Outdoor games from different countries

Would you be interested to know what children play in other countries of the world? I have always been interested in this question, so I began to collect information about it. So I have accumulated a small selection of foreign games. Interestingly, many of them have domestic analogues- and this once again proves that people are not so different from each other. At least in games. **Greece: “Amalgata”** This game is reminiscent of our popular entertainment “The Sea is Unsettled”, only in the Greek manner. Before starting the game, it is advisable to read the book “Myths Ancient Greece”or at least tell some of them to the child. _Accessories:_ scarves, hats, brooches, sticks... - for player outfits. _Rules of the game:_ The driver stands in the center of the court. He is blindfolded. He counts, and the other players walk around. After a while, the driver stops counting and loudly says: “Amalgate!” In Greek it means "statue". He takes off the blindfold and looks carefully at the players. At the same moment, all players should freeze in the pose of some ancient Greek hero. The presenter approaches each “statue” and looks closely to see if it is moving. If only the “statue” shakes or smiles, it is eliminated from the game. The most persistent player becomes the winner and becomes the leader in the next game. **Israel: "Go-gos"** Go-gos in Israel are called apricot pits. They can be excellent projectiles for shooting range games. _Accessories:_ apricot kernels, shoe boxes with different-sized holes cut into them. _Rules of the game:_ Before starting the game, you need to cut several holes in the lids of the boxes. One is the largest, the second is medium, the third is small (slightly larger than the bone itself). Each hole in the box has its own value: large - 10 points, medium - 15 points, small - 20 points. The boxes must be placed on the ground or floor, and a boundary line must be drawn one and a half meters from them. All players stand behind the line and throw the bones. The goal of the game is to get into the hole and score as many points as possible. The one who has more accurate hits and, accordingly, points wins. **Argentina: “Tut-Tut Train”** A fun outdoor game, suitable even for those groups in which the children do not know each other. _Accessories:_ several (according to the number of players) pieces of chalk and a whistle. _Rules of the game:_ First, each player builds a personal depot: to do this, he draws a chalk big circle and stands in its center. The child will be a carriage at the depot. The driver stands in the middle of the playing area. He has a whistle in his hands. This is a steam locomotive. The locomotive does not have its own depot. He starts the game, slowly walks from one depot to another, and the cars (children) are attached to him. When the entire train is assembled (all the children stand behind each other), the locomotive speeds up. It is important for the carriages not to break away from the locomotive and keep up with it, no matter how fast they go. Suddenly the “locomotive” blows its whistle, at which point the “cars” must scatter around the depot. The “steam locomotive” also runs and takes over someone’s depot. A player who did not have time to join his depot circle is considered a loser and now he becomes a “locomotive”. **Korea: "Bong Juggler"** At first glance, it's quite simple game. However, the further you go, the more difficult, but also more interesting it is to play. _Accessories:_ 5 small smooth stones. _Rules of the game:_ The first player throws pebbles to the ground. He tries to throw them so that they lie as close to each other as possible. Then he picks up one pebble and throws it up. The player then picks up a second stone. He holds it in his hand and catches the first pebble on the fly. So the player ends up with two stones in his hand. He throws one of them again and at this time takes the third pebble. So he continues throwing stones until he has 5 stones in his hand. Second part: at this stage, the player must pick up two stones from the ground during the flight of the first pebble. At the next stage - 3 stones, then - 4. As a result, the player throws all 5 stones into the air and tries to catch them with cupped palms. The number of pebbles the kid catches is how many points he gets. The one who scores the most points wins. This game also exists in other countries under the name "Five stones" (Batu Seremban). Sometimes, instead of stones, specially sewn bags of rice or beans are used:

**Chile: “Go ahead, Guaraka!”** No one knows what kind of character this is – Guaraka. However, this is not so important, the main thing is that the game is fun. _Accessories:_ handkerchief. _Rules of the game:_ Players sit in a large common circle. The driver runs around (with outside circle) with a handkerchief in his hands. The players do not look at the driver and shout loudly in unison: “Forward, Guaraka!” Purpose of the game: The driver must quietly place a handkerchief on the back of one of the players. If the player does not notice this, the driver runs around another circle and the player is eliminated. If the player notices a handkerchief on his back, he must quickly jump up, catch up and stop the driver. If he manages to do this, then in the next game he himself becomes the driver. If not, then the same child continues to drive. **Pakistan: “Up and Down”** If the company has stayed too long in one place, then the guys can be entertained with this fun game. _Accessories:_ open space with a large number of small obstacles (bumps, stumps, hummocks...) _Rules of the game:_ Everyone gathers on one platform, the driver says: “Top!” and all the guys must stand on some kind of hill. The driver commands: “Down!” This means that you can’t stay on the hills, you have to go down to a flat surface. After each command, the children move around the playground and no one knows where the “up” or “down” command will find him. The player who failed to execute the command on time becomes the driver. **Sumatra: “Bug, Elephant, Man”** An analogue of this game exists in our country. This is Rock, Paper, Scissors. _Rules of the game:_ We call three fingers on the hand: the little finger is a bug, the index finger is a person, the thumb is an elephant. You need to clench your hand into a fist and, at the count of the leader (one-two-three), throw one of these fingers forward. Elephant stronger than man, so he defeats him. Man is stronger than an ant, and an ant is stronger than an elephant. Depending on this, it is determined who won. You can count points for each win or just play according to your desire. _ **Read also:**

Hello guys!

The topic of our lesson is “Games of the Nations of the World,” which I will introduce you to. But before we start the lesson, I will give you cards. The numbers 1, 2, 3 are written on them (Appendix No. 1). During class, I will challenge you to play a numbers game.

  • Guys, what games do you know?
  • What games do you like to play?
  • What do you think is the oldest game?
  • Is it possible to divide games into games for boys and games for girls?
  • Do you think the games you mentioned are played in all countries?

The culture of every nation includes the games they created. For centuries, these games have accompanied Everyday life children and adults, develop vital qualities: endurance, strength, agility, speed, instill honesty, justice and dignity.

Russian folk games have a history of thousands of years: they have survived to this day from ancient times, passed down from generation to generation, absorbing the best national traditions. Besides saving folk traditions games have a great influence on character development, willpower, interest in folk art among young people and develop physical culture.

