Dosage of outdoor games of the peoples of the Volga region for preschoolers. Entertainment "mobile games of the peoples of the Volga region" methodical development on the topic. Purpose and objectives: To develop creative abilities, endurance, combinatorics of movements

RUSSIAN FOLK GAMES

"Swan geese".

The participants in the game choose the wolf and the owner, the rest are geese-swans. On one side of the site they draw a house where the owner and geese live, on the other - the wolf lives under the mountain. The owner releases the geese into the field for a walk, to pinch the green grass. Geese go quite far from home. After a while, the owner calls the geese. There is a roll call between the owner and the geese:

Geese-geese!

Ha-ha-ha.

Do you want to eat?

Yes Yes Yes,

Swan geese! Home!

Gray wolf under the mountain!

Ryabchikov pinches.

Well, run home!

The geese run into the house, the wolf tries to catch them. Those caught are out of the game. The game ends when almost all the geese are caught. The last remaining goose, the most agile and fastest, becomes a wolf.

Rules of the game. Geese should "fly" all over the site. The wolf can catch them only after the words: “Well, run home!”

"Ordinary bugs".

One of the players - blind man - is blindfolded, taken to the middle of the room and forced to turn around several times, then they ask:

Cat, cat, what are you standing on?

At the pot.

What's in the pot?

Kvass

Catch the mice, not us.

After these words, the participants in the game scatter, and the blind man's blind man catches them. Whoever he catches becomes a blind man.

Rules of the game .. If the blind man's blind man comes close to any object that can be hit, the players must warn him by shouting: "Fire!" You can not shout this word in order to distract the blind man's blind man from a player who cannot escape from him. Players are not allowed to hide behind any objects or run very far. They can dodge blind man's buff, squat, walk on all fours. The blind man's blind man should recognize and call the caught player by name without removing the bandage.

"At the bear in the forest."

The bear, chosen by lot, lives in the forest. Children go to the forest for mushrooms, berries and sing a song:

At the bear in the forest

Mushrooms, I take berries!

The bear is disgusted

Frozen on the stove!

When the players uttered their last words, | the bear, which has been dozing so far, begins G toss and turn, stretch, and reluctantly come out of the lair. But then the bear suddenly runs after the players and tries to catch someone. Caught becomes a bear. Rules of the game. The bear leaves the den only after pronouncing the last words of the beginning. Children, depending on the behavior of the bear, may not immediately run to their house, but tease him with a song.

"Wand-lifesaver".

Children choose a driver with a counting rhyme:

I bought myself a dudu

And I'll go outside!

Louder, pipe, pipe!

We play, you drive!

The driver closes his eyes and stands facing the wall. A lifesaver made of wood (50-60 cm long, 2-3 cm in diameter) and brightly colored so that it can be clearly seen in the green grass is placed against the wall next to it.

The driver takes a wand, knocks it on the wall and says: “The wand came, it didn’t find anyone. Whomever he finds first, he will go for a wand. After these words, he goes to look. Noticing one of the players, the driver loudly calls him by name and runs to the stick, knocks on the wall, shouts: “The magic wand found ...(Player name)". So the driver finds all the children. The game is repeated. The first found when repeating the game must drive.

But the player who was found can run to the lifesaver before the driver with the words: “Wand, help me out” - and knock on the wall. Then throw it as far as possible from the wall and, while the driver is looking for the wand, hide. The driver again quickly runs after the wand and repeats the steps described above.

Rules of the game. You can not spy when the children are hiding. The driver must speak the words slowly so that all the children have time to hide. The driver should look for children throughout the site, and not stand near the magic wand. Children can run from one hiding place to another while the driver looks for a lifesaver and puts it in place.

Option. Children can help out the player they found. One of the players quietly leaves the shelter, quickly runs to the lifesaver and with the words: “Lifesaver, help me out ...(calls by name of the one who helps out) "-knocks it on the wall. Then the stick is thrown as far as possible. While the driver is looking for her, the children hide.

"Owl and birds".

Before starting the game, children choose for themselves the names of those birds whose voice they can imitate. For example, dove, crow, jackdaw, sparrow, titmouse, goose, duck, crane, etc.

The players choose an owl. He goes to his nest, and those who play quietly, so that the owl does not hear, come up with what kind of birds they will be in the game. Birds fly, scream, stop and squat. Each player imitates the call and movements of the bird he has chosen.

At the signal "Owl!" all birds try to quickly take a place in their home. If the owl manages to catch someone, then he must guess what kind of bird it is. Only a correctly named bird becomes an owl. Rules of the game. Bird houses and the owl house should be located on a hill. Birds fly to the nest on a signal or as soon as the eagle owl catches one of them.

"Fantas".

The game starts like this. The host goes around the players and says to everyone:

They sent you a hundred rubles.

Buy whatever you want

Black, white do not take

"Yes" and "no" do not say!

After that, he conducts a conversation with the participants in the game, asks various provocative questions so that someone in the conversation utters one of the forbidden words:black, white, yes, no.The one who has gone astray gives the driver a phantom. After the game, each who has made a mistake redeems his forfeit.

No more than ten people play, all participants in the game have several forfeits. Children in the game listen carefully to the questions and follow their speech. The moderator goes something like this:

- What is sold in the bakery?

Bread.

Which?

Soft.

L Which bread do you prefer: black or white?

Any.

What kind of flour are buns made from?

From wheat. Etc.

When redeeming forfeits, the participants of the game come up with a forfeit for the owner interesting tasks. Children sing songs, make riddles, read poems, tell short funny stories, remember proverbs and sayings, jump on one leg. Fanta can redeem immediately after several people lose. Rules of the game. Players must answer questions quickly. The answer cannot be corrected. The host can talk to two players at the same time. When redeeming a fanta, the presenter does not show it to the participants in the game.

"Paints".

Participants of the game choose the owner and two buyers. The rest of the players are paints. Each paint comes up with a color for itself and quietly calls it to the owner. When all the paints have chosen a color for themselves and named it to the owner, he invites one of the buyers. Buyer knocks:

Knock Knock!

Who's there?

Buyer.

Why did you come?

For paint.

For what?

For blue.

If there is no blue paint, the owner says:

“Walk along the blue path, find blue boots, wear them and bring them back!” If the buyer guessed the color of the paint, then he takes the paint for himself.

There is a second buyer, the conversation with the owner is repeated. And so they come in turn and take apart the paints. The buyer with the most colors wins. If the buyer did not guess the color of the paint, the owner can give more difficult task, for example:

"Jump on one leg on the blue track."

Rules of the game. The owner becomes the buyer who guessed more colors.

"Burners".

The players stand in pairs one after another. Ahead of everyone at a distance of two steps is the driver - the burner. The sing-song players say the words:

Burn, burn bright

To not go out.

Stay at the bottom

Look at the field

There are trumpeters

Yes, they eat kalachi.

Look at the sky

The stars are burning

Cranes cry:

Goo, goo, run away.

One, two, do not crow.

And run like fire!

After the last words, the children standing in the last pair run from both sides along the column. The burner tries to stain one of them. If the running players managed to take each other's hands before the burner stains one of them, then they stand in front of the first pair, and the burner burns again. The game is repeated.

If the burner succeeds in spotting one of the runners in a pair, then he stands with him in front of the entire column, and the one who is left without a pair burns.

Rules of the game. The burner must not look back. He catches up with fleeing players as soon as they run past him.

"Cat and Mouse".

The players (no more than five pairs) stand in two rows facing each other, join hands, forming a small passage - a hole. Cats are in one row, mice are in the other. The first pair starts the game: the cat catches the mouse, and the mouse runs around the players. At a dangerous moment, the mouse can hide in the corridor formed by the clasped hands of the players. As soon as the cat has caught the mouse, the players line up. The second pair starts the game. The game continues until the cats catch all the mice.

Rules of the game. The cat must not run into the hole. The cat and mice should not run far from the hole.

"Fifteen".

The players choose a driver - a tag. Everyone scatters around the site, and the tag catches them.

Rules of the game. The one whom the tag touches with his hand becomes the tag. Options.

Fifteen feet off the ground.The player can escape from the tag if he stands on some object.

Fifteen bunnies. Fifteen can only tarnish a running player, but as soon as the latter jumps on two legs, he is safe.

Fifteen with a house.Two circles are drawn along the edges of the site, these are houses. One of the players is a tag, he catches up with the participants in the game. The persecuted person can escape from the spot in the house, since within the boundaries of the circle to spot

it is forbidden. If the tag touches one of the players with his hand, he becomes a tag.Fifteen with a name.All players, except for the tag, choose the names of flowers, birds, animals. Fifteen does not stain the one who named himself in time (for example, a fox).

Circle dots.The participants of the game stand in a circle at a distance of one step. Everyone marks their place with a circle. Two drivers stand at some distance from each other, one of them is a tag, he catches up with the second player. If the evader sees that the tag is catching up with him, he asks for help from the players standing still, calling one of them by name. The named player leaves his place and runs in a circle, the tag is already catching up with him. The free seat is occupied by the player who started the game. A free circle, if in time, can be occupied by a tag, then the one who is left without a place becomes a tag. The game continues, the tag catches up with the player who left the circle.

"Ball up".

The participants of the game stand in a circle, the driver goes to the middle of the circle and throws the ball with the words: “Ball up!”. The players at this time try to run as far as possible from the center of the circle. The driver catches the ball and shouts:

"Stop!" Everyone should stop, and the driver, without leaving the spot, throws the ball at the one who is closest to him. The stained becomes the driver. If he missed, then he remains the driver again: he goes to the center of the circle, throws the ball up - the game continues. Rules of the game. The driver throws the ball as high as possible. It is allowed to catch the ball with one rebound from the ground. If one of the players continued to move after the word: “Stop!”, then he must take three steps towards the leader. The players, running away from the driver, should not hide behind objects encountered on the way.

"Lapta".

To play, you need a small rubber ball and a lapta - a round stick (60 cm long, 3 cm thick handle, 5-10 cm wide base). Two lines are drawn on the site at a distance of 20 m. On one side of the site there is a city, and on the other - con.

The participants of the game are divided into two equal teams. By lot, the players of one team go to the city, and the other team drives. The city team starts the game. The thrower scores the ball with a bast shoe, runs across the court behind the horse line and returns to the city again. Drivers catch a batted ball and try to tarnish

running. They can throw the ball to each other to hit a runner at a closer distance. If the players of the field manage to spot the runner, they move to the city. Otherwise, the players remain in place. The game continues, the second player scores the ball ^ In turn, all the players of the batting team act as throwers. But it is not always possible for players to immediately return to the city. In this case, they expect to be rescued. Only the one who hits the ball far can help out.

It often happens that the one who hit the ball could not immediately run over the horse line. He waits for the next player to score the ball, then two players run behind the line of the horse. A more difficult position can be created when all but one of the players on the kicking team are behind the line, then the player who has not yet kicked is allowed to hit three times. If he misses, then the players of the city give up their place to the drivers. Rules of the game. The waiters must not cross the city limits. Anyone who cannot score the ball with a bast shoe is allowed to throw it into the field with his hand. The city team goes into the field if all the players hit the ball, but no one ran over the horse line.

Option.

Changes. A line is drawn on the site. Two of the players become beyond this line. One of them (server) tosses the ball, and the other beats it with a bast shoe. The rest of the participants in the game, standing in different places,

catch the ball in flight. The one who manages to catch the ball on the fly goes to beat it, and the one who beat it earlier goes to the catchers. If no one catches the ball, then the one from the players to whom he fell closest takes it and returns it to the server. If the server catches him on the fly, then he starts to hit the ball, and the one who successfully threw the ball to him becomes the server. The one who hit before goes to the catchers.

Rules of the game. The one who serves does not have the right, catching the ball thrown to him, to run out of his line. If the server did not catch the ball returned to him on the fly, then he takes it and starts serving again.

At the beginning of the game, you can set the condition that the game is considered over if one of the players scored ten points, that is, hit the ball ten times so that no one caught it.

"Flying".

One of the players is the driver, he is called a lyapka. The driver runs after the participants in the game, tries to knock someone down, saying: “You have a blooper on, give it to another!” The new driver catches up with the players and tries to pass the blooper to one of them. This is how they play in the Kirov region. And in the Smolensk region in this game, the driver catches the participants in the game and asks the person caught: “Who had it?” - "At the aunt." - "What did you eat?" - “Dumplings.” - “To whom did you give it?” The one who is caught calls by name one of the participants in the game, and the one named becomes the leader.

