What did they play in the old days? Ancient games and amusements for children. The State Duma introduces fines for refusing to serve the disabled and pensioners

In the old days, our ancestors whiled away the long winter evenings at home, in the family circle. In peasant huts they had fun with outdoor games in "Thorns", "Bear" or "Tergach". Noble people, on the other hand, complained about board games, such as cards, chess

Children preferred to play trousers: with a hook on a fishing line, one toy was pulled out of a pile so as not to hurt the rest. The youth played "Smoking room": they passed a burning torch around in a circle, saying “Alive, alive Smoking room, thin legs, short soul.” The loser was the one in whose hands the torch went out.

Many people still remember "Ring" The players sit on the bench. A leader is chosen who will have a ring. All players fold their palms in a “boat”. The host holds a ring or any other small object (button, pebble) in folded palms. Passing his hands between the palms of each player, the host imperceptibly puts a ring in someone's hands. Then he steps aside a little and says: “Ring-ring, go out on the porch!” After these words, the task of the player with the ring is to quickly stand up, and the other participants - to keep him on the bench. Managed to jump - became the leader. No - the leader remains the same.

Also, don't forget "The sea is worried". According to the number of players, chairs are placed in two rows so that the back of one chair is in contact with the back of the other. Each player must remember well his chair, where he sits. After everyone is seated, the chosen leader shouts: "The sea is rough!" All the players jump up and run around the chairs. The host seizes the moment when everyone ran far away from the chair, and unexpectedly for the players shouts: “The sea has calmed down!”. After that, you need to take your place, and since the leader has taken one of the chairs, there is turmoil between the players and everyone tries to grab the place that came across. The player left without a seat becomes the leader.

How about you "Pebbles"? The game is played with five pebbles for two minutes. Caught stones are removed from the game. The game ends after six rounds. On the sixth round, all five pebbles are taken into the palm, thrown up and picked up by the back of the hand, then four pebbles are shaken off. The last pebble is tossed up, and during the flight the remaining four are picked up from the table. At the end of the sixth round, the participant is awarded five points. If six rounds are completed without errors within the time allowed, five points are awarded. By the way, the game is played with only one hand. Changing hands is not allowed.

And how much was street games! For example, a game that old-timers remember with pleasure is called "Master and Apprentice".

Three holes are dug in the ground in a straight line, two steps apart. The player moves away from the pits for 40 steps and throws a pebble into the first pit. If he hits, he throws in the second, then in the third, then in the reverse order. If you hit all the holes, you are a “master”, if only there or back you are an “apprentice”, and if you stumble on one of the first holes, then you are a “student”.

And you rarely see children playing tag, trap, burners. Yes, and modern children no longer know such words. However, it is important to remember that our grandparents didn’t really have toys, and those that were were most often home-made, but the games were one more interesting, and although now various and easily accessible online flash games dominate, it’s too early to celebrate - it’s time will show.

To start the game, the so-called "barkers" were used. Many people remember from childhood "Tai-tai, fly in ...". Of course, there are a huge number of such "barkers", especially since they were created by the children themselves, they were not limited by any rules.

The essence of the game lovichki (as a variant of "salochki") is that the leader (who is appointed or selected) catches up with one of the participants in the game. Nowadays, children often call such a game "catch-up". However, there are several complicated versions of this game. The first is that the leader runs after other players, holding on to that part of the body (or place) for which he was caught by the previous player. Another option: the player touched by the “catch” stops, spreading his arms to the sides, other players, touching him, can “disenchant” him. The task of the presenter is to “bewitch” all the participants.

Very popular and loved in Russia was the game burners. Most likely, the game got its name from the fact that in the old days the players were surrounded by lights. For the game, the participants become pairs, one "burner". The driver becomes his back to the pairs, pronouncing phrases in poetic form (various options), but the last words must be “the last (first, second, fifth, and so on) pair run.” On the last words, the couple that was named should run around the tree (or some other object, this is agreed immediately) and stand first in the column. The driver must get ahead of one of the pair and take his place. Whoever is left without a place becomes the new driver.

Remembering the old Russian games, you can not miss "towns". The task of the players is to knock out figures (towns) built in a row with a bat (usually using a wooden one). This game can be both team and single. Several attempts are given to knock out. The player or team that has eliminated the most pieces in the fewest attempts is considered the winner. The important thing is the distance that the player moves to knock out the pieces, the number of towns.

Lapta- one of the favorite games of our grandmothers, which, unfortunately, has already begun to be forgotten. So the game requires a field 50-60 meters long. 10 meters from the end of the field, lines are drawn on both sides. Behind one line there will be a "home", and behind the other - "con". The players are divided into parts. The first team is called "beating", the second "driving". The “hitting” team is placed behind the “home” line, the “driving” team is on the field. The player of the “hitting” team with a bast shoe (wooden bat) must hit the ball and run to the “kona” line and back, while the “driving” team catches the ball and tries to hit it. If he managed to run, the players of his team play further in the “house”, no, they change places with rivals. However, at the moment the “leading” team runs over the “home” line, the players of the opposing team can “tarnish” any player who gapes on the field, then the teams change places again. So on the field there is a constant struggle for the possession of "home". The team of the player who has not “stained” himself gets a point. The team that earns the most points wins.

"football", which later the British who stole it will be renamed football!


it was this game that was captured by the German artist Christian Geisler, who worked in Russia in 1790-1798.

There you are "Seine".

The game takes place on a limited area, the limits of which cannot be crossed by any of the players. Two or three players join hands to form a net. Their task is to catch as many floating fish as possible, i.e. the rest of the players. The task of the fish is not to get caught in the net. If the fish is in a seine, then it joins the drivers and becomes part of the seine itself. The game continues until the player who turned out to be the most agile fish is determined. Details: Fish have no right to break the seine; disengage the hands of the drivers

Fishing rod. The players form a circle. The driver, standing in the center, rotates the rope with a bag of sand tied at the end - a fishing rod. The players jump over the rope as it passes under their feet, trying not to hit it. The one who touches the rope becomes the leader. Details: The rotation of the rope should be done no higher than the level of the knees.

At the turn of the 18th century and the 19th century, they also played gambling "Pristenok"

Members of this gambling alternately, the edge of the coin is hit against the wall so that it falls to the ground as close as possible to the opponents' coins. If you can reach the neighboring coin with your fingers, then you can pick up the coin.

Or more compact in the inventory "Grandma"


Played "Svayka"

MOU "Potrusovsk basic comprehensive school"

Completed by students in grades 2-3.

Supervisor

1. 12 sticks.

2. Kings.

3. Burners.

4. Pot.

5. Geese - swans.

6. Roasting.

7. Catch.

8. Posts.

10. Spillikins.

11. Circular lapta.

13. Kubar.

14. Throwing stones

16. Back wall.

19. Gray wolf.

20. To the kings.

21. Whose will take.

22. Fifteen.

23. Fifteen with a transfer.

24. Fifteen 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. Blindfolds.

40. Tube.

41. Military lapta.

42. Large lapta.

43. Croquet.

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Sometimes another option for changing the driver is introduced: the driver changes if he found all the hidden players, and none of them could kick the board before they were found. As a rule, after the driver finds the last hidden player, the driver himself kicks the board and the game starts again, while the first one found becomes the driver.

https://pandia.ru/text/78/298/images/image007_32.jpg" alt="(!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 мелкий предмет типа шайбы). Игра проводится детьми самостоятельно.!}
Description. According to the agreement or drawing of lots, the queue of participants is established. The first player, being 1 m from the front of the rectangle, throws her pebble (puck) into the 1st “class” (the first compartment in the rectangle or in the “snail”). If it hits, it jumps there on one leg and knocks out a pebble from the 1st “class” with the same foot through the front line of the rectangle, then jumps out. Then he throws a pebble again, but already in the 2nd "class". If it hits, it jumps on one foot into the 1st "class", jumps over to the 2nd and from there kicks a pebble into the 1st "class" and then out, and so on up to the 5th "class". Once in the 5th "class", the player has the right to stand on both legs and rest a bit. Once in the 6th "class", he rests, legs apart on the 5th and 6th "classes". Each time he returns, jumping on one foot and pushing a pebble from one "class" to another. Then he throws himself into the 7th "class", resting on the way in the 5th and 6th "classes", then in the 8th and so on until the 10th "class". Each time, throwing a pebble and jumping after it from “class” to “class”, he rests in the 5th and 6th “classes” and successively pushes it with the foot on which he jumps to the 1st “class” and out.

When he finishes 10 "classes", he receives a new task (like an exam): he must go blindfolded through all the "classes" without stepping anywhere on the line. It is believed that after completing this task, she finished the game. It is not possible to complete all these tasks at once. Therefore, having made a mistake (wrongly threw a pebble, did not hit the corresponding “class”, stepped on the line when jumping from “class” to “class”, missed the “class” on the way back), the player passes her turn to the next one, remembering on which stage, it stopped in order to start at its next turn from this stage, that is, from the “class” in which the error occurred. And so every time: the next regular participant starts playing from the “class” in which the mistake was made. If you play with the addition, go through all the "classes" with eyes closed, then every time the player steps on the next “class”, he asks: “Even” or “Odd”? If he got into the right "class", the players answer him: "Chet", and he continues to move on; if he didn’t hit, then they answer him: “Odd”, and he, opening his eyes and making sure of his mistake, passes the turn to the next one. The winner of this game is the one who finishes it first. Rules. They depend on the figure, the construction of "classes", but in all cases the following must be observed:

one). Being in any "class", you can not step on the line.

2). A pebble or other object that is played with must pass sequentially from one "class" to another (without skipping!).

