Games of the peoples of Russia. Card index of folk games for kindergarten

GAMES OF THE PEOPLES OF RUSSIA

Running games

"Snake" (Russian folk game)

All children take each other's hands, forming a human chain. The child standing first becomes the leader. He begins to run, taking everyone else with him. While running, the leader must sharply change the direction of movement of the entire group several times: run in the opposite direction, make a sharp turn (at an angle of 90°), twist the chain like a snake, describe a circle, etc.

Rules:

1. All children must hold hands tightly so that the “chain” does not break.

2. Players must accurately repeat all the leader’s movements and try to run “in pursuit of each other.”

3. It is good to use natural obstacles in the game: run around trees, bend down while running under their branches, run down the slopes of shallow ravines. When playing indoors, you can create an “obstacle course” of large cubes or sports objects (hoops, skittles, gymnastic benches).

4. The game can be stopped if the “chain” is broken and a new leader can be chosen.

"Salki" (Russian folk game)

Before starting the game, you need to choose a driver (“tag”). On command, all the children scatter, and the driver begins to chase one of the children. Having caught up with the fleeing child and touched him with his hand, the driver says: “I have spoiled you!” Now this child becomes the driver and must “trash” the other one.

Rules:

1. The driver chases only one child from the group.
2. The rest of the children, running around the playground, follow the change of drivers and must run away from the new driver.

"Cat and Mouse" (Russian folk game)

This game, like “tag”, begins with the choice of a driver (“cat”). Other children - "mice" - scatter in different sides, and the “cat” is trying to catch up with them. The player he touched with his hand becomes the driver.

Rules:

1. The driver chases different children, trying to catch up with the child who is closest to him.

2. If the “cat” wants to catch up with a particular child, then he must first loudly call him by name. According to the terms of the game, you can change the “goal” several times, i.e. call another name and start chasing this child if he is close to the “tag”.

3. All players must carefully monitor the change of drivers and try to stay at a distance from them during the game.

“Sticky Stumps” (Bashkir folk game)

The drivers (there are several of them at the same time) squat down, and the rest of the players run between them. The drivers try, while squatting motionless, to catch or at least touch the running children with their hands (“branches”). If they succeed, then the caught child becomes the driver, and now he himself must catch (“glue”) the cheerful runners.

Inculcated:

1. You cannot catch players by their clothes.
2. “Stumps” should not move.

"Messengers" (Yakut folk game)

In the vast expanses of the Far North, where this game originated a long time ago, messages were transmitted by special people - messengers. They rode on reindeer or dog sleds, and the “writings” themselves, even before the development of writing by the peoples of the North, were made using knots on bundles of ribbons made of thin strips of leather or rope. To play you will need two such bundles of ribbons with knots.

Before the game starts, children are divided into two teams and paired up. In each couple, one child will be the “messenger” and the other the “deer.” In a room or on a site, a place is designated for two “pillars”. Players of a certain team will have to run around each “pillar”, and the “deer” should run first, and the “messenger” from this pair of players should run behind him, not one step behind him. The game is played in the form of a relay race: each messenger, together with his deer, “jumps” to the post, runs around it clockwise twice and quickly returns to his team. There he gives his bundle of ribbons (“letter”) to the next pair of players, and the new “messenger” with the “deer” sets off again.

The winning team is the one whose “messengers” are the first to hand over the “letter” to the judge at the end of the journey.

Rules:

1. The “messenger” should not overtake his “deer”.
2. It is necessary to make two circles near the pillar.
3. The next “messenger” does not have the right to run out to meet the players of his team returning with a “letter”.

"Gate" (Russian folk game)

All children are divided into pairs and face each other. They join hands, which they raise high above their heads, forming a “gate.” Children from the last pair quickly run under the gate and stand in front of everyone, then the next pair runs. The game ends when all the children run under the gate.

Instilled:

1. Children hold each other’s hands while running under the gate.

2. You cannot touch the “gate”.

3. During the game, you can change the height of the goal, gradually “lowering your hands”: this will significantly complicate the task.

"Traps" (Russian folk game)

For this game, several players are selected and stand in pairs, facing each other. They hold hands and raise them up, as in the game “gate”: now these are “traps”. “Traps” must be placed evenly across the playing field. The rest of the children run around, freely running through the “traps” while they are open.

Suddenly the “traps” close: the drivers lower their hands (the signal can be the referee’s whistle or the music stopping). Those children who were running through the traps at that moment find themselves trapped.

The caught players and children, who portrayed “traps” in the game, join hands and stand in a circle, raising their clasped hands up. The remaining players form a “chain” that snakes around in a circle, running through “traps”. The “traps” are closing again, and again some children are trapped: now inside the circle.

Rules:

1. The game continues until only a few children remain at large.

2. The game can be repeated 2-3 times, replacing the “traps”.

3. At the end of the game, the most dexterous players and the luckiest “trap” should be noted.

"Golden Gate" (Russian folk game)

At the beginning of this game (other options for its names: goose bridge, golden bridge) two players are chosen. They will be the "sun" and "moon". These players face each other, hold hands and raise them to form a “gate.” The rest of the players join hands and walk in a line through the gate.

The drivers (“sun” and “moon”) repeat the tongue twister in recitative:

The Golden Gate does not always let you through: The first time it is forgiven, The second time it is forbidden, And the third time we will not let you through!

The “gate” closes at the last word and catches whoever was passing through it at that moment. Children, knowing that the “gate” closes at the end of the poem, rush through it faster. The drivers can also speed up the tempo of utterance: this way the whole game becomes more dynamic and unexpected.

The caught player stands behind the “moon” or “sun”, and the game continues again until all players are divided into two teams.

"Golden Gate - Circular" (Russian folk game)

In this game, half the players form a circle by holding hands and raising them up - this is a round goal. The remaining children form a living chain, which alternately goes around each player standing in a circle. Children depicting the “gate” repeat the verse in recitation (see the game “Golden Gate”).

At the last word, the children lower their hands and catch those who are inside the circle.

The caught children, together with the children already standing in the circle, form an even larger circle, and the game continues. Gradually, the chain of players becomes shorter and shorter, and there are more and more children in the circle.

The game ends when only a few children remain outside the circle.

Rules:

1. You cannot stop in front of the gate and not enter it if you are about to pronounce the last words of a verse. Such children are also considered caught.

2. Children in the chain should not open their hands. If a player “breaks away” from his chain and is left alone, then he is also considered caught.

"Burners" (Russian folk game)

The game is played in a clearing or in a hall at least 20-30 m long.

They choose a driver - a “holy man”. Pairs of players line up behind him (usually a girl and a boy in pairs), the first pair should stand behind the “gorelytsik” at a distance of 10 steps.

All players say in unison:

Burn, burn clearly, so as not to go out. Look at the sky: Birds are flying, Bells are ringing.

Beginning with the words “the bells are ringing,” the “burner” looks up. At this time, the couple standing behind everyone separates their hands and goes around the column of players from different sides. The children quietly approach the “golytsik”, at the last word (“they ring”) they jump up and run forward, past the “golytsik”, trying to pair up again in front. The driver is trying to “smear” one of the players. If he succeeds, then he forms a pair with him, and the caught player himself becomes a “burner.” Game continues.

The “gorelytsik” must gradually move forward so that the distance between him and the first pair does not decrease. When playing in the hall, on the contrary, the players in the column must take several steps back so that the distance between the players and the “golyitsik” remains the same.

Rules:

1. “Gorelytsik” has no right to look around and spy which couple is about to run away.

2. The “Gorelytsik” can “harass” those running only until they grab hands again.

3. Sometimes it is customary to mark a place in front of the “burner” (about 15 m), until which running players should not try to connect their hands.

4. Each pair of running children stands in front of the entire column.

“Udmurt burners” (Udmurt folk game)

The players are divided into pairs and lined up in a column, as in Russian “burners”. However, the driver stands facing the first couple, in front of them, about 10 steps. He holds a handkerchief or scarf in his raised hand.

The last pair separates their hands, and each player runs along his side of the column forward, towards the driver. The player who manages to grab the handkerchief first becomes the leader, and the other player becomes paired with the previous driver at the head of the column. The entire column gradually moves forward, and the driver retreats a few steps back so that the distance between him and the first pair does not decrease.

Rules:

1. The signal for each pair to start running is for the leader to raise the scarf up above his head.

2. The driver should not extend the handkerchief towards one of the players, but should hold it in his hand raised high.

3. If the running players simultaneously grab the handkerchief, then the driver remains, and this pair stands in front of the column.

4. Players must not forcefully snatch each other’s handkerchief.

“Pegs” (Mari folk game)

Before starting the game, all players must stock up on wooden pegs about one meter long and stick them into the ground around the driver so that a circle with a radius of 3-5 m is formed. The driver must first ask each child for a peg, but children may not give their peg because in this case, they will have to take the place of the driver.

If all the children refuse the driver, then he begins to get angry and tries to grab any peg. To do this, he must place his hand on the selected peg and count loudly to three. On the count of “three,” the driver runs out of the circle and runs around. The owner of the circle simultaneously rushes in the opposite direction, trying to overtake the driver and reach his peg first.

The one who reaches the peg first becomes its owner, and the loser stands in a circle and must lead again.

Rules:

1. You can't run before the word“three”, otherwise the start will be repeated.
2. You cannot shorten the circle by cutting it diagonally.

"Polyana - pole" (Udmurt folk game)

This folk game is best played in a clearing with soft soil. If the ground is heavily trampled, then you should ask the children, before starting the game, to specially dig up or loosen the place where the pole will be stuck (a thick stick 2 m long).

A circle border with a radius of 10-15 m is drawn around the pole (depending on the age of the children, this distance can be reduced). The driver stands near the pole, the rest of the players stand outside the circle.

At the driver’s conditioned signal, the players take turns running into the circle and, without stopping, hit the pole with their hand or foot while running (this must be clarified before the start of the game). If the pole falls upon impact, then the driver must rush after this player, trying to “slap” him before the player crosses the boundaries of the circle. If the driver catches up with the player, then the unlucky player becomes the driver. If not, then he returns to the center of the circle, re-sticks the pole so that it stands strictly vertical to the surface of the site, and the game continues.

Rules:

1. Only one player can run into the circle, the rest of the children wait for their turn.

2. The driver must not interfere with the player hitting the pole.

3. If the pole did not fall, but only tilted, then the driver will not catch up with the player.

4. If during the game one of the children specifically does not want to push the pole too much so that the driver does not chase him, then such a player is appointed as the driver.

"Two Frosts" (Russian folk game)

For this game you need to choose two drivers - “two frosts”.

One is "Red Nose Frost" and the other is "Blue Nose Frost". Two extreme lines are designated at opposite ends of the field: here you can hide from the “frost”. Two “frosts” are walking across the field. They loudly say: “I am Frost the Red Nose!”, “And I am Frost the Blue Nose.” And then together they ask the children: “Well, which of you will decide to set out on this little path?”

The children answer in unison: “We are not afraid of threats and we are not afraid of frost!” After this, the children try to quickly run from one end of the field to the other in order to have time to hide behind the saving line of the field boundary, where the frost is no longer scary for them. The “Frosts” are trying to catch up and “harass” the children running across the field. If “frost” touches a child’s hand, then he is considered “frozen.” This player must freeze (“freeze”) in the position in which the “frost” overtook him.

The children, having crossed the field, rest a little, and the game continues. “Frosts” ask again: “Well, which of you will decide to set off on the little path?” The brave men answer: “We are not afraid of threats, and we are not afraid of frost.”

