Magic children's game - "The magic wand. Material on the topic: Folk games

Engineering systems 23.09.2019

Group games (without division into teams)

Fifteen

1. Fifteen is one of the most popular games. The players scatter around the site, and the tag (leader) catches them. The one he tarnishes becomes the "tag". A number of additional rules and complications can be introduced into this game, then it will become even more interesting. Here is some of them:

2. If the tag is chasing one of the players, and another player crosses the road, then he must chase the one who crossed the road.

3. Fifteen can only tarnish a running player. It is worth the escaping to sit down - and he is already safe.

4. The player can escape from the tag if he stands near the tree and hugs him with his arms.
Fifteen cannot tarnish that player who, in a moment of danger, joins hands with another player.

5. Fifteen cannot spot players who are standing on one foot and holding the other foot back with both hands.

6. All players, except for the tag, have a ribbon behind their belt. Fifteen, catching up with the escaping, pulls out a ribbon from him and plugs it into his belt. The one left without a ribbon becomes a tag, raises his hand and says: “I’m a tag!”

7. Two players hold a rope in their hands (by the ends) and run together. Stained replaces tag.

8. Fifteen gets the ball and throws it at the runner. The one he hits becomes a tag, but if the driver misses, any player can pick up the ball from the ground and start tossing with other players. To regain possession of the ball, the tag must take it away (intercept) or stain the player at the moment when he holds the ball.

9. The site is divided into two, three and even four sections. Each site has its own tag (they must have decals). The rest of the players can run around the entire court. One circle is drawn on each site, this is a rest house for players tired of running. The player touched by the tag becomes the driver only in the area where he was overtaken.

10. If there are few players, you can offer this version of the game. Of the players, one is chosen as a shepherd, two as wolves and 4-5 as sheep. The wolves try to tag the sheep, and the shepherd - the wolves. The salted ones are out of the game. The shepherd wins if he tagged two wolves, the wolves - if they tagged all the sheep.

Salki in two circles

The participants of the game form two circles: one is internal, the other is external. Both circles move in opposite directions. On a signal from the leader, they stop, and all the players in the inner circle try to touch the players in the outer circle (i.e., touch someone with their hand) before they have time to sit down. Those caught stand in the inner circle, and the game starts over. The game ends when there are few players left in the outer circle (5-6 people).

Trap

The children form three large circles. Everyone standing in the inner circle is given paper hats (visors, kokoshniks). Holding hands, the guys with the song move in a circle: the outer circles in one direction, and the inner one in the other. Suddenly, a whistle is heard, according to which the players of the two outer circles join hands in pairs, trying to take one of the players from the inner circle into the ring. If a player from the inner circle managed to sit down, they do not touch him. Those who fell into the trap are taken away the cap. So the game is played several times. All the guys who managed to keep their hats are considered winners.

Traps

The players form a circle and stand two steps apart, facing the center. Every 6th or 8th player (at the discretion of the leader, depending on the number of players) joins hands with his neighbor on the right. They raise their hands up, forming collars - traps, and turn so that the gates are above the line of the circle. At the command of the leader, the players turn to the right and start running in a circle. At the same time, they must run through all the traps that come across along the way. On a whistle (or other prearranged signal), the traps close (the couples holding hands lower them down) and the players who are caught (stuck in the traps) go into the middle of the circle. New pairs are formed from them, which, holding hands, stand in different places of the circle, increasing the number of traps. The game continues until 5-6 players remain uncaught. They are considered winners.

Kite and mother hen

10-12 children participate in the game. One of the players is chosen as a kite, the other as a mother hen. All the rest are chickens. They stand behind the hen, forming a column. Everyone holds on to each other, and the one in front - to the hen. The kite becomes three or four steps from the column. On a signal from the leader, he tries to grab the last standing chicken. To do this, he needs to go around the column and attach himself behind. But this is not easy to do, since the mother hen constantly turns to face him and blocks the way, stretching her arms out to the sides, and the whole column deviates in the opposite direction from him.