3). If the player hits the semicircle at the beginning of the rectangle with her foot or stone (into the “fire”), then all the “classes” that she has overcome “burn out” and you need to start the game all over again.

four). If the “snail” figure is used in the game, then you can only rest in the central circle (10th or 7th “class” - at the request of the players).

A string "href="/text/category/verenitca/" rel="bookmark"> a string (column). Ahead, 3-5 m from the first pair, there is a "burner" (leader). Everyone speaks in unison in a singsong voice:

Burn, burn bright
To not go out.
Look at the sky
The birds are flying
The bells are ringing.

The "burner" stands with his back to the rest of the players. Starting with the words "look at the sky", he looks up. At this time, the last pair separates their hands, and one player goes to the right, the other - to the left along the forward column. Having almost caught up with the “burner”, they wait for the last word “ringing” and after it they rush to run forward past the “burner”. He chases after any of them and tries to catch (it is enough to touch them with his hand) before they join hands again. Whom the “burner” catches, with that he becomes a couple ahead of the whole string. And the player who is left alone drives. If the "burner" did not catch anyone, he "burns" again - he catches the next pair.

Rules. one). The "burner" has no right to look back and peep which pair is going to run past him. Otherwise, the couple prepared to run can change the queue with another couple or places with each other.

2). No one should start running before the last word "ringing" is spoken.

3). "Horelytsik" can salute the fleeing only until the moment they join hands.

Game types. If young people are playing, then often the players agree that the “burner” should not chase any of the runners, but always the guy and, having caught up with him, can pair up with the girl; the one who is caught goes to “burn”. Fifteen to twenty meters ahead of the “burner”, a place is marked in advance, to which the running couple should not join hands again. If there are a lot of players, you can stand in pairs in two columns (one opposite the other) at a distance of 8-15 m. 1-2 “burners” stand in front of the columns. On a signal, 1-2 pairs run at the same time and try to connect with their pair, and the "burners" catch any of the running ones. This kind of game is called "Double burners". Most often, this game is played at holidays and festivities, when a lot of people gather.

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The players choose the "wolf" and the "owner", they themselves depict the "geese". On one side of the site they draw a house where the "owner" and "geese" live, on the other - a field. Between them is the lair of the "wolf". All the geese fly to the field to pluck the grass.

The owner calls them:
- Geese, geese!
- Ha-ha-ha!
- Do you want to eat?
- Yes Yes Yes!
- Well, fly home!
- The gray wolf under the mountain does not let us go home.
- What is he doing?
- He sharpens his teeth, he wants to eat us.
- Well, fly as you like, just take care of your wings!

The "geese" run into the house, the "wolf" tries to catch them. The game ends when all the "geese" are caught.

You can also use this ending: when the “wolf” catches everyone, the owner drowns the bathhouse and invites the “wolf”, the “wolf” pretends to take a steam bath. Then the owner tells him: “Volkuska, I will throw you a cow,” and throws a stick. The "wolf" runs after the stick, and the "geese" at this time run away to the owner. The game can be made more difficult by introducing a second "wolf" into it. Instructions for conducting: older preschoolers and younger schoolchildren, from 5 to 40 people, can take part in the game. It takes place in a spacious area. It is interesting to play in a meadow, in a forest glade.

Rules of the game "Geese-swans":

"Geese" must fly all over the site, they are allowed to return home only after the words spoken by the owner. At the end of the game, the most dexterous "geese" (who never got to the "wolf") and the best "wolf" (who caught more "geese") can be noted.

The game begins with the selection of queens and the selection of parties. Then they make a series of holes, according to the number of players in the leading (beating) party. Holes are made in a straight line at a distance of several steps from one another. The queens cast lots among themselves: which party to go to the field, and which to play the game, to beat. Each member of the party must hit with a stick from his own hole. In some areas of the Vyatka province, such sticks are called goats. Goats are recruited as much as the people in the leading party: those standing in the field do not have them. Those who manage to stand in the field move away from the holes by 20-30 steps, and their uterus remains at the holes: its duty is to serve the ball when hitting.

The very game "roasting" is as follows. The queen of the party in the field throws the ball up, in turn in front of each player, and the turn is observed either starting from the queen, or from weak players, depending on the conditions of the game. The player at this time throws a goat at the ball. If the striker hits the ball, then it flies off in the direction where the players in the field are. They catch it and throw it to their womb. And the batter hits the ball, runs to his goat, grabs it and returns to his hole. Then both the uterus of the leading party (upon receiving the ball) and the player returning from the field try one before the other to touch (dunk) the hole of the puncher: the uterus - with a ball, and the owner himself - with his goat. If the first player to do so, then each party remains in its place. If, first, the uterus dunks into the hole of the puncher with a ball, then those standing in the field go to beat, and the beaters go into the field. In order for the piercer to run out after the goat and back, one of the following conditions is set:

1. Immediately after he throws his goat at the ball, he who has broken through must run after it and take it in his hands. At this time, the uterus does not have the right to dip the ball into the hole of the puncher. Therefore, the puncher can stand in the place where the goat fell, even move a little towards his hole (2-3 steps) and wait as long as he likes for an opportunity to run to his hole. Only at the time when he runs to his hole, the queen of the opposite party has the right to dip the ball into his hole. And therefore, the player who has broken through acts as follows: in order to run back from the place where his goat fell to his hole, he chooses a time when the ball is not yet in the hands of the queen of the opposite party - for example, when one of his comrades breaks through, and so successfully that the ball will fly far into the field and for a long time cannot fall into the hands of the uterus of the opposite party.

2. The one who has broken through can only run after his goat when the ball has not yet been transferred to the serving queen by one of the members of her party. At the same time, the queen that delivers the ball can dip the ball into the hole of the puncher even when this player has only slightly left his hole. Therefore, the puncher must always stand on his hole, without leaving it; or, if he does, he must run after his goat and back as soon as possible.

3. The one who breaks through can run to the place where his goat will fall, but he must not take the goat in his hands. If he takes a goat in his hands, then the uterus of the opposite party has the right to dip the ball into the hole of the puncher.

field" - vodir (kat), chosen by lot, with a wooden ball, which he puts in the "field".

Players alternately throw their sticks at the ball from behind the pole until one of them manages to hit it.

As soon as the ball is successfully hit, immediately all the players who have thrown up to now immediately run into the "field" for their sticks and, having knocked them on a pole (or on a tree), stand again in the same places, and the waterman also tries as best as possible quickly take possession of the ball and hit it on the same pole before one of the running around had time to hit the pole with his stick. Whoever did not have time to reach it before knocking on the pole becomes a new water-dweller. But if all the players drop their sticks and still don’t hit the ball, then the vodka, having hit the pole with the ball, awaits those who ran after their sticks, and whoever of them is the last to run to the cherished pole now replaces the vodka in the game.

The players draw two lines, one step from one another. On the first one, everyone puts his own column, that is, three stumps, placed one on top of the other, and notices his stumps; columns are placed one step apart. The game consists in knocking down the top stump with a stick, then the second, and finally the third. Having thrown lots, who will play for whom, everyone stands ten steps from the posts and alternately hits their posts. Having finished the first stage, they go to the posts. Who knocked down the top stump of his column counts three bribes; if the second or all three are shot down, then the others, except for him, count one trick each. Who knocked down someone else's column, he pays the owner for the top stump three bribes, and for the rest - all one at a time. Who gave a miss, does not count. For stumps that are not knocked out beyond the second line, they also do not count anything. Having removed the stumps, in the second turn they beat from the place where the stick of each lay down; but if the stick is closer than two steps, then they retreat two more steps. They knock down the second stumps: the score is the same.

Finally, third. Whoever counts 25 before others, he won from each as much as he lacks up to 25. It is impossible to count all other cases in this game - they are provided at the discretion of the players themselves. In accordance with the circumstances, they agree what to allow and how to exact in this or that case.

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This is an old game. It consists of various wooden figurines placed in a pot, a wooden apple, a bag or other container. These figurines are called spillikins. Spillikins are poured onto the table, and the players take turns pulling out one figurine from the general pile. Spillikins are pulled out with the help of a special hook on a stick. The main condition is to pull out the spillikin so as not to move the neighboring ones. Anyone who breaks the rule loses their turn. The game ends when the whole pile is taken apart. And the winner is, of course, the one who scored the most figures. There is also a similar game of sticks-spillikins, it is much more difficult to play it, since large figures are replaced there by thin ones. wooden sticks so it is suitable for adults and older children. In the absence of real spillikins, you can replace them with ordinary matches.

https://pandia.ru/text/78/298/images/image019_5.png" alt="(!LANG: "KUBAR"" width="492" height="55 src="> !}

Kubar was known to the ancient Greeks. AT Ancient Russia games with head over heels were, apparently, one of the most common (during excavations in Novgorod, they were found in a relatively small area: in the layers of the X century - 52 head over heels, XI century - 36 XII century - 38, XIII century -54, XIV century - 188 etc.). It is interesting to note that already in the 10th century the kubar had such a perfect form that it almost did not change to this day.

The simplest kubari were carved with an ax and a knife (and later on a lathe) from a wooden cylinder with a diameter of 4 to 8.5 cm and a height of 5 to 11 cm by squeezing its lower end into a cone shape. Sometimes head over heels were given a more intricate shape: with an interception approximately in the middle of its height, or a groove was cut out (the head over heels in this case was called a “point”). Many interesting types of kubar are known in the Caucasus. Sometimes they use a walnut as a head over heels.

An obligatory accessory for games with head over heels is a whip (rope on a short stick) or just a rope 50-80 cm long, with the help of which head over heels spin up to a fast and stable rotation. children play school age, having gathered by 2-10 people, sometimes alone.