LAPTA

In ancient Russian chronicles there is a mention of folk game- Lapte. Among the items found during excavations in ancient Novgorod, many balls and the lapta itself (stick-bat), which gave the name to the game, were discovered. This game has been popular among the people for thousands of years. In ancient times, lapta was the favorite pastime for young people. U different nations There are many related games in the world. They have their own rules and are called differently: among the British - cricket, among the Americans - baseball, among the Cubans - pelota, among the Finns - pesa pallo, among the Germans - barrier. During excavations, Norwegian archaeologists find bats for playing lapta, which was popular among the Vikings. This game does not require any special expensive accessories or specially fundamentally equipped areas, which is currently becoming especially relevant. To play, you need a playing area measuring 40-55 m long and 25-40 m wide with grass or artificial turf, a solid wooden bat 60-110 cm long, weighing no more than 1500 g and a tennis ball. Lapta is a team game. Each team, according to the current rules, consists of 10 players. Lapta refers to situational sports, the peculiarity of which is the continuous change in the structure and intensity of motor acts. It is known that common feature, finding its expression in any sports game, is the high mental tension of competitive struggle. Lapta is no exception in this regard. At the same time, it has its own characteristics. In Lapta, unlike other team games, you do not need to score goals or throw balls into the basket; here the result is determined by the number of successfully completed runs, for which the team is awarded points. Each team tries to play on offense for as long as possible, because only playing on offense allows you to make an effective run. On defense, you can score points for volleys caught. Running, jumping, throwing the ball, catching, batting and game orientation form the basis of the game. Due to physical activity Each team player has a specific focus; in Lapta, athletes are distinguished by role. In offense it is the first batter, the second batter, the third batter, the fourth batter, the fifth batter and the sixth batter; in defense - server, right near, left near, central, right back and left back.

Antique Slavic game. Its history goes back several centuries. Mention of the towns can be found in fairy tales, ancient legends, and documents related to history. Ancient Rus'. Marking lines can be drawn with chalk or bright paint, a penalty line can be drawn with sand. All pieces, except the 15th, are built in the middle of the front line.

1) They begin to knock out any piece from the far line (kon). If at least one town is knocked out, the remaining ones are knocked out from the near line (half-cone).

2) A town is considered knocked out if it completely goes beyond the boundaries of the “city”. A town that goes beyond the line and rolls back into the “city” is considered knocked out.

3) The throw is considered lost if: - the bat touches the penalty line or the ground in front of it; - the player at the moment of the throw stepped or stepped beyond the line of the stake (half-cone). In these cases, all towns are placed in their original places; repeating the blow is not allowed. You can play towns alone, one-on-one, or team-on-team. Each team can have up to 5 players. When the first team finishes its throws (each player in turn can throw only two bats), the second team begins to knock out its pieces, and so on. In each game, from 5 to 15 pieces can be played, the pieces are placed sequentially one after another in the order established by the players. During the game, by agreement, you can change or clarify the conditions and rules of the game.

IV.1. Game "RUCK"

And now we will play with you. Those guys who have a card with the number 1 come out to me.

The game is called "Stream". The players stand one after another in pairs, take hands and hold them high above their heads. The clasped hands create a long corridor. The player who did not get a pair goes to the source of the “stream” and, passing under clasped hands, looks for a pair. Holding hands, the new couple makes their way to the end of the corridor, and the one whose couple was broken goes to the beginning of the “stream”... And, passing under clasped hands, he takes with him the one he likes.

Guys, what country do you see on the screen? Why?

There are few people who are not interested in board intellectual games. All popular Board games- chess, cards, backgammon - are of Asian origin. Not to mention dice: archaeologists find them in layers dating back to long before the beginning of our era. Currently, many traditional oriental games have gained worldwide recognition and popularity. In many countries of the world there are national federations of Go, Renju, Chinese chess, and world championships are held. Many of these games have original mechanics and are exceptionally fun.

Kunzhu is one of the most beloved entertainment in China. Entertainment, vibrant performance and training of attentiveness and dexterity in one bottle. The kunju toy is called the "Chinese yo-yo". As you can easily understand from the name, kunzhu is made of bamboo and consists of an axle and one or two wheels along the edges of this axle. Sticks on long threads are also attached to it. It is with the help of these sticks that the toy can be controlled. The wheels have several square holes. When air passes through them, the toy makes a whistling sound.

There is one peculiarity in China - traditional cutlery - Food packs. This is a pair of small sticks. Archaeological research in China suggests that chopsticks, which in China are called kuaizi appeared about 3 thousand years ago. Word kuaizi consists of two parts: kuai- “soon, fast, dexterous”, and zi- a sign of an object. 30% of people use them - the same number as use a fork. Kuaizi are square at the base so that they do not roll on the table. Their length is approximately 25 cm, and kitchen ones, usually bamboo, are one and a half times longer.

And now we will play a game originally from China. It's called "Chinese Dinner". Those guys who have a card with the number 2 come out to me.

IV.2. Game "CHINESE DINNER"

For this game you need to split into two teams (the teacher helps the children split up). An equal number of small sweets are poured into the plates. Upon clapping, participants must eat the offered “dish” as quickly as possible, using chopsticks.

Thank you for playing, please take your seats.

New images appeared on our screen. What country do you think they belong to? Why?

Egypt is a magical country. This is the birthplace of one of the most ancient and most developed civilizations, which had a tremendous influence on the development of world culture. Pyramids, pharaohs, mummies - these concepts are known even to the most distant people from history. Ancients Egyptian pyramids- one of the seven wonders of the world, the only one that has survived to this day in almost its original form. Total pyramids in Egypt there are several hundred. The most famous of them is one of the wonders of the world - the Pyramid of Cheops, a mystery whose construction has still not been solved. Great Sphinx- another famous landmark of Egypt, along with the pyramids. The Great Sphinx is the largest and oldest sphinx in the world. The Sphinx is a giant statue with the head of a man and the body of a lion, its face facing east. The statue was carved from limestone, and today it is all covered with cracks, worn out and beaten by the winds. The "Valley of the Mummies" is located in the "City of the Dead". 11 mummies found in 1997, which are very well preserved, are buried in this place. The approximate age of the mummies is 1800 years. Look at the screen. This is what mummies look like.