Rules of the game. The driver must not chase the same player. The participants in the game carefully observe the change of drivers.

"Trap in a circle."

A large circle is drawn on the site. A stick is placed in the middle of the circle. The length of the stick should be significantly less than the diameter of the circle. The size of the circle is from 3 m or more in

depending on the number of players. All participants in the game stand in a circle, one of them is a trap. He runs after the children and tries to catch someone. The caught player becomes a trap.

Rules of the game. The trap during the game should not jump over the stick. This action can only be performed by members of the game. Standing on a stick is prohibited. The caught player has no right to escape from the hands of the trap.

"Dawn".

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

Zarya-lightning,

Red girl.

Walked across the field

Dropped the keys

golden keys,

Ribbons, blue,

entwined rings -

Went for water!

FROM with the last words, the leader carefully places the tape on the shoulder of one of the players, who, noticing this, quickly takes the tape, and they both run in different directions in a circle. The one who is left without a place becomes the dawn. The game is repeated.

Rules of the game. Runners must not cross the circle. The players do not turn around while the driver chooses who to put a handkerchief on his shoulder.

"Game".

Children stand in a circle, hold hands. The leader is in the center. The players walk in a circle and say in a singsong voice:

Uncle Tryphon

There were seven children

Seven sons.

They didn't drink or eat

They looked at each other.

Together they did like me!

At the last words, everyone begins to repeat his gestures. The one who repeated the movements best of all becomes the leader. Rules of the game. When the game is repeated, the children standing in a circle go in the opposite direction.

"Mail".

The game begins with the roll call of the driver with the players:

Ding, game, ding!

Who's there?

Mail!

Where?

From the city...

What are they doing in the city?

The driver can say that they are dancing, singing, jumping, etc. in the city. All players must do what the driver said. And the one who performs the task poorly, gives a phantom. The game ends as soon as the driver collects five forfeits. The players, whose forfeits are with the driver, must redeem them. The driver comes up with interesting tasks for them. Children read poems, tell funny stories, remember riddles, imitate the movements of animals. Then a new driver is chosen and the game is repeated.

Rules of the game. Tasks can be created by the participants themselves.

"Kite".

The players choose a kite and a hen, the rest - chickens. The kite digs a hole, and the hen with chickens walks around him and sings the words:

I walk around the kite

I carry three coins

By the penny

According to advice.

The kite continues to dig the ground, he walks around the hole, gets up, flaps his wings, crouches. The hen with the chickens stops and asks the kite:

- kite, kite, what are you doing?

I dig a hole.

What do you need a hole for?

I'm looking for a penny.

- What do you need a penny for?

I will buy a needle.

Why do you need a needle?

Sew the bag.

Why a bag?

Put stones.

Why do you need stones?

Throw at your kids.

For what?

They're climbing into my garden!

Would you make the fence higher

If you can't, then catch them.

The kite tries to catch the chickens, the mother hen protects them, drives the kite: “Shi, shi, villain!”

The caught chicken is out of the game, and the kite continues to catch the next one. The game ends when several chickens are caught.

Rules of the game. Chicks should hold each other tightly by the belt. Anyone who did not stay in the chain should try to quickly get into his place. The hen, protecting the chickens from the kite, has no right to repel him with her hands.

"Geese".

A small circle is drawn on the site, a wolf sits in the middle of it. The players, holding hands, stand in a large circle. Between the circle where the wolf sits and the goslings stand in a round dance. The players in the round dance walk in a circle and ask the goslings, who also walk in a circle and answer questions:

Geese, you geese!

- Ha-ha-ha, ha-ha-ha!

You gray geese!

- Ha-ha-ha, ha-ha-ha!

- Where have the geese been?

- Ha-ha-ha, ha-ha-ha!

- Who, geese, have you seen?

- Ha-ha-ha, ha-ha-ha!

With the end of the last words, the wolf runs out of the circle and tries to catch the gosling. Geese scatter and hide behind those standing in a round dance. The wolf leads the captured caterpillar to the middle of the circle - to the lair. Geese stand in a circle and answer:

We saw a wolf

The wolf took the gosling,

The best best wishes,

The biggest.

Ah, geese, you geese!

Ha-ha-ha, ha-ha-ha!

Pinch the wolf.

Save the gosling!

Geese flap their wings, screaming ha-ha running around circle, pestering the wolf. Caught goslings at this time try to fly away from the circle, but the wolf does not let them. The game ends when all the captured geese move away from the wolf.

The game is repeated, but those playing in the round dance become geese, and the geese stand in a round dance. The wolf is chosen.

Rules of the game. Round dance of geese and goslings go in a circle in different directions. The text should be spoken by everyone together. The caught gosling can leave the circle only when one of the players has touched the wolf with his hand.

"Big Ball"

You need a big ball to play. The players stand in a circle and hold hands. The driver with the ball is in the middle of the circle. He tries to roll the ball out of the circle with his feet, and the one who missed the ball between his legs becomes the driver. But he gets around the circle. The players turn their backs to the center. Now the driver needs to roll the ball into the circle. When the ball hits the circle, the players again turn to face each other, and the one who missed the ball stands in the middle. The game is repeated.

Rules of the game. The players do not pick up the ball throughout the game, they only roll it with their feet.

"Bees and Swallow".

Playing bees fly across the clearing and sing:

The bees are flying

Collecting honey!

Zoom. zoom, zoom!

Zoom, zoom, zoom!

The swallow sits in her nest and listens to their song. At the end of the song, the swallow says: "The swallow will get up, she will catch the bee." With the last word, she flies out of the nest and catches the bees. The player who is caught becomes a swallow, the game is repeated.

Rules of the game. Bees should fly all over the site. The swallow's nest should be on a raised platform.

"Wolf".

All the players are sheep, they ask the wolf to let them take a walk in the forest: “Let us, wolf, take a walk in your forest!” The wolf replies: "Walk, walk, but only do not pinch the grass, otherwise I will have nothing to sleep on." Sheep at first only walk in the forest, but soon forget the promise, nibble the grass and sing:

We pinch, we pinch the grass,

green ant,

Grandma on mittens

Grandfather on a caftan,

gray wolf

Dirt, on a shovel!

The wolf runs across the clearing and catches the sheep, the caught one becomes the wolf, the game resumes. Rules of the game. Walking through the forest, the sheep should disperse throughout the site.

"Birdman".

The players choose the names of birds whose cry they can imitate. They stand in a circle, in the center of which are blindfolded birds. Birds walk, circle around the bird-catcher and sing:

In the forest, in the woods

On a green oak tree.

The birds sing merrily

Ay! The birder is coming!

He will take us into captivity

Birds, fly away!

The birder claps his hands, the players stop in place, and the driver begins to look for birds. The one he found mimics the call of the bird he has chosen. The birder guesses the name of the bird and the name of the player. The player becomes a birder. Rules of the game. Players should not hide behind objects on the way. Players are required to stop on the spot exactly on the signal.

"Wandering ball".

All players, except the driver, stand in a circle at arm's length. They pass each other a big ball. The driver runs outside the circle, tries to touch the ball with his hand. If he succeeded, then he goes to the place of the player in whose hands the ball was, and the player goes out of the circle. The game is repeated.

Rules of the game. When passing the ball, the players must not move. You can’t pass the ball through one, you can only pass it to a nearby player. The driver is not allowed to enter the circle. The ball can be passed in any direction. The transfer of the ball begins with the player behind whom the driver stands before the start of the game. The player who dropped the ball becomes the driver.

"Ball".

A circle with a diameter of 1 m is drawn on the site, a ball is placed in the center of it. At a distance of 3-5 m from the circle, the players each dig a hole for themselves. The driver is in the same row with the players, but he does not have a hole.

Standing at the pits, the children take turns throwing a bat at the ball. The ball must be knocked out of the circle, but so that it rolls out of the line.

At the same time, the one who knocked out the ball and the driver run into the field: one for the bat, and the other to take the hole. If the driver first takes the hole of the player who knocked out the ball, then he changes roles with him.

The player who misses or hits the ball so weakly that it does not roll out of the circle leaves his stick in the field until one of his comrades makes a successful hit. Then all the players whose sticks are in the field run after them. The driver runs after the ball, puts it in the center of the circle, runs to the holes and tries to take one of them. If none of the players hit the ball, then the driver rolls it on the ground to any hole. In whose hole the ball falls, he becomes the driver. If the ball does not hit the hole, then the driver remains the same. Rules of the game. Throwing the bat, the players should not go beyond the line. The driver should first put the ball in the center of the circle, and then occupy the hole.

"Puzzles".

The players are divided into two teams by lot, one of them is the leader. The players of this team form pairs that stand up

corridor to each other facing at a distance of 1-2 m one pair from the other. Then the children also sit on the grass in pairs, straighten their legs, and touch each other with their feet. The players of the other party stand in single file and try to jump over their legs as quickly as possible. Drivers are trying to pin the jumping player. Each salted person stands behind the back of the driver who has salted him. The players change places after all the children have passed, and the game is repeated.

Rules of the game. The tagged must not jump further than the pair of players who tagged him. The leading salit of the player only when he jumps, while he should not change the position of the legs. Option. The players of the leading team may not sit down, stretching their legs, but hold the cord or elastic band while kneeling.

"Kick the ball out."

Two horse lines are marked on opposite sides of the site. The distance between them is 5-10 m.

The players are divided into two teams, stand opposite each other behind the lines. By lot, one of them starts the game. Children alternately send the ball towards their opponents with a strong kick of the foot. Those try

do not miss the ball beyond the line of the horse, beat it off with your foot. If the ball has not reached the horse line, then the players pass it with their hands. So the ball passes from team to team until it passes over the line of the horse. The player who missed the ball is penalized (any object is placed behind him). The team with the fewest penalty points wins.

Rules of the game. When meeting the ball, the player can go beyond the horse line only one step. If the ball is sent weakly and does not roll to the end, the player is also penalized.

"Malechen-Kalechina".

The players choose a leader. Each player picks up a small stick (20-30 cm long). Everyone says these words:

Malechena-kalechina,

What time is it

Left until the evening

Before winter?

After words before winter children put the stick on the palm or on any finger of the right (left) hand. As soon as the children put the sticks, the leader counts: "One, two, three ... ten." The one who holds the item the longest wins. The leader can give different tasks:

playing, holding a stick, must walk, squat, turn right, left,

Oh around you.

Rules of the game. Children should disperse throughout the playground and stand as far as possible.from each other, so that it is more convenient to keep the balance for the stick. Option. To complicate the task, players can be asked to hold two sticks on two palms at the same time (on the right and on the left).

"Race the ball down the street."

Children are divided into two parties and stand opposite each other at a distance of 3-5 m. In each party, the players count on the first

and the second number and get up from each other at a distance of one step.

The first numbers in both games make up one team; the second is another. At the signal of the leader, the first numbers are first driven (thrown) the ball, and then the second. Each team kicks the ball up to five times.

Rules of the game. The ball should be passed only to the player of his team and in turn. The ball must not touch the ground. Taking the ball, the player can leave the line. The player who dropped the ball passes it to the opposing team. The leader for each dropping the ball penalizes the team by one point. The team with the fewest penalty points wins.

"Herd".

The players choose a shepherd and a wolf, and everyone else chooses sheep. The wolf's house is in the forest, and the sheep have two houses at opposite ends of the site, Sheep loudly call the shepherd:

Shepherd, shepherd,

Play the horn!

The grass is soft

dew sweet,

Drive the herd into the field

Walk freely!

The shepherd drives the sheep to the meadow, they walk, run, jump, nibbling grass. At the signal of the shepherd: “Wolf!” - all the sheep run into the house on the opposite side of the site. The shepherd gets in the way of the wolf, protects the sheep. Everyone caught by the wolf is out of the game.

Rules of the game. During the run, the sheep are not allowed to return to the house from which they left. The wolf does not catch the sheep, but salutes with his hand. The shepherd can only shield the sheep from the wolf, but must not stop him with his hands.

"Slippers".

The players stand in a circle facing the center at a distance of one step from one another. The game begins with the choice of the driver. Children count in order to five, the fifth is the driver.