Description. Kubar starts in different ways. Sometimes it is untwisted between the palms, and more often a rope is wound head over heels and pulled with force at its end. This gives the head over heels a rotational motion, which can then be maintained by whipping head over heels with a whip or string. Kubar at the same time does not fall, but only slightly bounces, “as if alive”, and begins to rotate even faster, moving gradually in a certain direction. Skilled players compete by driving head over heels in an agreed direction, often winding, maneuvering between various obstacles (stones, sticks, grooves, etc.) or overcoming an obstacle (small bumps, puddles, piles of sand, snow, etc.).

Beginning players are content with a simple contest to see who can go head over heels the longest without whipping or with a certain minimum of whipping. When this is mastered to perfection, they begin to arrange duels between head over heels, forcing them to collide until one falls on its side. You can try to drive several head over heels with one twig at once or force head over heels to do somersaults in the air. The number of all kinds of fun and games with head over heels is almost limitless. When, for example, a group of modern urban schoolchildren were taught to drive head over heels, they soon began to arrange games reminiscent of hockey, where the puck was a rotating head over heels, sticks, whips, and the goal was to drive head over heels into the opponent's goal. In Russian villages, in some places, kubari are driven exactly the same way as a thousand years ago. A distinctive feature of Russian games with head over heels is that they are held most often in winter - head over heels are driven on smooth ice.

Rules. Each variety of the game "Kubar" has its own rules. In some cases, the number of whippings of the head over heels is limited by agreement (the participants compete to see who will spin head over heels longer), in others this is not taken into account, and the results of the game are determined only by the movement of the head over heels - what actions the player will have time to perform with him until head over heels.

Bashkortostan (Bashkiria)" href="/text/category/bashkortostan__bashkiriya_/" rel="bookmark">Bashkiria - "Ural ball", in Karakalpakstan - "Koshama-ran") and some differences in the rules. The rules of the game below are applied mainly way in central Russia. The rounds are played on a large playground, a lawn in the summer. Schoolchildren, youth and adults, from 8 to 30 people participate in it. The game is played independently. The judges in the game are usually team captains, or "wombs", as they are often called in this game.The game requires a small rag, rubber or tennis ball, and a lapta is a round stick 70-80 cm long and 3-3.5 cm thick. hands; at the other end it remains round (for beginners, you can make it spade-shaped).

Description. On two sides of the site - "fields" - at a distance of 40-80 m, two lines are drawn or marked with branches or other objects - the line of the horse and the line of the "city". Choose two captains ("queens") and are divided into two teams in any way (usually by collusion). By lot, one team stands behind the "city" line; the other is placed arbitrarily in the "field". The captain of the "field" team sends one player to the "city" to serve the ball. In turn, the first thrower - the player of the "city" - takes a bast shoe and stands at the line of the "city", opposite him is a server who throws the ball, and the thrower hits it with a bast shoe in the "field" as high and far as possible. "Field" players try to catch him from the air or grab him from the ground. The one who hit the ball successfully runs to the horse and returns to the "city", for which he earns 1 point. The players of the "field", grabbing the ball from the ground, are trying to hit the crossers with the ball. If someone is taunted, they themselves run to the “city”, and the players from the “city” run to the “field” and try to hit the ball with a player who did not have time to run away to the “city” (that is, they strive to “get rid of”). The team that succeeded in in full force occupy the "city", stays there and starts to hit the ball into the "field". If the "field" player catches him from the air ("candle"), his entire team goes to the "city", and those who were in the "city" go to the "field". And so goes the struggle for mastery of the "city". Everyone who manages to run to the round and back earns a point. They play up to a certain number of points or for a specified time. The team with the most points wins.

Rules. one). Players of the "city" hit the ball in the field in turn, set by the captain.

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

3). The server must toss the ball so that it is easy to hit it, otherwise he must repeat the toss. And so on up to 3 times. If he throws up badly 3 times, he is replaced.

four). The crosser must leave the bast shoe in the "city", otherwise he must return with it ..

5). A hit by the ball is counted only if it hits the player directly, and not bounced off something.

6). If a player hit the ball weakly, he may not run to the stake, but wait for a good hit, then made by one of the other players. Therefore, several players can run at the same time, having broken the ball unsuccessfully.

7). The server has the right to flag the crossers, as well as the players of the “field”.

eight). You can run across only as long as the ball is outside the "city".

9). The player who returned to the "city" has the right to hit the ball again in the field in turn.

Option - "Lapta with a half-cone." The same formation of the players as in the previous game, only in the middle between the lines of the “city” and the horse, a half-con line is drawn parallel to them so that the runner, after hitting the ball, can stop on the half-con if it is difficult for him to run to the end. At the next blow, he runs to the horse, and then, if he can, he runs back and on the way back he can stop on the half-horse. The rules are the same as in the previous game.

They take pebbles of various sizes, in accordance with the strength of the majority of the players. All participants in the competition stand in a row and whoever throws a stone further or higher, he, respectively, won. You can also throw stones at a target. To do this, they take a hoop, paste over it with paper and tie it to a pole, having previously drawn several circles on paper.

They try to hit the stone in the middle circle.

You can throw stones from the "sling" very far and high.

The sling consists of a roundish piece of leather, to which strings or straps are attached on both sides; one rope is longer, and it is wound twice around the hand.

Putting a pebble on the skin, they also grab another rope - between the thumb and forefinger. Then, waving the sling twice - at the time when it goes up - they sharply release a short rope - and the stone flies.

From a sling, you can also throw apples or potatoes, which are stuck in "tails" (thin twigs).

They also throw a ball tied to a thread very high from a sling.

https://pandia.ru/text/78/298/images/image024_16.jpg" alt="(!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. Approximately in the middle of the site, a horse line is drawn, on which they put the grandmas collected from all players in one or two rows or in nests of 2, 3, 5 pieces. Sometimes the build of attendants is perpendicular to the line of the horse. Occasionally, intricate figures are built from grandmothers, for example, a “fish” with an open mouth, or, having scattered grandmothers, they then put each one in the place where it lay down. Determining the order of the players itself already represents an interesting period of the game. Usually everyone lines up along the horse and throws their bits in the direction from which they agreed to hit the horse. Two or three meters from the horse, a line is drawn - “lard”. Each one throws his bat behind the "lard" at such a distance as he considers most suitable for himself. At the same time, they take into account that the right to beat first will be given to the one whose bat lies farthest from the horse. Therefore, those who rely on their strength and accuracy tend to throw the bat away. Often a “rut” (“race”) is arranged, that is, it is allowed to transfer your bat even further, and the most determined players begin to transfer it one farther than the other - based on their own strength. The one who is cunning and throws the bat closer (in the expectation that others will miss from afar and he will get to hit close) may not get the desired result if his comrades are accurate, but it happens that he is punished: if his bat falls closer than "fat" , he will have to throw the horse not only last, but also with his eyes closed. When determining the sequence of blows, the position of the bit that fell to the ground is relatively rarely taken into account, and thus a smaller role in the Russian varieties of "Babok" is given to chance, luck, and a larger one - to the players' own achievements. Sometimes the order of the players is determined more simple ways: by lot, by rhyme, by agreement, etc.

The one who has won the right to beat first comes to the place where his bat lies, and throws it from there at the grandmas that are on the line. If he knocks (tumbles down) a grandmother on a horse with his bat, then he wins this grandmother or the whole nest into which she enters (depending on the agreement). After that, the next one in turn hits. When there are no money left on the line, the game ends. If everyone has broken through, and there are still grandmas at stake, then the players agree to either repeat the game with the grandmas remaining at stake, or put an additional certain number of grandmas from each participant on the line. The game is usually repeated many times. The one who wins the most money wins.

Rules differed significantly in certain types of "Babok". In the type of game described above, the following rules were observed: 1). It is necessary to throw the bat at the horse each time from the place where the bat lay, taking no more than 1-3 steps forward. 2). If the grandmother on the horse is hit by a bat, but does not fall, it is not considered knocked out. 3). Knocked-out grandmas are immediately taken off the horse by the player who knocked them out. four). You can throw 1-3 bits in a row at the stake (by agreement). Sometimes a rule is introduced: you can start knocking down money standing in single file only from the last pair, and if other money falls, they are not considered to be shot down.

Usually played by three or four people. They stand facing the wall, one after the other: the first is two steps from the wall, the second is two steps from the first, and so on. Each one in turn hits the ball against the wall; when the ball bounces, another player catches it. They throw and catch the ball in the following order: the first throws - the second catches; the second throws - the first catches; then catches the third; after him again the first, who throws the ball with such force that it overflows the first three players and can be caught by the fourth. At the end of this stage of the game, the second one takes the first place, and the first one - the fourth; then the third one takes the first place - and so on, until everyone has been in all places. Whoever hits the ball so that it bounces to the side loses one point, and for four points they are completely excluded from this game. But other errors (for example, when the ball did not reach or flew over) do not count, because this would give rise to incessant quarrels. This game requires a lot of skill.

This game is played outdoors. Schoolchildren of all ages play, but mostly younger ones, on their own, without a leader. Number of participants - 3-20 people. To play, you need a tennis ball (simple rubber, cast, rag or tennis), one lapta (a round stick 70-80 cm long with a slightly planed end, in order to make it easier to hold it; the other end can be trimmed somewhat, made flat - for younger children).

