russian laptians, bumpers, towns, games with a ball. The game in Zhmurki was spread in many regions of Russia and had different names: "blindfolding frying pan", "Rodachka", "Chicken blindness", "Curve rooster", etc. Before starting the game, the Children choir led the conversation with Wing: " Cat, cat, what are you going? " - "On the Quash" - "What is in the Quash?" - "Kvass!" - "Catching mice, not us!" They will talk so with the water, and they will finish it several times turn in one place, and only after that he begins to look for playing, as a rule, with closed, closed eyes.

There were a lot of games where the success of the players depended above all of the ability to accurately throw a bit, knock the towns, catch the ball or get the ball into target (towns, laptians, etc.). As the names of the games and the rules were different in different areas of Russia, but the general for them was the desire to win, win.

Russian folk games for children are valuable in pedagogical attitude, have a great influence on raising mind, character, will, develop moral feelings, physically strengthen the child, create a certain spiritual attitude, interest in folk creativity.

The collection includes mobile games collected from different sources. They are quite diverse in their content, subjects and organization. Some games have a plot, their rules are closely related to the plot (for example, "Korshun", "chicken", "Gusi-Swans", "Herd"). In the game "Flood", "many three, enough two", "hot place" the plot and roles are missing, all the attention of children is sent to movement and rules. There are games in which the plot and actions of the players are due to the text. In the game "Paint" buyer talks with leading: "Tuk-Tuk!" - "Who's there?" - "Buyer" .- "Why did you come?" - "For the paint" - "For what?" - "For Blue".

Attractive for children in Russian games various singing. In the game "Corners", each run is accompanied by singer. In the last word, the players are changing in places, and the buying - the leading tends to take the corner freed during the fink.

In the Games of the Torner Type, the text distracts the attention of the catching, during the singing he should look up.

The collection presents the game mainly for children of senior preschool age. They are divided by types of movements: games with running, jumping, throwing; Some of them can be carried out both in warm and cold season. There are also small mobility games suitable for in rainy weather on a limited area.

In the collection there are many vintage and modern counters, conscription. In any Russian game there is a necessarily leading or presenter. It is usually a lot of people who want to choose this role, and you need to choose one, sometimes two, for which they serve reading and convictions.

Welding can also choose the foal. It is carried out differently than the belonging, and applies in those games where you need to break into two parties.

In the practice of pre-school education, folk games are rare. In some collections there are folk games, but they are so changed that in the new version the folk traditions have lost, deprived of the game due region, etc.

Russian folk games and their options, data in the collection, are available to children of preschool age. They can be successfully used in working with children during walks and physical education.

Section I. Games with running

Tracks

On Earth, various lines are carried out - these are tracks. Playing run on them with each other, make complex turns, while maintaining the balance. You need to run on the track, accurately advancing on the line, do not interfere with each other and do not come up on ahead of the running.

Guidelines. The game can be carried out with any number of children. The length of the track may be arbitrary, but not less than 3 m. This game can be held on the competition. Draw a slightly identical line of lines, at the end of each to put color checkboxes. One who is the first of the players will delight before the flag must quickly raise it over his head.

Snake

Children take each other by arms, forming a chain. One of the extreme in the chains of playing is chosen by the lead. He runs, fasciating all the participants of the game, the running describes a variety of figures: in a circle, around trees, making sharp turns, jumping through obstacles; He drives a chain snake, spinning it around the extreme player, then develops it. Snake stops, spinning around the master.

Rules. 1. Playing must keep each other hard for each other so that the snake does not break.
2. To just repeat the movement of the master.
3. The leading is not allowed to run quickly.
Guidelines. You can play "Snake" at any time of the year on a spacious area, lawn, forest edge. The more players, the fun goes the game. So that it takes place to be alive, it is necessary to teach children to invent interesting situations. For example, the lead calls on behalf of the last player, called a child and standing next to him stop, raise their hands, and the lead spends the snake to the gate.
Or: At the signal of the lead, children are running out, then restore the snake.

Shutchok

All participants of the game get up in pairs of each other and take hands - this is the gate. Children from the last pair run out go go under the goal and get up ahead of the column, the next couple runs behind them. The game ends when all the players go under the goal.
Rules. 1. It is necessary to run or go so as not to hurt the gate.
2. Running into the gate, children hold each other by hands.
Guidelines. The height gate can be different: children can raise hands and keep them at the level of shoulders or at the belt level. The lower the gate, the more difficult to run under them.
A more complex option - when children running into the gate, carry various items, such as a ball in a spoon, a bucket, filled with water, or pass, rolling with hand in front of a big ball.

Empty place

Playing get into the circle, choose a leading. Starting the game, he runs past the players, one of them is spots and continues to run further in a circle. Spotted quickly runs in the opposite direction from the leading. Which of them will achieve the first to the free place in the circle, he occupies it, and the late becomes leading.
Rules. 1. Children run only behind the circle.
2. Standing in a circle should not delay the runners.
3. If children resort to a free place at the same time, they both get up in a circle, and a new leading is chosen.
Guidelines. Play this game at any time of the year on a large platform, where you can run without interference.
The participants of the game get up in a circle at a distance of one step from each other, the hands of everyone are omitted. If there are many children, it is better to organize two circles of playing.

Trucks ordinary

Start the game from the choice of leading, it is called a spin. All participants of the game are running around at the site, the stain will catch them up. Who he touched his hand, he becomes a span.
Rules. 1. Children in the course of the game you need to carefully follow the shift of the leading.
2. The spot should not run only after one playing.

Spots with house

At the edges of the site draw two circles - it is at home. Children, running away from a leading, can run into the house, where the stifling can not squeeze them. If he touches the playing field to the playing field, then the outstand becomes a span.

Options
1. In order not to be stained, you need to sit down or stand on some item.
2. When the stain is catching up with the playing, he can jump on two legs, like a bunny, and it can not be stained (the staines "Bunny").
3. Playing, which was stained, if he is fast and clever, can immediately return the fifth of the water, and the previous player remains the stained ("Snacks with transmission").
4. All playing, except for the fifth, choose a name from flowers, birds, animals. The spot does not stifted the one who called his name in time, for example, "Fox" ("Snacks with the name").

Chopped fifths

The spot in this game needs to be loudly called the name of that player who he wants to stain. But if, during the persecution, the spot sees that there is another participant in the game next to him, he changes his decision, calls him by name and tries to catch up with him and stain. Spotted coming out of the game.
Rules. 1. The spot first calls the player by name, and then catch up with it and stains.
2. In the game, the fifth can change its solution repeatedly depending on the situation.

Circular spots

The participants of the game get up in a circle, each of their place marks a circle. Two players stand around at some distance from each other, one of them is a spin, he catch up with the second. If the runaway sees that the stain is catching up, he calls one of those close in a circle by name. He leaves his place and runs in a circle from a span, and the player takes his place. A free circle can take a stain, then the one who remained without a place. He catches the player who swung from the circle.
Rules.
1. To run through the circle is not allowed.
2. The player running from the stains, you can run no more than one circle.
3. If the fifth is osaling the runaway, they change places.
Guidelines. In the game, children should be very attentive if the playing is sharing, comrade will bring. Children in a circle stand at a distance of one step from each other, face to the center. The span can be replaced if he ran two circles, did not stain and did not take free space.
The game will be fun and wondering if the runaway will quickly change places.

Behold!

On the one side of the site, the cord is stretched, a trunk becomes behind it. All participants of the game are on the opposite side of the site, there are their home there. The spot says loudly words: "We care about once, beware two, beware of three!" Playing at this time go through the field and fit close to the cord. With the last word, the spot jumps over the cord and tries to catch up and stain any of the children. Together with the stained, he quickly runs away for the cord. The game is repeated, but the spots becomes two.
Rules.
1. Playing run to your house only after words of the spots: "Beware of three!"
2. The trot is allowed to sampen only one player.
3. Through the cord only jumps over, but if, jumping, it hurts the cord, then repeats the jump.
4. Behind the room at home, the players can not be.
Guidelines. The game is carried out on a large free area. The distance between the house of Playing and the place is located, 10-20 m. The cord height in the course of the game can be changed: the higher the cord, the more difficult to jump over it. Words "We care about once, beware two, beware of three!" The spot pronounces slowly so that the players can come closer to the cord. The closer they are from the cord, the easier it is to be awaited.
Option. The players catch up with a spin and player, whom he takes off with him, and try to stain one of them until they jump over the cord. The one whom they stained returns to the field.

Salca

Running running for children and, trying to nominate someone, senses: "I walked you, you are equipped with another!" The new leading, catching up one of the players, repeats the same words.
Option. The leading catches someone and the caught asks: "Who was?" - "Aunt" .- "What ate?" - "Klecksky" .- "Who gave?" The caught calls by name of one of the participants of the game, and the named becomes leading. The game is repeated.
Rules. 1. The drive runs only for one of the players.
2. The participants of the game should carefully monitor the shift of the leading.

Fathers in a circle

At the site outline a large circle, in the middle it is put a stick, divide the circle into two parts. All participants of the game in the catches get up on different sides of the circle. Catching, lounge, ranging from one side of the circle to another and tries to catch someone from playing. Caught becomes a catcher.
Rules. 1. The catcher during the game should not run through the stick and lay off for the circle. Other players run through stick. The length of the stick must be less than the diameter of the circle.
2. It is impossible to get up on the stick on the stick.
Option
All participants of the game, besides the catches, are around. They move through the circle, and their fishing catches. Caught player becomes a catcher.

Many three, enough two

Children get up in pairs with each other, face in the center of the circle. The game starts two, one of them - driven, it costs 3-4 steps behind who runs away from him.
Running slaps three times in his hands, after the third cotton runs from the leading. In order not to be outstanding, he gets up ahead of any pair. Before getting up, it shouts on the run: "There are many three, enough two." The one who in this game is worth the last runs away from the leading.
If you managed to wear the runaway, they change roles.
Rules. 1. During the game, you can not run through the circle.
2. The runaway cannot be run by more than two circles.
3. As soon as he runs into a circle, he should immediately stand ahead of any couple. Violated this rule becomes leading.
Instructions for Her Hu. If you managed to wear the runaway and they changed roles, then the runaway can get ahead of one of the pairs after a short-term run.
Sometimes it is not possible to catch up with players running away from him, since they run more and faster. In this case, it is necessary to replace it, but not to reproach, but to positively appreciate its efforts.

Filin and Ptashchi

Playing choose Filin, he goes into his nest. Imitating the scream of that bird chosen, playing flying around the site.
On the "Filin!" All birds try to fly into their nests. If Filin has time to catch someone, he must guess what kind of bird it is, and only then caught becoming a branch.
Guidelines. Before the start of the game, children choose for themselves the names of those birds whose voice they will be able to imitate (for example, dove, crow, daw, sparrow, tit, caravel, etc.). The nest of birds and Filin is better to choose at high objects (on the stump, benches, etc.). Birds from Filina hide each in their nest.
Option. Children are divided into 3-4 subgroups and negotiate what birds they will be depicted. Then fit the Filin and say: "We are forty, where our house?"; "We are seagulls, where are our home?"; "We are ducks, where are our home?" Filin calls the place where birds should live. Birds fly around the site, for the word "Filin" hide in their nests. Filin caught birds should learn.

Scarf

All participants of the game get up in a circle. Walking with a handkerchief goes for a circle, puts it on the shoulder one of the players and quickly runs in a circle, and the one who put a handkerchief takes him in hand and runs for leading. And the other is trying to take free space in a circle.
If the player with a scarf will catch up with a leading and can put a handkerchief on his shoulder before he becomes free in a circle, he becomes water again, and the player who gave a scarf, takes free space. If the running first will fall into a circle, then the player with a handkerchie remains leading. He goes in a circle, someone puts the handkerchiefs on the shoulder, the game continues.
Rules.
1. Children should not run through the circle.
2. During running, it is not allowed to touch the hands of standing in the circle.
3. Standing players should not delay the runners.
4. Playing should not be rotated at the time when the leading chooses who put on the handkerchief shoulder.
Guidelines. The more children take part in this game, the wider there will be a circle, which means that you need to make more efforts to take free space. Children in a circle stand apart at a distance of one step.

Chicken

Playing choose the hostess and cock, all others are chicken. The rooster leads the chickens to walk, bite the grains. The mistress comes out and asks Cockerel: "Cockerel, Cockerel, didn't see my chicken?" "And what is your one?" - asks the cockerel. "Ryabnaya, and the tail is black. "-" No, I have not seen. "
The hostess claps his hands and shouts: "Csh! Kshsh! " The chickens run to the house, and the hostess catches them, the cockerel of the church protects.
All caught chickens hosted the house.
Rules.
1. The chickens run into the house only for words: "Kshsh, Kshche!"
2. Cockerel, protecting the chicken, should not push the hostess. He, widely open the wings, gets up on her way.
Guidelines. Houses of the hostess and cockerels with chickens need to be made as far as possible from each other (10-20 m). For the complication of the game of the chicken along the path to the house, overcome the obstacles, fly through the fence (jump over the cord stretched) or run through the bridge through the rod. In her house, they take off on a nasola (on the bench).

At the bear in Bor

The players choose a bear, determine the place of its beard. Children go to the forest for mushrooms, berries and flew a song:
At the bear in Boru, the bear pushed,
Mushrooms, Berries take! On the ovens froze!
The bear wakes up, coming out of the burgodies, slowly walks in the meadow. Suddenly, he quickly runs for playing and trying to catch someone.
Caught becomes a bear.
Rules.
1. The bear comes out of the berry only after the children sing a song.
2. Children depending on the behavior of the bear may not immediately run into their home, but repeat the song, raise it.
Guidelines. Berloga Bear is best placed on the other end of the site. Bear from Berloga should be selected (climbing through a log, get out of the box, baskets).

Swan geese

Participants of the game choose the wolf and host, all the rest are geese swans. On one side of the site, the house where the owner lives and geese, on the other - the wolf under the mountain. The owner releases geese in the field to take a walk, custody to pinch. Geese leave home
long away. After some time, the owner calls Geese: "Gus-Swans, home!" Geese answer: "Old wolf under the mountain!" - "What
Is he doing there? " - "Serey, whitewinks pins" .- "Well, run home!" Geese run home, and the wolf catches them.
Caught coming out of the game. The game ends when all geese
Caught.
Rules.
1. Geese can fly home, and a wolf catch them
Only after words: "Well, run home!"
2. Geese, going out in the field, should break throughout the site.

Horses

All participants of the game are divided into the top three, in every three kutcher and two horses. Walking along the game gives various teams, they perform their horses, and Kucher controls and carefully looks, rightly perform horses all movements. Horses go a step, run gallop in a circle, rotate to the right, left and so on.
For the words of the lead: "Horses, in different directions!" - Kucher is released the entrance, and the horses quickly scatter on the site. For words: "Find your kucher!" - They as soon as possible find their goon. When repetition, the game in each trip is changing.
Rules. 1. Horses must accurately perform all the commands.
2. Kucher, whose horses are wrong, gets a fine - to his convicts tie a blue ribbon.
Guidelines. The most difficult in this game is the role of a leading, which comes up with various movements for horses. Therefore, when the game is performed for the first time, the role of the water is performed by an adult. At the end of the game, so that the troops are going together, you can give a new task: "Kucher, find your horses!"
The game ends, as soon as in the top three, everyone will fulfill the role of Couteron. At the end of the game there is a better troika.

Crowing stick (black wand)

Children consider the hardest. He runs away from them and gets facing the wall. The wall lies a wand-corrupt. Drinking takes a wand, knocking on the wall and says: "The stick came, did not find anyone. Who will find the first, he will go for a stick. " After these words, he puts a wand at the wall and goes to look. Noticing one of the players, loudly calls him by name, quickly runs up to the wall, takes a wand, knocking her on the wall and shouts: "Found a chopstick ..." (calls on behalf of playing). So leading finds all children. When repetition, the game should drive the one who was found first.
If the player who was found, will achieve a wand-cutting age earlier, he quickly takes a wand and with the words: "Warm, reversing me!" - knocks her on the wall, then throws it as far as possible and, while it is looking for the leading, hiding. The leading wand, returns to the agreed place, knocks her and says loudly: "The stick came, did not find anyone who would find the first one, he will go for a stick!"
Rules.
1. The leading should not be seen when children are hiding.
2. Drinking says words slowly so that all children can hide.
3. It should be sought over the entire platform, do not stand near the wand-corrosive.
4. Children can run from one seat of the shelter to another while the watering is looking for chopsticks and puts it in place.
Guidelines. This game is well done on the forest edge. Be sure to limit the playground and show children a few places where they can hide (for bushes, trees, hemps, in the groove, in high grass).
To perform the game you need to make a chopstick cut from a tree 50-60 cm long, paint in a bright color so that it is clearly visible in green grass.
Complication for the game. You can, help out the player who found leading. If someone from the players imperceptibly comes out of the shelter, quickly will quickly come to the chopstick, he will knock her on the wall with the words: "Celestial wand, reversing ..." - and calls the name of the recoverable one. The wand throws as far as possible, and while the leading looking for her, children are again hidden.