You can use the calculator:

Cockerel, cockerel,

Show me your jacket.

The box is on fire

How many feathers does it have?

One, two, three, four, five…

The driver goes to the center of the circle. Calls one of the children by name, throws the ball on the ground so that it bounces in the right direction. The player, whose name was called by the driver, catches the ball and hits it (slaps with his palm). The number of hitting the ball is set by agreement, but not more than five. After beating, the ball is thrown to the driver, and the game continues until one of the players drops the ball. In this case, the game starts over. The one who dropped the ball takes the place of the driver. Rules of the game. You need to hit the ball while standing in one place. The player takes the place of the driver only if he has picked up the ball from the ground.

“Boilers. Classes.

Draw a figure on the ground. Each branch of a figure is called a class. The players set the queue, who will start the game first, someone second, third, etc.

The first player stands in front of the line and throws a pebble into the first class. If the pebble hit the class, then he stands on one foot, jumps over the line into the class, then knocks the pebble out of the first class with his toe and jumps out himself. He throws a pebble again, but already in the second grade. He jumps on one foot into the first, then into the second class and again knocks out a pebble with his toe. He plays until the pebble hits the line. Then the second player starts the game. When the turn reaches the first one, he starts the game with the class in which he made a mistake. When he reaches the fourth grade, he takes a pebble in his hand and stands up so that one foot is in the fourth grade and the other is in the seventh. He jumps up and rearranges his legs so that one is in the sixth grade and the other is in the fifth grade. Then it jumps into a semicircle, this is the “university”, where the player rests for a while. Then he throws a pebble into the seventh grade, stands with one foot in the seventh, the other in the fourth, moves the pebble to the sixth. Class; jumping up and down in the sixth and fifth grades. Then the pebble moves to the fifth grade, jumps up and stands up again in the seventh and fourth grades, moves the pebble to the fourth grade and, standing on one leg in the fourth grade, moves it to the third, then to the second and first, and then pushes it out of the classroom and jumps out by itself.

The player has passed all the classes, then an exam awaits him. He puts a stone on the toe of his foot and walks on his heel through all the classrooms. You need to go carefully so as not to drop the pebble and step on the line. After the exam, he ends the game, but the rest of the players can continue it. Rules of the game. The next player starts the game if the previous pebble fell on the line or in the wrong class, or the player stepped on the line with his foot. The player who made a mistake, starting the game again, throws a pebble at the class where he made a mistake.

"Towns. Ingots. Ruhi. Wooden grandmas.

Two cities are drawn on the ground and at a certain distance, which is determined by agreement, they mark with a line the place from which the players will throw the bat. In each city they put towns - ruffles. The players are divided into two "teams, equal in strength and dexterity. Each team has its own leader. The team that received this right by lot begins the game. The players of one of the teams knock out towns from the enemy's city. Until the city is set on fire, i.e. not a single ruffle was knocked out of him, they beat him from the horse;

when they set fire to the city, they get the right

hit from a half-cone, i.e. closer to the location

figures.

According to the condition, they beat in turn: first the players

one team and then another. The purpose of the game is

knock out all the ruffs from the enemy city.

Ruffles are folded like this:

1. Flat, one ryuha next to the other.

2. Flat, one ryuha stands.

3. The ruffles lie sideways forward.

4. Ryuhi stand in two rows.

5. One by one.

6. Couples.

7. Figure "Nail".

8. Figure "Elephant".

9. Figure "Gate".

10. Figure "Train".

11. Figure "Mallet".

12. Figure "Lantern".

13. Figure "Bottle".

14. Figure "Well".

The game ends when everyone is knocked out of the city/ "Ryuhi. The team that did not have time to knock out all the towns loses. Rules of the game. Each player hits only once. If the first player knocked out the ryuha, then everyone else hits from the half-cone. If the bat did not roll out of the city during the beating, then it remains there until it is knocked out by another player of the same team along with ryuhi.At the end of the game, teams change cities.Ryuha is considered knocked out if it lies outside the city.Each team has two bats.Ryuhi is placed at the front of the city or on it on an equal footing distance from the sides.

"Silent".

Before the start of the game, all players say the song:

Firstborns, worms,

Pigeons flew

By the fresh dew

In a different lane

There are cups, nuts,

Honey, sugar

Silent!

When the last word is said, everyone must be silent. The host tries to make the players laugh with movements, funny words and nursery rhymes, humorous poems. If someone laughs or says one word, he gives the presenter a phantom. In the end

games, children redeem their forfeits: at the request of the players, they sing songs, read poetry, dance, and perform interesting movements. You can also play a phantom as soon as you have committed a fine.

Rules of the game. The host is not allowed to touch the players with his hands. Forfeits for all players should be different.

BASHKIR FOLK GAMES

"Yurt".

(Tirme.)

The game involves four subgroups of children, each of which forms a circle in the corners of the site. In the center of each circle there is a chair on which a scarf with a national pattern is hung. Hand in hand, everyone walks in four circles with alternating steps and sings:

We are funny guys

Let's all gather in a circle.

Let's play and dance

And rush to the meadow.

To a melody without words, the guys in variable steps move into a common circle. At the end of the music, they quickly run to their chairs, take a scarf and pull it over their heads in the form of a tent (roof), resulting in a yurt.

Rules of the game. With the end of the music

quickly run up to your chair and form a yurt. The first group of children to build a yurt wins.

"Copper".

(Bakir buken).

Players are arranged in pairs in a circle. Children depicting copper stumps sit on chairs. The children-owners stand behind the chairs.

At the Bashkir folk melody, the driver-buyer moves in a circle with variable steps, looks carefully at the children sitting on chairs, as if choosing a stump for himself. With the end of the music, he stops near the couple and asks the owner:

I want to ask you,

Can I buy your stump?

The owner replies:

If you are a daring horseman,

That copper stump will be yours.

After these words, the owner and the buyer go out of the circle, stand behind the chosen stump with their backs to each other and to the words: “One, two, three - run!” - scatter in different directions. The one who runs first stands behind the copper stump.

Rules of the game. Run only on signal. The winner becomes the owner.

"Stick-thrower".

(Soyosh tayak)

A circle with a diameter of 1.5 m is drawn. A throwing stick 50 cm long is placed in the circle. A shepherd is chosen with a counting book. One player throws a stick into the distance. The shepherd runs out after the thrown stick. At this time, the players are hiding. The shepherd returns with a stick, puts it back and looks for the children. Noticing the hiding person, he calls him by name. The shepherd and the named child run towards the stick. If the player ran before the shepherd, then he takes the stick and throws it again, and hides himself again. If the player came running later, he becomes a prisoner. He can only be rescued by a player who calls his name and has time to take a stick before the shepherd. When all are found, the shepherd is the one who was first discovered.

Rules of the game. You can start looking for players only when the wand is found and placed in a circle. The named player must immediately come out of hiding. The prisoner is saved by the player who ran to the stick before the shepherd.

"Sticky stumps".

(Yebeshkek bukender)

Three or four players squat as far apart as possible. They depict sticky stumps. The rest of the players run

platform, trying not to get close to the stumps. Stumps should try to touch the children running past. Salted become stumps. Rules of the game. Stumps should not get up.

"Shooter".

(Uksy)

Two parallel lines at a distance of 10-15 m from each other. In the middle between them, a circle with a diameter of 2 m is drawn. One player is a shooter. He stands in a circle with a ball in his hands. The rest of the players start running from one line to another. The shooter tries to hit them with the ball. The one hit becomes the shooter.

Rules of the game. At the beginning of the game, the shooter becomes the one who, after a sudden command “Sit down!” sat down last. The moment of throwing the ball is determined by the shooter himself. The ball thrown by, the players throw the arrow. If a player catches a ball thrown at him, then it does not count as a hit.

MARI FOLK GAMES

"Ball rolling".

(Sword dene modmash)

The players agree in what order they will roll the ball made of wool. On a flat area at a distance of 3-5 m from the line behind which the players are located, a small hole breaks out (its diameter and depth are slightly larger than the ball). The first player rolls the ball, trying to get into the hole. If he hits, he gets one point and rolls the ball again. If the player misses and does not fall into the hole, the next one in turn rolls. The one who first scores a conditional number of points wins.

Rules of the game. The ball must be rolled, not thrown into the hole. You can not step over the line from which the ball is rolled.

"Bilyash".

Two lines are drawn on the site at a distance of 3-4 m from one another. The players, divided into two teams, stand behind these lines facing each other. One of the comrades playing of their own free will and consent shouting"Bilyasha!" runs to the other team, each member of which stretches his right hand forward. The one who runs up takes someone from the opposing team by the hand and tries to pull him across the court to his own line. If he succeeds, he places the prisoner behind him. If he finds himself behind the line of the opposing team, he becomes its prisoner and is located behind the back of the player who pulled him over to his side. The game continues, now the attacking player is sent by the other team. The game ends when one team draws all the players from the other team.

Rules of the game. You can pull the opponent with only one hand, you cannot help with the other hand. No one should withdraw the outstretched hand. If a player who has a prisoner is pulled over to his side by a player of the opposite team, then the prisoner is released and returns to his place in the team.

MORDOVAN FOLK GAMES

"Boiler".

(Kotelso nalksema. Kotelso nalkhsema)

A deep hole is dug in the ground (about 50 cm in diameter). Small dimples (ten to twelve pieces) are dug around it, which can be closed with a foot or heel. In the hands of the players on a round, smooth stick 50-60 cm long, 2.5 cm in diameter. The leader from a distance of 2-3 m throws a small ball into the pit-cauldron. The players must knock the ball out of there. The ball that has flown out of the cauldron is taken by the leader and thrown into the cauldron again. Stick players prevent the ball from getting into the hole.

So they play until the ball hits the cauldron. If the ball is in the pot, the players must make the transition from one small dimple to another, while the leader must also take one of the dimples (feeds). Whoever did not get the tag, he leads. The game continues. Rules of the game. Players must kick the ball without leaving the spot. You can only move from hole to hole when the ball hits the pot.

"Salki".

(Varenets pongoma. Varyanyas povoma)

Holes-trads are dug according to the size of the ball (3-4 cm). The players stand near the tag, and the leader from a distance of 0.5-1 m rolls the ball into one of the pits located close to each other. Whoever gets the ball into the ball, he takes it, all the children scatter to the sides, and he must hit one of the players with the ball. The player hit by the ball becomes the leader. Rules of the game. You can throw the ball only at the feet of the players and only from a place.

"Circular".

(Kunsema ball. Nalkhsema topsa)

The players draw a large circle, divide into two equal teams and agree on who will be in the circle and who will be outside the circle. Those who remain outside the circle, evenly distributed, try to hit the children in the circle with the ball. If anyone in the circle manages to catch the ball, he tries to hit any child outside the circle with it. If he succeeds, then he has a point in reserve, if he misses, he leaves the circle. When the ball hits all the children, the players change places.

Rules of the game. The ball can only be caught from the air, it does not count from the ground. The salted ones leave the circle. A child who catches the ball and hits a player outside the circle remains in the circle.

"Paradise-paradise."

Two children are chosen for the game - the gate;

the rest of the players are a mother with children. Children-

the gates raise their clasped hands up and say:

Paradise-paradise, I miss

I leave the last one.

Mother herself will pass

And he will lead the children.

At this time, the playing children, having become a train, follow their mother through the gate. The gate children, lowering their hands, separate the last child and ask him in a whisper for two words - the password (for example, one child - shield, the other is an arrow). The respondent chooses one of these words and joins the team with the child whose password he named. When the mother is left alone, the gate asks her loudly: shield or arrow. The mother answers and stands in one of the teams. Gate children stand facing each other, holding hands. The remaining members of each team cling to their half of the gate in a string. The resulting two teams pull each other. The winning team is considered the winner.

Rules of the game. Children must not eavesdrop or give out the password.

TATAR FOLK GAMES

"We sell pots."

(Chulmak ueny).

The players are divided into two groups. Potty children, kneeling or sitting on the grass, form a circle. Behind each pot is the owner of the pot, hands behind his back. The driver is behind the circle. The driver approaches one of the owners of the pot and starts a conversation:

- Hey buddy, sell the pot!

Buy.

- How many rubles to give you?

Give me three.