Description. A line 4 m long is drawn on one side of the site. The entire area in front of this line is called the “field”. The players choose two players - a thrower and a server. They get on the line. The server takes the ball, and the thrower takes the bast shoes. The rest are randomly placed on the field facing them. The server throws the ball low, and the thrower hits it hard with a bast shoe, trying to send it as high and far as possible into the “field”. Players standing in the "field" tend to catch the ball on the fly, that is, to catch the "candle". Whoever succeeds, he becomes a thrower, and the former thrower runs into the "field". If it was not possible to catch the “candle”, one of the “field” players picks up the ball and throws it to the server. If the server catches the ball without going over the line, he becomes a thrower, and the thrower becomes a new server. The former thrower runs into the "field". The game ends at will.

Rules:

one). If the thrower misses 2 times or hits the ball over the line, then he changes places with the server.

2). If the server 3 times in a row served the ball badly (to the side or far from the thrower), then he goes into the field, and a new one is appointed in his place.

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

https://pandia.ru/text/78/298/images/image029_2.png" alt="(!LANG: "GRAY WOLF"" width="492" height="55">!}

https://pandia.ru/text/78/298/images/image033_1.png" alt="(!LANG:" WHO WILL TAKE"" width="492" height="55">!}

Fifteen games take place either in a spacious classroom or outdoors, where children gather in any number, from 4-5 to 25 or more. Having gathered, the children from their midst choose one, and give him the nickname Fifteen; his role is that he carefully follows the children running in different directions and tries at all costs to catch one and stain him, that is, touch him with his hand. The one caught is lingered in this way and turned into a "fifteen," while his name is pronounced aloud so that the comrades know whom they should beware of. As soon as he, in turn, catches one of the participants, he immediately transfers his role to him, moving himself into a group of children fleeing. This game should be continued until the children retain a keen interest in it and do not feel tired. Fifteen games are based primarily on movement; they can, however, be diversified by introducing various elements, such as throwing a ball and the like.

Fifteen" and rush to run. Fifteen still seeks to catch the victim, the latter - and this is the difference between this game and the previous one - in turn, hurries to answer the first Fifteen, who quickly rushes to flight, with the same, i.e., to get revenge. Clearly, that in order for the goal to be fully achieved, great dexterity is required from the actors who are trying to surpass each other in this respect.In this game, children perform a number of correct physical exercises, trying not to get into the number of tags, in addition, they also become more sophisticated in dexterity , gradually developing this quality in themselves, if it was not inherent in them before.

https://pandia.ru/text/78/298/images/image038_0.png" alt="(!LANG:"BEASTS"" width="451" height="49 src=">!}

The play area is a spacious classroom or outdoor space adjacent to a school or home. At opposite ends, the place chosen for the game is limited by narrow stripes.

One of them is intended, as it were, for the merchant's house, the other for the corral of animals, the rest of the space connecting these two departments is called the field. Participants in this game share the roles among themselves as follows. One of them is appointed as the owner of the animals, the other as the buyer, the rest of the participants in the game represent various animals: an elephant, a tiger, a lion, a fox, etc. the so-called corral, and the owner is placed near them, like a watchman. At the beginning of the game, a buyer comes up to the owner and asks if there is at least an elephant among his animals; having received an affirmative answer, he asks about the price. The owner of the animals indicates the price, stretching out his hand, if the buyer agrees, as if for money.

Instead of money, he receives a light blow, the amount of which corresponds to the number of rubles assigned for the animal, and at the first blow, the sold animal runs away in the direction of the buyer's house and immediately, upon reaching it, returns to the pen. While the buyer has counted the last blow, the beast must get to the corral, otherwise it rushes after him, trying with all his might to catch him. In case of success, that is, if the buyer catches up with the beast, he considers him his prisoner and takes him to his house, after which he again goes to the owner to buy other animals that he is chasing, then in the same exact way as for the first. In case of a miss, that is, if the buyer fails to catch the purchased animal, he changes roles with him, with the animal turning into a buyer, and the buyer assigns himself the name that the animal bore. In this order, the game continues until all the animals have been sold and caught. In the case when the number of participants is very large and it may take too long to catch all the animals, during which the children can become very tired, it is necessary to immediately stop the game, as soon as the feeling of fatigue that has gripped the children becomes noticeable, otherwise the goal will not be achieved, and children, instead of enjoying moderate play, will feel disgust for it. The game of "animals" is also based on running, that is, physical exercises; everything else is accessories that make the game entertaining.

the master of the troikas. "At the signal given to them, the troikas begin to act, at first slowly moving forward, then gradually accelerating their steps, they start running in one direction, then they gradually change this direction and scatter in all directions, at the new order of the owner. Only only the "owner of the triplets" will shout: "horses, in different directions!", the coachmen immediately release the belts intertwined with the belts of the roots, and the freed horses quickly rush in different directions. After a while, the owner again commands "coachmen, bridle the horses!". After this call, the coachmen take each other's hands, forming a chain, and begin to move from one end of the room or yard, which serves as a place for playing, to the opposite, driving the horses there as well. The main element of this game is walking and running, and if it takes place on air, then its benefits for children are obvious.

leading"; as soon as he finds himself with his back to one of the participants who took possession of the ball, he has the right to touch the back of the "leader", that is, to stain him, and staining is allowed only in the back, and not in any other place .

The stained one picks up the ball and rushes after the one who stained it; with great dexterity, he takes revenge, that is, he also tries to tarnish him; on success, they switch roles. In the event that he fails to overtake the enemy, he again goes to the middle of the circle and continues to be the leader. In this game, in addition to running, an important element is throwing the ball - both of these conditions are extremely useful for children, as they give them the opportunity to develop the maximum of their musculoskeletal energy; with prolonged running and throwing, muscles develop and become stronger, respiratory movements become frequent and deep, the chest develops and blood circulation improves significantly. The game should be suspended as soon as fatigue becomes noticeable.

drive the flock into the field, "and in fulfilling this requirement, together with his assistant, he tries to delay the sheep running to the opposite pen. Little by little, the number of the wolf's assistants gradually increases, and each time he continues to go hunting for sheep with them. The game can continue until the wolf has caught all the sheep, but if the children become tired, especially when their number is very large, the game can be suspended even earlier. that the wolf must not leave his lair until the sheep have left their pen and moved in the opposite direction.

The wolf is not given the right to climb into the pen - he can only catch sheep in the field, that is, in the space separating both pen. The caught sheep must submit to its fate and become an assistant to the wolf, helping him in catching new prey, and the assistants usually join hands, forming a chain and thus delaying the sheep that come across.

https://pandia.ru/text/78/298/images/image043_0.png" alt="(!LANG:"THE WOLF IN A CIRCLE"" width="451" height="49 src=">!}

The number of participants can be arbitrarily large. Children gather in the spacious courtyard or in the large classroom. A circle is drawn on the floor or ground and, having chosen a wolf by lot from its midst, they place it inside the outlined circle. The children participating in the game break into the circle and try to run out of it without being spotted by the wolf, who tries his best to spot them. The victim changes roles with the wolf and takes his place in the circle. This game is not difficult, delivering to children great fun. The main element included in it is running.

Children gather in a spacious place. It is most convenient to start this game as soon as dusk begins to approach. Participants choose from their midst one who is distinguished by dexterity and agility, and entrust him with the role of a cat. The cat carefully hides behind a tree or a bush, trying to remain unnoticed by his comrades. The latter, at the signal of one of the elders, rush in all directions to search for the cat; the cat, on the other hand, meows from time to time, letting you know about its presence, and quickly hides so as not to be open. The game continues until the cat is found, then another cat is chosen by lot and the game is played until the children get tired or lose interest in it.

https://pandia.ru/text/78/298/images/image046_0.png" alt="(!LANG:"THE FOX ON ONE LEG"" width="462" height="59 src=">!}

Children gather in the yard or in the garden, in any number and are supplied with harnesses. By lot, one of the participants is given the nickname of the fox. In one of the corners of the place chosen for the game, they make a so-called mink, where the fox hides. At this signal, the children run around the yard, and the fox, equipped with a tourniquet, leaves its hole and rushes after the runners, jumping on one leg and trying to hit one of them with a tourniquet. In the event that she succeeds, she joins the crowd, and the victim hides in a mink, pretending to be a fox. If she made a mistake, that is, the tourniquet thrown by her did not hit any of the fleeing ones, she must quickly dive into the hole in order to avoid the blows of the tourniquet directed at her by other participants in the game. The main elements of the game are running and jumping. Obviously, in addition to the benefits brought to children by movements in the open air, the game also develops dexterity in them, since every child who has fallen into the role of a fox tries to get rid of it as soon as possible so as not to be ridiculed by his comrades.

https://pandia.ru/text/78/298/images/image048_0.png" alt="(!LANG:“HAWK”" width="392" height="39 src=">!}

Children gather, up to 16 or more, in the yard, in the garden or in a spacious room and cast lots among themselves. The one chosen by lot represents the hawk. The rest of the children join hands and become pairs, forming several rows. A hawk is placed in front of everyone, which can only look ahead and does not dare to look back. At this signal, the pairs suddenly separate from each other and rush in a run in different directions, at this time the hawk catches up with them, trying to catch someone. The victim, i.e., found himself in the claws of a hawk, changes roles with him. Children while running tend to throw a handkerchief or a folded tourniquet at the hawk - if they fall into it, it is considered killed and another one is selected from among the children in its place.