IV.3. Game "MUMMY"

Guys who have a card with the number 3, come to me. We'll play a game with you" Mummy". I suggest you divide into teams of 3 people.

The first participant stands motionless - this is the “mummy”. The second participant tries to wrap the “mummy” with toilet paper from neck to toe as quickly and tightly as possible. Once he finishes, the third participant must unwind the mummy back. The winner is the team that not only completed it faster, but also tore the paper as little as possible.

You have created some very interesting “mummies”! Have a seat.

Guys! What a great fellow you are!!! Everyone answered correctly and helped each other. I really enjoyed working with you!

V. Summing up. Relaxation.

  • I would also like to know your opinion about our event.
  • What game did you like?
  • What countries' games would you like to play?

The games we saw are actually played today by the children of these countries. And you can play the games yourself. You can learn about the games of the peoples of the world from books and on the Internet. I really want you to remember our lesson. Thank you for the lesson!

10 or more people play.
Chairs according to the number of players are placed in a circle, with their backs facing inward. The players (firefighters) walk around these chairs to the sound of music (tambourine, drum). As soon as the music stops, players must place an item of clothing on the chair they are standing near. Game continues. When each participant removes 3 objects (they end up on different chairs), the alarm sounds: “Fire!” Players must quickly find their items and put them on. Whoever gets dressed the fastest is the winner.

African tags in a circle

Tanzania


10 or more people play.
Inventory: leaf from a tree.
Players stand in a circle facing the center. The driver walks behind them and touches the players’ palms with a sheet. Then he places the paper in someone's hand and runs. The player with the sheet is behind him. If the driver runs a circle and is not caught up, he will stand in an empty place, and the player who was chasing him becomes the new driver.

Trains

Argentina


7 or more people play.
Inventory: whistle.
Each player builds a depot for himself: he draws a small circle. In the middle of the platform there is a driver - a steam locomotive. He doesn't have his own depot. The driver walks from one carriage to another. Whoever he approaches follows him. This is how all the cars are assembled. The locomotive suddenly whistles, and everyone runs to the depot, including the locomotive. The player left without a seat becomes the driver - the locomotive.

Buffaloes in the corral

Sudan


10 or more people play.
The players stand in a circle and join hands. Two or three players stand in the center. These are buffalos. Their task is to break out of the circle. They are running and trying to break through the circle, raising their hands in the air. Rough tactics are not permitted. If they fail to break through in one place, they try to do it in another. If they succeed, those players who failed to restrain them become buffaloes.

Sick cat

Brazil


More than five people play.
One player is a healthy cat who tries to catch everyone else. Each player who is tainted must place their hand on the exact spot where they were tainted. He also becomes a cat, but a sick one, and helps the healthy cat when catching. A sick cat can only stain with its healthy hand. The player who is not stained wins. He becomes a healthy cat for the next round.

Rope walkers

Uzbekistan


5 or more people play.
On the site, the guys draw a straight line 6-10 meters long. You have to move along it like on a tightrope. It is allowed to keep your arms at your sides. The losers are those guys who go off the line - “fly off the rope.”

Rules:
1. One of the players is watching the “rope walkers”.
2. The one who has stepped off the “rope” becomes an observer.

Pull

Belarus


10 or more people play.
The game participants are divided into two equal groups. The players of each group hold on to each other and form one chain with their arms bent at the elbows.
Stronger and more dexterous participants - “groovy” ones - become ahead of the chain. Standing opposite each other, the “clockwork” also takes each other’s arms bent at the elbows and each pulls in their own direction, trying to either break the opponent’s chain or pull it over the intended line.

Rule:
They start pulling exactly at the signal.

world of nations nations game game game game game game different games games games games games games games

For pre-school children

Kovalenko Lyubov Iosifovna,

teacher

MBDOU kindergarten"Snow White"

Solnechny village, Surgut district



BELLS

Children stand in a circle. Two people come out into the middle - one with a bell or bell, the other with a blindfold. Everyone sings:

Tryntsy-bryntsy, bells,

The daredevils called:

D igi-digi-digi-don,

Guess where the ringing comes from!

After these words, the “blind man’s buff” catches the dodging player

Two children string green branches or a garland and form a gate.

MOTHER SPRING

All the children say:

Mother spring is coming,

Open the gate.

The first of March has arrived

He spent all the children;

And behind it comes April

He opened the window and the door;

And when May came -

Walk as much as you want!

Spring leads a chain of all the children through the gate and into a circle.

LYAPKA

One of the players is the driver, he is called the lyapka. The driver runs after the participants in the game, tries to make someone look bad, saying: “You are wearing a blooper, give it to someone else!” The new driver catches up with the players and tries to pass the slip to one of them. This is how they play Kirov region. And in the Smolensk region, in this game, the driver catches the participants in the game and asks the caught one: “Who had it?” - “At my aunt’s.” - “What did you eat?” - “Dumplings.” - “Who did you give it to?” The person who is caught calls one of the game participants by name, and the named one becomes the driver.

Rules of the game. The driver should not chase the same player. Participants in the game carefully watch the change of drivers.

BALL UP!

The participants of the game stand in a circle, the driver goes to the middle of the circle and throws the ball with the words: “Ball up!” At this time, the players try to run as far as possible from the center of the circle. The driver catches the ball and shouts: “Stop!” Everyone must stop, and the driver, without leaving his place, throws the ball at the one who is closest to him. The stained one becomes a driver. If he misses, he remains the driver again: he goes to the center of the circle, throws the ball up - the game continues.

Rules of the game.

The driver throws the ball as high as possible. It is allowed to catch the ball from one bounce from the ground. If one of the players after the word: “Stop!” - continued to move, then he must take three steps towards the driver. Players, when running away from the driver, should not hide behind objects encountered along the way.



"LENOK"

Circles are drawn on the ground - nests, the number of which is one less than the number of players. Everyone stands in a circle and holds hands. The leader in the circle does various movements, everyone repeats them. At the command "Plant"

linen!" players occupy nests, the one who did not manage to occupy the nest is considered “planted”: he is “planted” in the nest until the end of the game. Then one nest is removed from the ground and the game continues. The winner is the one who takes the last empty place.