The driver three times (or as much as the owner agreed to sell the pot for, but not more than three rubles) touches the owner of the pot with the hand, and they start running in a circle towards each other (they run around the circle three times). Whoever runs faster to a free place in the circle takes this place, and the one behind becomes the driver.

Rules of the game. It is allowed to run only in a circle, not crossing it. Runners are not allowed to hit other players. The driver starts running in any direction. If he started running to the left, the stained must run to the right.

"Grey Wolf".

(Sary bure)

One of the players is chosen as a gray wolf. Squatting down, gray, the wolf hides behind the line at one end of the site (in the bushes or in thick grass). The rest of the players are on the opposite side. The distance between the drawn lines is 20-30 m. On a signal, everyone goes to the forest to pick mushrooms and berries. The host comes out to meet them and asks (the children answer in unison):

- Where are you going, my friends?

- We are going to the dense forest.

- What do you want to do there?

- We'll get raspberries there.

Why do you need raspberries, children?

- We'll make jam.

- If a wolf meets you in the forest?

- The gray wolf will not catch up with us!

After this roll call, everyone approaches that

the place where the gray wolf hides, and in chorus

they say:

I will collect berries and cook jam,

My dear grandmother will have a treat.

Lots of raspberries hereall and not to collect,

And wolves, bears are not to be seen at all!

Can't see after the words the gray wolf gets up, and

The kids are running fast. The wolf is chasing

them and tries to tarnish someone.

He takes the captives to the lair - to where

hid himself.

Rules of the game. depicting gray

wolf cannot jump out, and all players

run away before the words are spoken

not to be seen. You can only catch the fleeing

to the edge of the house.

"Jump-jump".

(Kuchtem-kuch)

A large circle with a diameter of 15-25 m is drawn on the ground, inside it are small circles with a diameter of 30-35 cm for each participant in the game. The driver stands in the center of a large circle.

The driver says: "Jump!" After this word, the players quickly change places (circles), jumping on one leg. The driver tries to take the place of one of the players, also jumping on one leg. The one who is left without a place becomes the leader. Rules of the game. You can't push each other out of circles. Two players cannot be in the same circle. When changing places, the circle is considered to be the one who joined it earlier.

"Crackers".

(Abacle)

Two cities are marked on opposite sides of the room or the Site by two parallel lines. The distance between them is 20-30 m. All children line up at one

from cities in one line: left hand on

belt, right arm outstretched

up.

The leader is chosen. He approaches those standing

near the city and says the words:

Clap and clap - the signal is this:

I run and you follow me!

With these words, the driver lightly slaps someone on the palm. Driving and spotted run to the opposite city. Whoever runs faster will stay in the new city, and the one who lags behind becomes the driver. Rules of the game. Until the driver has touched someone's palm, you cannot run. While running, players must not touch each other.

"Take a seat."

(Bush uryn)

One of the participants in the game is chosen as the leader, and the rest of the players, forming a circle, walk holding hands. The driver goes around the circle in the opposite direction and says:

Like a magpie chirping

I won't let anyone into the house.

I cackle like a goose

I'll pat you on the shoulder

Run!

I said run the driver lightly hits one of the players on the back, the circle stops, and the one who was hit rushes from his place in a circle towards the driver. The one who runs around the circle takes an empty seat earlier, and the one who lags behind becomes the leader.

Rules of the game. The circle should immediately stop at the word run. It is allowed to run only in a circle, without crossing it. While running, you can not touch those standing in a circle.

"Traps".

(Totysh weny)

At the signal, all players scatter around the court. The driver tries to tarnish any of the players. Everyone he catches becomes his helper. Holding hands, two, then three, four, etc., they catch those running around until they catch everyone.

Rules of the game. The one who is touched by the driver is considered to be caught. Those caught catch everyone else only by holding hands.

"Zhmurki".

(Kuzbailau ueny)

They draw a large circle, inside it at the same distance from each other they make holes-minks according to the number of participants in the game. The driver is identified, blindfolded and placed in the center of the circle. The rest take places in the pits-minks. The driver approaches the player to catch him. He, without leaving his mink, tries to dodge him, then bending down, then crouching. The driver must not only catch, but also call the player by name. If he correctly names the name, the participants in the game say: “Open your eyes!” - and the one who is caught becomes the driver. If the name is called incorrectly, the players, without saying a word, make a few claps, thus making it clear that the driver made a mistake, and the game continues on. Players change minks, jumping on one leg.

Rules of the game. The driver has no right to peep. During the game, no one can go outside the circle. Exchange of minks is allowed only when the driver is on the opposite side of the circle.

"Interceptors".

(Kuysh ueny)

At opposite ends of the site, two houses are marked with lines. The players are located in one of them in a line. In the middle, facing the children, is the driver. The children say the words in chorus:

We can run fast

We love to jump and jump.

One, two, three, four, five,

No way to catch us!

After the end of these words, everyone runs in all directions across the platform to another house. The driver tries to tarnish the defectors. One of the stained becomes the driver, and the game continues. At the end of the game, the best guys who have never been caught are marked. Rules of the game. The driver catches the players by touching their shoulder with his hand. The stained depart to the appointed place.

"Timerby".

The players, holding hands, make a circle. They choose the driver - Timerbay. He becomes the center of the circle. Driver says:

Five children at Timerbay,

Friendly, fun play.

We swam in the fast river,

They shook, they splashed,

Well washed

And dressed up nicely.

And neither eat nor drink,

They ran into the forest in the evening,

looked at each other,

They did it like this!

With the last words like this the driver makes some movement. Everyone must repeat it. Then the driver chooses someone instead of himself.

Rules of the game. Movements that have already been shown cannot be repeated. The indicated movements must be performed accurately. Can be used in the game various items(balls, pigtails, ribbons, etc.).

Chanterelles and chickens(Telki ham tavyklar)

At one end of the site are chickens and roosters in a chicken coop. On the opposite side is a fox.

Hens and roosters (from three to five players) walk around the site, pretending to peck at various insects, grains, etc. when approaching them. a fox creeps up, roosters shout: “Ku-ka-re-ku!” At this signal, everyone runs into the chicken coop, a fox rushes after them,

which tries to tarnish any of the players.

Rules of the game. If the driver fails to stain any of the players, then he leads again.

"Guess and catch up."

(Chitanme, buzme)

The players sit on a bench or on the grass in one row. The driver sits in front. He is blindfolded. One of the players approaches the driver, puts his hand on his shoulder and calls him by name. The driver must guess who it is. If he guesses correctly, he quickly removes the bandage and catches up with the escaping. If the driver called the player's name incorrectly, then another player comes up. If the name is called correctly, the player touches the driver on the shoulder, making it clear that you need to run.

Rules of the game. If the driver does not understand a friend, you can repeat the game again with him. As soon as he catches the player, the driver sits at the end of the column, and the one who is caught becomes the driver. The game has a strict order.

"Who is first?"

(Uena's name?)

The players line up on one side of the court, on the other - a flag is placed, indicating the end of the distance. On a signal, the participants begin to race. Who "runs this distance first, he is considered the winner.

Rules of the game. The distance from one end of the site to the other should be no more than 30 m. The signal can be a word, a wave of a flag, or a clap. When running, you can not push comrades.

(Yrgytu ueny?)

The players line up in two lines on both sides of the court. In the center of the site there is a flag at a distance of at least 8-10 m from each team. On a signal, the players of the first rank throw the bags into the distance, trying to reach the flag, the players of the second rank do the same. From each line, the best thrower is revealed, as well as the winning line, in whose team more participants will drop the bags to the flag. Rules of the game. Everyone should drop on a signal. Leading teams keep score.

"Ball around".

(Teenchek weny)

The players, forming a circle, sit down. The driver "stands behind a circle with a ball, the diameter of which is 15-25 cm. On a signal, the driver throws the ball to one of the players sitting in the circle, and he leaves. At this time, the ball begins to be thrown in a circle from one player to another. The driver runs after the ball and tries to catch it on the fly.The player from whom the ball was caught becomes the driver.

Rules of the game. The ball is passed by throwing with a twist. The catcher must be ready to receive the ball. When the game is repeated, the ball is passed to the one who remained out of the game.

"Tangled Horses".

(Tyshauly atlar)

The players are divided into three or four teams and line up behind the line. Opposite the line put flags, racks. On a signal, the first team players start jumping, run around the flags and return back - running. Then the second ones run, etc. The team that finishes the relay first wins.

Rules of the game. The distance from the line to the flags, racks should be no more than 20 m. You should jump correctly, pushing off with both legs at the same time, helping with your hands. You need to run in the indicated direction (right or left).

UDMURT FOLK GAMES

"Water".

(woo murt).

They draw a circle - this is a pond or lake, a river. The leader is selected - water. The players run around the lake and repeat the words:

“There is no water, but there are a lot of people.”

The merman runs in a circle (lake) and catches

players who come close to the shore

(circle lines). Those caught remain in the circle.

The game continues until there is

most of the players are caught.

Rules of the game. Water catches without leaving

for the line of the circle. And become traps

those who are caught. They help the merman.

"Grey Bunny".

(Furry kechpi)

A square (6x6 m) is drawn on the site - this is a fence. A bunny sits on one side of the fence. Dogs (ten players) are located in a semicircle of 3-5 m at the opposite side of the fence. Those participating in the game say: “Hare, hare, why did you go into the garden? Why did you eat my cabbage? On the last words, the bunny makes a jump from the fence and tries to run away. The dogs catch him, surrounding him with clasped hands. Rules of the game. The hare is considered to be caught when the circle is completely closed. The hare has no right to run out from under the arms in a "closed circle".

"Catchers".

(Tyabyken shudon)

The players stand in a circle. One of them says a rhyme:

Five beards, six beards

The seventh is a grandfather with a beard.

The one who comes out catches up with the players who scatter in different directions. Touching the hand of one of the players, the catcher says the word tabyk. The one caught is out of the game. Rules of the game. When three or four players are touched, everyone again gathers in a circle and chooses a new leader with a counting rhyme.

"Moose hunting".

(Moose cuton)

The players are divided into two teams. Everyone stands behind the line drawn at a distance of 1.5 m from the elk horns (their number corresponds to the number of participants in the team). In the hands of each player is a lasso. Everyone is trying to lasso the moose (throw\ lasso on the horns). Those hunters win

who caught more moose, i.e., threw a lasso more times.

Rules of the game. The game should start at the direction of the host in turn in both teams. Before playing the game, you should learn a certain way of throwing a lasso. Score up to ten points.

"Playing with a handkerchief".

(Kysheten shudon)

The players stand in a circle in pairs, one after the other. Two leaders are chosen, one of them is given a handkerchief. On a signal, the leader with a handkerchief runs away, and the second leader catches up with him. The game goes round and round. The host with a handkerchief can pass the handkerchief to any player standing in a pair and take his place. Thus, the leader with a handkerchief changes. The leader, left without a pair, catches up with the leader with a handkerchief.

Rules of the game. The player runs away only when he receives a handkerchief. When the handkerchief leader is caught by the second leader, the handkerchief is given to the second leader, and the next leader is selected from among the children standing in pairs. The game starts on a signal.

CHUVASH FOLK GAMES

"Predator in the Sea"

(Shotkan kayak tinesrz)

Up to ten children participate in the game. One of the players is chosen as a predator, the rest are fish. To play, you need a rope 2-3 m long. A loop is made at one end and put on a post or peg. The player playing the role of a predator takes the free end of the rope and runs in a circle so that the rope is taut and the arm with the rope is at knee level. When the rope approaches, the fish children need to jump over it.

Rules of the game. Fish caught by the rope are out of the game. The child, acting as a predator, starts running on a signal. The rope must be constantly taut.

"Fish".

(Pula)

On the site, two lines are drawn or trampled in the snow at a distance of 10-15 m from each other. According to the counting rhyme, the driver is selected - a shark. The remaining players are divided into two teams and face each other behind opposite lines. On a signal, the players simultaneously run from one line to another. At this time, the shark salutes those who cross. The score of the tagged from each team is announced.

Rules of the game. The run begins on a signal. The team that has the agreed number of players, for example five, loses. Salted ones are not out of the game.

"Moon or Sun"

(Uyohpa havel)

Choose two players to be captains. They agree among themselves which of them is the moon and which is the sun. One by one, the others, standing aside, approach them one by one. Quietly, so that others do not hear, everyone says what he chooses: the moon or the sun. He is also quietly told whose team he should be on.