Herd

The players choose a shepherd and wolf, all the rest are sheep. House of the Wolf in the middle of the site, and the sheep has two houses at opposite ends of the site.
Sheep loud name is a shepherd:
Shepherd, shepherd,
Sign in the horn!
Soft grass
Dew sweet!
Gony herd in the field,
Will take a walk!
The shepherd catches the sheep on the meadow, they go, run, jump, pulling herbs. On the shepherd signal "Wolf!" Sheep run into the house - on the opposite side of the site. The shepherd rises on the Wolf path, protects sheep. All who caught the wolf leave the game.
Rules.
1. During the sheep mining, it is impossible to return to the house from which they came out.
2. The wolf sheep does not catch, but salit with his hand.
3. The shepherd only overshadows the sheep from the wolf, but should not delay it with his hand.

Hot place

The site is carried out a line, behind which is the hot place. In 3-4 steps, it gets up from it. Children diverge through the playing field.
Playing need to run from the playing field in a hot place and return back, but they do not allow them. The one who he was osal, remains beyond the hot spot. As soon as the speeding of the sixth player, the game ends. Everyone goes in the field, and the sixth player becomes leading.
Those players win, who managed to run in a hot place several times.
Guidelines. Where the hot place is ribbons. Playing who managed to run in the hot place, take on the ribbon. At the end of the game in the number of ribbons, you can find out which of the players is the most brave and clever. If the player with ribbons still be ashamed, he puts one ribbon in place and remains behind the line.

Rubberies

On the opposite sides of the site, there are two houses with lines, the distance between them is 10-20 m. The participants of the game are divided into two equal groups and occupy at home. In the middle of the site there is a leading. Players need to go from one home to another. Drinking them does not miss, he tries to walked over running away. The outstand comes out of the game. The group is defeated in which a greater number of players are at the end of the game.

Furnits with damage

The game passes as simple runs, only on the site near the lines of houses is delineated by two circles. Players who are wrapped in water, do not leave the game, and get into one of the circles. They can rescue the players of the same team. Running past, the player takes an awesome, who stands in a circle, by hand and with him runs to the house of his team.

Pave!

On one side of the site outlines the circle (with a diameter of about 1m) - a place for water. At a distance of 20-30 steps from the circle, at the opposite end of the site, the Kona line is carried out, they are playing behind it.
Driving, standing back to the field, says loudly: "Quickly walk, see do not yaw ... Stop!" When he says these words, children quickly go to him, but on the word "Stop!" Fur in place. Driving quickly looks around and, noticing the one who did not have time to stop and did after the word "stop!" Movement returns it for the Kona line. Walking again turns his back and says words, and children begin their movement from the place where the signal found them.
The game continues until someone from the game participants will stand in two legs in a circle, earlier than the leading word "stop!". The one who did it becomes leading, and the game is repeated.
Rules. 1. Water is not allowed to look back to the word "stop!".
2. He can speak phrase: "Quickly walk, look, do not yaw ... Stop!" - In any pace, but loud.
3. Plays start moving simultaneously with the words of the leading. It is allowed to move only a step.
Guidelines. To take a circle of a leading, you need to be attentive to have an excerpt and be able to quickly respond to the signal. This is one of the few games where the child wins the right to be leading.
Very interesting is the game, if the leading says words
At a different pace: it is very fast, before the word "Stop!" By causing a pause, starting slowly, and ending with patter.
The game "Stop!" can be carried out at any time of the year.
Options
1. All participants in the game balls. On the Word of Wing: "Fast stepping, look, do not yaw ... Stop!" - Children go and simultaneously play the ball, performing any exercise. They can drive the ball, picking it up with one hand, alternately right and left, toss up and catch, etc.
2. Driving says words and simultaneously plays the ball. Moving, children perform the same exercises as the leading.
3. The ball is only at the leading. He says words: "Quickly walk, see, do not yawa." All players go to the side of the leading: "Once, two, three, run!" On the word "run!" Children run to the Kona line, and leading quickly turns around and, without going off the place, throws the ball in the runaway. The one hit the ball becomes leading. If the driving missed, then leads again. But it happens so that while the words spoke to the words, one of the children reached the circle and managed to get into it. The leading negotiates the phrase, transmits the ball to the one who got into the circle, and runs away with the playing kon's line.

Burners

Before starting the game, you need to choose a leading, who will "burn", - from here and the name of the game.
All participants of the game get up in pairs with each other, leading ahead, at a distance of two steps from playing. Participants of the game talk to the words:
Gori, Gori clearly,
So as not to go out.
Pave
Watch on the field:
Go timed
Yes eating Kalachi.
Birds fly away
The bells are ringing!

As soon as these words are pressed, the leading should look at the sky, and the children of the last pair let go of their arms and run quietly along the column, one left, the other on the right. When they are tapped with water, everyone screams loudly to him:
Once, two, not rave.
Run like fire!
Two children run forward, deftly mooring from a leading, try to take each other by hands. If they take hands, then "burner" they are not terrible, they calmly go and become ahead of the first couple, and leading again "burning".
If you drive and when repetition, the game does not catch the running, then he "burns" for the second time. If he and for the third time no one caught, playing can sing such a song:
Yarushek, Oharushek!
I'm bad -
Become on black peas!
All sorry!
(Spar, Oharushki - the remainder of the short-reaching candle.)
But if you manage to catch one of the runaway, he gets up with him ahead of the entire column, and "burns" the one who remained without a couple.
The game continues until all pairs run.
Rules.
1. The leading should not turn back.
2. He catch up with running away immediately after words: "Run, like fire!"
3. Players of the last pair start running only with the last words: "Bells ring!"
Guidelines. R Enels - a very fun game, play it in the warm season. Playing can be much, the more, the more fun.

Burners with handkerchief

All the participants of the game get up in pairs with each other, it is worth a column ahead and keeps in hand over headscarves.
Playing say choir:
Burn, burn, oil,
Gori, Gori clearly,
So as not to go out.
Look at the sky
Birds fly!
After the words "birds fly!" Players of the last pair are rapidly running forward, and which one of them takes the handkerchief, he gets up with a leading column ahead, and the late "burning".

Double burners

The players get up in pairs in two columns at some distance one from the other. There are leading in front of each column. With the last words "birds fly!" Children standing in the last pairs run along the columns (one left, different on the right), trying to connect ahead ahead of the column into the pairs. Warning do not allow them to each other, try to stain one of them.
If the running players managed to take each other by arms before they stained one of them, they get up in the columns first, and leading again "burn". If the running child is driving, he gets up with him ahead of the column, and the players left without a pair become "burning".
Option (Fig. 8). The players get into two columns in pairs one opposite the other at a distance of 10-15 m. The first in the columns are watering. After the words "bells ring!" The children of the last couples from each column let go of their arms and run forward, trying to connect into a couple with players of the opposite column. Holding hands, they get up in front of one of the columns.
Welding try to ignite one of the players until they have connected. The leading and player he was settled, stand ahead of the column. That of the players who remained without a pair, "burning".

Lace

Children choose two leading, one of them - the shuttle, the other - weaver. The rest arise in pairs in a circle or semicircle face to the center. Children in pairs take each other by hands and make the gate. Shutchok gets up at the second pair, and wearable - at the first. On the signal, the tver of the shutchok begins to run a snake, not passing the gate, and there is a congestion. If weaving will catch up with the shuttle before he delivers until the end of the semicircle, he becomes a shuttle. A child, formerly shuttle, goes to the beginning of the semicircle, chooses the player of the first couple and gets up with him at the opposite end of the semicircle, the player left without a pair becomes weaving.
If the shuttle will delight until the last gate and will not be caught, then they get up with a weathered, and the first pair starts the game. One of the players of the first couple performs the role of a shuttle, and the second - weaver.
Rules.
1. The shuttle begins the game only on a weaver signal.
2. Weaver and shuttle, running under the gate, should not touch the hands of the players standing in pairs.

Cat and mouse

Playing before the start of the game choose a cat and a mouse, take each other by arms and get into the circle. The cat is behind the circle, the mouse - in a circle. The cat is trying to enter the circle and catch the mouse, but the players close the entrances in front of it. She tries to bring up at the gate, playing squatted and do not let her in a circle.
When the cat is finally melted in a circle, the children immediately open the gate and the mouse runs out of the circle. And they try the cat from the circle not to release. If the cat caught a mouse, they get up in a circle, and the players choose a new cat and a mouse.
Rules.
1. The cat can catch the mouse both in a circle and around.
2. Playing open the gate only for the mouse.
Guidelines. If the cat can not catch the mouse for a long time, a new pair is selected.
Complications.
1. During the game, children in a circle are slowly moving into one, then in the other side, everyone is omitted. Cat and mouse run freely, children gates do not close.
2. At the same time, two pairs can play, but in this case the cat runs only after one mouse.

Mouse and two cats

For this game you need to choose two cats and one mouse. Playing get up in a circle and hold hands. On the opposite sides of the circle, the gates are open, cats run into a circle and run out of it only in open doors. Before the mouse, the players open any gate. If one of the cats managed to catch a mouse, she gets up in a circle with her, and the second cat chooses for the game of other cat and the mouse.

Cat and Mouse in Maze

The players get up with rows of 5-10 people and take each other by hands. The mouse from the cat runs away between the rows. As soon as
The cat begins to catch up with the mouse, at the signal of the lead (adult), the players give hands, rotate right or left and rebuilt into perpendicular rows. The cat again turns away from the mouse. When the cat still calms the mouse, they arise together in one of the rows, and the players choose another pair.

Ocean is shaking

The participants of the game are running around on the site, stop each other at a distance of 1 m, and each of its place indicates a circle. Driving goes between playing, performing different movements. He comes to the playing and with the words "the sea is worried" puts his hand on the player's shoulder. Everything, to whom the leading leading, go after him, performing the same movements. So playing everyone leaves from their places. Driving will lead them further from the circles as far as possible. Then it suddenly stops, turns to the playing and quickly says: "Sea calmly". Driving and playing running mugs. One who did not have time to take a circle becomes the lead.

Wrong

On the opposite sides of the site, there are two cities lines at a distance of 10-20 m from each other. In 2-3 steps from the city spend the game lines, on the left side, the prison is noted.
Children are divided into two groups, go to their city, get up face with another face to the city line. According to the adult signal, the first numbers run to the town of their opponents, they rush to the game line, stand on it with one foot and quickly return to their city. Players standing in teams are the second, catch up running away. If they manage to fly away, they will capture them, they themselves get the last in their row.
Then third numbers run to the city of the enemy, and the fourths are catching up and so on.
If a player who catchies, runs out, beyond the city before, than the enemy stepped his foot on the game line, he shouts: "Right!" He must return to the city, stand up on his place and only then start catching up the enemy. Catching up is not always possible to rally those who run away. In this case, they return to their city and get out of the last.
Wins the group in which there are more players left.
Rules.
1. The play line is not allowed to stain the enemy.
2. The second player begins to pursue the enemy only after he stepped on the playing line.
3. Players can free their comrade from captivity, if they hit him out of hand outstretched.

Pike and Karasi.

On the opposite sides of the site mark the place of the hole, where karasi is hidden from the pike. Pike lives in reeds.
Before starting the game, all karasi gather in the same hole. In the signal, they float out of the shelter and try to move to the opposite side of the river. Pike goes on hunt. Caught karasi from the game do not come out, they take each other by hands and get up to the middle of the playground, form a network. The remaining karasi, swinging on one side of the site to another, pass through the network. Caught becomes more and more, the network is increasingly longer. Then from the network make a basket playing getting into a circle. Participants of the game during the ignition will definitely run into the basket. The game ends when the pike shifts all the karas.
Rule. Pike should not swim in the network and in the basket behind the crucibles.
Guidelines. The more playing, the more interesting the game goes. Crash holes can be highlighted with a simple feature, but it is better to pull the cord, under which karasi is sailing. Places where the pike is hiding (there can be 3-4), you need to do at the edges of the site.
Awested players can make a network when there are not less than 3-4. If the pike at the beginning of the game was settled, for example, only one player, then he stands aside and waiting for them more. Players depicting the network can be put in two rows.

Bears with chain

On the playground, the circle is delineated - this is the Berggog, where two bear live. Playing walk on the site, watching the burgold. Bears are waiting for a convenient case, run out unexpectedly on the platform, holding hands, catch up with playing. If they were osal player, then they call it loud by name, take hands and quickly run away in Berlnogo. Playing can help out comrades: if they catch up with bears and touch before
One of them. That bear let go caught.

Corners (Kumushki)

For this game you need to draw a quadril. Participants are 5 people, one of them leading, and four occupy the corners. The driving comes to one of the players and says: "Kumushka,
Give keys! " Standing in the corner answers: "Go, there I say!" At this time, the remaining players run out of the angle. If driving will manage to take an angle, then the player who remained without an angle rises in his place.
Option. Playing get up in a circle, each of his place marks a pebble or outlines a small circle. In the center of the Big Circle is worthwhile. He comes to one of the players and says: "Kumushka, give keys!" He is answered: "Go, here's there
Shoot! " While the leading goes to the next player, children change places.
The leading should not yaws and try to take a circle. The player remaining without a place becomes leading.
Guidelines. The game had different names: "Keys", "Neighbors", "Corners". The game is well done on
with a platform. Initially, the corners should be located close one of the other, then it is easier to take a corner. Then the distance can be increased. If there are trees on the plot, located close to each other, then the players get up near the trees. The leading words can say:
Mouse, mouse, sell corner!
Behind the Schedule, behind the soap, behind a white towel,
Behind the mirror.

Day and night

In the middle of the platforms spend a line, on both sides of it in 20-30 steps, two cities celebrate. Players are divided into two equal groups: one of them is the night, the other is the day. They get up at a distance of 1 m from the midline, after 2 steps from each other. There is an opponent's house against each group.
When everyone got into place, the presenter throws the lot - the skid, painted on one side into the black color. If the plate fell by a white side, leading loudly screams: "Day!"
Players from the day group turn and, running between the players of the night, quickly run to their home. Those run for them and try to stain them. Spotted moving to the night group.
The presenter again throws the lot, the game continues. The group is defeated, where there are more outstanding players.
Rules.
1. It is forbidden to run into my house before the leading signal will apply.
2. Sleep players per feature of the city.
3. It is not allowed to rotate back when players run into their city.
4. Changing the runaway can only when they all run past the opponents.
5. When repeating the game, all players get up at the midline.

Good and running

On the opposite sides of the site, lines are carried out at a distance of 10 m from each other - it is at home. Playing are divided into 2-3 groups and get up at one line. Children appointed by watering are moving on the opposite direction and get up at the line, each opposite their group.
The game starts the first numbers. At the signal, they run to the opposite line, they are successful to lead, hit them through outstretched palms and quickly return. Welding try to catch up with running away and osal.
If the player is awaited, he goes to the side of the leading and gets up ahead. Players who managed to leave unreasonable, rise to the end of their row. The game ends when they run
Recent players groups. The group is defeated in which there are fewer game participants.
Guidelines. If the area of \u200b\u200bthe playground allows, the distance between the houses can be increased to 30 m. The number of players is not limited. If more than 25 people participate in the game, you need to divide them into 4 groups.