Kittens (Katsyanatki)

Description. A line is drawn on the ground (floor) - a “street”, about six to eight meters in front of it - a circle (“house”).

After this, a “cat” is selected. She enters the “house”, the playing “kittens” come up to her 2 steps, and the “cat” asks: “Kittens guys, where have you been?”

The subsequent conversation could go something like this: “Kittens”:

What did they do there?

"Kittens":

They picked flowers!

Where are these flowers?

The number of questions and answers depends on the imagination and intelligence of the players. “Kittens” can give several answers, but the “cat” chooses one and, depending on its content, asks a new question. As soon as the “kittens” pause when answering, the “cat” shouts: “Oh, you are deceivers!” - and tries to catch one of them. To escape, the “kittens” must run outside, that is, stand on the line, holding hands. Whoever the “cat” catches, she takes to the “house”. After some time, the rest of the “kittens” approach the “house”, and everything starts all over again.

MILLET (MILLET)

Description. By lot or simply at will, they choose a “master” (or “hostess”) and stand in one line, holding hands. The “owner” walks along the line, stops near someone and says:

Come to me to weed the millet.

Don't want!

Do you have any porridge?

Right now!

Oh, you quitter! - exclaims the “master” and runs to either end of the line.

The “loafer” also runs to this end of the line, but behind the backs of the players. Whichever of them is the first to grab the hand of the last one in the line stands next to him, and the remaining one changes roles with the “master”.

1. After the words “oh, you lazybones,” the “owner” has the right to make several deceptive movements and only after that run to any end of the line. The player competing with him must certainly run to the same end.

2. If the runners grab the hand of the last player at the same time, then the previous “owner” continues to lead.

FOREST, SWAMP, LAKE (FOREST, SWAMP, VOZERA)

Description. Draw a circle of such a size that all players fit into it, and 3 more circles at approximately equal distances from the first (when playing in a hall, these can be its three opposite corners, bounded by lines). The players stand in the first circle (or corner), and the remaining circles are named: “forest”, “swamp”, “lake”. The presenter names an animal, bird, fish or any other animal (you can agree to name plants) and quickly counts to the agreed number. Everyone runs, and everyone stands in the circle that, in his opinion, corresponds to the habitat of the named animal or bird, etc. (for example, in a circle meaning a forest if a wolf is named, in a circle meaning a lake if a pike is named ). The word “frog” allows you to stand in any circle, since frogs live in the lake, in the swamp, and in the forest. Those win. who has never made a mistake for a certain number of times.

HOUND (HORT)

Description. A “cage” is drawn on the ground - a circle with a diameter of 3 * 5 m. Children stand around it - “hares”, who, by agreement, choose the “rabbit king”. He enters the middle of the “cage” and says, pointing at each player in turn with each word:

Hare, hare, where have you been?

In a swamp.

What did you do?

I stung the grass.

Where did you hide it?

Under the deck.

Who took it?

Who's catching?

At the last word, all the players scatter, and he... whoever gets the word “hort” begins to catch them and takes those caught to the “cage”, where they must remain until the end of the game. This continues until then. until all the “hares” are caught.

1. “Hares” do not have the right to run outside the “field”.

2. The “hare” is considered caught if the “hort” grabs his hand or touches his shoulder.



WOLF AND KIDS (WOWK AND KIDS)

Children aged 7-12 years old (5-10 people) play on a playground measuring approximately 20x20 m.

Description. A circle with a diameter of 5-10 m is drawn on the site (depending on the number of players), and around it at a distance of 1-3 m there are circles with a diameter of 1 m - “houses” (one less than the number of “kids”). According to the counting rhyme, a “wolf” is chosen. He stands between the large circle and the “houses”. The “goats” are in a large circle. After counting to three, they run out of the circle to occupy the “houses”. The “wolf” does not kill them at this time. One of the “goats” does not get a “house”. He runs away (between the “houses” and the large circle) from the “wolf”, who is trying to make fun of him. Osalil - they change roles, if he doesn’t, he will remain a “wolf”, and the game starts all over again.

1. After counting “three,” all the “goats” must run out of the large circle.

2. If the “kid”, pursued by the “wolf,” runs around a large circle 3 times and the “wolf” does not catch up with him, then the “wolf” must stop the chase and remain in the same role for the next round of the game.

BELL (RINGING)

(This game has other names: “Bell”, “Ringing”)

This game was recorded in Ukraine in the last century by P. Ivanov (in the Kharkov region) and P. Chubinsky (in the Poltava region). Nowadays, the game has been found in Vinnytsia and Ternopil regions. Boys and girls aged 10-15 years (sometimes older) usually play with 10 or more people.

Description. Holding hands, the players form a circle. The driver, chosen according to the counting, stands inside the circle. Leaning on the hands of those making up the circle, he tries to separate them, saying: “Bov.” He repeats this until he opens someone’s hands, after which he runs away, and the two who opened their hands catch (salat) him. The one who catches it becomes the driver.

COLOR (COPIER)

Description. Agree on the boundaries of the site. The driver is chosen according to the counting rhyme. The players form a circle. The driver, closing his eyes, stands with his back to the circle, 5-6 m from it. He names any color, for example blue, red, green, cyan, white. Then he turns to the players. Those who have clothes of the named color or some other object grab onto these objects so that the driver can see. Those who don’t have them run away from the driver. If he catches up and salutes someone, then the saluted one becomes the driver, and the former driver stands with everyone else in a circle. Play several times.

HERON(CHAPLYA)

Description. According to the counting rhyme, they choose the driver - “heron”. The rest are “frogs”. Bye "heron"

“slit” (stands leaning forward and resting your hands on straight legs), the rest of the players jump on their haunches, trying to imitate the movements of the frog. Suddenly the “heron” “wakes up”, emits a cry and begins to catch (salt) the “frogs”. Salenny replaces the “heron”. They usually play 5-6 times.

TOWEL (RUSHNYCHOK)

Description. According to the count of drivers “one time. two. three, the right and left pairs separate their hands and run towards each other to change places, and the middle pair catches, without separating their hands, any of the runners (Fig. 2). A couple, one of whose players is caught by the drivers, changes place and role with them. If the drivers fail to catch anyone, they drive again.