The number of children reaches 20 or more. The game takes place in the yard or in the garden. The participants choose a leader from their midst, join hands and run in a winding direction after the leader. During the run, two of the players raise their joined hands high, allowing the leader to get under them - thanks to this, a recess is formed in the chain. The one who has fallen into this recess must immediately turn around so that the chain gets its former appearance. Further, the leader makes his way through the hands of all those participating in the game, and a series of notches is formed to the chain, due to which the shape of a snake is obtained. The main element of the game is running; if the game interests children, they play it very willingly, while developing their physical strength and maximum musculo-nervous energy. As soon as fatigue is noticed, the game should be stopped - otherwise, instead of the expected benefit, it brings undoubted harm, as it turns into a boring, tedious duty.

https://pandia.ru/text/78/298/images/image051_0.png" alt="(!LANG:"FLYING BALL"" width="392" height="39">!}

Children gather in any number in a spacious room or in a clean yard and stock up on a ball of a rather large size. Those participating in the game are grouped in such a way that they form a kind of circle and turn their faces towards its center. The distance between the children placed in the above order is approximately two steps. At this signal, the children begin to throw the ball from one to another, however, in different directions, and one of the participants, who is inside the circle, tries his best to intercept the ball in order to let it reach the goal, i.e. to that comrade, which way it was directed. Having intercepted the ball, he takes possession of it and immediately takes the place of the participant who threw the ball so unsuccessfully the last time. The main element of the game is throwing the ball - an exercise extremely useful for children, as it develops and strengthens the muscles of the upper limbs. For the correct conduct of this game, certain rules must be observed. Thus, the participants must keep the places they have taken at all times. While one of the participants throws the ball towards one of the comrades, who is in the center of the circle should not approach him more than 3-4 steps. In the event that the player threw the ball so awkwardly that the latter did not fall into the hands of the one to whom it was intended, but flew over his head, he is punished by changing places with those in the center of the circle.

blind man's blind man", they throw a scarf over his eyes and tie it, and give him a tube of rolled paper in his hands. The blind man's blind man stands in the middle of the room, and the rest of the participants take each other's hands, forming a circle in the center of which the blind man's blind man is placed. At this signal, the children walk 2 -3 times around the blind man's blind man, after which the latter approaches one of them and calls him some word or asks: who are you? if they are lucky, they exchange roles.The main element that enters the game is walking, and if it is in the open air, then the benefits of it are obvious, since walking is the best gymnastic exercise for the body.

thrower" and "server", who stand on the playing line.

All other participants in the game stand in different places on the field.

As soon as everyone is settled in their places, at this signal, the feeder sends the ball to the thrower, and the latter throws it up with a blow with his hand or bast shoes in the direction of the field. After that, the thrower, having freed himself from the ball, rushes towards the horse line, reaches it and from there runs back to the playing line. While the thrower is rushing across the field, the children who are in different places of the field, having captured the ball, tend to stain the thrower with it. In the event that one of the participants managed to do this, he changes roles with the feeder, and the latter with the thrower; the thrower stands along with the rest of the participants in the game somewhere in the field. In the same order, the game continues further until for the time being, until everyone is in the roles of a server and a thrower; if there are many children and some of them get tired faster, then the game should be stopped. For the correct conduct of this game, the following conditions must be observed: the participants have the right to spot the thrower only in the field, and then only from the place where the ball was raised. In the event that the batted ball falls outside the place chosen for play, it is again handed to the server for a second throw.

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

It is most convenient to play this game on a completely level ground; this condition can be satisfied by a flat area or a meadow with a flat surface and low-cut grass. The success of the game largely depends on whether the children have chosen a flat and smooth place for it or not. In the first case, the game is played according to all the rules, the blows can be easily and correctly calculated in advance. The number of participants can be 2-8. Participants in the game are divided into two groups and each of them is stocked with a hammer and a ball that have the same label. The first group is also provided with some kind of icon, unlike the other. Hammer shapes can be anything; however, the most common are cylindrical, with one straight end and the other rounded. At the place chosen for the game, arcs and pegs are stuck into the ground in such a way that the distance between the individual arcs varies depending on the dexterity of the players and on the size of the flat place. Often, the length of the hammer handle is used to determine the distance between individual arcs. The game is played in such an order that it is usually started by a given signal from one of the first set, then someone from the second, then again someone in turn from the first, etc.

Everyone must watch their turn and not miss it, otherwise they lose it until the next one. This game is based on the fact that each member of one of the parties tries to quickly get through all the arcs with his balls, following a certain order, in addition, each strives to help his entire party in this. Finally, one party tries to prevent the other from doing it quickly and successfully.

The game begins as follows: the first player in turn places his ball at a median distance between the first arc and the peg and hits the ball with a hammer, while directing it so that it passes through the arc. In the case when the ball does not pass through the first arc, but stops in such an inconvenient place that it prevents the free passage of the balls following it, it is removed and returned to its original place only after the rest of the balls have passed under the arc. We have already mentioned above that the ball is driven by a hammer blow, and its side edge is not allowed to be used, but only one of the extreme ends. According to the rules of the game, a sharp, clear sound should be heard from hitting the ball with a hammer. When the ball stops under the arc, to find out whether it has reached the goal, that is, whether it has made its way through the arc or not, use the hammer handle, bringing it close to the back side of the arc. In the case when the handle of the hammer touched the back side of the arc closely without moving the ball from its place, they say that it successfully passed under the arc, and the one who hit it gets the right to continue the game. Continuing the game, the ball is passed in the same exact way through the second, third, fourth arcs, etc. until the first miss. As soon as a miss is made, the victim marks his badge on the next arc and leaves, after which the next one after him in turn begins to pass his ball. Whoever successfully drives his ball through the first arc gains the right to hit the ball not only through the next arc, but also the opponent's ball - which is called the right to castle. However, he is charged with the duty to first call the ball to be castled, and only then hit it. If two balls touch each other, it is not allowed to castle. If someone hits someone else's ball with his ball, then he brings his ball closer to the last one, then steps on his ball with the toe of his boot and beats off the stranger's ball with a deft blow of a hammer on his ball. If the ball he hit belongs to his party, then he also tries to lead it through the next arc, but if the ball belongs to someone else's party, then he beats it somewhere far away. During the game of croquet, as we have already mentioned, each of the participants must have in mind not only his own interest, but also the interest of the whole group to which he belongs. It is necessary to pass the ball through the arcs in a certain order: so, having reached the second peg, you should hit it with a ball, otherwise it is forbidden to drive your ball back through the arc again. After the ball has made its way successfully through all the arcs and returned again to the first peg, hit the ball into it and stop the game. The party that manages to successfully pass all its balls through all the arcs and then hit the first peg wins. On the model of what has just been described, it is possible to arrange indoor croquet, replacing relatively big balls smaller or just balls. Lead weights are attached to the ends of the arcs for stability. The game in the room is played in the same order as in the open air.

Old mobile games

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

"SHAROVKI"

Two teams: one in the "field", and the second hits the ball with a ball (bat). The main goal of those who hit the ball is for it to fly farther and not to be caught by a player from the “field team”. If the opponents catch the ball or ball, then the teams change places

"TOWNS" They draw a square in which "towns" are built from round blocks. “Towns can be of any shape. Each player takes turns throwing a stick and trying to bring down the "town". If the player knocked down the town, count how many blocks flew out of the area of ​​the square. They bring points. Then the stick is passed to another player, and he does the same. If the player misses, he must pass the stick (bat) to the next one. The one who scores the most points wins.

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

The game "BASE" or "PILL"

Children (no more than 4 people) stand one after another, facing the wall. The first player throws the ball against the wall, the one behind him catches it. Having caught the ball, he throws it into the wall, and the first player catches it. Then the first one throws the ball again, but in such a way that it bounces off the wall and reaches the third player. The third catches him and throws him so that, having bounced off the wall, he flew over the heads of all the players and reached the fourth player, who must catch the ball. The one who did not catch the ball is out of the game. After that, the players change places: the first one gets up last, the second first, etc. The game ends when all the players play the role of a driver. I liked playing this game: A small board, at one end of which a box is fixed, is placed on a log. Balls according to the number of players are placed in the box. The guys stand in a semicircle at some distance from the board. The driver kicks the free end of the board with his foot, the balls scatter in different directions. Everyone tries to catch them and put them back in the box. The one who ran last becomes the driver. Or this game: Children are divided into two teams. They stand opposite each other by about 3-5 meters, and begin to throw the ball. The one who did not catch him moves from his team and stands next to the player who threw the ball to him. The team wins, in which after a certain time there will be more players. Children, and adults too, were very fond of swinging, which was not always safe. both ends of it wobbled. To make such a simple fun at hand even a lazy person.

Old Russian games

The new is the well-forgotten old, the well-known truth. The undeservedly forgotten old games played by our grandparents can be no less exciting than modern computer strategy and action games. They will give you sports passion, the opportunity to show dexterity and ingenuity in real life, and not on the monitor screen. In addition, you have a tempting prospect of becoming the champion of the yard in towns or grandmas!

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

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

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

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

Ahead of the column is the leader. At the command of the driver, the last pair separates their hands and runs forward: one on the right, the other on the left side of the column.

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

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

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

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

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

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

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

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

Hopscotch game

With the onset of spring, as soon as the snow leaves the asphalt, classics appear in the yards and playgrounds. Recall some variations of this old game.

On the asphalt with chalk we draw a rectangle 1.5 m wide and 2.5 m long. The rectangle can be drawn different ways.

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

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

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

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

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

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

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

Cossack robbers

Once a very popular yard game among children. Before playing, you need to discuss the boundaries in which you can move around, hide - a yard, a quarter, a microdistrict. Then the players are divided into teams, one of which is the Cossacks, and the other is the robbers.

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

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

The Cossacks go out to search and catch the robbers. Their task is to find, catch up, tarnish and take the robbers to the dungeon. The Cossack takes the robber to the dungeon, holding his hand or sleeve. A trapped and tainted rogue must not break out according to the rules of the game. But if the Cossack accidentally unclenches his hand, the robber can run away. The robbers can help out their comrades on the way to the dungeon - unexpectedly run up and overpower the Cossack - then the Cossack must release the prisoner, and both robbers run away. The Cossack, in turn, can be the first to tarnish the robber who was trying to free the prisoner. If he succeeds, he will bring two prisoners already.