On the way back, the children try to help out their “frozen” friends: they can be saved from icy captivity if, while running past, they manage to touch them with their hands. “Frosts” try to “freeze” children running past and protect their captives.

After several runs, they choose other “frosts” from among the most dexterous players who have never been caught and were able to rescue other children from captivity in the ice.

Rules:

1. You can cross the site only after the words: “We are not afraid of threats, and we are not afraid of frost.”
2. If one of the children did not run with everyone else, but hesitated on the edge of the playground, then he is considered “frozen”.

“Stop, deer” (game, Komi people)

This game is very popular among the peoples of the Far North, in which players can test their skills as deer. The game is played on the street or in a large gym, where the boundaries of the “pasture” are specially fenced off before the game begins. The driver (“shepherd”, “hunter”), who is determined by lot or counting, must catch several “deer” during the game.

The game begins when the driver shouts: “Run, deer!” All players scatter across the site, and the “shepherd” tries to catch up with any “deer” by touching it with a small stick and saying: “Stop, deer!” The game continues until the “shepherd” catches five deer.

Rules:

1. You just need to touch the player with the stick, and not hit him.

2. Players who run out of bounds are considered caught.

The drivers (players of the team that was catching up) quickly turn and run back to their side of the playing field. They strive to reach the end of the playing field on their side. However, the upset player must shout loudly: “Olenma!” (“I am!”), and on this command all players turn and try to catch up with the fleeing opponents in order to, in turn, “smear” any of them. The roles of those escaping and those chasing can change several times until one of the teams manages to reach their end of the playing field in full force.

Rules:

1. You cannot run beyond the side line; such a player is considered “greasy”.
2. You must definitely shout “Olenma!” so that all the players on your team can hear that their player has been “spoiled.”

"Cossacks-Robbers" (Russian folk game)

The game is played outside. All players are divided into two teams. They cast lots: the players of one team become “robbers”, and the other - “Cossacks”. The “Cossacks” have a “camp”: it is guarded by one of the “Cossacks”. The “Cossacks” give the “robbers” some time to hide, and then go to catch them. If the discovered “robber” manages to reach the Cossack “camp,” he is not considered caught, but becomes a “Cossack” himself. The game ends when the “Cossacks” catch all the “robbers”.

Rules:

1. It is necessary to limit the place where robbers should hide.
2. The caught “robbers” are taken to the “camp”, where they will be guarded by one “Cossack” until the end of the game.

Wolf and Sheep (Russian folk game)

Before starting the game, you need to choose a “wolf” and a “shepherd”, the rest of the children will be “sheep”. On opposite sides of the site, the boundaries of two “sheepfolds” are marked - these are places where “sheep” can escape from the wolf. Before the start of the game, all “sheep” must be located at the edge of the field, in one of the “sheepfolds”. A circle is drawn in the center of the site: there will be a “wolf’s lair” here. The children say in chorus:

Shepherdess, shepherdess, blow your horn! The grass is soft, the dew is sweet. Drive the herd into the field, for a walk in the wild!

The “shepherd” plays the “horn” and thus lets his “sheep” out for a walk in the water meadow. The “wolf” closely monitors the grazing “sheep” from his “lair”. When the “shepherd” shouts: “Wolf!”, the “sheep” must have time to run to another sheepfold, on the opposite side of the field. And the “wolf” jumps out of his “lair” and tries to catch them (“grump”). The “shepherd” protects the “sheep” by shielding them from the “wolf”. The “sheep” that the “wolf” caught leave the game.

Rules:

1. The “wolf” should not catch the “sheep”; it is enough to just “grease” them.

2. The “shepherd” should not delay the “wolf” or grab it with his hands; he can only shield his “sheep”.

3. “Sheep” are not allowed to return to the “sheepfold” from which they came out to pasture. They must definitely cross the “field”, getting to its opposite side, bypassing the “wolf’s lair”.

"Hawk and Ducks" (Buryat folk game)

The game is played outside. It is necessary to divide the site into several zones: “reeds”, “lake”. "Lake" is a delineated area free form at one of the opposite ends of the field. At the other end of the field there is a “hawk” - this is the leader who will catch the “ducks”. “Ducks” must, on command, run away from the “hawk,” hiding in the “reeds” on the way to the “lake.” “Reeds” are several players who are located in random order at a distance of 1-1.5 m from each other on the way of the “ducks” to the “lake”. The “ducks” are saved first among the “reeds”, and then in the “lake”, where the “hawk” can no longer catch them. If the “hawk” managed to “catch” several ducks, then they are considered caught and go out of the playing field. The Hawk continues to catch fewer ducks. The "hawk" wins if he manages to catch all the "ducks". Rules:

1. “Reds” should not move from their place or catch one of the players with their hands.

2. The “reeds” can sway while standing still, and thus prevent the “hawk” from catching the “ducks”.

3. Each “duck” must get lost in the “reeds” and not immediately run to the “lake”, where it will be completely safe.

“Running with a stick in hand” (Ingush folk game)

There are many traditional techniques of this game, popular among peoples. North Caucasus: hold a stick on your palm, finger, fist, elbow, etc.

Let's look at how you can organize an entire running competition while holding a stick in the palm of your hand. To do this, you need to determine in advance the distance from start to finish and mark it. It can be 50-100 m, but small children can run a shorter distance. It is also necessary to prepare wooden sticks with which the participants will compete in the race. They should be approximately the same weight and size so that all participants have the same difficulty in keeping their poles balanced. If schoolchildren compete, then the sticks can be up to 1 m long; if the game is played with older preschoolers, then the length of the stick should not be more than 50 cm. Participants in the same race should also not differ very much from each other in height.

Children must run from start to finish, holding a stick in front of them in the palm of their outstretched hand. If a child drops a stick while running, he is out of the game.

The winner is the one who managed to reach the finish line first and not drop the stick.

Rules:

1. If during a run a participant supports a swaying stick with his other hand, then he is considered a loser and must drop out of the game.
2. If a player makes a “false start,” his result is not counted.

“Blind Bear” (Ossetian folk game)

Traditionally, in this game, players attracted the attention of the “blind bear” with the help of rattles: two wooden sticks the length of a pencil. The ends of one of the sticks had “notches”, when passed along them smooth side With another stick you could get a peculiar crackling sound. However, you can use other sound signals, such as ringing a bell.

The leader of the “blind bear” is chosen by lot. This child is tightly blindfolded.

The rest of the children approach the bear and begin to chatter wooden chopsticks. The “blind bear” follows the sound and tries to catch or “slap” any player. To escape from the bear, the players run away in all directions. But at the same time they must not leave the playing field.

The caught player himself becomes a “blind bear”.

Rules:

1. If the player leaves the limits playground, then he is considered a loser.
2. A player approaching a bear must rattle his rattles.

"Zhmurki" (Russian folk game)

Before the start of the game, it is determined by lot who will be the driver. He is tightly blindfolded so that he cannot see anything, and placed facing the wall. The driver counts loudly: “One, two, three, four, five: I’m going to look.” During this time, the remaining children must hide indoors. If the game is played outdoors, then it is necessary to determine the boundaries of the area beyond which players cannot go. The driver begins to search for the children by touch, and they, running from place to place, try not to make noise so that he does not hear where they are. The driver first tries to catch the player, and then, if he succeeds, he must determine who is in front of him. The guessed player himself becomes the driver.

Rules:

1. If the driver goes in a direction where there is not a single child, then you can help him by saying: “It’s cold, very cold!” As you get closer to the players, it becomes “warmer”.

2. A caught player is released if the driver cannot correctly determine by touch who is in front of him.

3. Sometimes it is allowed to specifically exchange certain items of clothing (bows, hairpins, caps) to make it more difficult for the driver to recognize the players with their eyes closed.

Zhmurki (in circles) (Bashkir folk game)

This game can be played outdoors or indoors. Before the start of the game, it is necessary to prepare small circles on which the players will later stand. We recommend cutting out such circles from thick cardboard of such a size that you can stand on them with both feet. However, you can simply draw circles with chalk on the asphalt or with a stick on the ground. The main thing is that they are clearly visible, and the number of such circles is slightly greater than the number of players.

In the center of the site, they “spin” the driver blindfolded so that he loses orientation and does not know which way he is going. At the command of an adult, the driver walks at random, and the other players run from circle to circle until the driver comes close to one of them. Then everyone “freezes,” and the driver must, in complete silence, try to find by touch where the player is hiding. A child who is caught can squat, lean to the side, but under no circumstances leave the circle. If he was unable to maintain his balance and stepped outside the circle, he is considered a loser.

If the driver managed to find the player standing in the circle, then he must still determine by touch who he caught. If he succeeds, then this player becomes the driver.

Rules:

1. All children can again run from circle to circle, make noise, clap their hands, only until the driver comes close to the player “in the circle.”
2. A child who tried to run away or simply did not keep his balance (moved from his place) when the “driver” came close to his circle, becomes the driver himself.

Zhmurki "Masha and Yasha" (Russian folk game)

For this game, children choose a boy and a girl as drivers. The boy is appointed “Masha”: now he must speak in a thin voice, and the girl “Yasha”: from now on she speaks in a deep voice. Both drivers are blindfolded. The rest of the children join hands and form a closed circle around the leaders. The drivers stand in a circle, they are spun around to make it more difficult for them to maintain their orientation, and they are released to “look” for each other. “Yasha” is looking for “Masha”, calling out to her in a bass voice, and “Masha” responds, but is not in a hurry to meet “Yasha”. If “Yasha” blindly mistakes another child for “Masha”, the mistake is pointed out to him. The game continues until the funny couple finally meets. You can then choose another pair of players.

Rules:

1. “Masha” is considered caught if “Yasha” touched her with his hand.
2. If “Yasha” cannot catch “Masha” for a long time, you can invite the heroes to change roles or give way to other children.

“Painter and Paints” (Tatar folk game)

Before the game starts, a driver (“painter”) and a “mistress of paints” are chosen. The rest of the children become “paints”; each child chooses his own color, but so that the “painter” does not hear its name.

The driver (“painter”) addresses the “mistress of paints”: “Grandma, grandma, I came for paint. May I take it?" “I have a lot of colors,” the “mistress of colors” answers, “which one do you want?”

All the “paints” sit side by side on the bench and wait to see what color the “painter” will name. The named “paint” must jump up from the bench and have time to run to the opposite end of the room or area, where it will be possible to hide behind a specially drawn line.

The “painter,” calling “paint,” does not know whether the “hostess” has it or what kind of player it is. He must try to guess desired color, and then either have time to catch the fleeing “paint”, or at least “grab” it. Usually, according to the conditions of the game, the “painter” must collect at least five paints. Then you can choose another “painter”, “mistress of paints”, assign new names to the “paints” and start the game again.

Rules:

1. The painter should not catch the “paint” when it is just rising from the chair.
2. Two players cannot choose the name of the same “paint”.

“Cheers, that’s it!” (hide and seek with tongue twisters) (game of the Komi peoples)

Before the start of the game, children are divided into two teams and choose two judges who will strictly monitor compliance with the rules throughout the game.

The lot determines which team will hide first. All players of the other team stand in a circle and say a tongue twister in chorus the agreed number of times, for example, “All beavers are kind to their beavers.” ( Correct pronunciation tongue twisters should be accessible to everyone. If the team has children with impaired pronunciation of certain sounds, then the tongue twister can be replaced with a simpler one: “Under the clatter of hooves, dust flies across the field.”) The judges monitor the correct pronunciation of the tongue twister and count how many times it is said. During this time, all children from the other team must have time to hide.