So everyone is divided into two teams that line up in columns - the players behind their captain, clasping the one in front of the waist. Teams pull each other across the line between them. Tug of war is fun, emotional even when the teams are unequal.

Rules of the game. The loser is the team whose captain crossed the line during the tug.

"Who do you?"

(Tili-ram?)

The game is played by two teams. The players of both teams line up facing each other at a distance of 10-15 m. The first team says in chorus: “Tili-ram, tili-ram?” ("Who do you, who do you?") The other team names any player from the first team. He runs and tries to break through the chain of the second team, holding hands, with his chest or shoulder. Then the teams switch roles. After the calls, the teams drag each other over the line.

Rules of the game. If the runner manages to break through the chain of the other team, then he takes one of the two players between whom he broke through to his team. If the runner has not broken the chain of another team, then he himself remains in this team. In advance, before the start of the game, the number of team calls is set. The winning team is determined after a tug-of-war.

"Disperse!"

(Sireler!)

The players stand in a circle and hold hands. They walk in a circle to the words of one of their favorite songs. The driver stands in the center of the circle. Suddenly he says: "Disperse!" - and then runs to catch the fleeing players.

Rules of the game. The driver can take a certain number of steps (by agreement, depending on the size of the circle, usually three to five steps). The salted one becomes the leader. You can run only after the worddisperse.

"Bat".

(Syara gray)

Knock down or tie two thin strips or slivers crosswise. It turns out a turntable - a bat. Players are divided into two teams and choose captains. The captains become in the center of a large area, the rest - around them. One of the captains is the first to throw the bat high up. All the rest try to catch it while falling while still in the air or grab it already on the ground.

Rules of the game. It is not allowed to take away an already caught bat. The one who catches the bat gives it to the captain of his team, who gets the right to a new throw. The captain's rethrow gives the team a point. They play until they get a certain number of points.


Card file

"GAMES OF THE PEOPLES OF THE VOLGA REGION"

for older preschool children

Prepared by the teacher

2013

Mari folk game

ball rolling(Sword dene modmash)

Goal and tasks: Develop visual-motor coordination, eye, concentration, dexterity.

Attributes: ball knitted from wool

Game progress:

The players agree in what order they will roll the ball made of wool. On a flat area at a distance of 3 - 5 m from the line behind which the players are located, a small hole breaks out (its diameter and depth are slightly larger than the ball). The first player rolls the ball, trying to get into the hole. If he hits, he gets one point and rolls the ball again. If the player misses and does not fall into the hole, the next one in turn rolls. The one who first scores a conditional number of points wins.

Rules of the game:

1. The ball must be rolled, not thrown into the hole.

2. You can not step over the line from which the ball is rolled.

Mari folk game

Bilyash

Goal and tasks: Exercise in the ability to act in a team in accordance with the game situation; develop dexterity, speed of reaction.

Attributes:

Game progress: The teacher on the site draws two lines at a distance of 3 - 4 m from one another. The players, divided into two teams, stand behind these lines facing each other. One of the comrades playing of their own free will and consent, shouting "Bilyash!" runs to the other team, each member of which stretches his right hand forward. The one who runs up takes someone from the opposing team by the hand and tries to pull him across the court to his own line. If he succeeds, he places the prisoner behind him. If he finds himself behind the line of the opposing team, he becomes its prisoner and is located behind the back of the player who pulled him over to his side. The game continues, now the attacking player is sent by the other team. The game ends when one team draws all the players from the other team.


Rules of the game .

1. You can drag an opponent with only one hand, you cannot help with the other hand.

2. No one should withdraw their outstretched hand.

3. If a player who has a prisoner is pulled over to his side by a player of the opposite team, then the prisoner is released and returns to his place in the team

Mordovian folk game

Boiler(Kotelso nalksema.)

Goal and tasks: Exercise in the ability to accurately hit a horizontal target; develop an eye, speed of reaction, dexterity.

Attributes: sticks 50 - 60 cm long, 2.5 cm in diameter.

Game progress: The teacher on the site. A deep hole is dug in the ground (about 50 cm in diameter). Small dimples are dug around it (ten to twelve pieces), which can be closed with a foot or heel. In the hands of the players on a round, smooth stick 50 - 60 cm long, 2.5 cm in diameter. The leader from a distance of 2 - 3 m throws a small ball into the cauldron pit. The players must knock the ball out of there. The ball that has flown out of the cauldron is taken by the leader and thrown into the cauldron again. Stick players prevent the ball from getting into the hole. So they play until the ball hits the cauldron. If the ball is in the pot, the players must make the transition from one small dimple to another, while the leader must also take one of the dimples (feeds). Whoever did not get the tag, he leads. The game continues.

Rules of the game :

1. The players must kick the ball without moving.

2. You can move from hole to hole only when the ball hit the pot.

Mordovian folk game

Salki (Pongoma Varenets.)

Goal and tasks: Exercise in fast movement depending on the game environment, accurate hitting a horizontal target; develop dexterity, concentration and shifting of attention

Attributes: balls with a diameter of 3 - 4cm


Game progress : Holes-trads are dug according to the size of the ball (3 - 4 cm). The players stand near the tally, and the leader from a distance of 0.5 - 1 m rolls the ball into one of the pits located not far from each other. Whoever gets the ball into the ball, he takes it, all the children scatter to the sides, and he must hit one of the players with the ball. The player hit by the ball becomes the leader.

Rules of the game : You can only throw the ball at the feet of the players and only from a place.

Mordovian folk game

Circular (Kunsema ball.)

Goal and tasks: Exercise in the exact throwing of the ball; develop accuracy, eye, speed, dexterity, coordination abilities.

Attributes: ball

Game progress:

The players draw a large circle, divide into two equal teams and agree on who will be in the circle and who will be outside the circle. Those who remain outside the circle, evenly distributed, try to hit the children in the circle with the ball. If anyone in the circle manages to catch the ball, he tries to hit any child outside the circle with it. If he succeeds, then he has a point in reserve, if he misses, he leaves the circle. When the ball hits all the children, the players change places.

Rules of the game :

1. The ball can only be caught from the air, it does not count from the ground.

2. The salted ones leave the circle.

3. The player who caught the ball and hit the player outside the circle remains in the circle.

Tatar folk game

We sell pots (Chulmak ueny)

Goal and tasks: Exercise in the ability to accelerate; develop speed qualities, spatial orientation, agility.

Game progress:

The players are divided into two groups. Potty children, kneeling or sitting on the grass, form a circle. Behind each pot is a player - the owner of the pot, hands behind his back. The driver is behind the circle. The driver approaches one of the owners of the pot and starts a conversation: - Hey, my friend, sell the pot!

- Buy.

- How many rubles to give you?

- Give me three.

The driver three times (or as much as the owner agreed to sell the pot for, but not more than three rubles) touches the owner of the pot with the hand, and they start running in a circle towards each other (they run around the circle three times). Whoever runs faster to a free place in the circle takes this place, and the one behind becomes the driver.

Rules of the game :

1. It is allowed to run only in a circle, without crossing it.

2. Runners are not allowed to hit other players.

3. The driver starts running in any direction.

4. If he started running to the left, the stained one must run to the right.

Tatar folk game

Throwing from below (Bynai ahst)

Goal and tasks: Exercise in throwing bags into the distance with one hand from below; develop the strength of the muscles of the arms and upper shoulder girdle.

Attributes: sandbags according to the number of participants in the game.

Game progress:

The game consists in the following: a bag of sand is taken into the right hand lowered along the body and from below they try to throw it as far forward as possible.

The winner is the one who throws the bag further.

Rules of the game . When the game is repeated, the bag is thrown with the left hand.

Tatar folk game

Gray wolf (Sary bure)

Goal and tasks: Exercise the ability to start running after the beep; develop speed of reaction, spatial orientation, dexterity, purposefulness, attention.

Game progress: One of the players is chosen as a gray wolf. Squatting down, the gray wolf hides behind the line at one end of the site (in the bushes or in thick grass). The rest of the players are on the opposite side. The distance between the drawn lines is 20-30m. On a signal, everyone goes to the forest to pick mushrooms and berries. The host comes out to meet them and asks (the children answer in unison):

- You, friends, where are you in a hurry?


- We are going to the dense forest.

- What do you want to do there?

- We'll pick raspberries there.

- Why do you need raspberries, children?

We'll make jam.

- If the wolf meets you in the forest?

- The gray wolf will not catch up with us!

After this roll call, everyone goes to the place where the gray wolf is hiding, and in unison they say:

I'll pick berries and make jam

My dear grandmother will have a treat.

There are a lot of raspberries here, you can’t collect all of them,

And wolves, bears are not to be seen at all!

After the words you can’t see - the gray wolf gets up, and the children quickly run over the line. The wolf is chasing them and trying to tarnish someone. He takes the captives to the lair - to where he hid himself.

Rules of the game .

1. The person representing the gray wolf must not jump out, and all players must not run away before the words are spoken.

2. Catching runaways is possible only up to the line of the house.

Tatar folk game

Skok-jump (Kuchtem-kuch)

Goal and tasks: Exercise in the ability to jump on one leg in different directions, drawing attention to the correct landing; to develop the speed-strength qualities of the legs, the speed and clarity of movement, dexterity.

Game progress:

The teacher on the ground draws a large circle with a diameter of 15 - 25 m, inside it - small circles with a diameter of 30 - 35 cm for each participant in the game. The driver stands in the center of a large circle.

The driver says: "Jump!" After this word, the players quickly change places (circles), jumping on one leg. The driver tries to take the place of one of the players, also jumping on one leg. The one who is left without a place becomes the leader.

Rules of the game :

1. You can not push each other out of the circles.

2. Two players cannot be in the same circle.

3. When changing places, the circle is considered to be the one who joined it earlier.

Tatar folk game

Flappers (Abakle)

Goal and tasks: Exercise in fast running, the ability to accelerate and finish; develop speed qualities, speed of reaction, dexterity.

Game progress:

On opposite sides of the room or platform, two cities are marked with two parallel lines. The distance between them is 20-30m. All children line up near one of the cities in one line: the left hand is on the belt, the right hand is extended forward with the palm up.

The leader is chosen. He approaches those standing near the city and pronounces the words:

Clap yes clap - the signal is this:

I run and you follow me!

With these words, the driver lightly slaps someone on the palm. Driving and spotted run to the opposite city. Whoever runs faster will stay in the new city, and the one who lags behind becomes the driver.

Rules of the game :

1. Until the driver has touched someone's palm, you can't run.

2. While running, players must not hit each other

Tatar folk game

Take a seat (Bush uryn)

Goal and tasks: Exercise in the ability to run quickly in a given direction; develop speed of reaction and speed of movement, orientation in space.

Game progress:

One of the participants in the game is chosen as the leader, and the rest of the players, forming a circle, walk holding hands. The driver goes around the circle in the opposite direction and says:

Like a magpie chirping


I won't let anyone into the house.

I cackle like a goose

I'll pat you on the shoulder

Run!

Having said run, the driver lightly hits one of the players on the back, the circle stops, and the one who was hit rushes from his place in a circle towards the driver. The one who runs around the circle takes an empty seat earlier, and the one who lags behind becomes the leader.

Rules of the game :

1. The circle should immediately stop at the word run.

2. It is allowed to run only in a circle without crossing it.

3. While running, you can not touch those standing in a circle.

Chuvash folk game

Predator in the sea (Shotkan kayak tinesre)

Goal and tasks: Exercise in the ability to jump over a rotating rope; develop speed-strength qualities of legs, agility, coordination abilities.

Attributes: rope 2-3m long

Game progress:

Up to ten children participate in the game. One of the players is chosen as a predator, the rest are fish. To play, you need a rope 2-3m long. A loop is made at one end and put on a post or peg. The player playing the role of a predator takes the free end of the rope and runs in a circle so that the rope is taut and the arm with the rope is at knee level. When the rope approaches, the fish children need to jump over it.

Rules of the game :

1. Fish caught by the rope are out of the game.

2. The child, acting as a predator, starts running on a signal.

3. The rope must be constantly taut.

Chuvash folk game

Moon or sun (Uyohpa havel)

Goal and tasks: Develop muscle strength of the upper and lower extremities, agility, endurance.