Hares in the forest

For the game you choose the hares and the fox, the rest of the children are trees. On the opposite sides of the site conduct lines - these are fields. At one of them, hare are going to the hare before the start of the game.
Children depicting trees get apart from each other at a distance allowing them to take hands. Fox lives in hole on the edge of the forest (Nora is denoted by a circle).
The hares run into the forest, they need to go from one field to another, but the fox hunt them. She tries to catch hares, caught in their home.
The fox in the forest interferes to run the trees: children take each other by hands, squatted, lean themselves, mashed hands. Hares between the trees are free. The game ends when all the hares will go to the opposite direction. Starting the game is reused, the children choose the hares and the fox again.
Rule. Caught hares until the end of the game are in the hole in the fox.
Guidelines. In this game, the number of hares and fox can be different, depending on the number of players. The more foxes, the harder the hares run through the forest. The whole course of the game depends on the trees. Children performing the role of trees should carefully observe actions chitry foxes And constantly change the position of the hands, rebuild.

Pie

Playing get up with each other, holding the belt. There is a bunker ahead, he is a leading, the last - the pobe. A buyer is suitable for a buncier and asks: "Where is my pupmy?" Bullman answers: "Lies behind the stove." Last Patty Player
Screaming: "I run, run!" With these words, he runs to the side
The leader, and the buyer tries to catch him. If the pog has time to get ahead of the lead, he becomes a bobbed, and the last player is a cake, and the buyer again goes to buy. If the cake will be caught, then he fulfills the role of the buyer, and the buyer is a bober.
Rule. The buyer should not stand in one place, after the words "behind the stove lies", he runs to the end of the column and catches the cake.

Cossacks and robbers

Playing are divided into two groups. One in the lot depicts Cossacks, and the other - robbers. Robbers scatter and hide. Cossacks have their own home (camp). They go to catching the robbers, one Cossack leave the Watchtail Stan. Caught
Cossack robbers lead to the mill. The game ends when all the robbers will be caught.
Guidelines. The game is especially interested in the forest edge, where there are trees, shrubs, small pits. Then the Cossacks are harder to catch the robbers. Sometimes it is concluded that the caught robbers become Cossacks. To distinguish the robbers from the Cossacks, you can tie a brazier on the neck or pinch of a distinctive sign on the sleeve. If the game passes on the edge of the forest, then you need to limit the place where the robbers should hide.

Hyperships with a house

On the playground is delineated by the house. The chosen by the children is getting up around at home, closes his eyes and waits until everyone hide. The signal goes to seek children. Everyone found he loudly calls named, that quickly runs out of shelter and runs to the house, drive it out catch up and tries to stain. A spotted player becomes driving.
In the course of the game, it happens that the found has managed to reach the house unparalleled, then leading again leads, and the playing hides with everyone together.

Fighters

On the playground, there is a house for a leading - a fritter. He gets into the house, turns away, closes his eyes, all playing scattering and hiding. The leading goes to search, the found calls by name and quickly runs to his house. The player who was found, tries to catch up with a leading and await before he ran into the house. If he succeeds, he screams: "On porridge!" All players come out of shelters, get up around the leading and say words:
Eat, eat kishash,
I eat straw.
Eat with us, aponas,
Catch us!
After these words, children are running out, and they drive them out. Who he stained, he becomes leading. If he drove to the house and did not stain him, he goes to hide, and the found falls into his place.
Rule. The leading should look for playing throughout the site.

Lapties

In the middle of the site, it is rowed, it is tied to it with a length of 3 to 5 m. Around the cola on the length of the rope is carried out. The watering takes her free end and gets up at the cola. The participants of the game stand behind the circle turn their back to the center and each item is thrown through the head (for example, sand bag). Turning to a watering, ask him: "Napty splles?" The drive replies:
"Not". Playing ask again: "Napty splles?" - And hear the same answer. Ask for the third time: "Napti splles?" - "Splla!" - answers the leading. Then, the children run to cool and try to take their own item, and the leading guard of Napti: he runs in a circle and tries to stain playing.
The one who drove stained, gets up in his place. Playing take their items, and the game begins first.
Sometimes heaving how much it runs in a circle, the players will not be shifted, and it leads again.
Rules. 1. It runs in a circle only for the length of the elongated rope, it is not allowed for the circle.
2. If the playing failed to take his subject, he comes out of the game.
3. Playing around the circle is allowed to move from one place to another.
4. Slim playing leading can only in a circle.
Guidelines. Better game carry
Large platform, in this case the distance for running both playing and driving.
The game is more fun, if in the center of the circle, abandoned items are guarded by two watering. This creates certain difficulties for playing.

Baskets

Players are divided into pairs and diverge on the site. Take each other by hands and form mugs-baskets.
Two watering stands at some distance from each other, one of them is a fifth, he catch up with the second player. Running runs between couples and, so that it is not awaited, quickly calls named one player from any couple. Playing whose name was called, running away, the player of a leading couple gets up in his place. If the fifth walked the runaway, then they take each other by arms and form a basket.
Rule. Wildling children should not run away from the rest of the players.

Catching birds on the fly

One of the players - birds, he stands face to the wall. Playing are divided into groups of several people and agree, what birds they will portray. Then fit the bird and ask: "We are forty, where our house?"; "We are tank where our house?". The birds calls the place where birds should live, and children occupy their homes.
On the words of the bird: "I catch birds on the fly!" - Birds fly in different directions on the court, shouting fun. The birds catch them. The caught player becomes a bird, birds scatter on their homes. The game is repeated.
Rules.
1. Birds should fly out of their house only after the words of the bird and fly all over the site.
2. Each group takes only your home.
3. He who will make a mistake coming out of the game.
Guidelines. Playing can imitate the scream of those birds whom they depict. The game can be complicated if every new bird will change the place of houses for birds.

Town

On Earth, the square is the town, each side of which is 6-10 steps.
Players are divided into two equal groups, players of the same group go to the town. Another group remains in the field, gets up around the town. Players Fields by throwing each other's ball, try to walked anyone inside the city at a convenient moment. He who walked out, comes out of the game. If the player's field missed, he also goes out of the game.
The game ends when one of the groups will lose all players. Then they change places, the game continues.
Rules.
1. The town's players are not allowed to go beyond its borders.
2. Place players are not allowed to hold the ball for a long time and move from place to place.
Guidelines. No more than 16 people take part in the game. The number of players can be increased if the game will be held on a large platform. Children can pass the ball to each other or overdo it. By agreement you can play 2-3 goals.

Grandpa Rozhok

Players are divided into two equal groups and occupy places on the opposite sides of the site, where the line is marked
Their at home. To play, choose a leading and call him "grandfather-horn". His house is located aside.
Driving loudly says: "Who is afraid of me?" Players answer him: "Nobody!" - And immediately move from one house to another through the entire field. Run and tease the leading:
Horn grandfather
Eat with a peas of a pate!
Horn grandfather
Eat with a peas of a pate!
Walking runs out of his house and tries to rally the players. Who he was osal, with him catches playing. As soon as playing freeing from home to the house and drive together with the assistant will take their place, the game resumes.

Kite

Before the start of the game, children choose the core and a zoom, the rest of the playing chickens. They get up with each other and keep the belt, ahead of the challenge. KORSHUBS ROOTS SPACE, COLOR WITH CHICTIES Suitable for it and asks:
- Korshun, Korshun, what are you doing?
- Päbya.
- What are you a hole for?
- I am looking for a penny.
- What do you have a penny?
- I'll buy a needle.
- What do you need a needle?
- Sew the bag.
- What is your bag for you?
- pebbles put.
- What are you pebbles for?
- In your children to throw.
- For what?
- They sweep the cabbage in my garden.
- Did you have a hedge?
Korean rises, raises hands up, showing hedge height:
- That's what!
- No, my chickens will not fly through this.
- And I still catch them.
- I will not let you catch your kids.
Korshun tries to catch chickens, the shelter protects them, drives Korshun: "Shi, Shi, Shi, Villain!" The caught chicken comes out of the game, and Korshun continues to catch the following. The game ends when half the chickens are caught.
Rules.
1. Chickens must hold on to each other's belt.
2. The one who could not resist in the chain quickly falls on his place.
3. Chicken, protecting chickens, should not push the knife with the hands.
Guidelines. All playing need to give a lace or a ribbon, they will cover them around the belt. For such a belt convenient to stay during the game. There is easier to protect chickens with a zepace if no more than 10 children take part in the game. If you can play a playground, then two groups can play at the same time, each has its own zoom and cruise.
Sometimes before the start of the conversation with the KORSHUB (it will make the pocket at this time) the auspiece and chickens go around and sing:
Around Korshun go
Necklace Nija
Three threads,
Beverages.
I lowered the gorotok
Around neck short.

Section II. Games with a ball

History does not know for years or the place of birth of the ball games, which speaks of their antiquity. The ball games are very popular, they are considered the most common, they are found in almost all the peoples of the world.
Before moving to the description of the ball games, the most famous in Russia, we will tell how the balls did in the old days. In the commoner, most often the balls were made of rags and rags were stuffed. In the northern provinces, the balls were spilled from a lycken - straps made from the bark of linden, birch or willow. Inside such balls were empty or stuffed with sand. In some areas, the balls were made of sheep wool. The fur of the wool was first rolled, tried to give him a round shape. When the lump was rocked well, threw it in boiling water and left there for half an hour. Then removed from the water, rolled and dried again. Such a ball was light and soft, and its elasticity was not inferior to rubber.
Only children from wealthy families played rubber balls.
Playing the ball, the children spent sometimes quite complex figures, each repeating, as a rule, three times. IN different places Russia was called in different ways.
Candles - throw the ball up at first low and catch it. The second time to quit higher, for the third time even higher.
Podneskees - throw the ball up, give it to fall and catch from the ground from the ground.
Nails to kill - beat the ball with a hand of Earth.
The grip is to raise your hands with the ball higher head, release it and catch on the fly.
The turntables - put the ball on the palm, slightly drop it, turn the hand to the rear, beat the ball up, and then catch.
Valet-Vodokachi - to hit the ball into the wall, catch it from the rebound from the wall.
Hare drive - throw the ball about the ground so that he hit the wall, and catch from the bounce from the wall.
Sodlepa - hit the ball about the wall, bounced off the ball to hit the ball so that he hit the wall again, then catch.
Galka, crows, yawaks - stand back to the wall, push the head back so that it touches the wall. From this position to hit the ball about the wall and catch with two hands.
One-headed - throw the ball up with the right hand and catch the right; Throw left and catch left.
Handles - lean left hand about the wall, right to hit the ball about the wall from under his arms, catch with two hands. To rely on the right hand into the wall, left to hit the ball about the wall from under the arms, catch with two hands.
Through legs - left the left foot in the wall, from under it to hit the ball with the ball and catch it with two hands. The same but rests the right foot.
In your hands - hit the ball about the wall, clap your hands and catch the ball.
On the knees - hit the ball about the wall, clap your hands on the knees and catch the ball.
Threads are noticed - to hit the ball about the wall, quickly make a movement with your hands, as if you wake up the threads, and catch the ball.
With dressing - to hit the ball about the wall, and while he flies, make a move, as when equipping the caps. After the second throw to "go shop", etc.

Ball up

Children get up in a circle, driven goes in his middle and throws the ball with the words: "Ball up!" Playing at this time
Fight as possible to run away from the center of the circle. Driving a ball and shouts: "Stop!" Everyone must stop, and leading, without going off the place, throws the ball in the one who is closer to him. Spotted becomes leading. If the drivers missed, then it remains again and the game continues.
Rules.
1. Driving the ball as high as possible and only after words: "The ball up!"
2. Water is allowed to catch the ball and from one rebound from the ground.
3. If someone from playing after the words "stand!" continued to move, then he must take three steps towards the leading.
4. Running from a leading, children should not hide for
Construction or trees.
Guidelines. Children stand in a circle close to each other. The place of water in the center of the circle is better to outline with a small circle. If driving did not catch the ball, which was far away, before screaming: "Stop!" He needs to catch up with the ball and return to his place. Children in the game should be very attentive, respond quickly to the signal.
Option. Walking stands in the center of the circle and performs an exercise with the ball, children consider to five. At the expense of "five" they quickly
Smashed. Driving screaming: "Stop!" - And throws the ball in that of the playing who is closer. Spotted becomes leading. If he missed, it should catch up the ball, and the children at this time try to escape as far as possible. On the "Stay!" Everyone stops, leading again trying to nominate someone.

Shlepanka

Children stand in a circle face to the center at a distance of each other. Choose a leading, consider to 5: the fifth - leading. He goes to the center of the circle, calls the name of one of the players and throws the ball about the Earth so that it bounces off in the right direction. He whose name called the leading, catches the ball and knocks him off (shles his palm), standing in one place. The number of balls of the ball by agreement, but not more than 5, so that children do not have to stand waiting for a long time. After chopping the ball, the player throws it to a watering. The game continues until someone drops the ball. The one who dropped the ball gets into place of water. You can play in 2-3 goals, then you choose 2-3 leading.

Sharian

On Earth, two circles are drawn at a distance of 10-15 m one from the other. In one circle there are all playing, and the grooveer is driven in the field. One of the players is suitable for the border of the circle, with power hits the ball about the Earth so that it bounces off as above as possible, and quickly runs to the next round. The shareer catches the ball on the fly or from the rebound of the ground and tries to wear the running. If he walked the player, then he gets up in the first round to the playing, and the awesome becomes a sharoid. If the ball flew past the running, then the driving-ballman still remains in the field. He raises the ball, transmits it to a circle where they are all playing, the game continues. The game ends when all children from the first circle will be overwhelmed in the second.
Rules.
1. Together with the player who threw the ball in the field, other children can override, but they should be no more than three.
2. The shareer throws the ball in running away from the place where he caught him.
3. Playing remain in the second round until the end of the game.
Guidelines. No more than 10-15 people take part in this game. The success of the game depends on how much children own well the ball. Playing need to stronger to hit the earth with a ball: from a strong blow he high jumps and the ball is harder to catch the ball. Conduct it on a flat site so that the ball felt well. For the game it is better to take the ball of medium size.
Option. On the site drawn several circles, there may be 3-4. In each circle lay one ball. Children choose leading shareers by number of circles. All playing, and their no more than 10, get up in the first round. Wasing go everyone to their circle and stand aside from him.
The game begins on the signal. One of the playing first circle strikes the ball about the ground and, while his shareman catches, runs into the second round. If during the fooling it was not osal, he from the second circle, also hitting the ball about the Earth in it, runs in the third, from the third he moves to the fourth and returns to the first round. The next child runs from the first circle as soon as the ball return the ball. So all the children run out of the circle in a circle with each other. If during the players of the playing, he takes the place of the ball. The chicketer goes to the first round and waits for its turn for the run.
The one wins this game whom during the ranks never be aspired. The game ends when all the players return to the first round.
Rules.
1. Playing and sharenard should not delay the ball.
2. The shareer, regardless of, hit the ball in the running or missed, returns the ball into his circle.

Candles set

In the ground make a small hole, they lower one end of the table in it so that the other her end is raising over the earth. The ball is put in the hole on the board, driving a foot on the speaker, the end of the board, the ball flies up, playing running behind him. One who caught the ball or took it first from the Earth, goes to the pit, puts it on the board and beats on the board. Game continues.
Rules. 1. Playing must stand at a convenient distance from the board with a ball.
2. During the game, it is not allowed to select the ball from each other.
Option. A small board, at one end of which a basket or a box is fixed, put on a low crossbar. In the basket put balls by the number of players. Playing
They stand in a semicircle at some distance from the board. Driving hits the foot on the free end of the board, the balls are spilled in different directions. Each child tries to catch or find a ball and put it in a basket. The one who came running with the last ball becomes leading.

Toptenka

Children (no more than 4 people) get up with each other, face to the wall. The first player throws the ball into the wall, standing behind him. Catching the ball, he throws him into the wall, and catches the first player. Then the first again throws the ball, but so that, bounce from the wall, he flew to the third player. The third catches it and throws into the wall, first catches the ball and again throws it so that, bounce from the wall, he flew through the heads of all players and reached the fourth player who should catch the ball.
After that, the players are changing in places, the first one gets up the last, the second first, etc. The game ends when all the players act as a leading role.
Rules.
1. The playing is allowed when catching the ball go from the place, catch the ball from the rebound from the ground.
2. The one who did not catch the ball comes out of the game.
Option. Two teams of playing (in every no more than 10 people) get a line at a distance of 1 m from the wall. At the signal, the first players in the teams simultaneously throw the ball about the wall, quickly depart and get up for the last in their team. Catch the ball second players. They also throw the ball about the wall and quickly go. The ball is caught third players, etc. If the player dropped the ball, he raises him, gets up on his place and continues the game. The team in which the players dropped less balls are won.
Rules. 1. When throwing and catching the ball, you can go from the place, but do not cross the line.
2. Before you catch the ball, playing must quickly approach the draw.
3. It is allowed to catch the ball from the rebound from the ground.
Guidelines. The success of the game depends on the ability of children to throw and catch the ball, so it is necessary that the players come to each team approximately with the same skills and the skills of possession of the ball. The game is better to spend like a competition.
By agreement, players when catching the ball can perform a variety of tasks. They can be simple, and more complex: 1) hit the ball about the wall and catch with one hand, right or left; 2) hit the ball about the wall and catch from the rebound from the ground with one hand, right, left (all these exercises can be performed with cotton); 3) hit the ball about the wall, throwing it from under his feet, catch, etc.