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

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

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

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

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

First, all members of one team throw bits, then the other. Ryuha is considered knocked out if it completely flew out of the horse line. If she lay down on the line or rolled back to the suburbs, they continue to beat her out. The blow is not counted if the player steps over the line of the horse or half of the horse. The first blow is always made from the horse. If the player did not miss and knocked out any number of ryuhs from the established figure, he delivers the next blow from half a horse. The next player also starts throwing the bat from the horse, with a successful hit it goes to the half horse. The team that spent the least number of bits on all the pieces gets a point.

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

And here is another game of this period in the life of the Russian people, but already from children's folklore - burners. We read about it from S.K. Yakub: “Russian historians of the last century directly connected the burners with the customs of the pagan Slavs. Every year on the longest day of the summer solstice (June 23), the Slavs had a holiday of Yarila (and later Kupala), dedicated to the Sun. By evening, our distant ancestors, the Slavs, converged on the banks of the rivers, lit fires for night games, jumped over the fire and bathed, “to meet the rising luminary in purity.” On the same night, the “mind-nodding” of the girls also took place. In our most ancient chronicle - "The Tale of Bygone Years" - this is how it is said about this: "I look like games, dances, and all the demonic games, and that umykovha of my wife." These words refer to an older type of burner where the boy can only catch the girl.

During the winter holidays, at festive gatherings, the game song “Dream” was also performed, also associated with calendar holidays, the rules of behavior in which were inherited from ancient pagan times. It can be assumed that the Sandman here is the image of the Sun, which is awakened, lightly, jokingly reproached, waiting for warmth from it:

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

Many games symbolically show the warmth and tenderness of family relationships. Such, for example, is “Utena”: She walked through the meadows, She built a nest, She took out Children, She collected Children. Folk tradition creates an image of affectionate, bright: The duckling swam through the blue lakes, Wet her legs, Wet her wings, She fluttered her wings, She fluttered to the shore

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

next con.

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

“Steps” (option 2): the circle is divided into sectors - countries, while water pronounces a game phrase (again lost, you have to invent it), the players scatter. The command “Stop!” Sounds, the players freeze, then the water selects the victim (usually the one closest to it) and assigns steps, if you guessed right, it cuts off a piece from the country of the loser, no, he gives up part of his territory (you can cut only standing with your foot ( feet) on your territory, and there how you can reach (the circle should be large enough).

"POTATOES"- the ball should be light, preferably a small inflatable one. The players, standing in a circle, throw the ball to each other (they catch or beat it off like in the game “volleyball”), the one who misses or drops the ball becomes a “potato” - squats in a circle and the ball can be hit on it. If the ball after hitting the “potato” falls to the ground, then it is not considered missed and the game is resumed, if the “potato” manages to catch the ball (like a “candle”), then the “potato” becomes the one who lost the ball, and the rest of the players leave the circle. The last of the two remaining players, who dropped the ball to the ground, becomes the first “victim” of the new horse. “Edible-inedible” - The playing field is drawn in a ruler, where each ruler is separated from the other by one step (you can play on a wide ladder), players stand behind the last line and the driver throws them the ball in turn, calling various items. If an “edible” word sounds, the player must catch the ball, “inedible” - skip or discard, if the player’s actions correspond to the named word, the player proceeds to the next line (to the next step). The one who first crosses the last line wins and becomes the driver.

“I KNOW 5 NAMES”

- they mint the ball (palm) on the ground, with each hit saying the next word: “I know 5 names of girls (boys, names of flowers, birds, and so on ad infinitum): Masha - one, Tanya - two, Katya - three, “Sonya - four, Ira five”, “I know 5…” If a player makes a mistake or pauses for a long time, the ball goes to another player, when the ball makes a circle and returns to the player, the game for this player resumes from where it left off (as this is done in the “classics”), while it is better to agree in advance in what order the objects will be called. This game is useful even without a ball, at home

"DOG"

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

"OCEAN IS SHAKING…"

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

"HOUSES"

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

"RING"

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

“I BORN A GARDENER”,

the driver becomes a gardener, the rest choose the name of the flower to taste and only respond to it. The leader gives a start with the words: “I was born a gardener, I was seriously angry, I was tired of all the flowers except ... (the temporary name of any of the players is called, for example, “rose”), “Rose should immediately respond: “Oh” Gardener: “What with you?" Rose: “In love” Gardener: “With whom?” Rose: “Vtulipa” Tulip: “Oh” ... And then the dialogue continues between him and the rose, etc., among the selected ones there may be a gardener with full rights, I note that he bears the main burden, since the names of flowers are forgotten quickly, and the gardener remember and name most often. The one who made a mistake: responded to someone else's name, did not respond to his own, or made a long pause - forgot the “names” of the flowers, is eliminated and the gardener starts again, etc., until two players remain. As an option, the players do not drop out, but give away “forfeits”, which are subsequently played out (any personal item). Forfeits are played out as follows: one takes out a phantom, the other (turning away) assigns a task to the owner of the phantom, which he must complete in order to get the thing back (sing, tell a rhyme, crow, jump on one leg, etc., depends on fantasy).

"TRAFFIC LIGHT"

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

“PROTEINS-ARROWS”

(someone mistakenly, or maybe correctly, calls this game “Cossack-robbers”) The players are divided into two teams, the “shooters” are given time to hide and then the chase begins, the search is carried out along the tracks-arrows placed by the players-“shooters” cornering, maybe more. As soon as the last “shooter” is found and caught, the teams switch roles.

"LEAPFROG"

- jumping over each other along the chain, "Brook" is also known to everyone and is more suitable for folk dances (IMHO).

“ABOVE FEET FROM THE GROUND”

The players in a row scatter and attach themselves so that their feet do not touch the ground (sit down, hang on trees, etc.) your location.

“GRANDMA, THE THREADS ARE Tangled” or “Confusion”

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

"BOYAR".

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

"PIKE" -

a variant of salochki (tags), the salted one clings to the water and together they salt the next one, the last salted player becomes the leader. “?” (untitled) Another version of this game, but the staggered ones freeze in place, opening their hands, they can be re-enchanted if the driver allows other players to approach them, the last stashed one becomes the leader.

"WATER"

everyone stands in a circle and walks around, leading with closed eyes: “Grandfather Vodyanoy, why are you sitting under water! Look out for a little, for a minute!” After that, the merman gets up and chooses any player at random, touches and tries to guess who it is. If you guessed correctly, then the guessed one becomes “Water”.

"THIRD WHEEL"

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

"CROCODILE"

two teams, the opposite team guesses a word, some of the players try to portray it in pantomime, the second part - to guess. If they guess, they switch roles. “Option 2: “Grandfather Mazay” - the water leaves while the players agree on who they will portray, then they call him with the words: “Grandfather Mazay get out. - Hello, guys, where were you, what were you doing? - Where we were, we will not say, but what we did - we will show. After that, the driver must guess the meaning of their actions.

“They sat on the golden porch…”

The driver spins in place and rotates jump ropes around him near the ground (if long, it is better to fold them in half), saying (for each turn a word): “A king, queen, king, queen, cook, tailor, ... (no further I remember, but it rarely came to that, if you come up with it yourself. So, the players around should jump over the rope, whoever doesn’t have time, he leads and until the next mistake is called the word on which he got tangled in the rope.

"Shackles"

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

The water knocks out the ball of the players lying on the ground with their legs up, with which they fight off, but only the one who was hit in the soft spot is considered to be knocked out.

“COLD_HOT”

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

"GATES"

A variant of blind man's blind where two people lead with their eyes closed - "guards", between which the rest of the players must pass, those caught change places with the guards.

"MAN-EATER",

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

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

"BROKEN PHONE"

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

"GOAT"

or “King”: The players stand in a circle, dance around the Leader (“goat” or “king”) with the words: - The _king_ walked through the forest, through the forest, through the forest, Found himself a princess, princess, princess, (the goat from the round dance chooses the princess ) Let's jump, jump, jump with you, (everyone performs the indicated actions) And we jump with our legs, we jump, we jump, And we stomp our legs, we stomp, we stomp, And we clap our hands, we clap, we clap, We shake our heads, and we start again ... (to choose a princess better with eyes closed

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

Frogs and heron.

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

Wolf in the ditch.

across the platform with two parallel lines a ditch is marked at a distance of about 100 cm from one another. There is a driver in it - a wolf. The rest of the players are goats. They live in the house (stand behind the line along the border of the hall). On the opposite side of the hall, a line separates the field. According to the teacher, "Goats, in the field, the wolf in the ditch!" children run from the house into the field and jump over the ditch along the road. The wolf runs in the moat, trying to overpower the jumping goats. Salted steps aside. The teacher says: “Goats, go home!” The goats run home, jumping over the ditch along the way. After 2-3 runs, another leader is selected or assigned.

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

Run and jump.

Several children stand in a line, At a distance of 10 m from them, a strip 30–40 cm wide is drawn. At the signal of the teacher, the children quickly run forward. The winner is the one who first, exactly stepping on the strip, jumps forward and up.

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

Encourage children to push off vigorously and land softly

Jumpers - sparrows (Do not get caught).

A circle is drawn. Diameter 4-6 m. The leader is chosen - a big bird. He stands in the middle of the circle. All the other playing sparrows, they stand outside the circle. Sparrows jump on two legs, then jumping into a circle to peck grains, then jumping out of it. A large bird flies in a circle, does not allow sparrows to collect grains, pecks them (touches them with a hand). Sparrows try to stay in the circle as much as possible, dodge the catcher.

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

bounced.