Having finished pronouncing the tongue twister, the players from the driving team begin to look for hidden opponents. When you manage to find the first player of the other team, you need to shout loudly: “Chur!”, and call the found child by name. Then all players from both teams run to the place of the draw and, holding hands, say the same tongue twister once in chorus as at the beginning of the game. Each team has its own judge to monitor the correct pronunciation of the tongue twister.

The winning team is the one that completes this entire sequence of actions first. She gets the right to hide.

Rules:

1. Before pronouncing the tongue twister, all players must have time to join hands.
2. The tongue twister must be pronounced correctly, without rearranging words, syllables, or sounds.

Ksenia Gorbushina
Card index of outdoor games of the peoples of Russia

Russian folk game

"Burners"

Progress of the game: The players stand in pairs, one after another. The driver stands in front - the burner. Everyone pronounces words:

Burn, burn clearly

So that it doesn't go out.

Look at the sky:

The stars are burning

The bells are ringing.

One, two is not a 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 is lit again. If you manage to stain, the one left without a mate burns.

Nenets game

"Heiro"

Progress of the game: The players walk in a circle at an extra step. They make even movements with their hands back and forth and say for each step "cheiro". The leader is the sun, squatting in the middle of the circle. Everyone runs away after the signal "Sun".

A game peoples of the north

"Fishing"

Progress of the game: children are divided into teams (the number of teams depends on the number of children). At the opposite end of the platform on a rope fish hanging(fake, at the signal you need to run to pick the fish, return to the team and put it in the bucket. The team whose bucket has more fish wins. Game time is 1 minute.

Russian folk game

"Swan geese"

Progress of the game: two lines are drawn on the playground at a distance of 15-25 m (depending on the age of the players). Selected from among the players "wolf"(less often - two, who stands between the lines. Behind one line are the remaining participants - "geese", and behind the other - the teacher (shepherd).

The shepherd turns to geese: “Geese, geese!”

Geese answer:

Ha-ha-ha!

Do you want to eat?

Yes Yes Yes!

Well, fly!

We are not allowed! The gray wolf under the mountain won't let us go home!

Well, fly as you want, just take care of your wings!

After these words, the geese rush home from one line to another, and the wolf who ran out (wolves) trying to catch ( "tarnish") as many geese as possible. The wolf takes the caught geese to his lair.

After two or three of these "flights" a new wolf is chosen, and the caught geese return to the game, which starts over.

A game peoples of Dagestan

"Guess it"

Progress of the game: The driver is blindfolded and begins to jump on one leg in a circle. He keeps his other leg extended forward. Any child can gently slap the driver on the outstretched leg. He stops and tries to guess who hit him in the leg. If the driver guessed correctly, then the losing player replaces the driver. If not, then the game continues and the driver again begins to jump in a circle on one leg.

Chuvash folk game

"Predator at Sea"

For this game you need to fix a peg in the center of the field or court (column). A rope is placed on top of this peg, which is secured at a height of 20-30 cm from the surface of the ground using a non-tightening loop.

Progress of the game: The driver takes the other end of the rope. He presses this end of the rope to his thigh and runs in a circle.

The circle formed with the help of a rope is "sea", and the rope is "predator". The rest of the children - "fish" who are trying to escape from "predator"- rope, jumping over it.

"Driver" can twist the rope either clockwise or counterclockwise, then speed up or slow down its run, and "fish", which touched "predator"(rope, are eliminated from the game. The game should be continued until only 2-3 remain in the sea "fish". Then you can choose a new driver and continue the game.

Important rule:

1. The rope should not be raised above hip level because this will make the game dangerous.

2. "Fish", jumped out of bounds "seas", are considered losers.

Bashkir folk game

"Yurt" (Tirme)

Progress of the game: The game involves four subgroups of children, each of which forms a circle at 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. Holding hands, everyone walks in four circles at alternating steps and sing:

We are funny guys

Let's all gather in a circle.

Let's play and dance

And let's rush to the meadow.

To a melody without words, the guys move in alternating steps 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, it turns out to be a yurt.

The main rule: when the music ends, you need to quickly run to your chair and form a yurt. The first group of children to build a yurt wins.

Bashkir folk game

"Sticky Stumps" (Yebeshkek bukender)

Progress of the game: Three to four players squat as far apart as possible. They portray "sticky stumps". The rest of the players run around the court, trying not to come close to "stumps". "Penechki" should try to touch the children running past. They become greasy "stumps".

The main rule: Stumps should not move from their places.

Buryat folk game

"Needle, Thread and Knot" (Zun, utakhn, zangilaa)

Progress of the game: The players stand in a circle, holding hands. Use a counting machine to select a needle, thread and knot. All of them, one after another, either run into the circle or run out of it. If the thread or knot comes off (they fall behind or incorrectly run out of the circle for a needle or run into the circle), then this group is considered a loser. Other players are chosen. The winner is the three that moved quickly, deftly, correctly, not lagging behind each other.

The main rule: Needle, thread, knot holding hands. They must be let in and out of the circle without delay and the circle must be closed immediately.

Dagestan folk game

"Put on your hat" (Papakhny giy. T/agur lie)

Progress of the game: horseman boy sits on a chair. The driver is taken eight to ten steps away from him and turned to face the horseman so that the driver can orient himself where he is sitting. The driver is blindfolded, turned around, and holds his hat in his hand. He must take a certain number of steps and put the hat on the horseman. The rest of the game participants count the driver's steps out loud and cheer for him. When the game is repeated, other children are assigned to the role of driver and horseman.

The main rule: The driver should not peep; The players should not help the driver or give him any hints.

Dagestan folk game

"Pick up your handkerchief" (Yavluknu geter. Kverbats/borhe)

Progress of the game: players stand in a circle, placing a headscarf in the center. The national melody sounds, everyone dances the Dagestan Lezginka. When the music ends, each participant in the game tries to be the first to raise the scarf.

The main rule: You cannot reach for a scarf and leave the circle before the music stops.

Kabardino-Balkarian game

"Cranes-cranes" (Karu-karu)

Progress of the game: in the game, the leader of the crane flock, who is chosen as a counting rhyme, sings or recites the following words: “Cranes, cranes, arch”. All players line up in the form of an arc in the process of measured walking. Then the leader, quickening his pace, continues: "Cranes, cranes, become a string". The children quickly, without giving up, line up in one column behind the leader, who increasingly quickens his steps according to the tempo of the song. "Cranes, cranes, wriggle like a snake". A line of guys begins to make smooth zigzags. The leader is further sings: "The snake coils itself", "The snake straightens up" etc.

The main rule: exercises are performed at an ever-increasing pace, turning into running until the string collapses. When the players get confused, the game starts again.

Kalmytskaya folk game

"Hide and Seek" (Buldat naadlgen)

Progress of the game: on the edge of the forest (in the forest, in the park) the players stipulate where they can hide: behind bushes, hillocks, trees. Two groups are formed, one of which scatters and hides, and the other sets off in search of those hiding. Subsequently, the players change roles.

The main rule: You can’t peep while one group of children is hiding. You can specify the time during which all players should be found (for example, counting to 10).

A game Komi peoples

“Stop, deer!” (Busts, core)

Progress of the game: the players are in different places on the court (its boundaries are indicated). A shepherd is chosen. Having received the stick, he stands in the middle of the platform.

After the signal “Run, deer!” everyone scatters around the playground, and the shepherd tries to catch up with one of the players, touch him with his stick and say: “Stop, deer!” The one touched by the wand moves aside. The game ends when the shepherd has caught five deer.

The main rule: You can only run when given a signal “Run, deer!” The greasy ones go to the appointed place. Salting must be done carefully.

A game Komi peoples

"Deer Catching" (Koryasos kutalom)

Progress of the game: two shepherds are chosen among the players, the rest of the participants are deer. They stand inside the outlined circle. The shepherds are behind the circle, opposite each other. At the leader's signal “One, two, three - catch it!” The shepherds take turns throwing the ball at the deer, who run away from the ball. The deer that is hit by the ball is considered caught. After four to five repetitions, the number of deer caught is counted.

The main rule: the game must be started only at the signal. You can only throw the ball at the feet of the players. A direct hit is counted, not after a rebound.

A game Komi peoples

"Bilyasha"

Progress of the game: 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 players at will and the agreement of his comrades with a cry "Bilyasha!" runs to the other team, each member of which pulls forward right hand. The person running up takes someone from the opposing team by the hand and tries to pull him across the court behind his line. If he succeeds, he places the prisoner behind him. If he himself ends up outside the line of the enemy 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 attacker is sent out by the other team. The game ends when one team attracts all the players of the other team.

The main rule: You can only pull an opponent with one hand, you cannot help with the other hand. No one should withdraw their outstretched hand. If a player who has a prisoner is pulled over to his side by a player of the opposing team, then the prisoner is released and returns to his place on the team.

Mordovian folk game

"Circular" (Kunsema ball. Nalkhsema topsa)

Progress of the game: The players draw a large circle, divide into two equal teams and agree who will be in the circle and who will be outside the circle. Those who remain outside the circle, distributed evenly, try to hit the children in the circle with the ball. If someone 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 has hit all the children, the players change places.

The main rule: The ball can only be caught from the air, from the ground does not count. The greasy ones leave the circle. A child who catches the ball and hits a player outside the circle remains in the circle.

North Ossetian folk game

"Drag" (Baendae nay hazt)

Progress of the game: A straight line is drawn through the middle of a circle with a diameter of 4 m, dividing it into two equal parts. Two players stand on both sides of the line with their backs to each other. A ring of rope with a diameter of 1.5 - 2 m is put on them so that it passes under the hands. While squatting, participants move their body forward so that the rope is slightly stretched. At the signal, both players begin to pull each other out of the circle. Whoever pulls who out of the circle wins. Several pairs can compete at the same time.

The main rule: start pulling the rope at the same time on command "March!". You only need to pull forward using your body and legs. It is forbidden to rest your hands on the ground.

North Ossetian folk game

"Blind Man's Bluff" (Khuyrmarsytai)

Progress of the game: The driver is blindfolded. Then the players take turns lightly hitting the palms of his outstretched arms. At the same time they whisper ask: "Who am I?" The driver must guess which of the players hit him. If he guesses correctly, then the one who hit becomes the driver. If the driver cannot guess who touched his palms three times in a row, then a new driver is selected. Game continues. Several groups of children can participate in it at the same time.

The main rule: The driver’s palms should not touch several participants at the same time. You can't tell the driver.

Tatar folk game

"We sell pots" (Chulmak uena)

Progress of the game: The players are divided into two groups. Potty children, kneeling or sitting on the grass, form a circle. Behind each pot stands a player - the owner of the pot, with his hands behind his back. The driver stands behind the circle. The driver approaches one of the owners of the pot and begins talk: - Hey, buddy, sell the pot!

Buy it.

How many rubles should I give you?

Give me three.

The driver touches the pot three times (or as much as the owner agreed to sell the pot for, but no more than three rubles), and they begin running in a circle towards each other. (run around three times). Whoever runs faster to an empty space in the circle takes that place, and the one who lags behind becomes the driver.

The main rule: You are only allowed to run in a circle without crossing it. Runners do not have the right to touch other players. The driver starts running in any direction. If he started running to the left, the stained one should run to the right.

Tatar folk game

"Gray wolf" (Sary bure)

Progress of the game: one of the players is chosen as a gray wolf. Squatting, the gray wolf hides behind the line at one end of the area (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. At the signal, everyone goes into the forest to collect mushrooms and berries. The presenter comes out to meet them and asks (children answer in unison):

Where are you going, friends?

We are going into 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.

What if a wolf meets you in the forest?

The gray wolf won't catch us!

After this roll call, everyone approaches 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, it’s impossible to pick them all,

And there are no wolves or bears to be seen at all!