Digging the ball

Participants of the game are divided into two groups, no more than 10 people in each, stand behind the lines against each other at a distance of 3 to 5 m. Freshly the right to start the game receives a child of one of the groups. He calls the name of one of the players and throws his ball. He catches and immediately gives the ball to the player on the opposite direction, calling it by name. If the player did not catch the ball, he comes out of the game, and the right to continue the game remains behind the team that served the ball. The team in which there are more players remains.
Rules.
1. When catching the ball, the playing should not follow the line.
2. The player comes out of the game if he did not catch the ball.
3. It is not permitted for a long time to delay the ball in the hands; If this rule is violated, the ball transmits another group.
Guidelines. If more than 20 people take part in the game, you need some goals. It is interesting to be a game when, when catching or throwing a ball, children are performed by agreement performing different tasks, for example: before
Catch the ball, hit your hands over your head, behind your back, in front of the breast; hit your hands 1 - 2 - 3 times; Throw the ball from the shoulder, from under the leg or hand.
Option. Children are divided into two equal groups, stand up against each other at a distance of 3-5 m and begin to move the ball. If the one who is broken by the ball, he did not catch him, he passes from his team and gets up next to the player who threw him the ball. The team wins in which more players turns out.
Zewak
Children stand in a circle at a distance of one step from each other and begin to move the ball, calling by the name of the one who should catch him. The ball is transferred until someone from the players will drop it. The one who dropped the ball gets into the center of the circle and on the instructions of the players performs 1-2 exercises with the ball.
Rules.
1. If the player drops when performing the exercise, he is given an additional task.
2. The ball is allowed to move over each other through the center of the circle.
Guidelines. It is better to spend this game with a small number of children. Ball for the game you can take any
Values, depending on the abilities of children: the smaller the ball, the harder it is to catch it and perform exercises.

Old lapties

On one side of the site, they draw a line - this is a city where all the players are located. Space outside the city is a playing field. Children get up to the draw and ride the balls towards the field. Whose ball went down on, to led. The balls remain on the playing field, only the drift takes one ball. He is waiting for the balls to go to the balls, and everyone who goes to the city feature is trying to walked to the ball. When the driving miss, he catch up with the ball, and playing trying to take their balls and run away behind the line. If they did not wear the players, then they rolled the balls again, and in this case remains the same. If someone was settled, then the outstanding becomes leading.
Rules. 1. Playing should take from the game field only one ball.
2. Living is allowed on the game field to move from one place to another.
Flying ball.
Playing get up in a circle, drivening is located in the middle of the circle. At the signal, children begin to move the ball to each other through the center of the circle. Drinking tries to delay the ball, catch or touch his hand. If he succeeded, he gets up into a circle, and the one who was broken by the ball becomes leading.
Rules. 1. The playing is allowed when catching the ball go from a place.
2. Playing should not delay the ball.
3. Children cannot touch the ball when he is in the player's hands.
Ball with Topot
The participants of the game are divided into two groups and get up against each other at a distance of 4-6 m. At the middle of the field there are any item. The game begins by the latest player one of the teams. He calls the player from the second team, throws him the ball and quickly runs on the middle of the field, stops at the subject, keeps his legs and returns to his place. At this time, the player who caught the ball is trying to rally. If he misses, he moves himself into the first group, if he gets the ball, then the outstanding passes into the second group. The band is defeated in which more children will be.
Race balls (Fig. 18)
Children get up in a circle at a distance of one step apart from each other, they are calculated on the first and second numbers. So they are divided into two groups (first and second numbers). In each group, players choose leading. They must stand on opposite sides of the circle. According to the signal, the leading starts to move the ball only to the players of their group, in one direction.
Wins a group in which the ball has previously returned to the lead.
Children choose another leading. The game is repeated, but the balls are transferred in the opposite direction. By agreement, the game can be repeated from 4 to 6 times.
Rules.
1. To start the game the lead you need simultaneously on the signal.
2. The ball is allowed only to move.
3. If the ball fell, the player who dropped him raises and continues the game.
Guidelines. For the game you need two goals of different colors. So that the children understand the rules of the game, you first need to spend it with a small group (8-10 people). The players must definitely move the ball, be attentive when receiving the ball: the one who catches should not stand motionless and wait when the ball gets into his hands. He needs to follow the direction of the flying ball, and if necessary - make a step forward or sit down.
Option 1. Children get into the circle, are calculated on the first and second numbers. Two players standing nearby - leading, they take the balls and in the signal throw them alone on the right, the other on the left side of the players with the same number, i.e. through one. The team wins, whose ball will return to the lead.
Option 2 (Fig. 19). Participants of the game get up in a circle at a distance of one from the other and are calculated on the first and
The second numbers. Two players standing nearby - leading. They take the balls and the signal is running in opposite sides of the circle. Having covered the circle, get up on our place, quickly pass the ball to the players with the same number, i.e. through one. Game continues.
The team wins, whose players are the first to run with the ball in a circle and less damage balls.
Rules. 1. Playing is allowed to transfer the ball to the player to his team, only when he gets to his place.
2. Ball players each other must move.
3. Running is allowed only for the circle.

A circle

All playing, except for a leading, get up in a circle and throw each other the ball, calling the name of the one who should catch him. Walking stands in the middle of the circle and tries to hit his hand on the ball flying over it. As soon as the ball detained in this way falls on the ground, playing scattering, and drive quickly raises the ball and, shouting "stand!", Trying to stain someone from the players. Spotted becomes leading. If the driving will miss, then again goes to drive around.
Rules. 1. Playing must quickly and accurately transfer the ball to each other.
2. The leading delays only flying ball.
3. Driving stains children from the place where he raised the ball.
Guidelines. It is advisable to spend the game with subgroups of 10-12 people. The leading must carefully
Follow the direction of the flying ball and act confidently and deftly to delay it. To be active, you need to teach each child.
If a large group of children is played, then they are better divided into 2-3 circles and in each choose a leading.

Hunter

One of the children in the lot choose the hunter, all the other players - game. The game begins like this: the hunter plays the ball, the rest at this time go on the site. After 3-4 exercises, he shouts: "Game!" Everyone stops, and he from his seat stains someone from the children. Spotted becomes an assistant hunter, remains on the site and gets up close to the hunter. If there is no game close to the hunter, he can transfer the ball to his assistant, and that stains players.
The hunter can inaccurately throw the ball, miss. In this case, players go to other places. The hunter runs behind the ball, takes him, shouts: "Game!" - And everyone stops.
The game continues until the hunter does not appear a certain amount of Assistants (by agreement - from 3 to 5 people).
Rules.
1. Players are not allowed to move after the word "game!"
2. Playing can go to a new place if the ball is not caught when transferring from the hunter to the assistant, fell to the ground.
3. Players are not allowed to hide from the hunter for objects.
4. The hunter must perform different exercises with the ball.
Guidelines. This game needs to be done on a large platform, otherwise the hunter and his helpers quickly
Punify game. For complication, you can resolve children to jerk from the ball - to deviate, squat, bounce, but you can not go from the spot.

Stands

Children get up at the wall at a distance of 4-5 steps, one of them has a ball. At the signal, he throws the ball about the wall and calls the name of one of the players. The one who called, catches the ball and throws him about the wall, calling a new player, etc. If the player did not catch the ball, he becomes cabbage. He needs to quickly raise the ball and shout: "Stop!" Since children at this time are missing in different directions, on the "Stay!" They stop. Salka stains the nearest player, stained comes out of the game. Playing go to the wall, Salka begins the game. If the salca missed, while he runs behind the ball, playing trying to escape as far as possible. Salka takes the ball, shouts: "Stop!" - And again staining playing.
The game continues until half playing.
Rules.
1. The playing is allowed to catch the ball with a rebound from the ground.
2. Salka should not go from a place when he spots a player.

Choosing the ball from the circle

Children stand in a circle at a distance of two steps away from each other, hands hold behind her back. The watering rises in the center, puts the ball
To the ground and, hitting the foot on him, tries to roll out of the circle. Playing do not miss the ball, knock off his legs to the water. Who will miss the ball, he goes to drive.
Rules.
1. Playing should not touch the ball with your hands.
2. The ball players is allowed to beat it so that he rolled on the ground.
3. Looking is not allowed to move away from the center of the circle further than two steps.
Guidelines. No more than 10 people take part in the game. Children need to remind you that the ball needs to push the inside of the foot or sock. It is impossible to hit the ball. If the players want to stop the ball before handing it with a watering, it is better to make the inside of the foot or sole, lifting the sock.
Option. Children as well as in the previous game are getting into a circle, but back to the center. There should be several people, but not more than 4. The goal of the game is not to skip the ball in the circle.
Protect the city
The participants of the game get into the circle at a distance of one step, everyone has small balls. In the middle of the circle, a town was built, i.e., several kegiles were delivered at such a distance so that between them could freely pass the ball.
The town is guarded by three guard. Playing, standing in one place, the ball sends the ball into the town. The one who, rolling the ball, will betray the goal, gets into the place of the guard.
Rules.
1. The ball players should only roll.
2. It is impossible to pass off the battlefish of a circle for a circle; Who missed the ball coming out of the game.
3. The guard is allowed, protecting the city, move on one side of the circle to another.
4. The watchman delays and beat the ball only with the foot.

Ball in Lunke

Children get up in a circle, they choose from a leading, it stands with playing. In the center of the circle in the well put the ball. Children, calling by the name of the leading, say these words: "Kohl, do not sleep, the ball quickly take!" Running runs to the hole, and playing at this time scatter. Takes the ball and shouts: "Stay!", Calls one of the players by name and throws the ball into it. If missed, it remains again the king, if he gets in the player, then the stained becomes king. The game is repeated; The ball is put in a hole, driving up together with children in a circle.
Rules. 1. The leading should run behind the ball only after words: "Fast take!"
2. He is not allowed to delay the ball, immediately after the word "stand!" He must call the player by name and throw the ball into it.

Lunkee

In a flat place, playing holes are the holes - the wells at a distance of 10-15 cm one from another. The participants of the game should be one more than the hole. At the signal, the children run to the holes and occupy them (put little pebbles), are located on both sides of the wells, who remained without a well, starts the game. He rolls the ball, and as soon as the ball got into one of the holes, all players scatter. The child, in whose hole hit the ball, quickly takes him and shouts: "Stay!" He tries to rally one of the players. The ball is going to roll the ball, and his well occupies the one who began the game. If the child missed, he goes to roll the ball, and the players get up at their holes.
Guidelines. For the game in the wells choose even, well-raised place. Along the wells on both sides you need to put sticks so that the ball does not lead to the side and quickly got into the target. Raming can be rubber, stuffed balls, balls. The game passes more interesting if no more than 10 children play.

Russian lapta

1 The proposed option is somewhat changed and adapted to the possibilities of senior preschoolers.
The name of the game comes from the name of the stick, which is clogged by the ball - she is somewhat similar to the shovel and is called a lapto.

Participants of the game are divided into two equal groups, each has a leading. In the middle of the platforms celebrate the playing field. On the one side of the game field at a distance from 10 to 20 m, the city is located, and on the other - the place is given for the KONA.
On the lot players of the same group go to the city, and the other - diverge on the field. The game begins lead from the city group. He scores the ball with a laptow, runs through the field behind the horse line and returns to the city again. During the finking of the players of a leading team (fields) try to spot the running. If they manage to go to the city. Otherwise, players remain in their places. The game continues, the ball clogs the second player and also runs through the COA line.
However, it is not always possible to players immediately return to the city. In this case, they are waiting for who will help them, and only one who will beat the ball can help out.
Maybe this option: if the one who broke through the ball,
I could not immediately run over the line of Kon, he waits when the ball will break the following player; Then, two players run at the same time at the same time.
Rules.
1. Players of the city serve the ball in the field in turn; The bat should not cross the city feature; If one player remained in the city, and everyone else is per feature of the Kona, then it is allowed to squeeze the ball 3 times; The master is allowed to break through 3 goals.
2. Players of the field staining running from the place where the ball is raised or caught; To quickly spot the running, the ball is allowed to transfer to the players of his party;
3. To the one who cannot score with a laptian ball, it is allowed to throw it in the field of hand.
4. The city team loses and goes to the game field, if all the players punched the ball, but no one has flown over the conma line; All players moved over the line of Kona, but did not return to the city; During the game player, the city was osali.
Instructions to p. The first condition for this game is a friendly action of all game players and accurate rules. It is also very important to choose the right to choose the right thing: he must speak well the ball, be active, follow the progress of the game, skillfully put the players taking into account their skills.
It is better to start the game first - this will allow him to continue to watch the course of the game, help players, and if necessary, and help their comrades.
Playing when filing the ball should look where to send it: there, where less players or where they are not at all. If players run to the city, then the ball in the field must be sent further to the line-horse; If they run from the city, then a weak blow to file the ball
So that he fell closer to the city line.
One in Lapta
The site is carried out in the Kona line. Two play. One child gets behind the line of the Kona, he throws up the ball and knocks his lapto. Another catches the ball in the field. If he caught the ball, then there is a ball to beat the ball.
Rules.
1. Kona player in the case of misses has the right to beat the ball twice.
2. After two misses, the Kona player changes the place with a player of the field.
Dear (Fig. 21)
The game differs from the previous one just the fact that the ball in the field catches not one player, but a few. The one who caught the ball goes to Kon to score the ball, "give donations."

Zewak

Play this threesome game: two players stand behind the horse, the third goes to catch the ball in the field. One of the plants standing on the horse throws the ball, the second beat it into the field. The one who beat off the ball leaves the napt and runs to the line at the end of the field, runs over and returns to the con. Field player tries to stain running. In the case of misses, he quickly raises the ball and throws it in the running again. If he stains the running, then goes to beat the ball, and the stained remains in the field. If the field player does not have time to stain the running, then he moves the ball to the con and the game continues. Kona players are changing in some places: the one who beatbed the ball gives it.
Rules.
1. Kona Player should not linger behind the line at the end of the field. If he could not return to the line of Kon, then his place occupies a player of the field, and he remains in the field.
2. Kona players change places in the case of two misses when chopping the ball.
Guidelines. The distance from Kona to the line at the end of the field should not exceed 10 m, otherwise the runner will not be able to return to the con.
Playing on the horse, you need to try to beat off the ball as far as possible, then traveling safer to return to the Kona line; During running, he can dramatically change the direction, suddenly stop or sit down.

Circular lapta

On Earth, the circle is the city. Children are divided into two equal groups: players of one go to the city, and the other - remain in the field. Field players - watering. They depart from the city with the ball, and one of them hides. Then they return to the city, holding hands who behind his back, who are in his pockets who are under a shirt so that it is impossible to guess, who has a ball. They all run around the city and sentence: "I hit someone, I am someone's income!" Or: "Zhigalo, Zhigalo!" One who has a ball waiting
Convenient moment to walked one of the playing cities. If he threw the ball and missed, playing cities shout: "burned, burned!" - And he comes out of the game.
If the blow is successful, the field players are running out, the stained takes the ball and throws it in the runaway. He needs to recoup, stain one of the field players so that the players of the city remain in place. If it does not play off, the players are changing places. Field players hide the ball again.
The game continues until one group will lose all players.
Rules.
1. The player of the city throws the ball in the runaway, without leaving the circle.
2. Playing should not go abroad of the city; The one who crossed the line coming out of the game.
3. Players of the leading team should not delay the ball.