LAME DUCK (LAME DUCK)

Description. A “lame duck” is selected, the rest of the players are placed randomly on the court, standing on one leg, and holding the other leg bent at the knee from behind with their hand. After the words: “The sun is shining, the game begins,” the “duck” jumps on one leg, holding the other leg with his hand, trying to make fun of one of the players (Fig. 3). Those who are greasy help her to grease others. The last player who is not greasy becomes a “lame duck.”

SQUARE (SQUARE)

Description. Usually the order of the game is determined this way: “Cheers, I’m first!” - “I’m second!” etc. Sometimes they are distributed according to a counting rhyme. Each player must complete the following exercises:

1) jump to the center of the square (Fig. 4, a), then jump to the sides to the sides of the square without stepping on the line, jump to the center again, then jump forward over the line without turning, then jump to the center and beyond the line of the square . The player who makes a mistake is eliminated from this game and waits for his next turn. The one who completes the exercise without errors moves on to the next exercises;

2) jump to the center on two legs; jumping your legs to the sides towards the walls of the square without stepping on them; back to the center; jump turn 90 degrees, legs to the sides; jump to the center and outside the square (Figure 4, b);

3) jump on one leg to the center of the square; jump your legs to the sides and turn, standing with your feet at the corners of the square (Figure 4, c); again jump on one leg to the center and jump with a turn, placing your feet in other corners; jump to the center on one leg and jump from the square.

In this game, the number of jumps and the combination of jumps on one and two legs is not strictly regulated. The players usually agree on how many and what kind of jumps the player makes in each series of movements. The winner is the one who is the first to complete all types of jumps that were agreed upon in advance.

Sometimes they play for ingenuity: each of the players in turn offers his own option, the rest must repeat it. In this case, the winner is the player who offers the most difficult or interesting option.




GRAY WOLF (SARY BURE)

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 pick mushrooms and berries. The leader comes out to meet them and asks (the 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 comes up to the place where the gray wolf is hiding and says in unison:

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.

WE SELL POTS (CHULMAK UENY)

The players are divided into two groups. Potty children, kneeling or sitting on the grass, form a circle. Behind every pot there is a player

The owner of the pot, his hands behind his back. The driver stands behind the circle. The driver approaches one of the owners of the pot and starts a conversation:

Hey buddy, sell the pot!

Buy

How many rubles 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 (they run around the circle three times). Whoever runs faster to an empty space in the circle takes that place, and the one who lags behind becomes the driver.

JUMP (KUCHTEM-KUCH)

A large circle with a diameter of 15-25 m is drawn on the ground, and 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.

FLAPPERS (ABACLE)

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

The driver is selected. He approaches those standing near the city and says the words:

Clap and clap - the signal is this: I'm running, and you follow me!

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

TAKE A SEAT (BUSH URSH)

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

Like a magpie, I won’t let anyone into the house.

I cackle like a goose,

I'll slap you on the shoulder - Run!

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



KURAI (PIPE)

The game is played to any Bashkir folk melody. Children, holding hands, form a circle and move in one direction. In the center of the circle there is one child, he is a kurai player, he has a kurai (long pipe) in his hands, he walks in the opposite direction. Children walk in a circle, run, and perform footsteps on the words:

“They heard our kurai,

We all gathered here.

Having played enough with the kuraist.

They ran away in all directions.

Hi, hai, hai, hai! On the green, in the meadow

We'll dance to the Kurai,

Children scatter around the playground, performing the movements of the Bashkir Shch dance to the words: “You, perky kurai, play more fun, choose those who dance better.”

The child-kuraist chooses the best performer of the movements, who becomes the driver.

Rules: run away only after finishing the words.

MUYUSH ALYSH (CORNERS)

At the four corners of the site there are four stupas, with four children on them. The driver stands in the center. He approaches those sitting in turn and

asks everyone a question:

Mistress, can I heat your bathhouse?

1 player answers: “My bathhouse is busy.”

Player 2 answers: “My dog ​​has given birth”

Player 3 answers: “The stove collapsed”

Player 4 answers: “There is no water”

The driver goes to the center of the site, claps his hands three times and shouts Hop, hop, hop! During this time, the owners quickly change places. The driver must have time to take a free chair.

Rules: change only after the driver claps. The game can also be played with a large number of children: in this case, the teacher should set up as many chairs as there are players and compose additional answers for the “owners.”

Children stand in pairs in a circle: in front is a girl, behind a boy. The driver, who has a belt (rope) in his hand, walks around the circle and says the text:

“Summer has passed, autumn has come,

The ducks have flown away, the geese have flown away.

The nightingales sang.

Crow stop!

Sparrow fly!

The child who was chosen as a “sparrow” runs away from the driver in a circle, and he tries to catch up and show off his belt. If the driver makes a sound, he takes the place of the player, and the person who makes the show becomes the driver.

Rules: do not touch the runner with your hand, but only with your belt. Run away after the word “fly”.

Children stand in two lines along the front of the playground opposite each other. The first team asks in unison: “White poplar, blue poplar, what is in the sky?”

The second team answers in unison: “Motley birds.”

The first team asks: “What do they have on their wings?” The second team answers: “There is sugar and honey.”

The first team asks: “Give us sugar.”

The second team asks: “Why do you need it?”

The first team calls “White poplar, blue poplar.”

The second team asks: “Which of us do you choose?”

The first team calls the name of one of the players from the opposing team. The selected child runs towards the line of opponents, who stand with their hands tightly clasped, and tries to break the opponent’s “chain”. If he breaks the “chain”, he takes the player from the opposing team to his team, if not, then he remains in this team. The team with the most players wins.

KUGARSEN (PIGEONS)

Two parallel lines are drawn on the site at a distance of 5-8 meters, circles (“nests”) are drawn along these lines. Children stand in circles (“nests”) opposite each other. The driver is a “shepherd”, with eyes closed walks between the ranks and says the text three times:

“Gur-gur, pigeons For all of us there is one nest”

With the end of the words, the children change places (“nests”) - they run to the opposite “nests”. The shepherd opens his eyes and tries to occupy the empty “nest”. The child “pigeon” left without a “nest” becomes a “shepherd”. Rules: you can change places only when the shepherd says the text three times.