Who is faster on the track.

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

Directions : jump on two legs along the path without going beyond it.

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

Jumpers.

Three sticks are placed on the ground. Three children stand so that the sticks are between their legs. To the lyrics of the song, children jump in turn over the sticks, now crossing, then spreading their legs, touching the stick. For every quatrain another child jumps,

“A little white bunny sits and moves its ears,

Like this, like this, and wiggles his ears.

It’s cold for a bunny to sit, you need to warm up your paws.

Clap-clap, clap-clap

You need to warm up your paws.

It's cold for a bunny to stand

Bunny needs to jump.

Jump-jump, jump-jump,

Bunny needs to jump."

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

Complication : while jumping, perform claps in front of you, above your head, behind your back.

Frogs in the swamp.

It draws a large rectangle on the ground, on both sides - the coast, on them at a distance of 50-60 cm from each other there are bumps (small tubercles, painted circles), to the side there is a crane in the nest. The frogs are located on the bumps and say:

"Here from the hatched rotten

The frogs splashed into the water.

They began to croak from the water:

Kwa-ke-kekwa-ke-ke

It will rain on the river.

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

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

Complication: introduce a second crane; increase the distance from the bumps to the swamp

Put down the stones.

On one side of the playground, children do

small holes (or outline circles) and stand, on the contrary, in a line at a distance of 4-5 m. There are 5-6 pebbles near each. On a signal, the children take one pebble at a time, jump on two legs to their hole or mug, put a pebble and run back. Jump with the next pebble. The one who completes the task first wins.

Directions : put a pebble in a hole or circle; if it popped out, one must go back and put it down again; jump all the way to the hole; do not start running until the pebble is in the hole.

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

jumpers.

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

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

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

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

Horses.

Horses are standing in the stable, and grooms with reins are sitting on benches not far from them. The head groom - educator comes up to a plank suspended on a tree and beats off about 15-18 strokes. During this time, the grooms quickly lead the horses out, harness them and line up one after another. At the signal "Let's go" they gallop. At the signal “the horses are scared,” they scatter in different directions. Grooms catch and take the horses to the stable. Children switch roles, the game is repeated.

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

Complication : Each groom makes himself a "troika".

Leg target.

In front of a bench or a log 30 cm high, they lay out cords or draw a circle with a diameter of 30 cm. Children stand on a raised platform, jump into circles at a signal and immediately jump out of them.

Directions: jump off gently, do not squat too hard; quickly make the next jump; hitting the cool, out of the game.

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

Jump - turn around!

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

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

"BIRDS AND A CAGE"

Children are divided into two subgroups. One forms a circle in the center of the playground (children walk in a circle holding hands) - this is a “cage”, the other subgroup is “birds”. The teacher says: “Open the cage!” Children forming a cage raise their hands. "Birds" run into the "cage" and immediately run out of it. The teacher says: “Close the cage!” Children put their hands up. "Birds" remaining in the "cage" are considered to be caught. They stand in a circle. The "cage" increases, and the game continues until 1-3 "birds" remain. Then the children switch roles.

"NORTH AND SOUTH WIND"

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

"TRAPS ON ONE LEG"

And I'm in the house!

How many rubies do you have?
– 50!
- Wow! Pokej, what mill do you have?

I overheard this dialogue the other day from the neighbor boys. They sat on a bench and poked each other's phones. Looking around, I did not see children playing "Doggy" or drawing a field for "Move slowly - you will be farther." Modern children, alas, prefer to tap on the keyboard and sit in VKontakte.

Yard games, which we played for days on end (until they were “driven”), are gradually becoming a thing of the past. But most of them not only develop dexterity, endurance and strength, but also teach such important things as cohesion and mutual assistance.

I suggest you remember our favorite yard games and introduce them to your children.

hide and seek

One-two-three-four-five, I'm going to look.

Simple game - you can play anywhere and anytime. Especially exciting in the evening when it gets dark.

Rules

First choose the driver. For this, in childhood, we knew a billion rhymes. Then the driver becomes facing the wall (tree, pole ...) and counts out loud to 20 (50, 100 ...). The players are hiding.

The task of the players is to hide so that the driver does not find. The task of the driver: to find all the hidden.

When the driver finds one of the players, he needs to run headlong back to the wall (tree, pole ...) to “catch” him. If the player was the first to resort, then with the words “Knock-knock I” takes himself out of the game. Whom the leader caught first, he becomes the leader in the next horse (“The first chicken squints”).

Code phrases:

  • “Axe-axe, sit like a thief and don’t look out into the yard,” the “caught” players shouted to their comrades as the “danger” approached (sit down and don’t lean out).
  • “Saw-saw, fly like an arrow” - they shouted to suggest that the driver was far from the wall and that you could get out of cover.

Number of players: the bigger, the better.

Salks / Catchers


Salki - they are catch-ups, they are patches, they are lyapkas, they are kvach. According to Wikipedia, this game has about 40 (!) Names (almost every region of the former Soviet Union has its own).

At the same time, the game is simple. The essence of ordinary tags is to catch up ("fare") players (if you drive), who scatter in different directions.

Rules

The rhyme (where without it?) The driver is selected. Players stand in a circle and on command “I am a tag!” scatter in all directions. (Often the site was stipulated - “Do not run out over the fence”, “Do not run further on the swing.”)

The task of the driver is to catch up with one of the players and touch him with his hand. Whomever they touch, he himself becomes a “feed”, and the driver turns into an ordinary player.

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

Number of players: from 3 or more.

Slug Variations:

  • Salki with a “house” is the same, only a zone is selected (a sandbox, a circle on asphalt, etc.), where players can run in and take a break, you can’t “salt” there, but you can’t sit in the “house” for a long time either.
  • “Above the leg” - in order to avoid “greasing”, you need to jump on something and lift your legs up (“Above the leg from the ground” / “Legged legs in weight”), however, according to the rules, it is also impossible to lift the legs for a long time.
  • "Tea-tea, help me out!" - in this version of the tag, the “greasy” can stop, shout this magic phrase and friends will come running to his rescue, but the driver is on the alert, and it is likely that a second and third will be added to one “victim”.
  • Sifa - in this version, they “salat” not with a hand, but with a “sifa” (rag, twisted rope and any “stink” that you find in the yard); whoever is hit becomes a Seth, that is, a leader.

This game, beloved by many, also has many names: “Tsar”, “Pop”, “Klyok”, “Sticks”, “Banks” and others. The rules seem complicated, but only at first glance. Each yard had its own variation of the game. But, in general, its essence boils down to the following.

Inventory:

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

First you need to prepare a playground for the game (about 10 by 6 meters). Parallel to the short side of the site, lines are drawn every meter and a half: 1 line - a pawn (soldier); 2 line - lady; 3rd line - kings; 4th line - aces, etc.

From the beginning of the site to the last line - the zone of titles; from the last line to the end of the site - the baker's zone (king, priest, etc.).

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

Rules


First, they choose the "Baker" and set the order of knocking down the ruhi. To do this, the players put one end of the stick on the toe of the foot, and the other end rests on the palm, after which they push the stick into the distance with their foot. Whose stick flew the farthest knocks down the ruha first; whose closest is that “Baker”.

"Baker" takes the position "behind the can", the players - at the first line. Next, the players with the bat take turns trying to knock out the ryuha. After that, the "storm" begins - the players run after their bits and return back to the "title zone". The “baker” at this time runs after the ryukha, sets it in place and protects it. But his main task is to prevent the stick from being “stealed” from his territory. In addition, he tries to touch the players with his bat and then knock down the fluff himself. The one touched by the "Baker" becomes the "Baker" in the next horse, and the old "Baker" becomes the player.

For each shot down, the player rose in rank. In other words, he moved further along the field and approached the ruha. In addition, each "title" has its own characteristics and privileges. For example, the ace is invincible and cannot drive.

Number of players: not limited.


Many people think that the "classics" were invented in the USSR. Actually, this is very ancient game. Already in the Middle Ages, boys (originally the game was boyish) jumped on numbered squares. In Russia, "classics" were played with might and main already at the end of the 19th century.

Rules

A rectangular field with 10 squares and a semicircle (“boiler”, “water”, “fire”) is drawn on the asphalt with chalk. There are several options for jumping and marking the site. But, as a rule, players take turns throwing a cue ball (pebble, candy box, etc.) into the first square. Then the first player jumps from square to square and pushes the cue ball behind him.

  • No. 1 - one leg;
  • No. 2 - one leg;
  • No. 3 and 4 - left for 3, right for 4;
  • No. 5 - with two legs (you can take a break);
  • No. 6 and 7 - left for 6, right for 7;
  • No. 8 - one leg;
  • No. 9 and 10 - left for 9, right for 10.

Then rotate 180% and back in the same manner. Did you step on the line or did the cue ball hit it? Stand up on both feet? The move moves to another.

Number of players: not limited.


Playing this game, it was possible to get hurt by the ball, but the excitement went off scale. Moreover, it does not need anything other than the ball.

Rules

"Bouncers" are selected (usually 2 people on each side). They stand opposite each other at a distance of about 10-15 meters. "Knocked out" stand in the center of the site.

The task of the “bouncers” is to hit all the players with the ball (if the ball touches you, you leave the field). The task of the “knocked out” is to be agile and fast and dodge the ball.

When there is only one player left on the kick-out team, he must dodge the ball as many times as he is old. If successful, the team returns to the field.


Cult game. It is difficult to find a child of the 1980s and 1990s who would not jump into the rubber band. The owner of a new elastic band (it was a shortage) in the yard was considered a "major" and was especially popular.