Game progress:

Choose two players to be captains. They agree among themselves which of them is the moon and which is the sun. One by one, the others, standing aside, approach them one by one. Quietly, so that others do not hear, everyone says what he chooses: the moon or the sun. He is also quietly told whose team he should be on. So everyone is divided into two teams that line up in columns - the players behind their captain, clasping the one in front of the waist. Teams pull each other across the line between them. Tug of war is fun, emotional even when the teams are unequal.

Rules of the game . The loser is the team whose captain crossed the line during the tug.

Chuvash folk game

Who do you want? (Tili-ram?)

Goal and tasks: Exercise in the ability to quickly pick up speed; develop agility, speed, endurance.

Game progress:

The game is played by two teams. Players of both teams line up facing each other at a distance of 10 - 15m. The first team says in chorus: “Tili-ram, tili-ram?” ("Who do you, who do you?") The other team names any player from the first team. He runs and tries to break through the chain of the second team, holding hands, with his chest or shoulder. Then the teams switch roles. After the calls, the teams drag each other over the line.

Rules of the game :

1. If the runner manages to break through the chain of the other team, then he takes one of the two players between whom he broke through to his team.

2. If the runner has not broken the chain of another team, then he himself remains in this team.

3. In advance, before the start of the game, the number of team calls is set.

4. The winning team is determined after a tug of war.

Chuvash folk game

Bat (Syara Sersi)

Target: Exercise in the ability to catch a target on the fly (in the air); develop speed of decision-making, dexterity, friendliness.

Attributes: spinner - bat.

Game progress:

Knock down or tie two thin strips or slivers crosswise. It turns out a turntable - a bat. Players are divided into two teams and choose captains. The captains become in the center of a large area, the rest - around them. One of the captains is the first to throw the bat high up. All the rest try to catch it while falling while still in the air or grab it already on the ground.


Rules of the game :

1. It is not allowed to take away an already caught bat.

2. The one who catches the bat gives it to the captain of his team, who receives the right to a new throw.

3. The captain's rethrow gives the team a point.

4. They play until they get a certain number of points.

Chuvash folk game

Disperse! (Sireler!)

Goal and tasks: Exercise in loose running, the ability to accelerate and slow down; develop dexterity, speed, orientation in the space of the site.

Game progress:

The players stand in a circle and hold hands. They walk in a circle to the words of one of their favorite songs. The driver stands in the center of the circle. Suddenly he says: "Disperse!" - and then runs to catch the fleeing players.

Rules of the game :

1. The driver can take a certain number of steps (by agreement, depending on the size of the circle, usually three to five steps).

2. The salted one becomes the leader.

3. You can run only after the word disperse.

Russian folk game

"Brook".

Goal and tasks: Exercise in the ability to quickly move in a given direction, perform acceleration; develop speed and accuracy of movement, dexterity, honesty.

Game progress:

Children stand in a circle, hands are held behind their backs, and one of the players is Dawn. She walks behind with a tape and says:

Dawn - lightning, red maiden,
Walked across the field, dropped the keys,
Golden keys, blue ribbons,
The rings are entwined - I went for water!

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

Rules of the game :

1. The players do not turn while the driver chooses who to put on the shoulder of the ribbon.

2. Runners must not cross the circle.

Russian folk game

"Silence"

Goal and tasks: Develop creativity, endurance, combinatorics of movements.

Game progress:

Before the start of the game, all players say:

Firstborns, worms,

Pigeons flew

By the fresh dew

In a foreign lane

There are cups, tails,

Honey, sugar - Silence!

As they say the last word, everyone should be silent. The host tries to make the players laugh with movements, funny words and nursery rhymes, comic rhymes. If someone laughs or says one word, he gives the presenter a phantom. At the end of the game, the children redeem their forfeits: at the request of the players, they sing songs. They read poetry, dance, perform interesting movements. You can also play a phantom as soon as you made a fine.

Rules of the game :

1. The host is not allowed to touch the players.

2. Forfeits for all players must be different.

Russian folk game

« Zarya"

Goal and tasks: Exercise in running in a certain direction with acceleration; develop observation, dexterity, strong-willed efforts.

Game progress:

Children stand in a circle, hold their hands behind their backs, and one of the players, the dawn, walks behind with a ribbon and says: Zarya-lightning. Red girl. Walked across the field. Dropped the keys. Golden keys. The ribbons are blue, the rings are entwined. Went for water! With the last words, the leader carefully puts the tape on the shoulder of one of the players, who, noticing this, quickly takes the tape, they both run in different directions in a circle. The one who is left without a place becomes the dawn. The game is repeated.

Rules of the game:

1. Runners must not cross the circle.

2. The players do not turn around while the driver chooses who to put the tape on his shoulder.

Russian folk game

"Needle, thread and knot".

Goal and tasks: Exercise in the ability to act in a team, coordinating their actions with the actions of other participants; to develop purposefulness, endurance, honesty.

Game progress:

Players stand in a circle and hold hands. The counting room chooses "Needle", "Thread" and "Knot".

Heroes one after another, then run into the circle, then run out of it. If “Thread” or “Knot” broke away (lagged behind or ran out incorrectly, ran into the circle), then this group is considered a loser. Other heroes are chosen.

The winner is the three in which the children moved quickly, deftly, keeping up with each other.

Rules of the game. “Needle”, “Thread”, “Knot” must be let in and out of the circle without delay, and immediately close the circle.

Entertainment

"Mobile games of the peoples of the Volga region"

Tasks:

  1. To expand children's ideas about the culture of the peoples of the Volga region.
  2. To promote the development of pupils' interest in outdoor games of the Tatar, Russian, Bashkir, Udmurt and Chuvash peoples (with musical accompaniment, with musical round dances).
  3. To cultivate interest, international feelings and friendliness towards peoples of other nationalities.

Material:

  1. 4 large scarves with a national pattern ("Yurt")
  2. A beautiful handkerchief ("Burners with a handkerchief").
  3. Long Rope ("Predator at Sea")
  4. On easels there are images of dolls in national clothes, ornaments.
  1. The story of the presenter about the republics of the Volga region. List them, name the capitals, the main features in everyday life and in the household (ornament, symbolism, folk games).

Conversation with children about Tatarstan and other republics.

1st child: Torsak ta without torle җirlәrdә

Without yashibez Rәsәy ilendә,

Sөylәshәbez torle tellәrdә,

Anlashabyz duslyk telend.

Ustergan da bezne chyn duslyk,

Koch birgәn dә bezgә chyn duslyk,

Duslyk bulsa, yashar gomergә

Boten җir sharynda tynychlyk.

2nd child: How many non-Russians do we have in Russia

Both Tatar and other bloodlines

The names of the bearers are not simple

Difficult Russian sons.

We love our native lands

And forever, not tomorrow, not now,

We cannot be separated from Russia

Motherland is unthinkable without us!

Riddles of the peoples of the Volga region.

  1. Bashkir riddle:

"Four guys wear one hat." (Table)

  1. Chuvash riddles:

"There is no language, but it tells." (Book)

Dress in summer, undress in winter. (deciduous forest)

  1. Mary's riddle:

“They don’t drive with a whip, they don’t feed them with oats, when they plow, they pull seven pounds.” (Tractor)

  1. Udmurt riddle:

“Born in the forest, lives in the water” (Boat)

  1. Russian riddles:

"Two bellies, four ears." (Pillow)

"Never changes, and the night works and the day works." (Watch)

  1. 1. 1st child: Yumart sinen җiren, Bashkortastan,

Shuna tatly, akhry, ikmagen.

Igenchenen batyr hezmate bu -

Kuperep peshkan arysh ikmage.

Folk Bashkir game "Yurt"

The game involves four subgroups of children, each of which forms a circle in the corners of the site. In the center of each circle there is a chair on which a scarf with a national pattern is hung. Hand in hand, everyone walks in four circles with alternating steps and sings:

We are funny guys

Let's all gather in a circle

Let's play and dance

And rush to the meadow.

To the melody without words, the guys in variable steps move into a common circle. At the end of the music, they quickly run to their chairs, take a scarf and pull it over their heads in the form of a tent (roof), resulting in a yurt.

Rules of the game. With the end of the music, you must quickly run to your chair and form a yurt. The first group of children to build a yurt wins.

2. Chuvash game "Predator in the sea"

This is a variation of the well-known game "Fishing Rod". The players form a circle, in the center of which there is a column or peg 15-20 cm high. They take a rope 2-3 m long. A loop is made at one end and put on a column or peg. The leader, chosen by counting or lot, takes the free end of the rope and runs in a circle so that the rope is taut and the arm with the rope is no higher than the hip. The rest of the players - "fish" - should not leave the circle described by the runner with the rope. When the rope approaches, players try to jump over it without hitting it. The "fish" touched by the rope are out of the game. The driver can unexpectedly change the direction of his run, trying to catch (tip) as many "fish" as possible. Usually they play until 1-3 non-salted "fish" remain on the site, since it is difficult to "catch" everyone. Rules. The driver does not have the right to change the direction of the rope, tearing his arm from the body. If he wants to suddenly change the direction of the rope, he must do this by changing the direction of the run. You can not lift the rope above the hip. Players must jump over the rope, and not run away from it.

  1. Children in Russian costume come in.

1st child: We live in Russia,

Our forests are dense

We have white birches.

And our sky is clear

And our rivers are fast.

And Moscow is our capital

There is nothing more beautiful in the whole world!

Russian folk game "Burners with a handkerchief"

The players stand in pairs one behind the other. The driver is ahead, he holds a handkerchief in his hand above his head.

All in chorus.

Burn, burn bright

To not go out.

Look at the sky

The birds are flying

The bells are ringing!

The children of the last pair run along the column (one on the right, the other on the left). The one who runs to the driver first takes a handkerchief from him and stands with him in front of the column, and the late one “burns”, that is, drives.

  1. Children in Tatar costumes come in.

1st child: Sez kaidan? – dip sorysyz

Without Kazannan, Ideldan

Idel echken su bulyr,

Ideldan igen ikken,

Yashәgan, könen itken,

Tatarstan shul bulyr.

2nd child: Ask us: Where are you from?

We are from the Volga, from Kazan

The Volga water gives us water,

We grow bread, we herd herds,

We pump oil, load ships

In free Tatarstan.

Tatar folk game "Pots"

The players are divided into two groups: children-pots and players-owners of pots. Potty children form a circle by kneeling or sitting on the grass. Behind each pot is the owner of the pot, hands behind his back. The driver is behind the circle.

The driver approaches one of the owners of the pot and starts a conversation:

  • Azat, chulmak bir ele.
  • Ma ele.
  • Nich sum?
  • 2 (ber, ike, өch) sum.

The driver three times (or as much as the owner agreed to sell the pot for, but not more than three rubles) touches the owner’s hand, and they start running in a circle towards each other (they run around the circle three times). Whoever runs faster to a free place in the circle takes this place, and the one behind becomes the driver.

Rules of the game: it is allowed to run only in a circle without crossing it; Runners have no right to hurt other players; the driver can start running in any direction. If he started running to the left, the stained must run to the right.

  1. General games.
  1. 1st child : Here in Mordovia

The sun is bright, the sky is blue

golden wheat

Ears in the fields.

2nd child: The house smells of kalach

Cabbage in barrels wanders

Let's set the table, let any

Comes to visit us.

Mordovian game "Paradise - Paradise"

Two children are chosen for the game - the gate; the rest of the players are a mother with children. The gate children raise their clasped hands up and say:

Paradise-paradise, I miss

I leave the last one.

The mother herself will come and see the children.

At this time, the playing children, having become a train, follow their mother through the gate. The gate children, lowering their hands, separate the last child and ask him in a whisper for two words - a password (for example, one child is a shield, the other is an arrow). The respondent chooses one of these words and joins the team with the child whose password he named. When the mother is left alone, the gate loudly asks her: a shield or an arrow. The mother answers and stands in one of the teams. Gate children stand facing each other, holding hands. The remaining members of each team cling to their half of the gate in a string. The resulting two teams pull each other. The winning team is considered the winner. Rules of the game. Children must not eavesdrop or give out the password.

  1. 1st child: Blossom unimaginable

collective farm fields,

Huge, love

Mari land.