Rubberies

Children are divided into two equal groups, stand up against each other at a distance of 3-4 m and begin to move the ball to each other. If the child did not catch the ball, he goes to another team and gets up behind the player who threw him the ball. The team wins the team into which the players switched more.
Rules.
1. The ball players give each other in order.
2. The one who starts the game can come up with any exercise, while others must repeat it.
Guidelines. If a large number of children take part in the game, then you need to give 2-3 goals. Adult can
Take the management of the game for yourself, suggest to children, what exercise they must fulfill.
The city is drawn by the city - the square with the parties by l 1 m. At 6-8 m, it is drawn from it, on which everyone, except for the leading, marks its place - puts the pebbles, the cube, the pockets of the pockets. Driving on the underside of the city puts the figure out of 5 Ryuh (towns) and gets up near the city.

Participants of the game are getting up with their mark and alternately throw bits from their places to the city. Favoring Ryuhi, playing running in the sticks. The leading hurry to put a new figure and take any free space. The one who missed his place becomes leading.
Rules.
1. Driving should not repeat the figures.
2. Each player throws only one bit.
Guidelines. The educator should ensure the safety of children in the game. To do this, it is better to conduct it on a godfather or aside from the playground.
Before starting the game, children agree on the number of figures. If the game passes on the asphalt site, then instead of a hole in chalk, you can draw circles. No more than 5 people take part in the game.

Casting

On the platform they dig a hole, the ball is putting in the bowl. At a distance of 3-6 m, they make a line, from where the players alternately throw a bat in the ball. Near the holes lay the challenge - a small board. As soon as one of the players falls into the ball, everyone who threw bits is running for them, quickly return to their places, tapping on the path of the battle in the chast. Driving runs in the ball behind the ball with all and, before putting it in the hole, also knocks on the board. That of the players who knocked on the chase immediately after the leading, gets up at the pits with a ball, and the leading goes in the field.

Bunny

At the site drawn big circle. One of the children choose a bunny, he goes into a circle, and all the participants of the game are behind the circle. They throw the ball to each other, but so that he will be a bunny. Bunny runs in a circle, moissets from the ball. The one who spares it takes the place of the bunny in the circle.
Rules.
1. The participants of the game should not go beyond the boundaries of the circle.
2. Before passing the ball, you need to call named the one who must catch it.
3. You need to transmit the ball quickly, you can not delay it in your hands.
Guidelines. There must be no more than 10 people; They get up in a circle at a distance of one step from each other. The faster the participants in the game pass the ball, the game goes more interesting and more opportunities to stain the bunny. Bunny, at his request, can and catch the ball. In this case, the player whose ball was caught, gets into a circle and performs the role of a bunny.

Most clever

The participants of the game are divided into two groups and get up against each other. In the middle of the platform, between playing, conducting a line. The driving up on line, by his signal, children begin to move the ball to each other. The one who caught the ball quickly throws it in a leading. If missed, it gets up on the line and begins to drive. If the ball gets in a leading, then all the players are running out, and the driving tries to stain running away. The one he has stained, gets into place of a leading. If the drivers missed, it gets up on the line and continues to drive.
Rules.
1. Water is allowed to run along the line from one end to another.
2. Water is allowed to catch the ball, then it changes in places with a player who sent it.
Guidelines. Depending on the skills of playing the distance between the commands can be from 3 to b m. It is better to play the ball of medium sizes. The one who catches the ball should not stand motionless. He needs to closely monitor the direction of the flying ball.

Watchman

Everyone who takes part in the game takes the balls, get up semicircle, and each one marks a circle. At a distance of 3-6 m, in the middle of the semicircle, lies a big ball, it guards the watchman with a stick. Playing in turns try to knock him down with their balls, and the watchman knocks on their balls. If the ball shot down the ball did not reach the player, he remains in Nola.
Playing can take the ball, but so that the watchman does not stand it. Awested player becomes a guard.
When one of the players somete the big ball, the watchman quickly
Returns it to the same place. But at this time, playing whose balls lie on the horse, try to take them.
Rules.
1. The watchman chops the balls only with a stick.
2. Playing shot down the ball, observing the scene. Another player throws the ball to the goal as soon as the watchman sees the abandoned ball.
3. The watchman can only be a player with hand.

Thrill a ball

On the ground, the cells are drawn, at a distance of 2 m on the other side of them, the Kona lines are carried out. Each cell lies 3-4 balls. The participants of the game are divided into two teams and stand behind lines opposite the cells of their opponent.
The game is starting at the same time all players of one of the teams. They rolled balls over the signal, take the knocked out. Then ride balls players other team. Wins the team whose players have bothered more balls.
Rules.
1. Rolling balls, playing standing behind Kona line.
2. The participants of the game knock the balls alternately.
Guidelines. Each team has its own color balls. They can be wooden, polyethylene. You can spend the game and with balls. In cells, the balls need to be located equally. Sizes of 50x50 cm cells, they have them on one line in a checker order at a distance of 30 cm from each other.

Pyramid

On the site outline the circle with a diameter of 50 eh. One of the players is chosen by the guard. It stands in the middle of a circle, where a pyramid is installed out of 7 small balls. At a distance of 2-3 m from the circle, they make a line from which playing alternately throw the ball or ball, trying to knock down the pyramid. The one who will fall into the pyramid and bulges the balls outside the circle, gets a chip from the guard. When playing chuff all the balls, the watchman builds a new pyramid. Game continues. Wins one who knocked out the balls most.
Rules.
1. Playing should not follow the line.
2. Everyone hits the pyramid once, after which it transfers the turn to the next one.
3. Playing gets a chip for each knocked ball.
Guidelines. Ball with playing beating
Must be larger than the balls in the pyramid. Install the pyramid in different ways: 5 balls lie on the ground, and 2 from above, or 6 lie on the ground, and the seventh top.

A meeting

At the site, two lines are carried out at a distance of 4-6 m. The players are divided into equal groups and get up against a friend behind the lines.
On the signal, all the balls or balls at the same time ride each other, but so that they meet. Children, whose balls met, leading gives one chicken. Wins a couple, which at the end of the game will be more chips.
The number of repetitions of the game by agreement.
Guidelines. The playground where the game takes place should be smooth. Increase the distance between playing need gradually. This game requires great attention from children and skills. It is advisable to distribute efforts when pushing the ball depending on the distance. Children need to tell that, the greater the distance of rolling, the vigorously should be the push on the ball.
Option 2 (Fig. 27). In the center of the site raise a checkbox or any other subject. At a distance of 1 m from the flag on both sides, two lines are carried out, then at a distance of 1 m from these lines spend the second pair and, finally, the third pair of lines at the distance
Nii 1 m from the second. Playing are divided into equal groups and get up against each other for the last lines. At the signal of the leading all children at the same time rolling the balls (balls) to each other, but so that they must meet in the center. Playing whose balls (balls) met, go to the second line, and then on the first. Couples won, whose players were the first to reach the first line.

Yameki.

On the site, several holes dig out in one row, but not more than 10 and marke their numbers. At a distance of 3 m, they are drawn from which the players rolling balls in the holes alternately, starting with the first. The game begins the first playing, he rolls the ball until she misses. He continues the game of the second, then the third, etc., when the queue reaches the first player, he starts the game from that pit, which did not get.
Who will first fall into all the pits, he wins.
Guidelines. No more than 10 people take part in the game. A hole can be a different amount, not necessarily by the number of players. Children may not roll, and throw balls into the pits.

Ball in the wall

At a distance of 1-2 m, the walls are drawn. The players get up in the field behind the line free, as comfortable. The casting gets like a person face to the wall and beats the ball into the wall so that he flew over the line. In the field it catches the player to whom it is. convenient. I caught the ball throws it to a watering. If the driving will catch it, then it goes to play in the field, and one who moved the ball goes to his place. If the abandoned ball does not catch the ball, it remains to drive the wall.
The game can be complicated if you play 2-3 goals and choose 2-3 leading.

Section III. Games with jumps

Pumps

On earth draw a circle. One of the players gets up in the middle of the circle - he is a fifth. At the signal, the children jump through the line of the circle and, if it does not threaten the danger to be outstanding, remain inside the circle for some time. Continue to jump on two legs in place or moving forward to the center of the circle. The participants of the game are trying to dodge from the stains and jump out of the circle in time. The outstanding becomes a trunk.
Rules.
1. Playing from the circle is allowed only to jump off. One who leaves the circle comes out of the game.
2. The spot pursues playing, also jumping on two legs.
Guidelines. The magnitude of the circle depends on the number of players. Before the start of the game, you need to negotiate how children will jump over the wheel line: on one leg (right or left), right or sideways on two legs.
Option. The game begins in the same way, but the outstanding from the circle does not go out, but becomes a spindle assistant. As soon as the number of spots increase to 5, four go for a circle, and the one who was walked by the last remains a spin. The game is repeated.

Sparobushki and Kot.

All players depict the sparrows and are around. Driving - the cat gets up in the middle of the circle. The sparrows are injected into the circle, then jump out of it. They collect the grain (inside the circle scattered chips). The cat runs in a circle and tries to catch them. Sparobus, to whom the cat touched, all the collected grains pour out, then again begins to collect them. At the end of the game, celebrate the most prompt sparrow.

Boilers. Classes

On earth draw figure. Each square of the figure is called class. Playing set Queue: who will start the game first who will be the second, third, etc.
The first of the players throws pebbles to the first class, gets up on one leg, jumps over the line in the same class. Toe legs knocks pebbles from the first class and jumps out himself. Again throws pebbles, but already in the second class. Jumps on one leg in the first, then in the second class and again knocks the pebbles to the toe of the leg, etc.
In the fourth grade of the pebbles, you need to take in your hand and stand so that one leg is in the fourth grade, and the other in the seventh. Bounce and rearrange the legs so that one was in the sixth, and the other in the fifth grade. Then playing on one leg jumps in the eighth class, and then in a semicircle, where some time rests.
Standing in a semicircle, playing throws pebbles in the eighth grade. On one leg jumps into the same class and moves the pebbles to the leg sock in the seventh class. Jumps again, during the jump turns to the right and puts his feet in the seventh and fourth classes. Moves the pebbles in the sixth grade, jumps and gets his legs in the sixth and fifth classes. Further, standing on one foot in the sixth grade, moves pebbles into the fifth grade, jars and gets up again in the pebbles moves to the fourth moves his first. After that, pushes jumps out himself.
If the playing passed through all the classes, he is waiting for the exam. He puts pebbles on his leg sock and goes on heels through everything
Classes. You need to go carefully, so as not to drop the pebbles and do not step on the line. Only after the exam, each participant finishes the game.
Rules.
1. The game starts the next player, if the pebbles of the previous one hit the line or not in the class or the player stood on his foot on the line.
2. The player who made a mistake again starts the game from the class where he was wrong.
Guidelines. In this game, children independently control the execution of the rules. They need to suggest that they can jump on both the right and left legs. Choosing and move the pebbles of the child should be free foot: if it stands on the right foot, then moving the left pebble, and vice versa.
The game can be finished when one of the players with the smallest mistakes will pass all classes and pass the exam.

Swamp

On Earth, the classes are drawn. The participant of the game throws his pebbles into the first class, on one leg jumps in the same class, from the first class pushes it into the second, and then through the swamp in the third class, while remaining on one leg, and it comes to the fifth grade. From the last class, he or embroils the stone immediately through all classes in the field, or pushes it, jumping on one leg from the class in the class in order, or makes a stone on the leg sock.
Rule. If pebbles got into a swamp, the game should be started first, from the first class.

Resettlement of frogs

Playing before the start of the game choose the lead (senior frog). All playing (small frogs) are squatted, leaning hands about the floor or land. The older frog translates them from a single swamp to another, where more mosquitoes and midges. She jumps ahead. During the game, the leading changes the position of the hands: the hands on his knees, on the belt; Jumps short jumps, long, jumps over the obstacles (through sticks) or jumps on the plank, bricks, jumps between objects, etc. All frogs repeat these movements.
Cooking into another swamp, the frogs get up and scream: "Kva-kva-kva!" When repeating the game, choose a new lead.

Bag

Children get up in a circle at a short distance from each other. In the center it is worthwhile, it rotates the cord in a circle with a load at the end (sac with sand). The players carefully follow the cord, when it approaches it is bouncing on the spot up so that it does not touch the legs. The one whom the bag has grown, becomes leading.
Options
A circle is drawn on the site, in the center of it leading.
1. Playing stand at a distance of 3-4 steps from the circle. Driving rotates cord. As soon as the bag comes to the player, he runs up and jumps through it.
2. Drinking cord with a bag, and children run towards and jump over it.
3. Children are divided into several subgroups, but not more than 5 people in each. Get up each other and in turn jump over the rope with a bag at the end. The one who jumped up, gets the last in his group. If he burned for a bag, it goes out of the game. Wins a subgroup where there are more playing.
Rule. You need to rotate the cord so that it does not touch the earth.
Guidelines. For this game, you need a cord with a length of 2-3 m with a cargo at the end of about 100 g. The length of the cord can be increased or decreased depending on the size of the site and on the number of players. When rotating the cord, the drive can change its height.

Cockfighting

Children are divided into pairs and get apart from each other at a distance of 3-5 steps. Couples are depicting fighting roosters: jumping on one leg, they try to push each other shoulder. The one who has lost the balance and rose to the ground with two legs, comes out of the game. Children before the start of the game negotiate, how they will hold hands: on the belt, behind the back, scratch in front of breasts or hands to keep the knee bent legs.
Rules.
1. Playing should simultaneously approach each other.
2. It is impossible to push each other with your hands.
Guidelines. Most often in a pair, one player comes out of the game, one remains the winner. Winners from different pairs can unite and continue the game.
Petukhov battle can take place in another pose, for example, in the priest, playing hands hold on their knees.

Salca on one leg

Children diverge on the site, close their eyes, all behind the back. The presenter passes among them and imperceptibly alone putting handles. On the word "times, two, three, look!" Children open their eyes. Standing on the spot, they look carefully at each other: "Who is Salk?" A child with a handkerchief suddenly raises him up and says: "I am Salka!" Participants of the game, jumping on one leg, try to get away from the cabin. The one he touched his hand goes to drive. He takes the handkerchief, raises him up, quickly says words: "I am soles!" The game is repeated.
Rules. 1. If the child is tired, he can jump alternately on the right, then on his left leg.
2. When salts change, playing permitted to get up on both legs.
3. Salka should also jump like all playing, on one leg.

Hello, neighbor!

Playing are divided into equal groups and get up in two rows face to each other at the distance of the elongated hands. The first players are leading, they begin the game: get up on one leg and jump in the direction of another team. Without stopping, they turn to the player: "Hello, Neighbor!" The one to whom they turn, answers: "Hello!" - And jumps for the lead. The game ends when all children form one chain jumping for leading.
Rules.
1. Children must repeat the movement of the lead.
2. Anyone who is inaccurately performing movement comes out of the game.
Guidelines. In the course of the game, the presenter performs a variety of exercises, and playing them repeat.
They jump on his left leg, on two legs, on the right, on two legs sideways, perform swelling, etc.

Buy bull

On a flat platform, the children draw a circle, stand behind its feature at a distance of the step from each other. Driving - the owner - gets up in the center of the circle. On the ground there is a small ball or a bowl.
Drinking on one foot in a circle, free rolling the ball, sentenced, turning to children: "Buy a bull!" Or "Buy a cow!" He tries to rally someone from the players. The one who was awaited, takes the ball, gets into the center of the circle to the place of water. If the ball is rolled out for a circle, no one bumps, driving it brings it, gets into a circle and continues to drive.
Rules.
1. Playing should not go for a circle.
2. Driving can beat the ball from any distance without going beyond the circle.
3. Water is allowed during the jump to change the legs, jump on right, then on the left foot or on two legs.
Guidelines. In winter, you can play on a well-drowning snowy platform, rolling iceclock, ball, washer or any other item. It is interesting for the game when the ball blows is spent suddenly. He jumps in a circle, then quickly, slowing the jumps, suddenly stopping, makes fraudulent movements, as if he hits the ball. Such behavior of a leading makes playing bounce, retreat back or take a step to the side.