After the words are out of sight, the gray wolf gets up, and the children quickly run over the line. The wolf chases them and tries to tarnish someone. He takes the prisoners to the lair - to where he himself was hiding.

The main rule: the person representing the gray wolf cannot jump out, and all players cannot run away before the words are spoken. You can catch those running away only up to the house line.

Tatar folk game

"Jump-jump" (Kuchtem-kuch)

Progress of the game: a large circle with a diameter of 15 - 25 m is drawn on the ground, inside it there 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 (in 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 driver.

The main rule: You cannot push each other out of the circles. Two players cannot be in the same circle. When changing places, the circle is considered to belong to the one who joined it earlier.

Udmurt folk game

"Water" (By murt)

Progress of the game: outline a circle - this is a pond or lake, river. The leader is chosen - the water one. The players run around the lake and repeat words: “There is no water, but there are a lot of people”. The merman runs in circles (lake) and catches players who come close to the shore (circle lines). Those caught remain in a circle. The game continues until the majority of players are caught.

The main rule: The water fish catches without going beyond the circle line. Those who are caught also become traps. They help the merman.

Udmurt folk game

"Gray Bunny" (Purys kechpi)

Progress of the game: a square is drawn on the site (6X6 m) this is a fence. A bunny sits on one side of the fence. Dogs (ten players) located in a semicircle 3-5 m away from the opposite side of the fence. Participants in the game They say: “Little bunny, little bunny, why did you come into the garden? Why did you eat my cabbage?

At the last words, the bunny jumps from the fence and tries to run away. The dogs catch him, surrounding him with clasped hands.

The main rule: The hare is considered caught when the circle is completely closed. The hare has no right to run out from under the hands in a closed circle.

Udmurt folk game

"Catch-up" (Tyabyken shudon)

Progress of the game: The players stand in a circle. One of them says counting rhyme:

Five beards, six beards,

The seventh is a grandfather with a beard,

The one who goes out catches up with the players, who scatter in different directions. By touching the hand of one of the players, the trap says the word tyabyk. The one caught leaves the game.

The main rule: when three or four players are defeated, everyone gathers in a circle again and a new leader is chosen with a counting rhyme.

Udmurt folk game

Handkerchief game (Kysheten shudon)

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

The main rule: The player runs away only when he receives a handkerchief. When the leader with a handkerchief is caught by the second leader, the second leader is given a handkerchief, and the next leader is chosen from among the children standing in pairs. The game starts at the signal.

"Folk Games"

“Folk Games” focuses on solving problems that contribute to the organization of motor activity of primary schoolchildren in a friendly, joyful atmosphere, but with a skillful combination of rest and movement.

In the old days, there were about three thousand games. Only those that were the most interesting and exciting were preserved. Mostly in folk games play on fresh air. The games offered by this program are varied, require a lot of movement, ingenuity, give a lot of all kinds of physical skills and abilities, and perfectly temper the body and soul.

A special emphasis of the program is placed on the use of folk games with different physical activity for children with varying degrees of physical activity. The program offers games that require speed, dexterity, courage, and perseverance in achieving a goal.

goal: Teaching elementary schoolchildren forgotten folk games, counting rhymes, and other genres of oral folk art;

Fostering love for the Motherland, its traditions and customs;

Development physical qualities: agility, courage, physical activity, perseverance in achieving goals, friendliness and communication.

Teach the basics of folk games;

Develop motor activity;

To arouse children's interest in physical education and sports1. Plotless games

"Crows and Sparrows"

On lines 3 - 5 m from each other, the teams are located in ranks with their backs to each other. One team is the Ravens, the other is the Sparrows. At the “crow’s” signal, the team of the same name runs away, while the other team tries to catch up and “harass” the runners to a certain point. The team that wins wins larger number players of the other team.

"Trap-Dashes"

There are two lines on both sides of the site. A group of children stands on each side of the playground beyond the line. In the middle between the two lines there is a child - a trap. After the words: “One, two, three – catch it!” - children run to the other side of the playground, and the trap catches them. The one who is touched by the trap is eliminated from the game. After 2 runs, the caught ones are counted and new traps are selected.

"Locomotive"

The guide runs around the counter, returns and, taking the partner’s hand, repeats the exercise. When they return, they take a third, and so on, until the whole team has run the distance. The first team to complete the movement wins.

"White bears"

Two drivers hold hands, and with their free hands they try to “stain” the children running around the playground. Those caught join the drivers, forming threes, fours, etc., and help the drivers. The game is played until all players are caught.

"On one leg"

Jumping on one leg, try to roll the ball around a table, chair or along a winding path with the other leg: go around the chairs, bowling pins or other objects placed in the room - one on the left, the other on the right. The ball must not touch these objects.

"Cockfighting"

Children line up in two lines. Players stand on a line facing each other. At a signal, they, moving on one leg, hands behind their backs, try to push the opponent beyond the control line. The number of ejected ones is counted, and the team with the most wins wins.

"Jolly Run"

The teams stand in opposing columns with boys on one side and girls on the other (at a distance of the length of a volleyball court). Near the guide of the column there is a ball (rubber) and a gymnastic stick. On command, he squeezes the ball between his legs, takes a gymnastic stick in both hands and runs to the opposite column of girls. If one of the items is lost along the way, the player must stop, pick up the item in the same way and continue running. The relay ends when the columns of boys and girls exchange.

"Get on the trail"

Three pairs of footprints are drawn on the floor. Children are divided into teams. Each team has three pairs of tracks in front of them. It is necessary to accurately hit the trail when jumping. The team whose children are more accurate wins.

"Surveyers"

Two lines are drawn on the site between the start and finish at a distance of 12-15 m. The players are divided into two teams and are positioned with gymnastic sticks at the start. At a signal, they rush to the opposite line, measuring the distance with sticks (with each measurement they place the stick on the ground). The winner is the one who reaches the finish line first without breaking the rules. 2. Games - fun

"Tiger Hunt"

To play this game, you need a target - a plywood board, on which the head of a ferocious tiger is drawn, and in the mouth there is a carved round hole. You must have 5 rubber tennis balls. The task of the players is to hit the ball into the hole with 4-5 steps - the mouth. The one who makes the most accurate throws wins.

"Bring the fish"

Children are divided into two teams. At the starting line, two players are given two fishing rods 1 meter long. A plywood fish is placed at the end of each fishing rod. The fishing rods are held one in the right hand, the other in the left. Participants must carry and lower the “fish” into Lifebuoy, which is located on the starting line at a distance of 8-10 meters. The players begin to move simultaneously at the referee’s signal. Anyone who drops a “fish” must immediately put it on the fishing rods and move on. The team that gets the fish into the circle first wins.

"Turtle Traveler"

For this relay race, each team will need a plastic basin. The guide gets down on all fours, and the pelvis is placed on his back upside down. The result was a turtle. Now she must go all the way to the pin and back without losing her “shell” - the pelvis. When the player “crawls” to the start, the “house” is removed from him and placed on the back of another participant. The team that covers the proposed path the fastest wins.

"Collect the nuts"

Children are divided into teams. Each of them is given 5 hoops and 1 volleyball. The hoops are placed on the floor. Moreover, they may not lie in a straight line. The task of each “squirrel” is to carry the “nut” - a volleyball ball, jumping from “tree to tree” (from hoop to hoop), to the mark and back. Returning to his “hollow”, the player passes the “nut” to the next “squirrel”. The winner is the team that quickly and without losses transfers the “nuts”.

“I’ll knit a silk scarf”

Children are divided into teams. On two stands, between which a rope is stretched, 10-15 inflatable balls, painted to look like nesting dolls, hang on threads. Each player has a small handkerchief, which must be tied to the ball upon a signal. The team that knits scarves the fastest wins.

"Dribbling"

We divide the class into two teams. They play a relay race among themselves with balloons. You can only lead the ball to the finish line by hitting it on the floor, i.e. by dribbling. The winner is the team whose players all carry the ball to the finish line and back before their opponents. A team can have from five to ten people.

"Get through the bag"

Teams line up in a column along the front line of the volleyball court. On the offensive line, the teacher and his assistants hold bags without a bottom, the other edge of the bag is attached to a hoop. At the signal, players take turns crawling through the bag, running around the pins and returning back to the right side. Folk games (class students)

Russian folk game "Paints"

Participants in 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 names its owner. When all the paints have chosen a color and named it to the owner, he invites one of the buyers.

The buyer knocks:

Who's there?

Buyer.

Why did you come?

For paint.

For which?

For blue.

If there is no blue paint, the owner says: “Walk along the blue path, find blue boots.”

If the buyer guesses the color of the paint, then he takes the paint for himself.

A second buyer arrives and the conversation with the owner is repeated. And so they come up one by one and sort out the paints. The buyer who collects the most colors wins.

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

Russian folk game "The 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. The sheep loudly call the shepherd: Shepherd! Shepherd boy!

Play the horn!

Drive the herd into the field

Take a walk in freedom!

The shepherd drives the sheep out into the meadow, they walk, run, and jump. At the shepherd’s signal: “Wolf!” - all the sheep run into the house on the opposite side of the site. The shepherd stands in the way of the wolf and protects the sheep. Everyone caught by the wolf leaves the game.

Rules of the game: During the run, the sheep cannot return to the house from which they left. The shepherd only shields the sheep from the wolf, but does not stop him with his hands.

Tajik folk game "Mountain goat"

The players gather on the site. Two or three children are appointed hunters, and the rest are “mountain goats”. Children pretending to be “mountain goats” walk or run around the playground. At a signal, the hunters chase them and shoot (hit them with balls). The greasy “mountain goat” sits down on the bench. This means he is caught.

Rules of the game: Two hunters can throw a ball at one player at once.

Ukrainian folk game "Bread"

Everyone who wants to play, holding hands, stands in pairs (pair by pair) at some distance from the player who does not have a pair. It's called bread.

I'm baking some bread! (Bread boy screams)

Will you bake it? (The last couple asks)

Will you run away?

I'll take a look!

With these words, the two back players in opposite directions with the intention of joining and standing in front of the bread. And he tries to catch one of them before they have time to hold hands. If he succeeds, he and the caught one make a new pair, and the player left without a pair turns out to be the breadmaker.

Rules of the game: The last pair can run only after the end of the roll call.

Chechen folk game "Tower Game"

A square measuring 50x50 is drawn on the site. A line is drawn from the square at a distance of 1.5-2 m - this is the first half-cone, from the half-cone 6 more lines are drawn - half-cons with intervals of one step. A round stick 15-18 cm long and 5 cm in diameter is placed in the center of the square. A driver is selected from among the players, the others take turns starting the game from the stake, i.e. from the last mark, trying to knock the stick out of the square. If the player knocks out the stick, he runs for his bat, and the driver runs for the stick. If the driver manages to run up to the square earlier and say the word “Tower!”, he becomes the player, and the player becomes the driver.

If the player ran up to the square earlier and managed to say “Tower!”, he approaches the square by one half-kon, and the driver continues to drive. The game continues until one of the players reaches the first half-con, i.e., the first line from the square.

Rules of the game: A miss is considered a loss of a move.

Dagestan folk game “Get your hat”

Players are divided into two teams, up to 10 people in each. There are caps at a distance of 10-15 m. Players on both teams form pairs and move towards the hats, performing different movements. The first pairs move first, then the second, etc. For example, the first pairs move forward, jumping on one leg, the fourth - in a half-squat, etc.

Rules of the game: Only the pair that reaches first has the right to take the hat. The team with the most caps wins.