Mari folk game "Bilyasha"

Two lines are drawn on the site at a distance of 3–4 m from one another. The players, divided into two teams, stand behind these lines facing each other. One of the comrades playing of their own free will and consent, shouting "Bilyash!" runs to the other team, each member of which stretches his right hand forward. The one who runs up takes someone from the opposing team by the hand and tries to pull him across the court to his own line. If he succeeds, he places the prisoner behind him. If he finds himself behind the line of the opposing team, he becomes its prisoner and is located behind the back of the player who pulled him over to his side. The game continues, now the attacking player is sent by the other team. The game ends when one team draws all the players from the other team. Rules of the game. You can pull the opponent with only one hand, you cannot help with the other hand. No one should withdraw the outstretched hand. If a player who has a prisoner is pulled over to his side by a player of the opposite team, then the prisoner is released and returns to his place in the team.

General "Song of Friendship" A. Filipenko.


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

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

Russian folk games and their rules

Spillikins

This game has been known since ancient times, however, very few people know its rules now. The point is that from 60 to 100 sticks 10 cm long are taken. They are placed in a bag, and then poured onto a flat surface. The sticks, getting enough sleep, fall randomly and the task of the game is that everyone takes turns removing one spillikin, trying not to disturb those that are nearby. The winner is the one who, after parsing the entire pile, has the most collected "trophies". To make the game even more interesting, you can make sticks in the form of a spatula, spear or spoon. For such spillikins more points are awarded.

Golden Gate

This game is very dynamic and is designed not so much for the dexterity of its participants, but for their luck. The rules of the "Golden Gate" are as follows: two players stand opposite each other and join their hands in such a way that a gate is obtained. The rest of the participants hold hands and take turns passing through them. At the same time, the players who make up the gate sing:

Golden Gate
They don't always miss!
Saying goodbye for the first time
The second time is forbidden
And for the third time
We won't miss you!

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

Catch a fish

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

hot seat

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

Elephant

This game allows you to test the strength and endurance, so the boys love it the most. The meaning of the game is that the participants are divided into two equal teams. After that, one of them will be an "elephant", and the other will jump on it. A member of the first team approaches the wall and bends down, resting his hands on it. The next one comes up from behind and wraps his arms around his waist, bowing his head. The rest of the players do the same. It turns out "elephant". The first member of the other team runs up and tries to jump on the “elephant” in such a way that there is room for other team members. After the whole team is on the back of the "elephant", in order to win, it must hold out for 10 seconds. After that, the teams can switch places.

Paints

It is very mobile and fun game. According to its rules, you need to choose two participants: "monk" and "seller". The other players stand in a line, and the seller tells them in a whisper any color. After that, the following dialogue occurs:

A monk walks into a paint shop and says to the clerk:

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

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

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

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

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

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

Swan geese

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

Geese-swans, home!

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

What do wolves want?

Pinch gray geese and gnaw bones!

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

Turnip

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

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

“Grow re-pon-ka!
Grow cre-pon-ka!
Neither small nor great
Down to the mouse tail!

While the song is playing, the turnip is gradually “growing”, that is, rising. After the end of the song, the mouse should try to get into the circle and catch the turnip. The rest of the participants can either interfere with her or help her. After the mouse catches the turnip, new players are selected.

There is another variation of this game.

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

Salki

This is one of the most common variations of a mobile and physically developing game. Its participants disperse around the site, close their eyes, while holding their hands behind their backs. The host puts an object in one of the players' hands at the expense of “one, two, three”, everyone opens their eyes. The hands of the participants remain behind their backs. Then the player who has the item says: "I'm a tag." The rest of the participants must run away from him, jumping on one leg. The one who is touched by the "trail" becomes "water" himself. An important condition is that the "trail" must also jump on one leg.

Kick on the rope

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

Cossack robbers

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

The robbers, so that they could not be found for as long as possible, first run away all together, and then split up.

According to one version of this game, the robbers think of a secret password, and the Cossacks must find it out. Therefore, the game continues even after the capture of all the robbers, until the password is found out.

"Eat Quietly"

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

bear cub

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

Burners

This game was very popular in the old days. She develops attention and speed very well. Its meaning lies in the fact that players in the amount of 11 people choose water, and then break into pairs and form a column. "Water" stands with his back to the participants and does not look back. A line is drawn in front of him twenty meters away.

The members sing the following song:

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

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

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

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

Modern children also consider old games that we, modern adults, played with pleasure in our childhood. These are "Ring", "The Sea is worried", "Bouncers", "Classics", "Elastic band" and others.


Tatar folk games

We sell pots

The players are divided into two groups. Potty children, kneeling or sitting on the grass, form a circle. Behind each pot is a player - the owner of the pot, hands behind his back. The driver is behind the circle. The driver approaches one of the owners of the pot and starts a conversation:

    Hey buddy, sell the pot!

    Buy.

    How many rubles to give you?

    Give me three.

The driver three times (or as much as the owner agreed to sell the pot for, but not more than three rubles) touches the owner of the pot with the hand and they start running in a circle towards each other (they run around the circle three times). Whoever runs faster to a free place in the circle takes this place, and the one behind becomes the driver.

Rules of the game. It is allowed to run only in a circle, not crossing it. Runners are not allowed to hit other players. The driver starts running in any direction. If he started running to the left, the stained must run to the right.

Grey Wolf

Two lines are drawn on the site at a distance of 20-30 m. One of the players is chosen as a gray wolf. Squatting down, the gray wolf hides behind one line (in the bushes or in the thick grass). The rest of the players are on the opposite side behind the other line. On a signal, everyone goes to the forest to pick mushrooms and berries. The host comes out to meet them and asks (the children answer in unison):

    Where are you going, my friends?

    We are going to the dense forest.

    What do you want to do there?

    We'll get raspberries there.

    Why do you need raspberries, children?

    We'll make jam.

    If a wolf meets you in the forest?

    The gray wolf will not catch up with us!

After this roll call, everyone goes to the place where the gray wolf is hiding, and in unison they say:

- I'll pick berries and make jam

My dear grandmother will have a treat.

There are a lot of raspberries here, you can’t collect all of them,

And wolves, bears are not to be seen at all!

After the wordsnot to see the gray wolf gets up, and the children quickly run over the line. The wolf is chasing them and trying to tarnish someone. He takes the captives to the lair - to where he hid himself.

Rules of the game . The one representing the gray wolf must not jump out, and all players must run away before the words are brought innot to be seen. You can catch the fleeing only up to the line of the house.

Hop-jump

A large circle with a diameter of 15-25 m is drawn on the ground, inside it are small circles with a diameter of 30-35 cm for each participant in the game. The driver stands in the center of a large circle.

The driver says: "Jump!" After this word, the players quickly change places (circles), jumping on one leg. The driver tries to take a seat

one of the players, also jumping on one leg. The one who is left without a place becomes the leader.

Rules of the game. You can't push each other out of circles. Two players cannot be in the same circle. When changing places, the circle is considered to be the one who joined it earlier.

crackers

On opposite sides of the room or platform, two cities are marked with two parallel lines. The distance between them is 20-30 m. All the children line up near one of the cities in one line: the left hand is on the belt, the right hand is extended forward with the palm up. The leader is chosen. He approaches those standing near the city and pronounces the words:

- Clap yes clap - the signal is like this:
I run and you follow me.

With these words, the driver lightly slaps someone on the palm. Driving and spotted run to the opposite city. Whoever runs faster will stay in the new city, and the one who lags behind becomes the driver.

Rules of the game. Until the driver has touched someone's palm, you cannot run. While running, players must not touch each other.

Take a seat

One of the participants in the game is chosen as the leader, and the rest of the players, forming a circle, walk holding hands. The driver walks in a circle in the opposite direction and says:

- Like a magpie chirping
I won't let anyone into the house.
I cackle like a goose
I'll pat you on the shoulder
- Run!

Having said run, the driver lightly hits one of the players on the back, the circle stops, and the one who was hit rushes from his place in a circle towards the driver. The one who runs around the circle takes an empty seat earlier, and the one who lags behind becomes the leader.

Rules of the game. The circle should immediately stop at the word run. It is allowed to run only in a circle, without crossing it. While running, you can not touch those standing in a circle.

Traps

At the signal, all players scatter around the court. The driver tries to tarnish any of the players. Everyone he catches becomes his helper. Holding hands, two, then three, four, etc., they catch those running around until they catcheveryone.

Rules of the game. The one who is touched by the driver is considered to be caught. Those caught catch everyone else only by holding hands.

Zhmurki

They draw a large circle, inside it at the same distance from each other they make holes-minks according to the number of participants in the game. They determine the driver, blindfold him and put him in the center of the circle, the rest take their places in the mink holes. The driver approaches the player to catch him. He, without leaving his mink, tries to dodge him, then bending down, then crouching. The driver must not only catch, but also call the player by name. If he correctly names the name, the participants in the game say: “Open your eyes!” - and the one who is caught becomes the driver. If the name is called incorrectly, the players, without saying a word, make a few claps, thus making it clear that the driver made a mistake, and the game continues on. Players change minks, jumping on one leg.

Rules of the game. The driver has no right to peep. During the game, no one can go outside the circle, exchanging minks is allowed only when the driver is on the opposite side of the circle.

Interceptors

At opposite ends of the site, two houses are marked with lines. The players are located in one of them in a line. In the middle, facing the children, is the driver. The children say the words in chorus:

- We can run fast

We love to jump and jump.

One, two, three, four, five,

No way to catch us!

After the end of these words, everyone runs in all directions across the platform to another house. The driver tries to tarnish the defectors. One of the stained becomes the driver, and the game continues. At the end of the game, the best guys who have never been caught are marked.

Rules of the game. The driver catches the players by touching their shoulder with his hand. The stained depart to the appointed place.

Timerbay

The players, holding hands, make a circle. They choose the driver - Timerbay. He becomes the center of the circle. Driver says:

- Five children at Timerbay,

Friendly, fun play.

We swam in the fast river,

They lashed out, splashed,

Well washed

And dressed up nicely.

And neither eat nor drink,

They ran into the forest in the evening,

looked at each other,

They did it like this!

With the last wordslike this the driver makes some movement. Everyone must repeat it. Then the driver chooses someone instead of himself.

Rules of the game. Movements that have already been shown cannot be repeated. The indicated movements must be performed accurately. You can use different items in the game (balls, pigtails, ribbons, etc.).

Chanterelles and chickens

At one end of the site are chickens and roosters in a chicken coop. On the opposite side is a fox.Hens and roosters (from three to five players) walk around the court, makingthe appearance that they are pecking at various insects, grains, etc. When they area fox creeps up, roosters shout "Ku-ka-re-ku!" At this signal, everyone runs into the chicken coop, a fox rushes after them, whichtries to tarnish any of the players.

Rules of the game. If the driver fails to stain any of the players, then he leads again.

Guess and catch up

The players sit on a bench or on the grass in one row. The driver sits in front. He is blindfolded. One of the players approaches the driver, puts his hand on his shoulder and calls him by name. The driver must guess who it is. If he guesses correctly, he quickly removes the bandage and catches up with the escaping. If the driver called the player's name incorrectly, then another player comes up. If the name is called correctly, the player touches the driver on the shoulder, making it clear that you need to run.

Rules of the game. If the driver does not catch a friend, you can repeat the game again with him. As soon as he catches the player, the driver sits at the end of the column, and the one who is caught becomes the driver. The game has a strict order.

Who is first?

The players line up on one side of the court, on the other, a flag is placed indicating the end of the distance. On a signal, the participants begin to race. Whoever runs this distance first is considered the winner.

Rules of the game. The distance from one end of the site to the other should be no more than 30 m. The signal can be a word, a wave of a flag, or a clap. When running, you can not push comrades.

The players line up in two lines on either side. In the center of the site there is a flag at a distance of at least 8-10 m from each team.

On a signal, the players of the first rank throw sandbags, trying to throw them to the flag, the players of the second rank do the same. From each line, the best thrower is revealed, as well as the winning line, in whose team the greater number of participants will throw the bags to the flag.

Rules of the game. Everyone should drop on a signal. Leading teams keep score.

Ball in a circle

The players, forming a circle, sit down. The driver stands behind a circle with a ball, the diameter of which is 15-25 cm. On a signal, the driver throws the ball to one of the players sitting in the circle, and he leaves. At this time, the ball begins to be thrown in a circle from one player to another. The driver runs after the ball and tries to catch it on the fly. The player from whom the ball was caught becomes the driver.