Section IV. Games of small mobility

Paints

Children choose the owner and two buyers, all other players are paints. Each paint comes up with a color and quietly calls his owner. When all the paints chose a color, the owner invites one of the buyers.
Buyer knocks: "Tuk-Tuk!" - "Who is there?" - "Buyer" .- "Why did you come?" - "Paint". - "What?" - "For Blue". If there is no blue paint, the owner says: "Go across a blue path, find blue boots, pouter Yes back to bring." If the buyer guess the color of the paint, then paint takes himself. There is a second buyer, a conversation with the owner is repeated. And so they pass in turn and disassemble paints. Wins the buyer who guessed more paints. When repetition, he acts as a master, and buyers players choose.
Rule. The buyer should not repeat the same color of the paint twice, otherwise it is inferior to the second buyer.
Guidelines. The game is held with children both indoors and for a walk. The owner, if the buyer did not guess the color of the paint, can give a more complex task, for example: "Jump on one leg on a blue path." If many children play, you need to choose four buyers and two owners. Buyers behind the paints come in turn.

Phanti

The game begins so. The lead is bypass playing and says:
We were sent a hundred rubles.
What do you want, then buy,
Black, white do not take,
Yes, and no do not say!
After that, he asks for children different questions, and he tries himself to say one of the forbidden words in the conversation: black, white, yes, no. The lead is about such a conversation: "What is sold in the bakery?" - "Bread" .- "What?" A little bit answered the player: "Black and White," yes, I remembered forbidden words in time and said: "Soft." - "What kind of bread do you like more, black or white?" - "Everything." .- "What flour bake bells from?" - "From wheat." And so on. The one who pronounced the word pronounced gives waterflow. At the end of the game, everyone who stayed without Fifty redeemed him.
Rules.
1. The players must answer quickly, the answer cannot be corrected.
2. For each forbidden word, the playing pays the leading phantha.
3. The presenter may conduct a conversation simultaneously with two players.
4. When redeeming Fed, leader does not show it to the participants of the game.
Guidelines. The game can be carried out on the forest cleaner or in the shady corner of the playground. No more than 10 people take part in the game, all children have several phantom. They should carefully listen to the questions of the lead and, before answering, think.
When redeeming the phantom, participants in the game are invented for the owner of the Fantas Interesting tasks: sing a song, make a riddle, read poems, tell a short funny story, remember the proverb and saying, etc. The most difficult thing in this game is the role of the lead, so the teacher is fulfilled at first . Phanti can redeem after 5 people lose.

Colek

On the long cord put on the ring, the ends of the cord are stitched. All players get up in a circle and hold the cord with two hands on top. In the middle of the circle there is a leading, it closes his eyes and slowly turns 3-4 times, standing in one place. Playing quickly move the ring on the cord. Then the leading says: "I go to look." The last word serves as a signal for children. Some of them hide the ring in her hand. Driving the eyes and tries to guess, who has a ring hidden. The one he calls, removes his hand from the cord. If the leading guess, he gets up in a circle, and a player who has found a ring, goes to drive.
Rules.
1. Move the ring on the cord only when driving with closed eyes turns around itself.
2. The word says: "I go to look for" - with closed
Eyes.
3. The playing must remove his arms from the cord as soon as the leading calls it by name.
Guidelines. If you want to play more than 15 people, then the cord is put on 3 to 5 rings and choose 2-3 leading.

Molchanka

Before starting the game, playing chorus pronounce:
Papers, Cvethers,
Bubakers ranked.
Fresh dew,
On someone else's strip.
There are cups, nuts,
Medok, sugar.
Hip!
After the word "hill!" Everyone must silence. The lead is trying to laugh moving, funny words and sweepers, comic poem. If someone laughs or tells one word, he gives the leading phanta. At the end of the game, children will buy their phantas: at the request of playing songs sing, they read poetry, dancing, perform interesting movements.
Rules.
1. The presenter should not play with his hands.
2. Phanti for playing should be different in color, shape.
Guidelines. The game can be carried out in different conditions. You can play a phanta and immediately, as soon as one of the players will laugh, smile or speak. It removes the tension that is created in children in the game.

Rope

Take a long rope, the ends are associated. The participants of the game get into the circle and take the rope in hand. In the middle there is a leading. He walks in a circle and tries to touch one of the players. But the children are attentive, they lower the rope and quickly hide their hands. As soon as the leading departs, they immediately take the rope. Who driving will hit the hand, he goes to drive.
Rules.
1. Playing must hold the rope with two hands.
2. In the course of the game, the rope should not fall to the ground.
Telephone
All children are sitting in a row: who sits first, that phone.
Leading the ear quickly tells him some word or a short sentence. What he heard, transmits his neighbor, he in turn transmits this word to the next player and so to the last player.
After that, everyone says they heard. The first who confused said, sits down to the end, playing moving closer to the phone. Each child can perform the role of the phone once, after which it sits at the end of the row.
Flies - not flies
This game passes at the table. The players are put on the table fingers, the lead calls birds, animals, insects, flowers, etc. When called a flying subject, everyone should lift thumbs up. Who will raise the fingers when calling a flashing subject, or does not raise when the flying is called - Phanta pays.
Sometimes they also play: everyone becomes in a circle and when called a flying subject, all players join. If a blatant thing is called, they stand still.

Camers

Children are sitting on a bench or chairs, the palm of Y is all folded together and lie on the knees. The lead with a pebble in his hands bypass participants of the game and makes movement, accurately puts the pebbles to each of them in hand. One of the players he really imperceptibly puts the pebbles, then departs from the bench and calling: "Pechers, to me!" He, who has pebbles, runs up and shows it. Now he will be leading. But if the players noticed who were laid by pebbles, they can delay this player. In this case, the leading remains the lead.
Rules.
1. Pebbles need to try to put it imperceptibly so that no one knows who he is.
2. The player with a pebble should not go before the words: "Pechers, to me!"

Merezha

Choose two fishermen, the rest of the players sit in a circle, folding the brushes of the hands together. They depict the coast of the river, and the hands folded on their knees - meroge. One of the fishermen walks along the coast, in his hands he has a little fish. He lowers his hands with the fish in the meroge and imperceptibly putting it to someone from the players. The second fisherman must guess who has a fish. If he did not guess right away, he is allowed to call the names of another 2-3 children. The first fisherman caught in place, the second lowers the fish in Merezh, and the one who found a fish, go to guess.

Ocean is shaking

According to the number of players, chairs are put in two rows so that the back of one chair comes into contact with the back of the other. All participants of the game are sitting on the chairs. The leading says: "The sea is worried." Playing get up and run around chairs. "Sea subsided," says the leading, and children occupy free places. Someone will stay without a place, as one chair takes the leading. The one who missed, goes to drive.
Rules.
1. Playing is not allowed to run close near chairs.
2. You can take free space only after words: "Sea subsided."

Solominki

Solominks are scattered on the table, the participants of the game take turns choose them, but so that next to the lying do not move from the place. If a child carelessly choosing a straw, moved the neighbor, he leaves the game. Which of the players took more straws, he wins.
Rules.
1. The straw on the table is scattered or thrown from a small height.
2. You can take them with hand or long straw on the end with a crochet.
Merezha - woven from IV rod cone for fishing.
Guidelines. Solominks make the same thickness and length (10-15 cm). For each player should be up to 10 straws.

Woodpecker

Children gather on the site, choose a leading - Dyatla. Everyone gets into the pairs and form a circle, the woodpecker gets up in the middle. Playing walk in a circle and all say words together:
Heads the Word of the Hitter, (the Hitter - the grain room.)
Looking for the grain wheat.
Wood man answers:
I'm not bored alone
Who wants to take it.
With these words, he quickly takes one of the players and gets into a circle. The remaining without a pair gets up in the middle of the circle, he is a woodpecker. The game is repeated.

Sun and Month

All children are going on the site, choose two leading. They move aside and quietly, so that no one heard, they deal with which of them will be a month, and who is the sun.
Participants of the game get up each other, put a hand on the shoulder ahead of standing or take it for the belt. The sun and the month are suitable for playing, take hands and highly raise them, the gate are obtained. Playing sing a song:
Went, was a tetra,
Went, went ripples,
She was a meadow,
Children led around:
Senior, smaller,
Middle, big.
With this song they pass through the gate. The sun and a month stop the latter and quietly ask: "Who do you want - to the sun or by the month?" The playing as quietly responsible to whom he will go, and gets up near or with the sun, or with a month. Game continues. At the end of the game you need to recalculate, to whom more players have passed.

Games in pebbles

Popular in Russia at one time was a game of pebbles. They called it differently: Kremushka, Galantes, Protherms. For the game, children take five pebbles from a forest walnut, round or oval shape, with a smooth surface. Such pebbles are comfortably taken in your hand, it is easy to scatter while playing on the table. (You can also use for the game and so far).

Before the game, children by mutual agreement or counting are installed who for whom to throw pebbles. But there is a special lot when all playing five pebbles take up, slightly throw up, turn hands with palms down and try to catch them on the back side of the hand. Who in his hand will be more pebbles, he starts the game. Then the participants of the game are sitting in a circle at the table, each has their own pebbles. The place where the game passes is called horse. The queue players lead "through the Sun", that is, to the right left.

Among the games in the pebbles there are simple when children perform only one figure (such as "breast", "heat", "bridge"), and difficult when children perform several figures, the combination of figures is challenging, and not always to all playing they succeed But the frequent repetition of the game gives its results.
These games are fascinating and helpful, bring up attention, focus, resourcefulness, developing hand and finger dexterity, accurate coordination of movements.

Heat

Five pebbles Player takes in hand, one throws up, and four scatters on the table. Abandoned pebbles catches and throws it up again. And while he flies, you need to have time to touch the fingers of one of the pests lying on the table. If several pebbles lie together, you can touch at the same time and have time to catch the falling pebble. Pebbles that touched the playing, put aside.

Verti.
The same game, but the scattered pebbles need to flip or just move off.

Bridge
Children put in a row four pebble close to each other. The fifth pebble thrown up, quickly take a four pebble from the table and catch the fifth.

From hand in hand
The same game, but you need to have time to take as many pebbles as possible and, before catching abandoned pebbles, shifting them into another hand.

Breast
In the right hand, children take five pebbles, one throws up, and four breasts put on the table and catch the same hand abandoned pebbles. Pebbles throw up once again, quickly take four pebbles lying on the table and catch abandoned.
The game ends when all players will perform a figure.

On Podolik
Playing scatters on the table four pebble, the fifth throws up. Before catching abandoned pebbles, you need to have one pebbles to take from the table and shifting on your knees, a hem of dresses. The game is repeated until the players will not raise all the pebbles and do not shift them to her knees.

Across the river
The same game, but the pebbles are thrown from under the left, stretched forward.

Mena.
Four pebbles Player scatters on the table, the fifth throws up. You need to quickly take one of the lying pebbles and have time to catch abandoned. One of the two pebbles again throw up, and the second is quickly put on the table; Instead, it is necessary to take the next and catch abandoned. The game ends when all the pebbles are exchanged.

Lone
The child takes five pebbles in hand. One of them throws up, and four scatters on the table. Abandoned pebbles catches and throw him up again, quickly takes one pebbles and catches abandoned. The game is repeated several times until all the pebbles are collected from the table.

Two
The child holds five pebbles in hand. One of them throws up, two pebbles quickly puts on the table and catches abandoned up. There are three pebbles in her hand. Once again, the playing throws one pebbles up, the two remaining pebble puts on the table and catches the one that threw. For the third time, the pebbles are thrown up, and from the table you need to have time to take two pebbles and catch abandoned. In the fourth time, when throwing up, you need to take the rest of two pebbles.

Troika
In the right hand, players hold five pebbles, one throws up, and four are put on the table, but so that three lay together, and one separately, and catch pebbles, abandoned up. Pechers throw up again. Before you catch, you need to have time to take three pebbles from the table. Pebbles back up again, quickly take the remaining pebbles from the table and catch an abandoned.

Even and unfortunate
One of the players takes in a handful of a few pebbles, throws them up and, turning his hand with a palm down, catches pebbles on the back side of one hand. Covering caught pebbles with a different hand, asks for playing: "Even or defect?" Who can't guess, pays Phanta. The one who gave all his phantas comes out of the game.

Scratch
For the game you need 40 pebbles. All pebbles, except one, put on the con. The first player throws over one pebble and, before catching it, quickly takes so many pebbles from the horse, and it will be caught abandoned. Catching him, playing postponing all the pebbles to the side, except for one, again throws one pebbles and, while he flies, again takes from the Kona pebbles.
If the playing did not catch an abandoned pebble, the game starts the second player. Who will raise the pebbles more, he is considered the winner.

Modern game options in pebbles

Exercises with pebbles

1. Moving pechers to each other, catch with two hands.
2. Moving pechers to each other, catch alternately right and left hand.
3. Moving pebbles from hand in hand.
4. Take throw and catch pebbles with the right hand.
5. Take up and catch the pebbles with your left hand.
6. Take the pebble right, and catch your left hand.
7. Take the pechers left, and catch your right hand.

Games

1. Children stand apart from each other at a distance of one step face in the circle. Pebbles are transmitted by one hand in a circle first in the right, then on the left side. Depending on the number of playing pebbles, there may be three or more pieces. He who dropped pebbles leaves the game. The game is repeated several times.
2. The same game, but the children of pebble move each other.
3. Five pebbles lie on the table. One of them playing throws up; Quickly palm is knocking on the table, catches abandoned pebbles and shifts it in his left hand. So he throws the pebbles one by one, knocking his palm on the table, trying every abandoned pebble to catch and shifting into the left hand.
4. Five pebbles lie on the table. Each player in turn throws up one of them up, quickly slams into his hands, catches the abandoned pebbles and puts it on the table. So he throws the pebbles one by one, claps in his hands, catches them and puts on the table. Wins the one who, alternately throwing up, caught all the pebbles before others.
5. Five pebbles lie on the table. One of them playing throws up, catches it and shifts into the left hand. So alternately he throws all the pebbles, only those that caught in his left hand shifted.
6. Four pebbles of a child scatters on the table, one holds in his hand. Takes it up, quickly takes pebbles from lying on the table and catches abandoned up. Of the two pebbles in the hand, the playing should be alone in the left hand. So, throwing up the pebbles up, the child takes one after another pebbles from the table, trying to catch an abandoned. If the pebbles caught, shifts it into the left hand. Wins the one who finishes the game.
7. Five pebbles lie in the left hand. One pebbles playing throws up, catches his right hand. Caught pebbles put on the table. Throwing up the left hand of the second pebble, catches it right and puts on the table. The game ends when one of the playing all the pebbles, throwing up and catching in this way, shifts on the table.
8. Pebbles lie on the table at a short distance from each other. The playing takes one pebbles with his left hand, throws it up, and catches right. Takes the left hand of the second pebble, throws it up, catches the right. So playing, throwing one after another pebbles with his left hand, catches them right, shifting on the table.
Option. The same game, but the pebbles playing throws up with his right hand, and catches them left.
9. Pebbles on the table lie in pairs at some distance from each other so that they are convenient to take them. Playing throws up one pebbles up, quickly takes off a couple of pebbles and catches abandoned. Of the three pebbles in the hand, two is put on the table, but on the side of Kona. Once again throws one pebbles up, takes the other couple of pebbles from the table and catches abandoned. And so the first player performs the figures until the pebble drops. Then the game starts the next child.
By agreement, the plants are placed from 3 to 6 pairs of pebbles.
Option. The same game, but pebbles on the table are put in three.
10. On the table scattered pebbles. One pebbles playing in his left hand, throws up it up, and with his right hand from the table, one pebbles takes and the same hand catches abandoned. Two pebbles from the right hand he puts on the table, but aside from Kona. The first player performs the figures until the pebble drops. The game but the queue begins the second player, and the first wait for his turn.
It can be placed from 5 to 10 pebbles by agreement.
Options
1. The same, but playing pebbles throw their right hand, and take from the table and catch an abandoned up with her left hand.
2. The same, but from the tables playing two pebbles are alternately right, then with your left hand.
Guidelines. Playing in pebbles, children can indoors, and in warm season on a walk, but only at the table. To make a long time to wait for its turn, the participants of the game should be no more than 5 people, each has their own pebbles.
You need to start playing in pebbles from simple exercises and, while children do not learn to perform simple figures, move to complex games do not do it. One player is inferior to the second queue if he failed to complete the next figure. You can finish the game in different ways: or when one of the players perform unmistakably all the figures, or when all players perform the figures. The one who fulfilled all the figures did not drop pebbles, the most deft of the players.