Rules

Simple and complex at the same time. On the one hand, you don't need anything other than 3-4 meters of elastic. On the other hand, you can get confused in the levels and exercises (in childhood, everyone knew them by heart). Two players pull the elastic between themselves, and the third jumps.

  1. rubber band at the level of the ankles holding (lightness!);
  2. rubber band at the level of the knees (almost everyone coped);
  3. rubber band at the level of the hips (somehow they managed!);
  4. rubber band at the waist (almost no one succeeded);
  5. an elastic band at chest level and an elastic band at neck level (beyond fantasy).

At each level, you need to perform a certain set of exercises: runners, steps, a bow, an envelope, a boat, etc.

Number of players: 3-4 people (four usually play in pairs).

The game is also considered girly. The boys rarely jumped, but they liked to watch the girls. :)

Red seal no one to run away.

it fun game, which combines the adventurism of tags and the excitement of hide and seek. There is an opinion that the game originated in the 16th century, when the Cossacks defended the civilian population from wandering robbers.

Rules

The rules of the game vary by region and are often greatly simplified. One thing is invariable - the players are divided into two teams ("Cossacks" and "robbers"). “Atamans” are immediately selected and the “battlefield” is determined (they do not play outside it). The Cossacks choose headquarters, and the robbers come up with passwords (one is correct, the rest are false).

The task of the robbers: to capture the headquarters of the Cossacks. The task of the Cossacks: to catch all the robbers and "extort" the correct password.

On a signal, the robbers scatter and hide, leaving arrows on the pavement so that the Cossacks have clues where to look for them. At this time, the Cossacks equip the “dungeon” and figure out how they will “torture” the prisoners (tickle, scare with insects, “sting” with nettles, etc.). After some time, the Cossacks go to look for the robbers. If they succeed, they put the robber in a "dungeon", from where he has no right to escape. The robbers, in turn, are trying to get close to the "headquarters" and capture it.

Number of players: from 6 people.


Not a single summer was complete without a ball. One of the outdoor ball games loved by Soviet children is “hot potato”. Its essence is as follows.

Rules

Players stand in a circle and throw a "hot potato" (ball). If someone hesitated and did not hit the ball in time, he sits in the "cauldron" (the center of the circle). Sitting in the "boiler" you can try to catch the ball flying over your head, but you can not get up from your haunches. If the player in the "cauldron" managed to catch the ball, he frees himself and other prisoners, and the player who unsuccessfully threw the ball takes their place.

In addition, players throwing a "hot potato" can specifically free someone from the "cauldron". To do this, while hitting the ball, he must hit the player sitting in the center of the circle.

Number of players: at least 3.


This game, as a rule, was played by older children, because it is quite traumatic, somewhat uncultured, but wildly fun.

Rules

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

The task of the elephants is to resist the weight of the riders. The task of the riders is to jump as close as possible to the "elephant's head".

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

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


This is one of the options for ball and wall games, where for fun you need, in fact, a wall, a ball and jumping ability. Mostly girls played it, although the boys, having run into the “war game”, were not averse to jumping near the wall.

Rules

A line is drawn on the wall (the higher, the more interesting) - you cannot throw the ball below it. Players line up in a row, one after another. The first player throws the ball, it hits the wall, bounces, hits the ground, and at this moment the player must jump over it. The ball is picked up by the next player, repeating the same thing - and so on in a circle.

The one who does not jump over the ball receives a “letter” as punishment (l - i - g - y - w - k - a). Collected all these letters? You are a frog!

Number of players: not limited.

What games did you play in the yard?

In the old days, our ancestors whiled away the long winter evenings at home, in the family circle. In peasant huts they had fun with outdoor games in "Thorns", "Bear" or "Tergach". Noble people, on the other hand, complained about board games, such as cards, chess

Children preferred to play trousers: with a hook on a fishing line, one toy was pulled out of a pile so as not to hurt the rest. The youth played "Smoking room": they passed a burning torch around in a circle, saying “Alive, alive Smoking room, thin legs, short soul.” The loser was the one in whose hands the torch went out.

Many people still remember "Ring" The players sit on the bench. A leader is chosen who will have a ring. All players fold their palms in a “boat”. The host holds a ring or any other small object (button, pebble) in folded palms. Passing his hands between the palms of each player, the host imperceptibly puts a ring in someone's hands. Then he steps aside a little and says: “Ring-ring, go out on the porch!” After these words, the task of the player with the ring is to quickly stand up, and the other participants - to keep him on the bench. Managed to jump - became the leader. No - the leader remains the same.

Also, don't forget "The sea is worried". According to the number of players, chairs are placed in two rows so that the back of one chair is in contact with the back of the other. Each player must remember well his chair, where he sits. After everyone is seated, the chosen leader shouts: "The sea is rough!" All the players jump up and run around the chairs. The host seizes the moment when everyone ran far away from the chair, and unexpectedly for the players shouts: “The sea has calmed down!”. After that, you need to take your place, and since the leader has taken one of the chairs, there is turmoil between the players and everyone tries to grab the place that came across. The player left without a seat becomes the leader.

How about you "Pebbles"? The game is played with five pebbles for two minutes. Caught stones are removed from the game. The game ends after six rounds. On the sixth round, all five pebbles are taken into the palm, thrown up and picked up by the back of the hand, then four pebbles are shaken off. The last pebble is tossed up, and during the flight the remaining four are picked up from the table. At the end of the sixth round, the participant is awarded five points. If six rounds are completed without errors within the time allowed, five points are awarded. By the way, the game is played with only one hand. Changing hands is not allowed.

And how many street games were there! For example, a game that old-timers remember with pleasure is called "Master and Apprentice".

Three holes are dug in the ground in a straight line, two steps apart. The player moves away from the pits for 40 steps and throws a pebble into the first pit. If he hits, he throws in the second, then in the third, then in the reverse order. If you hit all the holes, you are a “master”, if only there or back you are an “apprentice”, and if you stumble on one of the first holes, then you are a “student”.

And you rarely see children playing tag, trap, burners. Yes, and modern children no longer know such words. However, it is important to remember that our grandparents didn’t really have toys, and those that were were most often home-made, but the games were one more interesting, and although now various and easily accessible online flash games dominate, it’s too early to celebrate - it’s time will show.

To start the game, the so-called "barkers" were used. Many people remember from childhood "Tai-tai, fly in ...". Of course, there are a huge number of such "barkers", especially since they were created by the children themselves, they were not limited by any rules.

The essence of the game lovichki (as a variant of "salochki") is that the leader (who is appointed or selected) catches up with one of the participants in the game. Nowadays, children often call such a game "catch-up". However, there are several complicated versions of this game. The first is that the leader runs after other players, holding on to that part of the body (or place) for which he was caught by the previous player. Another option: the player touched by the “catch” stops, spreading his arms to the sides, other players, touching him, can “disenchant” him. The task of the presenter is to “bewitch” all the participants.

Very popular and loved in Russia was the game burners. Most likely, the game got its name from the fact that in the old days the players were surrounded by lights. For the game, the participants become pairs, one "burner". The driver becomes his back to the pairs, pronouncing phrases in poetic form (various options), but the last words must be “the last (first, second, fifth, and so on) pair run.” On the last words, the couple that was named should run around the tree (or some other object, this is agreed immediately) and stand first in the column. The driver must get ahead of one of the pair and take his place. Whoever is left without a place becomes the new driver.

Remembering the old Russian games, you can not miss "towns". The task of the players is to knock out figures (towns) built in a row with a bat (usually using a wooden one). This game can be both team and single. Several attempts are given to knock out. The player or team that has eliminated the most pieces in the fewest attempts is considered the winner. The important thing is the distance that the player moves to knock out the pieces, the number of towns.

Lapta- one of the favorite games of our grandmothers, which, unfortunately, has already begun to be forgotten. So the game requires a field 50-60 meters long. 10 meters from the end of the field, lines are drawn on both sides. Behind one line there will be a "home", and behind the other - "con". The players are divided into parts. The first team is called "beating", the second "driving". The “hitting” team is placed behind the “home” line, the “driving” team is on the field. The player of the “hitting” team with a bast shoe (wooden bat) must hit the ball and run to the “kona” line and back, while the “driving” team catches the ball and tries to hit it. If he managed to run, the players of his team play further in the “house”, no, they change places with rivals. However, at the moment the “leading” team runs over the “home” line, the players of the opposing team can “tarnish” any player who gapes on the field, then the teams change places again. So on the field there is a constant struggle for the possession of "home". The team of the player who has not “stained” himself gets a point. The team that earns the most points wins.

"football", which later the British who stole it will be renamed football!


it was this game that was captured by the German artist Christian Geisler, who worked in Russia in 1790-1798.

There you are "Seine".

The game takes place on a limited area, the limits of which cannot be crossed by any of the players. Two or three players join hands to form a net. Their task is to catch as many floating fish as possible, i.e. the rest of the players. The task of the fish is not to get caught in the net. If the fish is in a seine, then it joins the drivers and becomes part of the seine itself. The game continues until the player who turned out to be the most agile fish is determined. Details: Fish have no right to break the seine; disengage the hands of the drivers

Fishing rod. The players form a circle. The driver, standing in the center, rotates the rope with a bag of sand tied at the end - a fishing rod. The players jump over the rope as it passes under their feet, trying not to hit it. The one who touches the rope becomes the leader. Details: The rotation of the rope should be done no higher than the level of the knees.

At the turn of the 18th century and the 19th century, they also played gambling "Pristenok"

The participants in this gambling game alternately hit the wall with the edge of the coin so that it falls to the ground as close as possible to the opponents' coins. If you can reach the neighboring coin with your fingers, then you can pick up the coin.

Or more compact in the inventory "Grandma"


Played "Svayka"



 
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