Rules of the game. The ball is passed by throwing with a turn. The catcher must be ready to receive the ball.

tangled horses

The players are divided into three or four teams and line up behind the line. Opposite the line put flags, racks. On a signal, the first players of the teams start jumping, run around the flags and come back running. Then the second ones run, etc. The team that finishes the relay first wins.

Rules of the game. The distance from the line to the flags, racks should be no more than 20 m. You should jump correctly, pushing off with both legs at the same time, helping with your hands. You need to run in the indicated direction (right or left).

Udmurt folk games

Water

They draw a circle - this is a pond or lake.The leader is selected - water. The players run around the lake andrepeat the words: - There is no water, but there are a lot of people.The waterman runs in a circle (lake) and catches the players whocome close to the shore (circle lines). Those caught remaincircle. The game continues until you are caught.

most of the players.

Rules of the game. The waterman catches without going beyond the line of the circle. Those who are caught also become traps. They help the merman.

gray bunny

A square (6x6 m) is drawn on the site - this is a fence. A bunny sits on one side of the fence. Dogs (ten players) are located in a semicircle of 3-5 m at the opposite side of the fence. Players in the game say:

- Hare, hare, why did you go into the garden? Why did you eat my cabbage?

On the last words, the bunny makes a jump from the fence and tries to run away. The dogs catch him, surrounding him with clasped hands.

Rules of the game. The hare is considered to be caught when the circle is completely closed. The hare has no right to run out from under the arms in a closed circle.

catch-up

The players stand in a circle. One of them says a rhyme:

- Five beards, six beards

Seventh - grandfather with a beard.

The one who comes out catches up with the players who scatter in different directions. Touching the hand of one of the players, the catcher says the wordtybyak. The one caught is out of the game.

Rules of the game. When three or four players are touched, everyone again gathers in a circle and chooses a new leader with a counting rhyme.

handkerchief game

The players stand in a circle in pairs, one after the other. Two leaders are chosen, one of them is given a handkerchief. On a signal, the leader with a handkerchief runs away, and the second leader catches up with him. The game goes round and round. The host with a handkerchief can pass the handkerchief to any player standing in a pair and take his place. Thus, the leader with a handkerchief changes.

Rules of the game. The player runs away only when he receives a handkerchief. When the handkerchief leader is caught, the handkerchief is given to the second leader, and the next leader is selected from among the children standing in pairs. The game starts on a signal.

Chuvash folk games

Predator in the sea

Up to ten children participate in the game. One of the players is chosen as a predator, the rest are fish. To play, you need a rope 2-3 m long. A loop is made at one end and put on a post or peg. The player playing the role of a predator takes the free end of the rope and runs in a circle so that the rope is taut and the arm with the rope is at knee level. When the rope approaches, the fish children need to jump over it.

Rules of the game. Fish caught by the rope are out of the game. The child, acting as a predator, starts running on a signal. The rope must be constantly taut.

fish

On the site, two lines are drawn or trampled in the snow at a distance of 10-15 m from each other. According to the rhyme, the driver is selected- shark. The remaining players are divided into two teams and face each other behind opposite lines. On a signal, the players simultaneously run from one line to another. At this time, the shark "salits" those who run across. The score of the "tagged" from each team is announced.

Rules of the game. The run begins on a signal. The team in which the agreed number of players is "tagged" loses, for example, five. "Salted" are not out of the game.

moon or sun

Choose two players to be captains. They agree among themselves which of them is the moon and which is the sun. One by one, the others, standing aside, approach them one by one. Quietly, so that others do not hear, everyone says what he chooses: the moon or the sun. He is also quietly told whose team he should be on. So everyone is divided into two teams that line up in columns- players behind their captain, clasping the waist in front of them. Teams pull each other across the line between them. Tug of war is fun, emotional even when the teams are unequal.

Rules of the game. The loser is the team whose captain crossed the line during the tug.

Tili-ram?

The game is played by two teams. The players of both teams are built facing each other at a distance of 10-15 m. The first team says in unison:

Tili-ram, tili-ram? (Whom to you, who to you?) The other team names any player from the first team. He runs and tries to break through the chain of the second team, holding hands, with his chest or shoulder. Then the teams switch roles. After the calls, the teams drag each other over the line.

Rules of the game . If the runner manages to break through the chain of the other team, then he takes one of the two players between whom he broke through to his team. If the runner has not broken the chain of another team, then he himself remains in this team. In advance, before the start of the game, the number of team calls is set. The winning team is determined after a tug-of-war.

Disperse!

The players stand in a circle and hold hands. They walk in a circle to the words of one of their favorite songs. The driver stands in the center of the circle. Suddenly he says: "Disperse!" - After that, he runs to catch the fleeing players.

Rules of the game . The driver can take a certain number of steps

(by agreement, depending on the size of the circle, usually three to five steps). The salted one becomes the leader. You can only run after the word, disperse.

Bat

Knock down or tie two thin strips or slivers crosswise. It turns out a turntable - a bat. Players are divided into two teams and choose captains. The captains become in the center of a large area, the rest around them. One of the captains is the first to throw the bat high up. Everyone else is trying to catch it while falling while still in the air or grab it already on

earth.

Rules of the game. It is not allowed to take away an already caught bat. Catching a bat gives it to the captain of his team, who gets the right to a new throw. The captain's rethrow gives the team a point. They play until they get a certain number of points.

Bashkir folk games

Yurt

The game involves four subgroups of children, each of which forms a circle in the corners of the site. In the center of each circle there is a chair on which a scarf with a national pattern is hung. Hand in hand, everyone walks in four circles with alternating steps and sings:

- We are funny guys

Let's all gather in a circle

Let's play and dance

And rush to the meadow.

To the melody without words, the guys in variable steps move into a common circle. At the end of the music, they quickly run to their chairs, take a scarf and pull it over their heads in the form of a tent.( roofs), it turns out a yurt.Rules of the game. With the end of the music, you must quickly run to your chair and form a yurt. The first group of children to build a yurt wins.

copper stump

Players are arranged in pairs in a circle. Children depicting copper stumps sit on chairs. The children-owners stand behind the chairs.

To the Bashkir folk melody, the driver-buyer moves in a circle with variable steps, looks carefully at the children sitting on chairs, as if choosing a stump for himself. With the end of the music, he stops near the couple and asks the owner:

- I want to ask you
Can I buy your stump?

The owner replies:

- If you are a daring horseman,
That copper stump will be yours.

After these words, the owner and the buyer go out of the circle, stand behind the chosen stump with their backs to each other and to the words: “One, two, three

- run!" - scatter in different directions. ran

gets up first behind the copper stump.

Rules of the game. Run only on signal. The winner becomes the owner.

Throwing stick

A circle with a diameter of 1.5 m is drawn. A throwing stick with a diameter of 50 cm is placed in the circle. A shepherd is chosen by a counting-table. One player throws a stick into the distance. The shepherd runs out after the thrown stick. At this time, the players are hiding. The shepherd returns with a stick, puts it back and looks for the children. Noticing the hiding person, he calls him by name. The shepherd and the named child run towards the stick. If the player ran before the shepherd, then he takes the stick and throws it again, and hides himself again. If the player came running later, he becomes a prisoner. He can only be rescued by a player who calls his name and has time to take a stick before the shepherd. When all are found, the shepherd is the one who was first discovered,

Rules of the game. You can start looking for players only when the wand is found and placed in a circle. The named player must immediately come out of hiding; The prisoner is saved by the player who ran to the stick before the shepherd.

sticky stumps

Three to four players squat as far apart as possible. They depict sticky stumps. The rest of the players run around the court, trying not to get close to the stumps. Stumps should try to touch the children running past. Salted become stumps.

Rules of the game. Stumps should not get up.

shooter

Two parallel lines are drawn at a distance of 10-15 m from one another. In the middle, a circle with a diameter of 2 m is drawn between them. One player is a t-shooter. He stands in a circle with a ball in his hands. The rest of the players start running from one line to another. The shooter tries to hit them with the ball. The one hit becomes the shooter.

Rules of the game. At the beginning of the game, the shooter becomes the one who, after a sudden command “Sit down!” sat down last. The moment of throwing the ball is determined by the shooter himself. The ball thrown by, the players throw the arrow. If a player catches a ball thrown at him, then it does not count as a hit.

Mari folk games

ball rolling

The players agree in what order they will roll the ball made of wool. On a flat area at a distance of 3-5 m from the line behind which the players are located, a small hole breaks out (its diameter and depth are slightly larger than the ball). The first player rolls the ball, trying to get into the hole. If he hits, he gets one point and rolls the ball again. If the player misses and

gets into a hole, rolls the next one in turn. The one who winsthe first to score a conditional number of points.

Rules of the game. The ball must be rolled, not thrown into the hole. You can not step over the line from which the ball is rolled.

Bilyash

Two lines are drawn on the site at a distance of 3-4 m from one another. The players, divided into two teams, stand behind these lines facing each other. One of the comrades playing of their own free will and consent, shouting "Bilyash!" runs to the other team, each member of which stretches his right hand forward. The one who runs up takes someone from the opposing team by the hand and tries to pull him across the court to his own line. If he succeeds, he places the prisoner behind him. If he finds himself beyond the line of the opposing team, he becomes its prisoner and is located behind the back of the player who has pulled over to his side. The game continues, now the player - the attacker is sent by the other team. The game ends when one team draws all the players from the other team.

Rules of the game. You can pull the opponent with only one hand, you cannot help with the other hand. No one should withdraw the outstretched hand. If a player who has a prisoner is pulled over to his side by a player of the opposite team, then the prisoner is released and returns to his place.

Mordovian folk games

Boiler

A deep hole is dug in the ground (about 50 cm in diameter). Small dimples (ten to twelve pieces) are dug around it, which can be closed with a foot or heel. In the hands of the players on a round, smooth stick 50-60 cm long, 2.5 cm in diameter. The leader from a distance of 2-3 m throws a small ball into the pit-cauldron. The players must knock the ball out with a stick. The ball that has flown out of the cauldron is taken by the leader and thrown into the cauldron again. Stick players prevent the ball from getting into the hole.

So they play until the ball hits the cauldron. If the ball is in the pot, the players must make a transition from one small hole to another, while the leader must take one of the holes (pigs). Whoever did not get the tag, he leads. The game continues.

Rules of the game. Players must kick the ball without leaving the spot. You can only move from hole to hole when the ball hits the pot.

Salki

Pit pits are dug according to the size of the ball (3-4 cm). The players stand near the tally, and the leader from a distance of 0.5-1 m rolls the ball into one of the pits located not far from each other. In whose tang the ball hits, he takes it, all the children scatter to the sides, and he must hit one with the ball from the players. The player hit by the ball becomes the leader.

Rules of the game. You can throw the ball only at the feet of the players and only from a place.

Circular

The players draw a large circle, divide into two equal teams and agree on who will be in the circle and who will be outside the circle. Those who remain outside the circle, evenly distributed, try to hit the children in the circle with the ball. If anyone in the circle manages to catch the ball, he tries to hit any child outside the circle with it. If he succeeds, then he has a point in reserve, if he misses, he leaves the circle. When the ball hits all the children, the players change places.

Rules of the game. The ball can only be caught from the air, it does not count from the ground. The salted ones leave the circle. A child who catches the ball and hits a player outside the circle remains in the circle.

Paradise Paradise

Two children are chosen for the game - the gate; the rest of the players

mother with children. The gate children raise their clasped hands up and say:

- Paradise-paradise, I miss

I leave the last one.

Mother herself will pass

And he will lead the children.

At this time, the children playing, having become a train, enter the gate after their mother. Childrenthe gate, lowering its hands, separates the last child and asks him in a whisper for two words - a password (for example, one child is a shield, the other is an arrow). The respondent chooses one of these words and joins the team with the child whose password he named. When the mother is left alone, the gate loudly asks her: a shield or an arrow. The mother answers and stands in one of the teams. Children-gates stand facing each other, hold hands, the rest of the members of each team cling to their half of the gate in a string. The resulting two teams pull each other. The winning team is considered the winner.Rules of the game. Children must not eavesdrop or give out the password.



 
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