ENA MENYAN EP (NEEDLE AND THREAD)

Children are divided into two teams, lined up in columns one behind the other on one side of the site. A landmark (cube, tower, flag) is placed in front of each team at a distance of 5 meters. At the signal, the first players (“needles”) run around the landmarks and return to the team. The next ifok (“thread”) is attached to them, and the two of them run around the landmark. Thus, all team players (“threads”), taking turns catching each other, run around the landmarks. The winner is the team (“needle and thread”), all of whose players catch on and run around the landmarks first.

Rules: players are not allowed to unclasp their hands while running. If this happens, the team that violated the rules starts the game again.



PREDATOR IN THE SEA (SHOTKAN KAYAK TINESRE)

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

Rules of the game. Fish touched by the rope leave the game. The child, playing the role of a predator, starts running at a signal. The rope must be constantly taut.

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

Rules of the game. The dash begins at the signal. The team that has the agreed number of players, for example five, loses. Those who are salted do not drop out of the game.

MOON OR SUN (UYOHPA KHEVEL)

Two players are chosen to be captains. They agree among themselves which of them is the moon and which is the sun. The others, who had previously been standing aside, approach them one by one. Quietly, so that others do not hear, everyone says what he chooses: the moon or the sun. They also quietly tell him whose team he should join. So everyone is divided into two teams, which line up in columns - the players behind their captain, clasping the person in front by the waist. Teams pull each other across the line between them. The tug-of-war is fun and emotional, even when the teams are unequal.

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

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

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

The players stand in a circle and join hands. They walk in a circle to the words of one of their favorite songs. The driver stands in the center of the circle. Suddenly he says: “Scatter!” - and after that he runs to catch the running players.

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



NEEDLE, THREAD

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.

Shooting at straw heads Archery at bundles of straw heads or a shield made of bundles of straw or tangled ropes is widely known as surkharban, as one of the sporting elements of the national holiday.

HERD

The participants of the game stand in a circle facing its center, holding hands tightly, and pretend to be horses. In the middle of the circle are the foals.

We are looking for a stick. Participants in the game stand on both sides of a log (benches, boards) and close their eyes. The presenter takes a short stick (10 cm) and throws it further to the side.

WALK NYAYALHA

Each player takes a certain number of bones, everyone takes turns throwing them up and looking at the position in which they fell: with a bump or a depression, up or otherwise. Whoever has the most bones in the tubercle position starts the game.

He collects all the bones and throws them from a height onto the floor so that they fall scattered. Then, with a click of the middle finger on one of the bones, he directs it to the next one, lying in the same position with it, while trying not to touch the others. If it does not hit the intended step or touches others, and also if there are no more identical stones left among the stones, then the second one comes into play, etc. With each successful click, the player puts the broken shagai aside. After all the tiles have been knocked out, each player bets an equal number of tiles. the smallest number knocked out by one of the players. The game is repeated until all the shagai are in the hands of one person.

HONGORDOOOHO

One of the participants in the game takes a full handful of bones, throws them and catches them. back side right hand, again throws it up and catches it with his palm. Caught shagai are put aside. The remaining bones are collected like this: one shagai is thrown, and while it is flying, the player grabs as many bones from the floor as were caught the first time and catches the falling shagai. If the player manages to catch it in flight, he sets aside one bone as a win. In case of failure, the game passes to the next participant. The winner is the one with the most tiles.

Ankle-knuckles Throwing ankles (talus bones) has many varieties: 1. Several ankles are placed in a row opposite each other along the edges of the table.

Wolf and lambs One player is a wolf, another is a sheep, the rest are lambs, the wolf sits on the road along which a sheep with lambs is moving.



FROM THE DRUM OR FROM THE PIPE (TEBIL OYNU)

The leader of the first group approaches the second and begins a conversation, ending with the question: “From the drum or from the pipe?” If the leader of the second group answers: “From the pipe!” - then the first group, having formed a chain and imitating the sound of the pipe “z... u... mm”, passes under his outstretched hand, and he can change the direction of the hand and, consequently, the direction of their movement. If the leader of the second group answers: “From the drum!” - then the first group passes under his hand, imitating the sound of the drum. Having passed under the hand, everyone in the ranks squats several times.

Then the second group asks a question to the first group, and depending on the answer, the second group imitates the sound of either a pipe or a drum, passing under the hand of the leader of the first group.

Rule. Until the entire group of the leader passes under your hand, you cannot change the direction of your hand.

CHILDREN AND ROOSTER

One of the players represents a rooster. The rooster leaves his house, walks around the area and crows three times. Players located in the “houses” (circles drawn in chalk with a diameter of 1 m) respond:

Cockerel, cockerel,

Golden comb!

Why do you get up so early?

Don't you let your children sleep?

After this, the rooster crows again, flaps his wings and begins to catch the children.

to her, who, having left their house, are running around the site. If he failed to catch the guys, then he again pretends to be a rooster.

ZEST

A circle is drawn on the playground (the diameter of the circle depends on the number of players)* Children are divided into two equal groups. By lot, one team enters the circle, the second remains outside the circle. Several players of the second team are given balls (raisins), but so that those standing in the circle do not know who has the ball. Children with balls are conventionally numbered, but only the player and the driver should know the number of each player. Everyone is walking in circles. The driver calls the number of one of the players. He quickly throws the ball, trying to insult the player in the circle. The upset player is eliminated from the game. If the thrower of the ball does not hit the player, then he himself is eliminated from the game, and the ball is passed to another. The game continues until one person remains on the team.

Two lines are drawn at some distance from each other. Boys line up on one line, girls line up on the other. Leading between them. The boys' team is "night" and the girls' team is "day". By command

de "Night!" boys catch girls, on the command “Day!” girls catch boys. Those who are sore go to the opposing team.

To play you need two balls, white and black (or any other color, but not the same). The players are divided into two equal teams, each of which chooses a leader. One leader is given the ball white, another black.

At the signal, the presenters throw their balls as far as possible. At the second signal, one player from each team runs after their ball. The winner, i.e. the one who brought the ball to his leader faster gets a point. The team with the most points wins.