Buryat folk game "Wolf and Lambs"

They are chosen: one player is a wolf, another is a sheep, the rest are lambs. A wolf sits on the road along which a sheep with lambs is moving. The sheep is in front, followed by lambs in single file. They approach the wolf. The sheep asks: “What are you doing here?” “I’m waiting for you,” says the wolf. “Why are you waiting for us?” - “To eat you all!” With these words, he rushes at the lambs, and the “sheep” blocks them.

Rules of the game: Lambs stick to each other and to the sheep. The wolf can only catch the last lamb. The lambs must deftly turn to the side, following the movements of the ewe. The wolf should not push the sheep away.

Kazakh folk game “Equestrian competition”

Players in pairs (horse and rider) stand on the starting line so as not to interfere with each other. The first player - the horse - stretches his arms back - down, the second - the rider - takes his hands, and in this position the pairs run to the finish line. The rider who is the first to “jump up” to the finish line must jump and take out the scarf hanging on the rack.

Rules of the game: The competition begins only at the signal. The rider takes out the handkerchief. 4. Children's favorite games

"Dodge the Ball"

Two lines are drawn on the site at a distance of 10-15 m. Players from one team stand behind these lines, players from the other team stand in the middle. The players in the middle try to dodge and prevent players from the other team from getting hit by the ball. The player who was hit by the ball is eliminated from the game. When all the players from the middle are knocked out, the teams change roles. The team that eliminates its opponents faster wins.

"Strong Throw"

Children are divided into teams. Teams stand in a line 20-30 m from each other. Lies in the middle basketball. Players throw small balls at a large one and try to roll it to the opponent’s side. The team that succeeds wins.

"Cosmonauts"

On site in different parts draw the outlines of the rocket. There should be several fewer of them playing. All children join hands. They walk in a circle with the words: “Fast rockets for walking around the planets are waiting for us. We’ll fly whichever one we want! But there is one secret in the game: there is no place for latecomers!” As soon as the last word is said, the children run away, trying to take an empty seat in the “rocket”. Latecomers gather in the center of the circle. We celebrate those children who have never been late for the “rocket”.

"The second odd one out"

Everyone who wants to play forms a circle. WITH outside There are two left in the circle: one is driving, the other is running away from him. When the driver catches up and “slaps” the running player, they change roles.

"Two Frosts"

The players are located on one side of the court, in the middle there are two drivers - two Frosts.” Frosts turn to the guys with the words: “We are two young brothers, two daring Frosts!” One of them, pointing to himself, says: “I am Frost - the blue nose.” Another: “I am Frost – the red nose.” And together: “Which of you will decide to set out on the path?” All the guys answer: “We are not afraid of threats, and we are not afraid of frost!” After these words, the children run to the other side of the playground. The drivers try to “grudge” those running across, the “greasy” ones remain in the place where Frost “frozen” them.

During the next dashes, the players can help out the “frozen” children by touching them with their hands. After several dashes, other Frosts are appointed. Those children who never got to Frost even once are noted, as well as the best pair of drivers.

"Big Ball"

To play you need a big ball. The players stand in a circle and join 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 passed the ball between his legs becomes the driver. But he stands behind 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 repeats itself. The players do not pick up the ball, they roll it with their feet.

"Flip Flops"

The players stand in a circle facing the center at a distance of one step from each other. The driver is selected. He 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 the driver called, catches the ball and hits it (slaps it with his palm). The number of hits is transferred 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. The player takes the place of the driver only if he has picked up the ball from the ground.

"Hide and Seek"

Children go to play in the park. The players decide where they can hide. We form two groups, one of which scatters and hides, and the other sets off in search of those hiding. Then the players change roles. It is necessary to agree on the time during which all players should be found. (For example, counting to 10).

"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 in chorus:

We can run fast

We love to jump and gallop

There's no way they'll catch us!

After finishing these words, everyone runs scattered across the site to another house. The driver tries to tarnish the defectors. One of the stained ones becomes the driver, and the game continues. At the end of the game, the best guys who were never caught are celebrated.

"Mill"

All players stand in a circle at a distance of at least two meters from each other. One of the players receives the ball and passes it to another, who passes it to the third, etc. in a circle. Gradually the transmission speed increases. Each player tries to catch the ball. The player who misses the ball is out of the game. The winner is the one who remains in the game last. Counting tables:

The peas were rolling on the dish,

You drive, but I won't.

The cuckoo walked past the net,

And behind her are small children,

The cuckoos are asked to drink,

Come out - you'll drive!

The bell calls everyone,

The bell sings to us

Ding-bom, ding-bom!

Get out of the circle!

The bees flew into the field,

They buzzed and buzzed.

The bees sat on the flowers.

We play - you drive!

Like in our hayloft

Two frogs spent the night.

In the morning we got up, ate cabbage soup,

And they told you to drive!

One two three four five, -

We want to play now.

Don’t say “yes” or “no” -

You still have to drive!

Tara-Mara

I went to the forest

I ate cones,

She told us.

And we are big shots

Let's give it to Tara-Mara!

The sun hid behind the mountain,

Bunny in the forest

And the bear is in the hole.

Who remained in sight -

I'm going to drive!

Get into the glass

cut the lemon

And get out!

(On fists)

The cuckoo was walking

Past the network

And behind her are small children.

Remove one fist!

Russian folk games are very diverse: children's games, Board games, round dance games for adults with folk songs, jokes, and dances. Games have long served as a means of self-knowledge, here they showed their best qualities: kindness, nobility, mutual assistance, self-sacrifice for the sake of others.

There is no need to prove that folk games have long been not just entertainment, but also training, education, psychological relief, and at festivals and festivities they were certainly included in the “cultural program.” Here, for example, are catch-up games: they develop dexterity, tune attention, and improve reaction speed. And special studies show that they also have a very beneficial effect on the formation of a culture of communication.

Which of the catch-up catches, besides the banal “tags” and “tags,” were popular in Rus'? Often these were those that were accompanied by proverbs, jokes, chants, and chants. It's amazing how resilient they turned out to be. Maybe because, despite all their unpretentiousness, they conceal some secret, incomprehensible to the mind, but dear to the soul? And that is why games that captivate each new generation have been preserved for centuries. Shall we remember them?

Burners
This is, one might say, a “classic of the genre.” Players sit in pairs, holding hands and forming a column. The driver stands in front. Everyone speaks loudly or chants in chorus:

Burn, burn clearly
So that it doesn't go out.
Burn, burn clearly
So that it doesn't go out.

Look at the sky -
Birds are flying.
The bells are ringing!
One, two, three - run!!!

Another variant:

Burn-burn clearly
So that it doesn't go out.
And one, and two, and three.
Last couple, run!

In any case, when the word “run” is said, those standing in the last pair open their arms and rush to the beginning of the column, running around it from different sides (one on the left, the other on the right), and the driver tries to catch one of them before the pair, Having met, he will join hands again.

If this works, then together with the caught player the driver stands in the first pair of the column, and the one who was not caught becomes the driver.

Frost - Red Nose

The boundaries of two “houses” are outlined along the edges of the playing area. Players gather in one of them.

The driver, i.e. Frost - Red Nose, stands in the middle of the platform and says:

I am Frost - Red Nose,
I freeze everyone indiscriminately.
I'll deal with everyone soon,
Who will decide now?
Set off on a long journey!

The players chant in response:

We are not afraid of threats
And we are not afraid of frost!

And they immediately run to the opposite “house”. Frost is trying to catch up with them and “freeze” them: those whom he manages to touch with his hand freeze in place. At the end of the run, they are either eliminated from the game or remain in a “frozen” position for subsequent rounds. In this case, the winner is the one who remains the last to escape the touch of Frost.

Malechina - kalechina

Having placed the stick on your finger, palm, leg, etc., you need to keep it in balance while they say the words: “Malechina-kalechina”
how many hours until evening?
One, two... ten.

Golden Gate
A pair of players stand facing each other and raise their hands up - this is the goal. The remaining players take on each other so that a chain is formed.
The gate players say a rhyme, and the chain must quickly pass between them.

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

With these words, hands drop and the gates slam shut. Those that are caught become additional gates. The "Gate" wins if they manage to catch all the players.


Game "Guide"

This is more than just a game. This is an acquaintance of souls, when there are no distractions such as appearance and look.

Men stand in the inner circle, facing the center of the circle, hold hands and close their eyes. In the outer circle, girls dance in a circle to the music. After some time, at the leader’s signal, a clap or a whistle, the girls begin to sort out the guys - any one they like from those who are closer. They take the guy by the hand and lead him in a circle, the guy walks with his eyes closed the whole time. It is advisable that the number of girls and boys coincide so that no one is left standing alone in the inner circle.

At the leader’s signal, the girls carefully line up the guys again in the inner circle, and they themselves move on in a round dance. This is repeated three times. When, after the third time, the guys are again placed in the inner circle, the leader gives a signal - “You can open your eyes.” The sharing begins. The guys describe their feelings, name which of the three girls they liked, whom they would like to see. Girls are usually happy to confess and show themselves.
Then the girls stand in the inner circle with their eyes closed, and the guys stand in the outer circle, and everything repeats.

Geese

Along the edges of the playing area there are two “houses”, in one of which the players - “geese” - gather. The one chosen for the role of “wolf” is placed in a circle symbolizing his lair. The presenter goes to an empty “house” and starts a dialogue with the “geese”:

Geese, geese!
- Ha-ga-ha!
- Do you want to eat?
- Yes Yes Yes!
- So fly home!
- We are not allowed:
Gray wolf under the mountain
He won't let us go home!
- Well, fly as you wish.
Just take care of your wings!

“Geese,” flapping their wings, try to cross to another house, and “the wolf catches them.” The caught player becomes a “wolf”.

This game is the most ancient one (as academician B.A. Rybakov points out, and V.Ya. Propp also mentions).

The driver - Yasha (i.e. the Lizard - the master of the underwater and underground world, one of the incarnations of Veles) sits in the center of the circle formed by the other participants in the game. Holding hands, they move in a round dance, chanting:

Yasha sits and sits
Under a walnut bush.
Yasha is gnawing and gnawing
Roasted nuts,
Gifted to my dear...

After this the dialogue occurs:

What does Yasha want?
- I want to get married.
- Take it, girl,
Whichever one you want.

The round dance participants scatter in all directions, and “Yasha” catches someone: if he catches a girl, he kisses her, if he catches a guy, he becomes the driver.

By the bear in the forest

They choose one as a “bear”. Two circles are outlined. One place is for the “bear”, the other is a home for the rest of the participants. Everyone leaves the house saying:

By the bear in the forest
I take mushrooms and berries,
But the bear doesn't sleep
And he growls at us.

At the last word, the “bear” runs out of the den with a growl, and the rest run into the “house.” The one who is caught becomes a “bear”.

Mousetrap.

Everyone stands in a circle, holding hands - this is a mousetrap. One or two are “mice”. They are outside the circle. Holding hands and raising them up, they move in a circle with the words:

Oh, how tired the mice are,
They gnawed everything, ate everything!
Beware, you rascals,
We'll get to you!
Let's slam the mousetrap
And we'll catch you right away!

While pronouncing the text, the “mice” run in and out of the circle. With the last word, “the mousetrap slams,” they lower their hands and squat down. Those who did not have time to run out of the circle are considered caught and stand in a circle. Other "mice" are selected.

"Salki"(“Fifteen”, “Lovitki”, “Loviski”, “Lyapki”, “Lepki”, “Dumplings”, “Salo”, etc.)

This game has different names and rules, but the main content remains the same: one or more drivers catch other players and, if caught, change roles with them.

The game can be played in the most different conditions: indoors, outdoors, children of all ages, youth and adults. Number of participants - from 3 to 40 people. The game does not require leaders or judges.