Click

From a round wand or rod with a diameter of 1.5-2 cm, 15-25 pieces of 2-2.5 cm long are cut. Cut along to get small poles. One side of the piano is flat, and the other semicircle. They should be 30-50 pieces,
The one who first starts the game, takes the poles in his hands and scatters them on the table. Then chooses those that lie in the same position, and the click hit one of them, trying to get into another field. Then the pione, in which they got, is considered knocked out, and the playing takes it as a win. As soon as the first playing miss, the game starts the second. He can also collect the poles and scatter them on the table. The game continues until all the poles are won.

Rules 1. During a click you can not touch the lying poles alongside.
2. The poles falling on each other in the same position, i.e. either up, or down the plane, you can take both as a win.
3. Click you can drive only those pins that lie separately.
4. They are considered outside the game the poles who lie one on

Flea

The flea is plastic circles with a diameter of 12-15 mm and a thickness of 1 - 11.5 mm and the bits-bits of the diameter of 200-25 mm. Playing are sitting down against each other at the table, each has 5 flew and one bit. In the middle of the table is set
friend, but differently.
On the line Kona put fleece and, pressing the edge of the bits on the edge of the flea, make her bounce up so that she fell into the box. If the flea falls into the box, the playing gets the right to drive the next flesh. If he missed, the game starts the next child.
You can adjust the height and the length of the pursuit of the flesh, pressing the bat on its edge. With different strength or drive not in the box, but in the center of the table on a square or a circle, cut out of soft tissue or paper, cardboard.

Wolf

With a wolf, a child begins to play sysym. It can not only just run, admiring the movement, but also organize various collective games with him.
1. Children at the same time allowed the wolfs: whose top rotates longer than others, he wins.
2. Wipes are launched in a barbell or between objects that are placed on the table. Wins the one whose top will not hit them.
3. Wipes are allowed in turn: Whose top will somete more balls scattered on the table, he wins.
4. Circles or squares are cut out of the colored paper - the playing field (square sides of 15 cm, the circle diameter is 20 cm). Children at the same time let the wipes, each on their own playing field: whose top will not get off the playing field, he wins.

Biryulki

Playing scatter flames (different figures) on the table and pull them out on one wand with a crochet at the end so as not to hurt next to the lying. If the hook, which raise flares, attach to the lace, then pick up the figure will be even more difficult. Wins the one who pulled the Biryukem more. The game ends when all the flames are disassembled.

Zhmurki.

Ordinary Zhmurki

One of the players - Zhmurka tie his eyes, take him to the middle of the room and make it turn around several times around them, then talk to him, for example:
"Cat, cat, what are you going?" - "On the Quash" - "What is in the Quash?" - Kvass .- "Catch mice, not us." After words, the participants of the game are running out, and their bumper catches them. Who he caught, he becomes a brick.
Quashnya - Wooden dishes to knead the test.

1. If Zhmurka comes close to any object that you can hit, playing should warn it, shout: "Fire!"
2. It is impossible to scream "Fire!" In order to distract the bumper from the player who cannot escape from him.
3. Playing should not hide for any items or run very far.
4. Playing can be fused from the bumpers, squat, pass on all fours.
5. The caught player Zhmurka must know, name by name, without removing the dressings.

Guidelines. The game can be done both in the room and on the site. The boundary of the playing area must be accurately defined, and the participants of the game should not go for it. If the border of the playing platform passes the bumper, then it should be stopped by the word "fire!".

Children must run sickly near Zhmurki. Bold players can quietly approach him, touch the shoulder, back, hands and also to escape; Maybe they have a short word behind his back: "Ku-ku!", "A-y!"

Zhmurki on the ground

Zhmurka put on the middle of the playground, they tie their eyes, and he shouted several times around him. Playing him ask: "Where are you going?" - "On the bridge" .- "What do you sell?" - Kvass. - "Looking for three years us!" After words, participants diverge on the court, Zhmurka goes to look for them. Children, while they are looking for a bumper, do not go away from their places, but they can squat, kneel or fours. The found player becomes a bumper only if he drives it to know and name by name.

Circular Zhmurki (tube)

Children get up in a circle and choose a bumper. He goes to the middle, his eyes tie him, give a paper tube in his hand and make it turn three times. Playing at this time are taken by arms and bypass around the Zhmurki so that he does not know where who stands. When everyone stops, Zhmurka makes a few steps to playing and touching someone with a tube, asking him: "Who?" He is answered: "My-y!", "Ka-ka-re-ku!" Zhmurka must guess the voice of the one who answered him. If not guess, then led. The child, whom Zhmurka recognized, becomes a brick.

Blind goat

Zhmourke tie their eyes and sum up to the door. He knocks her, and playing asked: "Who is there?" "Blind goat," - says Zhmurka.
Playing all say together:
Goat blind
Do not go to us the foot.
Go to Kut,
Where canolas' Tkut,
There you will give you a canvas!
The dissatisfied goat is knocking on the door.
"Who's there?" - "Atanas!" - The goat is replied. "Apanas, look for us!" - With these words, children scatter. Zhmurka listens to the steps and tries to catch someone. Clear players are fascinated, and the caught player becomes a brick.

Call

Anyone who wants to take part in this game is getting into a circle, choose a bumper and a player whom he will look for. Zhmurka tie his eyes, another child takes a bell. By ringing the bell, Zhmurka must catch it. The game ends when Zhmurka caught a player with a bell. Another couple is selected, the game is repeated.
Option. Two pairs are selected. Bricks tie their eyes, and playing take: one - the bell, and the other - a shoe. Zhmurki catch only their players.
Time, grandmother, in a feast! Everyone gets around in a circle, Zhmurka blindfolded in the middle of the circle. Playing go in a circle and say words: "Grandma, Grandma, it's time in the Pier!" Grandma-Zhmurka replies: "Not in what!" - "In Roger!" .- "Noine" - "in Lukoshka!" 2 - "Damn" .- "On the wings of flight!"
With the last words, everyone stops, and Zhmurka waves his hands and goes aside by playing. It stops before one player and tries to know it: holds hands on the dress, hair (not allowed to touch the face). If you find out, the playing becomes a brick and the game begins first.

Curve rooster

One of the players tie their eyes and plant it on the bench. Children are suitable for him, they say: "Goodbye, the rooster curve!" - And quickly diverge on the site. Driving - the rooster curve gets up from his seat and goes to look for players: he spreads his hands wide, listens to every rustle. The player found he tries to laugh to find out. If the child is recognized, it becomes leading.
1 canvas - flax fabric, made of handicraft.
2 Lukoshko - manual basket made of rods, wire, etc.

ATTACHMENT

As they choose leading

In many rolling games there is a leading: in one game, this is a bear, in the other - the Korshun, in the third - shuttle. To start the game, you need to choose. It is prescribed or choose from reading.
Children love humorial, funny-read poems, quickly remember them. All participants of the game get into the circle, in a row or sit on the benches, lawn, and one of them goes to the middle, loudly, clearly pronouncing words, pronounces the patient, for example:
I'll go buy a Duda,
I'll go to the street.
Louder, shoes, denses.
We play, you are!
Or:
She went a ram on the steep mountains.
Pulled out herbs
Put on the bench.
Who takes her grass,
That won will go!

The one who pronounces reads, with every word, and sometimes the syllable touches alternately with his hand to the playing, not excluding himself. Who falls on the last word, he becomes leading.

If the participants of the game are a bit, then they are considered different: they say to read, and to whom the last word falls, he comes out of the circle, and the county is repeated until one player remains. He has to drive - catch the ball, catch up and smear running away, be a crucible or a zeal.

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

Drove a man on the road, how many nails, speak as soon as
Broke the wheel on the threshold. Do not think!

Who walked words to: "Do not think!", He must answer how much nails need, but it is better not to call large numbers, otherwise you will have to reckon for a long time.

If the game is chosen in the game two, for example, in the "mouse and cat", then first choose the mouse to read, then they are considered to be taken again and choose a cat.

From a leading, its activity, ingenuity depends on the success of the game, therefore it is not always advisable to choose the hardening. In such games where the role of water is especially
It is difficult, like, for example, "Korean and a zeal", it is better to appoint it or suggest choosing to participate in the game, having prompted in advance what qualities he should possess (go well, to quickly navigate in the situation, to be observant, camp).

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

There is a simpler way to choose a focus - guessing. What hand is the subject? Which two ends of the header with the nodule? Which of two sticks (or straws) put up one end, is longer, which is shorter? So you can choose to lead or decide which group first to start the game.

Thieves old days

Times, two, three, four, five, six, seven, eight, nine, ten. Puts white month!
Who will reach the month, he will go hide!

Satilizer Apple
Past the garden
Past the garden
By palico;
Who will raise him
That won will come out!

White hare,
Where ran?
- In the forest Oak!
- What did you do there?
- Dral Lyki!
- Where did it?
- under the deck!
- Who stole?
- Rodion.
- Get out!

Rolling peas on the dish.
You are
And I will not.

Tama-Mary.
In the forest went,
Bumps ate -
We ordered.
And we are cones
We do not eat
Tara Mare.
Let's give!

Walking pigs
By Boru,
Rivest grass-maul.
She tears
And takes
And in the basket puts.
This will come out
Won will go.

Cuckoo went
Past network
And for her
Male children
And shouted:
"Cook! Poppy!"
In Biraray
One fist!

Fox on the forest went,
Fox skaters DRA
Fox lapties flell
Husband two,
Herself three
And kids
Laptop!

Cuckoo went
Past network
And for her
Male children.
Kukushaat
They ask to drink.
Come out
You drive!

Under the mill
Under the spinner
Two rams were raised
That's the fairy tale!

Tara Bar,
It's time to go home
Guys feed
Calf water
Cows to milk.
You drive!

Cuckoo-
Guliushechka
Welsh woven,
Children led.
Children walked
Fully reached
Fully reached
Back went.
Cook!

Aty-Bata,
Soldat managers
Aty-Bata,
To the bazaar
Aty-Bata,
What did you buy?
Aty-Bata,
Samovar!

Pervintors,
Other other
Paleniki flew
In the morning dew,
On the green stripe.
Here apples, nuts,
Medok, sugar,
Won
In the corner!

Ahi, ah, ah, oh,
Masha sowed peas.
It was crushed thick,
We wonder you will stay!
Gori, Gori clearly,
So as not to go out
Pave
Look at the field.

Jump yeschok,
Jump yeschok,
Rides bunny -
Gray side.
On the lyingkey
Jump jump jump
In snow
Tyk-Tyk-Tyk.
Under the tiles sat down
I wanted to seek.
Who caresses him, he leads.

Tili Teli
On a bench sat -
King, Tsarevich,
King,
Korolevich,
Shoemaker,
Tailor.
Who
you
You will be
such?

Inza-Brynts,
Balalaika!
Inza-Brynts,
Play-ka!
Inza-Brynts,
I do not want!
Inza-Brynts,
Won go!

Oh you, sovuka-owl,
You, big head!
You sat on the tree,
I head you spit -
In the grass piled up
Missed into the pit!

Along the track
Daria walked
Found a tangle.
Tangle small
Threads of scarlet,
The tangle rolls
Thread stretches.
The tangle Dalo, Dale, Dale,
Thread share, share, share.
I took for a string,
Pulled, broke.

Behind the seas, around the corner,
Behind the iron pillars
On the hill teremok,
On the door hanging the castle.
You go for the key
And lock from.

Moshki mosquitoes,
Thin legs
Dance along the track ...
Close night
Fly away.

Truh Tuh,
Tuh-Tuh-Tuh,
Walks around the yard rooster.
Himself with spurs,
Tail with patterns.
Under the window is worth
It screams to the whole courtyard.
Who will hear
That runs.

Flew cuckoo past the garden,
Bored all seedlings
And screamed: "Ku-ku-poppy,
Open one fist. "

Look at the sky
Stars are burning
Cranes shout:
- GU-GU! Lucky!
Times, two, not rave
And run like fire.

Along the path Kuvarka
Rides Bare Barefoot.
Zainka, do not run -
Here you have boots,
Here you have a belt,
Do not rush in the fishing line.
Go to us in the dance
To merge people.

Tili-Teli, -
Birds sang
We flew to the forest flew.
Steel birds nest vite!
Whoever does not go, to led!

Rolled wheel,
Ricked far away
And not in rye,
And not in wheat,
A to Samoa
To the capital.
Wheel who will find
He leads

How fox went on a trail,
Found a diploma in OHLOPKE,
She sat on Pozook
And read the whole day.

Food and food
To grandmother, to grandfather
On horse
In a red hat.
On a flat track
On one leg,
In old lapotychka
According to chops, on bumps,
Everything is straight and straight
And then suddenly ... in the pit!
Buck!

One, two, three, four, five!
The bunny went out.
Suddenly the hunter will run away,
Right in the bunny shoots.
PIF! PAF! Missed,
Gray bunny from ran away!

Hoop circle
Hoop circle.
Who is playing,
Will be.
Who does not want to be
Go out of the circle!

Horse Rule
With long mane
Rides, jumps
By fields.
Here and there!
Here and there!
Where does he plan
Go out of the circle!

Cockerel, Cockerel,
Show your housing.
Housing burns with fire,
How many pynes on it?
One, two, three, four, five…
It is impossible to count!

Conscription

There are mobile games where all the players are divided into groups, teams. In such games, they first choose or assign leading, then the composition of the commands is determined. To divide all players to equally, so that no one disappoints, help conscription.
The players are divided into pairs, depart aside and deal with each other, come up with the names: one, for example, calls themselves "Torch", but. Another - "Snake Gorynych". You can come up with ridiculous nicknames, for example, "Stepan-Giant", "Used Tracakan". Conduously need quiet so that you do not hear leading. Then children go to the lead and ask who they choose, more often in the form of rhymes, for example:
From the bucket of the Yersh or from the hedgehog basket?
So that the leaders simultaneously did not call the same player, they agree, who will first choose and in what pair: one chooses in the first pair, another in the second. Conscriptions are different. We give examples.
Who choose:
Horse Voronev
Balls roll
Or claw gold?
Or water pouring?
Hay kost.
Or firewood chop?
Horse killed
Or yard sweep?
What will take:
Bear shaggy or horned goat?
From the river Yersh or from the woods of hedgehog?
Summerly duck
Or Wooden Dudka?
What do you need:
Peas bag or oil pot?

Reservations are folded
Who will invite you to visit:
Hitray Fox or Marjo-Krasu?
Taracan Usatoy
Or Tigering striped?
What do you give:
Sakhara Slice
Or red handkerchief?
Choose:
Lily of the lily of the lily
Or dandelion fluffy?
Bluebell blue or yellow hunter?
White birch or red rose?
But, you can come up with themselves.

Consumer counters

In the circle wide, I see,
All my friends got up.
I am for you, my friendship,
Casting patties:
Quickly you need to bake them,
You will go, put the oven!
Lived once
I, whether you.
There was a dispute between us.
Who started, forgotten
And not friends so far.
Suddenly play this time
Some will be able to make us?
Legs, legs fled along the path,
Meadow, leafy jumped by
bumps
Came running on the meadow, lost
boot.
Oh!

The bell all calls
The bell sings us
Ringing, subtle voice:
Din-Bom, Din-Bom!
Go out of the circle!
Oblique, oblique,
Don't go barely
And walk the obht
Paws to eat.
If you wish,
Wolves hare will not find
Do not find you a bear ...
Get out - burn you!

Waves worried:
- How to be us without a row!
All mushrooms in the row
Forgot about the waves!
Looks out the hair you
Delicious mushrooms!
At linear bridge
I caught a whale in the Neva,
Hid behind the window,
Ate his cat.
Two cats helped
So no now China!
You do not believe a friend?
Get out of the circle!

Past the forest, past summer
Slawed on the river red ball.
She saw a pike.
What is it for the thing?
Together to Hang!
Do not catch.
The ball snapped again.
He went on to sail
Go out, drive you.

Zaitsev proteins treated
They were served carrot
All nuts themselves ate
And you told you.
One two three four,
Who does not sleep in our apartment?
All in the world need a dream
Who is not sleeping, he will come out!

Once from our stepan
Karaulil cat sour cream.
And when the dinner has come,
The cat sits - no sour cream.
Help, Stepan,
Look for sour cream with it.