SHEPHERD

Purpose of the game: development of attention, dexterity, speed of reaction.

On playground a line is drawn - a stream, on one side of which the selected shepherd and sheep gather, on the other a wolf sits. The sheep stand behind the shepherd, clasping each other by the waist.

The wolf turns to the shepherd with the words: “I am a mountain wolf, I will carry you away!” The shepherd replies: “I am a brave shepherd, I will not give it up.” After these words from the shepherd, the wolf jumps over the stream and tries to reach the sheep. The shepherd, spreading his arms to the sides, protects the sheep from the wolf, not giving him the opportunity to touch them. If successful, the wolf takes the prey with him. The game starts over, but the roles change.

Rules of the game:

PULLING THE STICK

Purpose of the game: develop strength, endurance, strengthen the muscles of the torso.

Two players sit on the floor opposite each other, pressing their feet together. They take a stick in their hands (you can use a rope, a strap, or just hold hands). In this case, one hand is in the middle of the stick, the other is on the edge. At the signal, the players begin to pull each other, trying to lift the opponent to his feet.

Rules of the game: the player who manages to raise the opponent to his feet wins. The winner has the right to continue the game with the next player.

FORTRESS

Purpose of the game: development of intelligence, dexterity, coordination of movement.

The players are divided into two teams. It is determined by lot which team will defend the fortress and which will attack.

A board (stone, rug) is placed in the center of the playing area. This is the fortress.

At a signal, the defenders surround the fortress at a distance of 2-3 m and protect it from attacks by rivals. The attackers disperse in different sides. The fortress will be considered conquered if one of the players steps on the board and is not caught by the defender.

The attackers draw up various siege plans, approach the defenders and distract them in every possible way. Thus, the attackers try to break through to the fortress, and the defenders try to catch them. The defenders remaining behind the broken line are eliminated from the game. An attacker who manages to break through the line of defenders, but does not have time to put his foot on the board before being caught, is also out of the game.

Rules of the game: The attackers score a point if they conquer the fortress. If all the attackers are caught by the defenders, then the players change places, but they do not receive a point. The team that scores a set number of points (for example, five) wins.

FIRE STEALERS

Purpose of the game: development of dexterity, speed; strengthening the musculoskeletal system of the legs.

On a rectangular playground (length - 30-40 m, width - 15-20 m), a circle with a diameter of 2-4 m is drawn in each corner. The circles indicate a fortress. Danger lines (or fire lines) 2-3 m long are drawn inside the playing area. The players are divided into teams of 10-15 people. Each team is positioned along its own danger line. Teams choose captains and a distinctive sign (element national costume). The team that starts the game first is chosen by lot. At a certain signal, the captain of the team starting the game approaches the opponents, takes fire with a light blow to the hand of any of the players and runs away to his border. He runs after him, trying to catch him until the first player reaches the border. If the fleeing player is caught, he becomes a prisoner and is imprisoned in the enemy's fortress. If it is not possible to catch up with the escaping player, and the chasing player has already reached the danger line, then another player runs out from the opposing team and tries to capture the chasing one.

Rules of the game:

The game continues until all players on any team are captured;

The pursuer must catch up with the enemy to the danger line from where the game started;

The pursuer, who has caught up with the one running away, becomes the bearer of fire. He can approach the enemy’s line and, having hit the hand of any player, run back to his border as the starter of the game;

The prisoners are freed when their friend, having received fire from his opponent, unhinderedly enters the fortress and touches them with his hand: they all quickly run to their border.

In the middle of the playing area, two lines are drawn at a distance of 2 m. Behind them, at a distance of 10-15 m, two more lines are drawn. Two teams are selected: flowers and “breeches”. Each team stands in front of the inside line facing the opposing team.

The “flowers” ​​begin the game by choosing a name for themselves in advance - the name of the flower. They say: “Hello, breezes!” "Hello, flowers!" - the breezes answer. “Breezes, breezes, guess our names,” says “flowers” ​​again.

The “breeches” begin to guess the names of the “flowers.” And as soon as they guess right, the flowers run away beyond the second line. The Veterki are catching up with them.

Rules of the game:

Points are determined by the number of flowers caught; the winner is determined by the agreed amount of points; After one game the teams change roles.

We invite teachers preschool education Tyumen region, Yamal-Nenets Autonomous Okrug and Khanty-Mansi Autonomous Okrug-Yugra publish your methodological material:
- Pedagogical experience, original programs, methodological manuals, presentations for classes, electronic games;
- Personally developed notes and scripts educational activities, projects, master classes (including videos), forms of work with families and teachers.

Why is it profitable to publish with us?

Elena Milko
Folk games different countries for children from 5 to 7 years old

Folk outdoor games

"Good morning, hunter!" (Switzerland)

10 – 15 people play.

Progress of the game.

The players stand in a circle and choose a hunter who walks behind the players. Suddenly he touches the player's shoulder. The one touched turns and says: “ Good morning, hunter! - and then goes in a circle, but in the direction opposite to where the hunter is going. Having walked half a circle, the player and the hunter meet, and the player again says: “Good morning, hunter!” And both run to take the remaining empty space. The one who did not manage to do this becomes a hunter.

"Catch the dragon by the tail!" (China)

At least 10 people play.

Progress of the game.

Players line up one after another and place right hand on the right shoulder of the person in front. The one who stands first in the line is the head of the dragon, the last is its tail. The dragon's head tries to catch the tail. The line is in constant motion, the body of the dragon (players between the head and tail) obediently follow the head, and the head tries to grab the tail - the last player. The line should not break. If, nevertheless, the head grabs the tail, the last player in the line goes forward, becomes the head, and the new tail is the player who was last in the line.

"Trains" (Argentina)

7 or more people play.

Progress of the game.

Each player builds a depot for himself: he draws a small circle. In the middle of the platform there is a driver - a steam locomotive. He doesn't have his own depot. The driver walks from one carriage to another. Whoever he approaches follows him. This is how all the cars are assembled. The locomotive suddenly whistles, and everyone runs to the depot, including the locomotive. The player left without a seat becomes the driver - the locomotive.

"Fruits Basket" (USA)

10 or more people play.

Progress of the game.