By lot or by counting, one driver is chosen - the “salka”. The boundaries of the playing area are conventionally established. Everyone scatters within this area. The driver announces: “I am a tag!” - and begins to catch those playing within the established limits of the site. Whomever he catches up and salutes (touches), he becomes a “tag” and declares, raising his hand up: “I am a tag!” He begins to catch the players, and the former “tag” runs away with everyone. The game has no definite ending.

Varieties of "Salok"

- "Salki with the house". For those escaping, a “house” is drawn on the site, in which they can escape from the “tag”, but they have no right to stay there for a long time.

Salki "Feet off the ground". To escape from the "tag", the players must lift their feet off the ground (floor). For this purpose, they climb onto some object or sit down, lie down, raising their legs up. In this situation, the “salka” has no right to salt them.

Salki "Give me your hand". In this game, the person running away from the tag shouts: “Give me your hand!” If one of his comrades takes his hand, then the driver has no right to insult them. If another player joins on the other side, that is, there will be three of them, the driver has the right to kill any last one.

-"Tag-crossings". Those running away can help each other out by crossing the road between the catching “tag” and the one running away. As soon as someone crosses the road, “Salka” must catch him. Here again, someone tries to help out a comrade and runs across the road, the “salka” begins to catch him, and so everyone tries to save the comrade, whom the “salka” is running after. The driver ("tag") must quickly switch and catch a new player who has crossed the road.

Russian folk games for preschool children (3-7 years old)

The material is intended for teachers preschool institutions, teachers additional education and school teachers.

Target: Motor activity - as a factor influencing healthy image life.

Tasks:
1. Develop various types of memory.
2. Develop communication skills and the emotional sphere of the child.
3. Develop mental operations through play.
4. Develop imagination.
5. Learn to shoot emotional stress using the game.

Currently, the task of preserving national traditions and forming a person’s national self-awareness is urgent. The kindergarten, solving the problems of the diversified development of children using Russian folk culture, gives preference to Russian folk games.
Such games have absorbed the best national traditions. They clearly reflect the way of life of people, their work, way of life, and national principles. Folk games have a lot of humor, jokes, and enthusiasm, which makes them especially attractive to children. The accessibility and expressiveness of folk games activates the child’s mental work, contributes to the expansion of ideas about the world around him, and the development mental processes. Folk games have everything: folk text, music, dynamic action, and excitement. At the same time they have strictly certain rules, and each player is accustomed to joint and coordinated actions, to respect the generally accepted conditions of the game. In such games you can excel if it does not violate established order– that’s what it’s all about pedagogical value folk games.
Teachers kindergarten folk games are widely used in classes, in Everyday life guys, on a walk, on holidays and entertainment. Not only educators and specialists take part in the selection of games: the music director monitors the musical repertoire; The physical education instructor is thinking through a set of movements to be learned.
Folk games are also used at holidays and entertainment. Various characters from fairy tales come to the children and play imitative games with them - “Peter the Cockerel”, “The chicken went out for a walk; round dances - “Zainka”, “Goat”; fun games - “Granny the Hedgehog”; for older children and preparatory groups competitive games - tug of war, etc. In everyday life, especially on walks, our pupils love to play the so-called yard games: “Tag”, “The sea is worried”, “My cheerful ringing ball”. I believe that the use of folk games in working with children allows the teacher to convey to children the identity of the Russian people, the color of their customs, the uniqueness of the Russian language, and to develop an interest in Russian folk culture and its traditions.
Experience working with children shows that in Lately children play ordinary games less and less often preschool games" Rarely found original ideas in games, interesting twists in their plots. Often the games of preschoolers are monotonous, without the brightness and inspiration that are so inherent in children's perception of the world around them. Children encounter difficulties when they need to show imagination and fantasy, and come up with something of their own.
Most parents are convinced that simply playing, pampering, talking with the child is not enough. To keep up with the times, you “need to work with your baby.” Thus, during the period when the child’s right (artistic, synthetic) hemisphere of the brain should normally develop, that is, a holistic picture of the world is formed, it is loaded with sign systems (letters, numbers) that are unnecessary at that time, thereby stimulating the left ( analytical) hemisphere, on whose work the school education system is already built.
So it turns out that children can write and read, and with imaginative thinking some kind of flaw remains, and the ability to see the world vividly, imaginatively, goes away along with childish spontaneity.
It is important to develop in preschoolers attentiveness, creative imagination, cognitive activity, communication skills, the ability to reason, analyze and compare, generalize and highlight the essential features of objects. The acquired skills will help the child successfully master new knowledge in the future. And these skills must be developed unnoticed by the child, in play. Therefore, in kindergarten it is necessary to widely use games to develop cognitive processes.
For example:
Development games various types memory: “Memories”, “What was missing”, “Telegram”, “Artists” and others.
Games for the development of communication skills and the emotional sphere of the child: “Tender words”, “Locomotive with a name”, “Compliments” and others.
Games for the development of mental operations: “An extra word”, “Say the opposite”, “Choose a word”, “Fact and fable”, “Mysterious words” and others.
Games to develop imagination: “What happened”, “What will happen”, and others.
Games to relieve emotional stress.
Children play such games with pleasure and interest, they become more confident in themselves and their abilities. Moreover, this affects both communication with peers and behavior in other classes. They develop communication skills and form the prerequisites for further successful educational activities.

"Empty place"
Children of all ages play “Empty Place” (independently), from 6 to 40 people.
Description. The players, except the driver, stand in a circle, the driver behind the circle. Everyone puts their hands behind their backs or simply lowers them down. The driver walks around the circle and touches someone, touching their back or arms. This means that he challenges this player to a competition. Having touched, the driver runs in any direction behind the circle, and the called one runs in reverse side round. Having met, they either simply walk around each other or greet each other (by crouching, bowing, etc.) and continue to run faster in a circle to take the vacant seat. Whoever takes it stays there, and the one left without a place becomes the driver.
Rules.
The driver has no right to hit the person being called. He can only touch it.
The driver can immediately start running in one direction or the other. The summoned one watches him and, as soon as he sees in what direction he is running, he rushes in the opposite direction in a circle.
When meeting, they perform various tasks (by agreement). Whoever fails to comply becomes the driver.

Third wheel"
Number of participants - from 8 to 40 people.
Description. The players stand in pairs in a circle, facing the center so that one of the pair is in front and the other is behind it. The distance between pairs is 1-2 m. Two drivers take a place behind the circle. One of them runs away, and the other catches him. Fleeing from pursuit, the runner can stand in front of any pair. Then the person standing behind turns out to be the “third wheel”. He must run away from the second driver. If the one catching up catches (touches, touches) the one running away, then they change roles. Thus, the drivers change all the time.
This game, well-known and beloved by young people, becomes even more interesting if it is supplemented with the following: when the runner gets in front of any pair, the “third wheel” who is behind does not flee from the one who is catching up, but begins to pursue him.
Types of game:
- the players stand in pairs facing each other and join hands. The person running away, saving himself, stands under the arms of someone with his back to him. Whoever turns his back is the “third wheel” who must run away;
- the game is played to music. The players walk in pairs, holding hands, and placing their free hands on their belts. A person running away, escaping pursuit, can take one of the walkers by the arm at any moment. Then the person standing on the other side of the couple becomes the runner.
Rule. One who is running away from pursuit must not be disturbed.

"Golden Gate"
In countless varieties and variations, this game exists among almost all nations. Among Russians, the following varieties are most common.
6-20 people play, most often preschoolers, junior schoolchildren, and sometimes teenagers, young men, youth.
Description. They choose two stronger players. They step aside a little and agree which of them will be the “sun” and which will be the “moon” (“month”). Those who have chosen the roles of the moon and the sun stand facing each other, take hands and raise them, as if forming a gate. The rest of the players join hands and walk in a line through the “gate”. Often, the participants’ favorite songs are sung at the same time. When the last of those walking passes through the “gate”, it “closes”: the raised hands are lowered, and the Last one finds himself between them. The detainee is asked quietly which side he would like to be on: behind the “moon” or “sun”. He chooses and stands behind the corresponding player. The rest again go through the “gate”, and again the last one falls into the “moon” or “sun” group. When everyone is distributed, the groups perform tug-of-war, holding hands or using a rope, stick, etc.
A variation of this game (which has become more widespread in recent decades than the one described above) is that those walking through the “gate” do not sing, but the players representing the “gate” say in a recitative:
The Golden Gate does not always let you through: The first time is forgiven, The second time is forbidden, And the third time we will not let you through!
The “gate” closes at the last word and “catch” the one who is in it. In order not to be caught, those walking involuntarily speed up their pace, sometimes start running, and those catching, in turn, change the speed of the recitative. The game becomes more active and fun. It also ends with a tug.
Another variation is that there are two “gates”. The players portraying them pronounce the rhyme at the same time (in tune). Those caught do not choose where to stand, but are immediately included in the team of the “gate” that caught them. The representing gates compete to see who can catch the most players. The competition ends with a tug-of-war.
Rules.
A player who must pass through a “gate” must not stop in front of it (for fear that it will close). Anyone who stops is considered caught.
Those walking or running cannot separate their hands; they must hold hands with at least one player. Anyone who runs without holding hands with anyone is considered caught.
You can only give up (“close the gate”) on the last word of the recitative.

Hitting the rope
To play, you need a rope closed in a circle. Players grab the rope from the outside with both hands. One driver is selected, who should be in the center of the circle formed by the rope. The driver’s goal is to add salt, i.e. hit the hand of one of the players located on the outside of the circle. Those who are on the outside of the circle can only release one hand from the rope during the leader’s attack. If the player releases two hands from the rope or the driver hits one of them, then it is he who stands in the circle and the game continues.

Big ball
A game in which you need to form a circle. Children join hands, and one driver is selected, who stands in the center of the circle and there is a large ball near his feet. The task of the player in the center is to kick the ball and push it out of the circle. The player who misses the ball goes outside the circle, and the one who hits takes his place. At the same time, everyone turns their back to the center of the circle and tries not to miss the ball into the center of the circle. An important condition is that the ball cannot be picked up during the entire game.

Ball in hole
A game with many varieties. To play, a shallow hole is dug in the ground and a ball is placed in it. All players must have straight sticks about a meter long. The performer is chosen by lot - the player who will guard the ball. All other players move beyond the conventional line, at a certain distance from the hole, and begin to throw sticks in the established order, trying to hit the ball. For everyone who throws it past, the sticks remain in place.
If no one hits, then the performer rolls the ball with his stick towards the side closest to him, trying to hit it. If he succeeds, he runs behind the starting line for throwing, also called the house. The performer becomes the one whose stick the ball hits. If during the game someone manages to knock the ball out of the hole, at the same moment, those players whose sticks are in the field run to pick them up, and the performer must put the ball in its place. This gives players the opportunity to make an extra throw. When throwing sticks, the performer is recommended to be slightly away from the ball to avoid the stick hitting it.

Bunnies
The game is played in an open space. One hunter is chosen from all the players, all the others pretend to be hares, trying to jump on two legs. The hunter's task is to catch the slowest hare by hitting him with his hand. But there is one important condition in the game: the hunter does not have the right to catch a hare if it is on a “tree”. In the context of this game, a tree will be any sliver or stump. This condition makes life very difficult for the hunter, which often makes him angry during the game. However, as soon as he manages to kill one of the hares, he immediately becomes a hunter, taking on the unenviable responsibility of catching hares.