How are we on the haymaker
Two frogs spent the night.
In the morning got up, seed
And you ordered!

Luchat came to the meadow
Bear, Barschat.
On green on a meadow
Come and you, friend.

I took Egor in the corner of the ax,
With an ax I went to the courtyard,
Began to repair Yegor fence
Lost Egor Topor.
Here is still looking for ...
Look for and you ax!

Among the white pigeons
Rides a shouter sparrow.
Varobushos-Ptashka,
Gray shirt
Out, sparrow,
Flying, not Roby!

Once the guys went, to the river,
Two oars carried in their hands.
They meet three lambs
And four turkey.
All the guys were afraid,
Visl threw in the bushes.
Frightened, sneak,
And you should find them!

Lived in the river one Nalim,
Two Yersh were friends with him.
Three ducks flew to them,
Four times a day
And they taught them to count them:
One, two, three, four, five!
Early, early we get up.
Loudly catching call.
Watchhead, guard, quick
Go out to feed beasts.

Tili-Tili, Tili-Bom,
He knocked down a bunch of her forehead.
Sorry for me a bunny
Wears a bunny bump.
Quickly run into the forest,
Make Zaine Compress!

Tick \u200b\u200btruck, tick truck,
Under the bridge there lived old cancer.
Red cat came to the bridge,
Cancer grabbed a cat on the tail.
Meow meow, help!
From the tail of cancer, push!
All run, and you run,
Kotu Vaska help.

Cockerel cut firewood,
Pieces of baked owl.
With bunny bare
Kretdoor with a computer for bears.
And you, my friend, what do you want a piddle?
Skok Bakk, Skok-Bakok!
Bunny jumped on Penets.
In the drum he beats loudly,
There is calling in the leaps.
Gulls lived at the pier
Their River Wave Cook.
One, two, three, four, five,
Help them seek.
Chiki chiki, chiki-chok,
At night, Sang Sang Cricket,
We went to look for him,
Lit lights,
Looked under the tube,
Under fluffy burdock.
Where did the cricket hide?
Look for him, friend!

Went the goat on the bridge
And wiely the tail
Hooked for the railing,
Right in the river pleased.
Who does not believe - this is he,
Go out of the circle!

He got a teapot seagull.
Invited eight cups.
All flew on tea!
How many cases are answering?

Scrolls are off,
Sun bunnies.
We call them -
Do not go.
Were here -
And there are no them here.
Where are the bunnies?
Gone.
You go their look.

One two three four!
Lived mice on the apartment,
Drank tea
Cups beat,
For three money paid!
Who does not want to pay
So led!

Bees in the field flew,
Alsed, touched.
Sili bees on flowers.
We play - drive you!

How to throw lots

So that the participants of the game do not argue to whom to drive or who to start the game, which group where to stand, rushes lot.
Lot - that's size sign, some item, such as a table, cardboard or one size of the stick.
If you need to choose a leader in the game, take so many identical sticks as the game participants. On one put a note. All sticks are put in a box or boxes, stirred, and then playing in turn take one. Who will draw the lot with a conditional note, to that and be the lead, start the game.
There are other drawings. They are called cancer. One of the players takes lots and behind his back hides his hand. In what hand lot, no one should know. Then the draw, holding his hands behind his back, says: "Who will find the lot, to led!" Two of the players are suitable for him, the draw asks: "Who is in the right, who in the left hand takes?" One takes on the right, the other in the left hand. The drawingman squeezes the fingers and shows in which hand draw. Guessing wins the dispute.
Sometimes the number of playing straws, sticks, paper; One of them should be shorter or longer than others. The upper ends need to be compared, and the bottom hide in the hand. Each of the players pulls one lot. Who will pull out a long or short wand, straw or a piece of paper, he starts the game.

My son will be cleaned, and I see with sadness that the current children are not at all like us. We read books, went to the cinema, and then played the battle scenes, we talked more, were friends. And we ran in the courtyards and played, and you can cause a lot of reasons why modern guys walk so little with their peers, this is a criminogenic environment, and study, which children bother over measures, and computers, but ... I'm sorry they are deprived Amazing adventures and memories that remain for life.

1. Hali Halo

Rules of the game
To begin with, the hardest is chosen. The point takes the ball and makes the rest of the guys. Usually talk to what category the invented word and its first and last letter. For example, driving the word bed. He says this item from the furniture, it begins on the letter to and ends with a soft sign. Children begin to guess the word. As soon as the leading will hear the correct answer, he shouts "Hali-Halo", throws up the ball as close up as possible, and he himself runs away.
A child who was correctly guessing the word, catches the ball and shouts "Stop". Driving stops. The player must guess how much to lead steps. But difficult steps. In each company you can invent your steps.
Types of steps in the game Hali Halo:
Giant - the biggest steps, on the whole width.
Normal is an ordinary children's step.
Liliputian - very small chambers.
Flags - in squatting jumps.
Umbrellas - the child is spinning towards the leading.
Bricks - a step of the heel to the sock.
Camels - a step and spit (the main thing in the leading does not fall).
A child with a ball makes the name of the steps and throws the ball into the ring, which makes the hands leading. If the ball falls into the ring - then the player becomes water and the game continues.

2.Prints

Rules of the game
One man drives, the rest are hiding. According to pre-provistent conditions, water believes to a certain number turning to the wall, all during this time are hiding without going beyond the boundaries of the reprimanded territory.
Well, the corona phrase of water: once two three four five I go to look.

3.Zhmurki

Rules of the game
Play a few people in Zhmurki. With the help of read or by lot, the leading is chosen. Players tie the water with a dense eye bandage (it is impossible to spy in this game), spin it in place and "scatter" to the sides. Zhmurka must catch and identify any player. If guess - the caught player becomes leading.

4.Adnaki-robbers

Rules of the game
Playing are divided into two teams (the more participants, the game is more interesting). Each team has its own distinctive signs (crawling dressings, ribbons or badges).
The playground is denoted (the boundaries of the territory on which you can hide and run away).
The lot is determined by what the team will be "Cossacks", and what "robberry".
According to the "Robbers" signal, they scatter hide. "Cossacks" at this time choose a place for the "dungeon", where they will lead the "robbers". "Dtomnka" should not be very big so that it was convenient to guard. Her borders are clearly designated (chalk, pebbles, etc.).
Through the agreed period of time, the "Cossacks" go to look for "robbers", hidden at the agreed territory. Those who saw, they should catch up and "stain" (touch with hand). "Spotted" the robber is considered caught, he must submore to go with the "Cossack" while he holds it. But if the "Cossack" accidentally opened his hands, the "robber" can escape.
Caught "Robbers" lead to the "dungeon".
"Robbers" can help out the comrades. For this, it is necessary to imperceptibly to run to the "Cossack", the leading "robber", and "stain" it. Then the "Cossack" is obliged to release the "robber", and both "robber" run away to hide again. But if the "Cossack" turns out to be more advantageous and has time to "spot" the second "robber" before, he takes captivity both.
"Robbers" can free their comrades from the "Tomnov". To do this, you need to touch the prisoner earlier than the guarding "dungeon" "Cossack" will touch to liberating.
The goal of the game: to transfer all the "robbers".

5. Lapta

Rules of the game
I know two options for the game. One simplified (children), another adult. In childhood, in the country, we of course played in simple:
On a flat lawn at a distance of 15-20 m, two lines were performed from each other: one was called the city, another - horse, or house.
Then, using reader or lot, the beating is determined, he became behind the city, the rest were located in the Konom field.
Beating throws up the ball and heels greatly hits the bat. Field players, watching the sword, are waiting for it to cross the same, not allowing him to fall on the ground, catch. If it is possible to them, the beating goes in the field, and his place occupies a player who carved the ball. If field players, having gone, did not have time to catch the ball, the blow is repeated.
It happens that drinker flies on the ball. The rules allow it to repeat the blow. After the third missing, the beating is inferior to another player.

6. Bombals

Rules of the game.
For the game in the bouncer you need at least 3 people. Of these, 2 embroidery (bouncers) and one leading. Playing broken into two teams.
Two players from one becomes about seven about seven - eight meters opposite each other. They have a ball. Between them move two players to another team. The task of the first - throwing the ball with each other, get into rivals and knock them out of the game. At the same time, it is necessary to quit the ball, without hitting the goal, could be caught by a partner, and did not fly away every time nowhere.
The task of the second is not to give yourself to knock out. If you catch a flying ball, one life is added to you. You'll get, for example, five lives and to knock out the game, you need to get into you six times. If the ball bounced off the ground and got into a player, it was not considered. The place of knocked players occupied other team members. When they knocked out all - the teams changed places.

7. Square

Rules of the game
For this game, you need a company of four and ball. First you need to create a playing field. On Earth, the square of the arbitrary size is drawn, divided into four smaller squares, one for each participant. In the center of the field there is a circle designed to feed. The game begins with the filing of the ball by the player, which is chosen by lot (count). The ball rushes one or two hands into the central circle, so that he bounced to the player in the diagonal. A player who is diagonally must beat off the ball after one touch of land in his quarter. You need to beat the ball with your legs, knee, head, it is impossible to touch your hands.

8. Phanti

Rules of the game
Old kind children's game. The options for its set. I will tell about the one in which we played. The presenter collects all the players for one personal subject, and then each writes any task on a piece. Then the pieces are going, mixed, and the presenter without looking pulls at first someone else, and then a note. The person who belongs the pulp must complete the task written on a piece of paper. The game is wonderful, but only players should be remembered that they can be ashamed of their own task. This circumstance somewhat limits the sadistic gashs.

9. I know five names

Rules of the game
The guys agree on the order of the ball transition and about the sequence of topics.
The first player begins to minimize the ball on the ground, saying:
- I know five names of girls. Anya-gause, Katya - two, the fields - three, Masha - four, Nastya - five.
The player must observe the rhythm of the strikes, pronouncing one word at one ball.
If the player coped with the task, it proceeds to the next topic, in advance, for example:
- I know five names of boys (names of cities, animals, insects, birds, countries, cities, etc.)
If the player got off, missed the ball or thought for a long time, then the ball goes to the next participant.
He starts first:
- I know five names of girls
For complication of the game, you can enter the conditions that the names should not be repeated. When the ball, making a circle, returns to the first player, he starts with the theme on which he stopped.
The game lasts until everyone gets bored.
The winner is the one who managed to embrace maximum amount Top

10. Salki.

Rules of the game
By lot or count, choose one leading. Then the boundaries of the game area are installed. All run away within this area. Driving begins to catch playing at the set limits of the site. Who will catch up and asselute, he becomes "cabin" and announces, lifting his hand up: "I am awakened!" He begins to catch the players, and the former "Salka" runs away with everyone. The game does not have a certain end.
Sorcerer
(This game is a variety of cabinet)
Participants run away from the leading. The lead drives the player and touches it to him - cares. The outstanding puts hands, and any other participant can run up, touch it and "help". The task of the leading - not to move away from the outstanding and not to let any step towards him. Summer version of sorcerers - run with "splashes" and water each other with water from leaky bottles. Usually five minutes after the start of the game, all wet, but very funny.

11. Spoiled phone

Rules of the game
Old time proven child playing on a spoiled phone.
You can play it one or two teams.
It is chosen by the leading, which in the ear whispering is one of the players a word or phrase, and he tries exactly also transfers to another player and so on the chain.
The last player speaks in his rumor what he did and compare with the original.
Often it turns out a very unexpected and funny result!
If two teams play, the presenter transmits the word to two players from both teams. That team wins, whose result will be most like the original.

12. Kis-Bryc-Meow

Rules of the game
For the game you need about the same ratio of players of different floors. Players sit on the bench. Two participants, leading and one of the players, are becoming a bench back to each other (leading to the players, player - back).
The presenter shows the eyes (or unnoticed by a finger) on someone from the players and asks "Kis?".
If the player says "stuck", then he continues to choose.
If a player says "meow", then this player ask "what color?".
The player called the color and performed the task that corresponded to the selected color.
The values \u200b\u200bof the colors were such:
White - meant "five minutes alone." Those. The boy and the girl went and retired for 10 minutes so that none of the company did not see them.
Green - Three questions for "yes." Questions asked any, but the player could only answer. And the questions asked the tricky, like "Do you love him"? The responding was blushing and stumbled, and nothing to say anything else. The whole company had fun from such dialogues :)
Red - meant a kiss in a sponge. Used color very rarely.
Pink - kiss in a cheek. It is easier with him, it was used often.
Yellow - three questions alone (you could ask anything and not answer the player did not have the right). Of course, everyone asked questions "with horseshoes" and often well, very personal, but the answers as a rule were held in secret.
Orange - to go under the handle a specific route.
Blue - kiss the handle.
Purple - Three Minor Differences (Let's say, pull for the pigtail, step on the leg, select the hairpin). Also before the entire honest company.

13. The sea is worried about ..

Rules of the game
There are several options for the game.
1) The master turns away from the players and pronounces the famous count:
The sea worries times
The sea is worried about two,
The sea is worried about three,
Sea figure on the spot Zerrie!
While he says, the participants are chaotic moving in any order, depicting the movement of the waves. As soon as the leading shutters, you need to measure in some kind of figure. Driving comes to one of the players and touches it. The player depicts his figure in motion, and the leading guess what it is. The player, whose figure failed to guess, becomes water himself.
2) After pronouncing the counting, players must measure in the pose in which they were. The leading turns, bypassing all the players and inspects the resulting figures. Who is the first of them to move, he becomes the leading place, or leaves the game (in this case, the winner becomes the most longer).
3) You can use another version of the game when the lead inspects all the shapes and chooses the most like it. In this case, the winner becomes the winner, the most brightly showing his fantasy.

14. You go quiet and then you will be stopped!

Rules of the game
On Earth, two bands are fill with chalk at a distance of about 20 meters.
All players become on the one hand driven - on the other hand, and turns to all their backs. Driving pronounces:
"You go quiet and then you will be. Stop."
The phrase can be pronounced by anything - intentionally tightening words, an entire offer, or for example, to start slowly and then sharply and quickly finish it - in general, bring the element of surprise to the game.
At this time, all players are trying to go to the finish as soon as possible, on the word "stop" die. After the word "stop" driving turns around. If he saw the movement of some player (who did not have time to measure, or stop due to the speed of overclocking) - he drops out of the game.
The one who will first get to the finish line and touches the leading - he takes his place, and the game begins at first.

Rules of the game.
All players sit down or get into a row. Driving the ball with one of the participants and at the same time calls any subject. If the subject "edible", the player catches the ball. If not - beats. The task of the leading is to confuse a player, for example, in the chain "Apple-Melon-Carrot-Potato" suddenly pronounce: "Iron". If the player is mistaken and "eats" "inedible", then it becomes leading. The faster the ball throws the ball and calls the items, the gambling and more interesting to play

17. Knife

Rules of the game.
Players designate a circle on Earth. Further, in turn, try to get a knife to the outlined opponent's territory and thus wielding as much land as possible. The knife can be thrown away from the shoulder, with a coup, from the nose and even from the head. Knife can be stuck in the ground, sand and even a wooden bench

Each player chooses a name - the name of the flower and informs it to "gardener" - the factory and other players. The leader says: "I was born to the gardener, it was angry with a joke, all the flowers are tired, except ..." and calls the "name" (the name of the flower) of one of the players. There is a dialogue between the leading and player. The player pronounces the name of one flower from those in the team. Member whose name sounded should respond. The dialogue continues. The one who was wrong: for example, did not respond to his name, confused the name of the colors, "Phanti gives (any of his thing). At the end of the game, the phantas are played out. "Gardener" turns away, the thing is getting and asked by a leading: "What to do this player?" "Gardener" assigns a task (jump on one leg, to pour, sing, tell the poem, etc.) - the player "works out" the phanta and takes his thing.

20. Mother's daughters.

Rules of the game.
The game was considered a girl, but in certain cases, boys who could have been allowed to understand what marriage was allowed to understand what kind of marriage and what he threatens. The game had one rule - to play using the maximum fantasy and life experience, spied by the parents or in soap operations.
Throughout the game, the roles could change ("And now you are a mother, and I seek your daughter?"), The children who suddenly declared stepmothers arrived in an inexplicably despicable lover came into the game. And revived dolls, bups, plush beast. Scenes were played out "And come on as if we are in the store", weddings, quarrels, intrigues, fights, death! Everything like in life.