The players sit in a circle. The leader is in the middle. He goes around all the players and asks what everyone named themselves (you can choose from the names of fruits, or he gives the player a name. Then the driver sits in the center of the circle and starts the game: “When I was walking through the garden, I saw trees with beautiful red apples and pears". At the moment of pronouncing these words, the “apples” change places with the “pears”. The presenter’s task is to take one of the vacant places. If he succeeds, then the player who is left without a place becomes the leader. When the words appear in the leader’s story -va “fruit basket”, all children simultaneously change places, and again the leader must take one of the vacant seats.

“Come on, repeat it!” (Cameroon)

Play with 4 people or more.

Progress of the game.

The players stand in a semicircle, with the driver standing in the center. From time to time he makes some kind of movement: raises his hand, turns, bends, stomps his foot, etc. All players must accurately repeat his movement. If the player makes a mistake, the driver takes his place, and the player becomes the driver. If several people make a mistake at the same time, the driver chooses who will take his place.

"Zhmurki" (Russian folk game)

Progress of the game.

One of the players - the blind man's buff - is blindfolded. They take him to the middle of the room and make him turn around several times, then ask:

Cat, cat, what are you standing on?

In a kneading bowl.

What's in the kneader?

Catch the mice, not us!

After these words, the participants in the game run away, and the blind man’s buff catches them. Whoever he catches becomes a blind man's buff. The blind man's buff must recognize and call the caught player by name. If the blind man's buff comes close to any object that can be hit, the players must warn him by shouting: “Fire!” They can dodge blind man's buff, crouch, walk on all fours, but they cannot hide behind objects and run far.

"Zarya" (Russian folk game)

Progress of the game.

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

Zarya - lightning, red maiden,

I walked across the field, dropped my keys,

Golden keys, blue ribbons,

The rings are entwined - she went for water!

WITH last words The driver carefully places the ribbon on the shoulder of one of the players, who, noticing this, quickly takes the ribbon, and they both run in different directions in a circle. The one who is left without a place becomes the dawn. The game repeats itself.

“Sticky Stumps” (Bashkir folk game)

Progress of the game.

3 – 4 players squat as far away from each other as possible. They represent sticky stumps. The rest of the players run around the court, trying not to come close to the stumps. The stumps should try to touch the children running past. The greasy ones become stumps. Stumps should not get up from their places.

“Vodyanoy” (Udmurt folk game)

Progress of the game.

They outline a circle - this is a pond or lake. The leader is selected - the water one. The players run around the lake and repeat the words; “There is no water supply, but there are a lot of people.” The merman runs around the circle (lake) and catches the 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 merman catches without leaving the circle. Those who are caught also become traps. They help the merman.

“Game with a handkerchief” (Udmurt folk game)

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 player runs away only when he receives the 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.

“One extra” (Yakut folk game)

Progress of the game.

The players stand in a circle in pairs. Each pair is located as far as possible from its neighbors. The leader stands in the middle of the circle. Starting the game, the host approaches a couple and says: “Let me in.” They answer him: “No, we won’t let him in, go there...” (pointing to a more distant couple). At the time when the leader runs to the indicated pair, everyone standing second in the pair changes places, running to the other pair, and stands in front. The front ones are already becoming the rear ones. The presenter tries to take one of the vacant seats. The one left without a seat becomes the leader.

“Deer Catching” (games of the peoples of the Far East)

Progress of the game.

The players are divided into 2 groups. Some are deer, others are shepherds. The shepherds join hands and stand in a semicircle, facing the deer. Deer run around the outlined area. At the signal: “Catch!” The shepherds try to catch the deer and close the circle.

“Have time to catch it!” (games of the peoples of the Far East)

Progress of the game.

There are two equal groups of participants on the playground: girls and boys. The presenter throws the ball up. If the girls catch the ball, then they begin to throw the ball to each other so that the boys do not get the ball, and vice versa, if the boys have the ball, they try not to give it to the girls. The team that can hold the ball longer wins.

"Mill" (Belarusian folk game)

Progress of the game.

All players stand in a circle at a distance of at least 2 m 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 or throws it incorrectly is eliminated from the game. The one who remains in the game last wins.

“Hunters and Ducks” (Belarusian folk game)

Progress of the game.

The players are divided into 2 teams with the same number of participants. One team is ducks, the other is hunters. The hunters form an outer large circle and outline it. Ducks outline an internal small circle at a distance of 2.5 - 3 m from the circle of hunters. At a signal, the hunters shoot at the ducks and try to hit them with the ball. When all the ducks are caught, the teams change. Hunters and ducks are not allowed to leave the designated circles. The one hit by the ball leaves the game.

"Birds" (Estonian folk game)

Progress of the game.

The players choose a mistress and a hawk, the rest choose birds. The hostess, secretly from the hawk, gives a name to each bird: cuckoo, swallow, etc. The hawk arrives. The hostess asks:

What did you come for?

For the bird.

For which?

A hawk calls, for example, a cuckoo. She runs out and the hawk catches her. If there is no bird named hawk, the owner drives the hawk away. The game continues until the hawk catches all the birds.

"Lamb" (Moldavian folk game)

Progress of the game.

The players stand in a circle, and the lamb is inside the circle. Players walk in a circle saying:

You, little gray lamb,

With a little white tail!

We gave you water, we fed you.

Don't butt us, play with us!

Hurry up and catch up!

At the end of the words, the children run in all directions, and the lamb catches them.

“Guess and catch up!” (Turkmen folk game)

Progress of the game.

The players sit on a bench in one row. The driver sits in front. He is blindfolded. One of the players approaches the driver and calls him by name. If the driver guesses who it is, he quickly takes off the blindfold and catches up with the person running away. If the driver says the player's name incorrectly, then another player comes up. If the name is named correctly, the player touches the driver on the shoulder, making it clear that he needs to run.

“Falcon and Fox” (Turkmen folk game)

Progress of the game.

A falcon and a fox are chosen. The rest of the children are falcons. The falcon teaches his falcons to fly. He runs in different directions and at the same time makes different flying movements with his hands. The flock runs after the falcon and repeats all its movements. At this time, a fox suddenly jumps out of the hole. The falcons quickly fly to their nest. Whoever the fox catches, he takes to his hole.

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