Jumping with tied feet
All participants have their feet tied with a thick, wide rope or scarf. After which everyone stands near the starting line and, at a signal, begins to jump towards the finish line. The winner is the one who covered the distance the fastest. The distance should not be too large, since jumping with tied legs is quite difficult.

No salt salt
For this game, two drivers are selected, who sit on the ground opposite each other, so that the soles of their feet touch each other. The drivers are blindfolded with a thick cloth bandage. The hands of the drivers are behind their backs. Everyone else is a player on the field. The field players, approaching the drivers one by one from one side, shout “No salt” and freely jump over their legs. On the way back, you need to shout “Salt” and try to jump over the drivers’ legs again. The only difference is that the drivers try to catch the jumpers with their hands. If they succeed, then the driver changes. The one who was caught sits in the place of the one who caught him, and he is already blindfolded.

Confused
Children taking part in this game stand in one row, join hands, thereby forming a chain. A leader is appointed on the right side of the chain, who, on command, begins to run with a change of direction and the entire chain begins to move behind him. However, no one except the leader knows the direction of movement, so it is quite difficult to maintain balance and not disconnect the chain. The further a player is from the leader, the more difficult it is for him to maintain balance, not fall or break the chain.

Burners (burners, pillar, pairs)
This game requires a driver, and he is chosen before the game starts. Everyone else forms pairs, mainly a boy - a girl, and if adults also take part in the game, then a man - a woman. The couples stand one after another, and the driver has his back to the first couple at a certain distance and is strictly forbidden to look back. Afterwards, one or all of them together begin to say: “Burn, burn clearly! So that it doesn’t go out. Look at the sky, the birds are flying there!” (Other rhymes are also found). After which the driver looks into the sky. After which the back pair runs forward through the sides, one person through the right side, the other through left side. The task of the back couple is to try to stand in front of the driver, holding hands. The driver tries to catch or at least insult one of the moving pair. If this happens, the one who was insulted becomes the leader, and the “old” driver takes his place in the pair. The game continues until the players lose interest or become tired.

By the bear in the forest
A game for the little ones. From all the participants in the game, one driver is selected, who is designated as the “bear”. Two circles are drawn on the playing area. The 1st circle is the “bear’s” den, the 2nd is the home for all other participants in the game.
The game begins, and the children leave the house saying:
By the bear in the forest
I take mushrooms and berries.
But the bear doesn't sleep,
And he growls at us.
After the children say these words, the “bear” runs out of the den and tries to catch one of the children. If someone does not have time to escape into the house and the “bear” catches him, then he himself becomes a “bear” and goes to the den.

Tamer of Wild Beasts
On the playground, stumps are placed in a circle or soft rugs, if it is a hall. Stumps (mats) are placed in a circle, but there is one less than the number of players taking part in the game. The one who does not have a stump is the tamer of animals, and all other animals are animals. Before the game starts, children choose who will be the wolf, who will be the fox, and who will be the hare. The animals sit on tree stumps. The animal tamer walks in a circle from the outside and names one of the animals. The one who was named gets up and follows the tamer. And so the tamer can name several animals, they get up and follow the leader. As soon as the tamer says: “Attention, hunters,” the animals and the tamer try to sit on a free stump. The one for whom there is no free space becomes the tamer and the game continues.

Fir trees
Very interesting game, which has become widespread in different regions and has several modifications. All the players are not far from each other (on the lawn, in the yard, in the field) and dig small holes, each for themselves. Then they stand with one foot in the hole. With the exception of the driver, who has a meter-long stick and a ball (ball) in his hands. All field players also have sticks. The driver hits the ball with a stick and tries to hit the other players with it. As soon as the players in the field see that the ball is rolling towards them, they try to hit the ball by throwing a stick at it. If a player misses, his comrades can help him. As soon as the ball is hit, the driver runs after the ball, touches it and tries to take the place of the one who threw the stick and must pick it up. If the driver manages to occupy the “empty place”, the hole in which the player ran for the stick, then the driver changes.

In leg
A folk Cossack game that became widespread in the 19th century. The game requires display of accuracy and dexterity from its participants. Children are divided into 2 equal teams. Circles with a diameter of about 30 centimeters are drawn along one of the lines, according to the number of players on one team. After this, players of one team line up along a line, placing one foot in a drawn circle. Players of the opposing team stand opposite, at a certain, predetermined distance. Their task is to hit the players of the opposing team with soft balls. The game lasts according to the number of established throws (for example, 5), after which the teams change places. For each hit you can score points. The team with the most points wins. During the game, it is prohibited to throw the ball in the face, and players in the circles are prohibited from lifting the leg located in the circle off the ground.

Geese
Children are divided into 2 teams. A circle is drawn in the center of the site. Players, one per team, go out into a circle, raise their left leg back, grab it with their hand, and extend their right hand forward. At the signal, the players begin to push with the palms of their outstretched arms. The winner is the player who manages to push the opponent out of the circle or if the opponent stands on both feet. The team with the most individual victories wins.

Rooster fight
The game is played according to almost the same rules as the game Geese. The main difference is that players, jumping on one leg, put their hands behind their backs and push shoulder to shoulder rather than with their palms. The winner is the player who manages to push the opponent out of the circle or if the opponent stands on both feet. The team with the most individual victories wins.

Padding
All children who participate in this game are divided into 2 equal teams. One person from each team is invited. There is a meter stick in the center of the site. The participants who come out grab a stick each from their side and, on command, begin to pull the stick, each in their own direction. The winner is the one who wins the opponent to his side. Next, the next team members go to the center of the site. The team with the most individual victories wins.

Wolves in the ditch
For this game you will need “wolves”, no more than 2 or 3 people, and all other children will be designated “hares”. A corridor about 1 meter wide (ditch) is drawn in the center of the site. "Wolves" occupy space inside the corridor (ditch). The task of the “hares” is to jump over the ditch and not be touched by one of the “wolves”. If the “bunny” is insulted and gets caught, he should leave the game. If during the jump the “hare” steps on the territory of the ditch, then he fails and also leaves the game.

Traveling horse
Both adults and children can successfully take part in the game, especially during public holidays. All participants are divided into two teams: some are “horses”, others are “riders”. The “riders” mount the “horses” and form a circle. One of the “riders” is given a ball. The “riders” pass the ball in a circle in one direction or another, for example, to the right. And the ball needs to go around several times, as agreed before the game. After which the teams change places, but, as a rule, the game turns out differently. If, while throwing the ball, it ends up on the ground, then the teams immediately change places: the “horses” become “riders”, and the “riders” become “horses”.

12 sticks
12 sticks - a game in which people can take part a large number of children. An important condition for its implementation is the area in which it is carried out. There should be a lot of bushes, trees or other shelters so that there is an opportunity to hide. All players must know each other by name. To play you will need a board about 50-80 centimeters long, 12 short sticks (about 15 centimeters long) and a round log. The board is placed on a log, and the sticks are placed on one edge of the board. The result is a structure similar to a swing.
From all the players, the driver is selected. He closes his eyes and counts, for example, to 20. All other players must hide. The sticks lie on a log. The driver must find the players, but not forgetting about the sticks. As soon as he finds someone, he must call the player’s name, run up to the board and kick the end opposite the sticks so that they fly apart, after which he can hide, and the one who was found becomes the driver. The game continues.
If the driver has gone far from the board with sticks, then one of those who is hiding can run up and hit the board so that the sticks fly apart. In this case, the driver must collect the sticks and only then go look for other areas of the game.

Fishing rod (Fish, Catch a fish)
All players form a circle. One driver is selected to stand in the center of the circle. The driver is given a rope. The driver can also be an adult. The driver begins to rotate the rope. The task of all players in the circle is to jump over it and not get caught. There are two options for developing the game.
1st option: without changing the driver (adult). In this case, those who fall for the bait are eliminated from the game and go outside the circle. The game is played until the most agile and jumping children (3-4 people) remain in the circle.
2nd option: with a change of driver. The “fish” that takes the bait takes a place in the center of the circle and becomes the “fisherman”.

Hen and kite
Before the start of the game, the two strongest are chosen from all its participants: one is appointed as a kite, the other is appointed as a hen. All the rest are chickens. The kite stands aside and, according to old Russian rules, digs a small hole. The chickens stand behind the hen, one after the other, and take each other by the waist. After which the queen and her chicks approach the kite, and the queen begins to say: “Kite! What are you doing?” - “I’m digging a hole.” - “Why do you need a dimple?” - “I’m looking for money.” - “Why do you need money?” - “Buy a needle.” - “Why do you need a needle?” - “Sew a bag.” - “Why a bag?” - “Place pebbles.” - “Why pebbles?” - “Mutter and rustle at your children.” - "For what?" - “They are climbing into my garden.” - “You should make the fence higher, but if you don’t know how, then catch them. After which, the kite tries to catch the last chicken. The hen protects her chickens, not allowing the last chicken, which is also trying to evade, to be greased. The caught chicken sits on a bench, and the game continues until the kite catches everyone.The game can also be played by running the hen's sentence.

Burners
This is, one might say, a “classic of the genre.” Players sit in pairs, holding hands and forming a column. The driver stands in front. Everyone speaks loudly or chants in chorus:
Burn, burn clearly
So that it doesn't go out.
Burn, burn clearly
So that it doesn't go out.
Look at the sky -
Birds are flying.
The bells are ringing!
One, two, three - run!!!

Another variant:
Burn-burn clearly
So that it doesn't go out.
And one, and two, and three.
Last couple, run!
In any case, when the word “run” is said, those standing in the last pair open their arms and rush to the beginning of the column, running around it from different sides (one on the left, the other on the right), and the driver tries to catch one of them before the pair, Having met, he will join hands again.
If this works, then together with the caught player the driver stands in the first pair of the column, and the one who was not caught becomes the driver.

Frost - Red Nose
The boundaries of two “houses” are outlined along the edges of the playing area. Players gather in one of them.
The driver, i.e. Frost - Red Nose, stands in the middle of the platform and says:
I am Frost - Red Nose,
I freeze everyone indiscriminately.
I'll deal with everyone soon,
Who will decide now?
Set off on a long journey!
The players chant in response:
We are not afraid of threats
And we are not afraid of frost!
And they immediately run to the opposite “house”. Frost is trying to catch up with them and “freeze” them: those whom he manages to touch with his hand freeze in place.
At the end of the run, they are either eliminated from the game or remain in a “frozen” position for subsequent rounds. In this case, the winner is the one who remains the last to escape the touch of Frost.

Malechina - crippled
Having placed the stick on your finger, palm, leg, etc., you need to keep it in balance while they say the words: “Malechina-kalechina, how many hours until evening?”
One, two... ten.
Golden Gate
A pair of players stand facing each other and raise their hands up - this is the goal. The remaining players take on each other so that a chain is formed.
The gate players say a rhyme, and the chain must quickly pass between them.
Golden Gate
They don't always miss.
Saying goodbye for the first time
The second one is prohibited.
And for the third time
We won't miss you!
With these words, hands drop and the gates slam shut. Those that are caught become additional gates. The "Gate" wins if they manage to catch all the players.

Game "Guide"
This is more than just a game. This is an acquaintance of souls, when factors such as appearance and gaze are not distracting.
Men stand in the inner circle, facing the center of the circle, hold hands and close their eyes. In the outer circle, girls dance in a circle to the music. After some time, at the leader’s signal, a clap or a whistle, the girls begin to sort out the guys - any one they like from those who are closer. They take the guy by the hand and lead him in a circle, the guy walks with his eyes closed the whole time. It is advisable that the number of girls and boys coincide so that no one is left standing alone in the inner circle.
At the leader’s signal, the girls carefully line up the guys again in the inner circle, and they themselves move on in a round dance. This is repeated three times. When, after the third time, the guys are again placed in the inner circle, the leader gives a signal - “You can open your eyes.” The sharing begins. The guys describe their feelings, name which of the three girls they liked, whom they would like to see. Girls are usually happy to confess and show themselves.
Then the girls stand in the inner circle with their eyes closed, and the guys stand in the outer circle, and everything repeats.

Geese
Along the edges of the playing area there are two “houses”, in one of which the players - “geese” - gather. The one chosen for the role of “wolf” is placed in a circle symbolizing his lair. The presenter goes to an empty “house” and starts a dialogue with the “geese”:
- Geese, geese!
- Ha-ga-ha!
- Do you want to eat?
- Yes Yes Yes!
- So fly home!
- We are not allowed:
Gray wolf under the mountain
He won't let us go home!
- Well, fly as you wish.
Just take care of your wings!
“Geese,” flapping their wings, try to cross to another house, and “the wolf catches them.” The caught player becomes a “wolf”.

Yasha
This game is the most ancient one (as academician B.A. Rybakov points out, and V.Ya. Propp also mentions).
The driver - Yasha (i.e. the Lizard - the master of the underwater and underground world, one of the incarnations of Veles) sits in the center of the circle formed by the other participants in the game. Holding hands, they move in a round dance, chanting:
Yasha sits and sits
Under a walnut bush.
Yasha is gnawing and gnawing
Roasted nuts,
Gifted to my dear...
After this the dialogue occurs:
- What does Yasha want?
- I want to get married.
- Get yourself a girl
Whichever one you want.
The round dance participants scatter in all directions, and “Yasha” catches someone: if he catches a girl, he kisses her, if he catches a guy, he becomes the driver.

Mousetrap
Everyone stands in a circle, holding hands - this is a mousetrap. One or two are “mice”. They are outside the circle. Holding hands and raising them up, they move in a circle with the words:
Oh, how tired the mice are,
They gnawed everything, ate everything!
Beware, you rascals,
We'll get to you!
Let's slam the mousetrap
And we'll catch you right away!
While pronouncing the text, the “mice” run in and out of the circle. With the last word, “the mousetrap slams,” they lower their hands and squat down. Those who did not have time to run out of the circle are considered caught and stand in a circle. Other "mice" are selected.

"Salki" ("Pyatnashki", "Lovitki", "Lovishki", "Lyapki", "Lepki", "Dumplings", "Salo", etc.)
This game has different names and rules, but the main content remains the same: one or more drivers catch other players and, if caught, change roles with them.
The game can be played in a variety of conditions: indoors, outdoors, by children of all ages, youth and adults. Number of participants - from 3 to 40 people. The game does not require leaders or judges.
By lot or by counting, one driver is chosen - the “salka”. The boundaries of the playing area are conventionally established. Everyone scatters within this area. The driver announces: “I am a tag!” - and begins to catch those playing within the established limits of the site. Whomever he catches up and salutes (touches), he becomes a “tag” and declares, raising his hand up: “I am a tag!” He begins to catch the players, and the former “tag” runs away with everyone. The game has no definite ending.
Varieties of "Salok"
- "Tag with the house." For those escaping, a “house” is drawn on the site, in which they can escape from the “tag”, but they have no right to stay there for a long time.
- Salki "Feet off the ground." To escape from the "tag", the players must lift their feet off the ground (floor). For this purpose, they climb onto some object or sit down, lie down, raising their legs up. In this situation, the “salka” has no right to salt them.
- Salki "Give me your hand." In this game, the person running away from the tag shouts: “Give me your hand!” If one of his comrades takes his hand, then the driver has no right to insult them. If another player joins on the other side, that is, there will be three of them, the driver has the right to salt any last one.
- "Tag-crossings." Those running away can help each other out by crossing the road between the catching “tag” and the one running away. As soon as someone crosses the road, “Salka” must catch him. Here again, someone tries to help out a comrade and runs across the road, the “salka” begins to catch him, and so everyone tries to save the comrade, whom the “salka” is running after. The driver ("tag") must quickly switch and catch a new player who has crossed the road.

Hawk
Children gather, up to 16 or more, in the yard, garden or spacious room and cast lots among themselves. The one chosen by lot represents the hawk. The rest of the children join hands and become pairs, forming several rows.
In front of everyone is a hawk who can only look forward and does not dare look back. At this signal, the pairs suddenly separate from each other and run in different directions, at which time the hawk catches up with them, trying to catch someone.
The victim, that is, the one who finds himself in the claws of the hawk, changes roles with him.
While running, children try to throw a scarf or a rolled tourniquet at the hawk - if they hit it, it is considered killed and another one is chosen from among the children to take its place.

Cats and mice
The best place for this game is a spacious area on outdoors.
Participants in this game, up to 25 or more, without distinction of gender, nominate one of their peers to play the role of a mouse and the other two to play the role of a cat.
The rest of the children take each other's hands and form an open circle, in one place of which two neighboring participants lower one of their hands, thus forming a kind of open "gate", and cats are allowed to enter the circle exclusively through these "gates" , the mouse, in addition, through all the other gaps formed between the children.
This game is based on the fact that cats strive to catch the mouse at all costs; As soon as this happens, these three most active participants join hands and join the others to form the same circle, and a new mouse and cats are put forward to replace them, etc. until all the children are in these roles.
During this game, children are provided great opportunity frolic and run around in the open air, which is of great importance for the development and strengthening of their physical strength.

Tag
Tag games take place outdoors, where children gather in any number, from 4-5 to 25 or more.
Having gathered, the children choose one from their midst and give him the nickname tag; His role is that he carefully watches the children running in different directions and tries at all costs to catch one and stain him, that is, touch him with his hand.
The one caught is detained in this way and turns into a “tag,” while his name is pronounced publicly so that his comrades know who they should beware of.
As soon as he, in turn, catches one of the participants, he immediately transfers his role to him, moving himself into the group of children fleeing.
This game should be continued until the children maintain a keen interest in it and do not feel tired.
Tag games are primarily based on movement; they can, however, be varied by introducing various elements, for example throwing a ball and the like.

Bunny
Children, in any number, up to 30 or more, take with them an ordinary ball, medium size, and go into the yard.
The children taking part in the game, all except one, are placed in a circle, turning their faces to the center of the circle. They fold their hands behind their backs, thus passing each other a ball, which in this case serves as a bunny.
One of the participants, located in the circle itself, strives to grab it when passing the ball from hand to hand, and he has the right to demand that each participant show him their hands.
As soon as he notices someone has a ball or one of the children drops it absent-mindedly, he picks up the ball and takes the place of the victim, and he enters the circle, changing roles with him.
The one in the circle is called the “leader”; As soon as he finds himself with his back to the one of the participants who has taken possession of the ball, he is given the right to touch the back of the “driver” with it, that is, to stain him, and staining is allowed only in the back, and not in any other place.
The stained one picks up the ball and rushes after the one who stained it; with great dexterity, he takes revenge, that is, he also tries to tarnish him; If successful, they exchange roles.
If he fails to overtake the enemy, he again goes to the middle of the circle and remains as the driver.
In this game, besides running, important element is throwing a ball - both of these conditions are extremely useful for children, as they give them the opportunity to develop the maximum of their muscular-nervous energy; with prolonged running and throwing, muscles develop and strengthen, breathing movements become frequent and deep, the chest develops and blood circulation improves significantly.
The game should be paused as soon as fatigue becomes noticeable.

Bear
The number of players can be as large as desired.
Participants in the game choose by lot one comrade from among themselves, who is entrusted with the role of a bear, and supply each with tourniquets - the latter are not difficult to make by rolling up handkerchiefs accordingly.
On one side of the space allocated for the game, a small place is set up, or rather, limited by a line, which serves as a den for the bear.
At this signal, the children rush from one end of the yard to the opposite, and the bear, not armed with a tourniquet, rushes at them, trying to touch one of them with his hand, that is, to stain it.
The spotted one also becomes a bear and is taken to the den. The game continues in this order until there are more bears than the remaining participants in the game.
As the number of the bear's helpers increases, they all go out with him to hunt for prey and are placed in a row, with only those on the edges having the right to catch the players. The main element of the game is running.

Wolf in a circle
The number of participants can be as large as desired. Children gather in the spacious yard.
A circle is drawn on the floor or ground and, having chosen a wolf from among oneself by lot, they place it inside the outlined circle.
The children participating in the game rush into the circle and try to run out of it without being stained by the wolf, who is trying his best to stain them.
The victim changes roles with the wolf and takes his place in the circle. This game is not difficult, it gives children great fun. The main element included in it is running.

Cat
Children gather in a spacious place. The best time to start this game is as soon as dusk begins to fall.
Participants choose one from their midst who is distinguished by dexterity and agility, and entrust him with the role of a cat. The cat carefully hides behind a tree or bush, trying to remain unnoticed by its comrades.
The latter, at a signal from one of the elders, rush in all directions to look for the cat; the cat meows from time to time, making its presence known, and quickly hides so as not to be open.
The game continues until the cat is found, then another cat is again assigned by lot and the game is played until the children get tired or lose interest in it.

Lame fox
The number of children participating can be as large as desired. Having gathered in a spacious courtyard or in a large room, they choose one of the participants, who is given the nickname of the lame fox.
At the place chosen for the game, a circle is drawn quite large sizes, which includes all the children except the lame fox. At this signal, the children run in a circle, and at this time the lame fox jumps on one leg and tries at all costs to stain one of the running people, that is, to touch him with his hand.
As soon as she succeeds, she enters the circle and joins the rest of her running comrades, while the victim takes on the role of a lame fox.
The children play until everyone is in the role of a lame fox; the game, however, can be stopped earlier, at the first sign of fatigue.
To play the game correctly, you must follow following conditions: children who entered inside the circle must run only in it and not go beyond the outlined line, in addition, the participant chosen by the lame fox must run only on one leg. The main elements of this game are running and jumping.

Dragonfly
Children gather in the yard, in the garden or in a spacious room, squat down, hands on their sides and vying with each other, racing each other, trying to jump to the opposite end of the place designated for the game.
Whichever child reaches the designated place first in this way is considered the winner, and the one who stumbles along the way is punished by being excluded from the number of players. This simple game gives children great pleasure and develops their physical strength.

Zhmurki
Children often and willingly play blind man's buff, especially young ones, since this game is very simple. The place chosen for it is a large, spacious room or a clean courtyard.
Children choose one from their environment, put a blindfold on his eyes, using a clean handkerchief, etc. At this signal, those participating in the game rush in different directions, and a boy with a blindfold, standing in the middle of the yard or room, tries to catch whom one of those running.
The one who gets caught changes roles with him, that is, he is blindfolded and he, in turn, also tries to catch one of his comrades.
While running, children should still make sure that the one who is blindfolded does not bump into any object; When they see danger, they warn by shouting: “fire”!

tube
The tube resembles a blind man's buff, only it is much more interesting for children.
There can be any number of participants - children gather in a large room or in a clean yard. One of them receives the nickname “blind man’s buff”, they put a scarf over his eyes and tie him up, and give him a tube of folded paper in his hands. The blind man's buff stands in the middle of the room, and the rest of the participants take each other's hands, forming a circle, in the center of which the blind man's buff is placed. At this signal, the children walk around the blind man's buff 2-3 times, after which the latter approaches one of them and calls him some name or asks: who are you?
The person asked must mutter something indistinctly in response, and the blind man's buff, hitting him with a straw, must name his comrade. If successful, they exchange roles. The main element included in the game is walking, and if it is in the fresh air, then the benefits of it are obvious, since walking serves as the best gymnastic exercise for the body.