The game continues for several minutes. If during this time the kite does not manage to grab the chicken, a new kite is chosen, and the game is repeated.

Hunter and watchman

A hunter and a watchman are selected from among the players. The watchman stands in the middle of the platform. A circle with a diameter of 2 m is drawn near it. The rest of the players (animals) scatter around the site in different directions. The hunter is chasing them, trying to tarnish someone. Those caught are taken to the circle under the protection of the watchman. They can be rescued. To do this, it is enough to hit the person standing in the circle on the outstretched hand (those caught cannot cross the line of the circle). But if the watchman or the hunter stains the rescuer, he himself goes into the circle.

The rescued animals run away and join the rest. The game is terminated at the discretion of the leader.

jumping sparrows

A circle of such size is drawn on the floor or on the court so that all the players can freely fit around its circumference. One of the players is a cat, he is placed in the center of the circle. The rest of the players - sparrows - stand outside the circle, at the very line. At the signal of the leader, the sparrows begin to jump inside the circle and jump out of it, and the cat tries to catch one of them at the moment when he is inside the circle. The one who is caught becomes a cat, and the cat becomes a sparrow, and the game is repeated.

In the future, you can establish a rule: jump in and jump out only on one leg.

Better get a seat

The players form a circle and are calculated in numerical order. The driver takes a place in the center of the circle. He loudly calls any two numbers. The numbers called must immediately change places. Taking advantage of this, the driver tries to get ahead of one of them and take his place. If he succeeds, then the one who is left without a place goes to drive.

The numbers assigned to the participants at the beginning of the game should not change when one or another of them temporarily becomes the leader.

Find yourself a mate

The players stand in pairs in one common circle. The driver is in the middle of the circle. At the command of the head "Face to face!" the players in each pair turn to face each other, then the command “In place!” Follows. At the command "Back to back!" they turn their backs on each other. At the command "Change in pairs!" everyone is looking for a different partner. At this time, the driver tries to become a couple with someone. The one who is left without a pair becomes the leader.

Animals, prick up your ears

The children stand in a circle, holding hands. The leader goes around the circle and disconnects it in several places. Small circles are created from the links formed - houses of bunnies, squirrels, foxes, bears.

To the music, the leader passes by the animals standing in the houses, and invites them to follow him. Squirrels move quickly, scurrying with their feet, hares with small jumps, bears with heavy steps, shifting from foot to foot, fox cubs with a soft, insinuating gait. Having formed a common circle, everyone dances.

Suddenly, the leader gives the command: “The hunters are coming!” The animals rush to their places and try to form circles (houses) as soon as possible. The group that does it faster than the others wins.

The guys stand in a circle, in the middle of which the driver enters. He is blindfolded. The players walk in a circle after the leader, repeating his movements (gymnastic or dance), then stop and say:

We played a little
Now we are in a circle.
You solve the riddle
Who called you - find out!

The leader silently points to one of the players, who exclaims: “Find out who I am!” The driver must say his name. If he guessed correctly, the recognized one becomes the driver, if he made a mistake, the game is repeated. When the guys begin to distinguish the voices of their comrades, you can allow them to change their voice to complicate the game.

Ball in the air

The players form a circle, stand at a distance extended to the sides, the leader is in the middle of the circle. Those standing in a circle begin to throw the ball to each other, preventing the driver from touching it. The driver, running in the middle of the circle, seeks to touch the ball when it is in the air, on the ground or in the hands of one of the players. If he succeeded, the player takes his place, after the throw of which the ball was touched.

Fortress defense

Draw a big circle on the ground. All players stand behind the circle line, facing the center. Only one driver remains in the circle. Five maces or pins are placed in the middle of the circle. This is a fortress that the driver must protect.

The game requires a volleyball. The players, throwing the ball between themselves, try to catch a convenient moment when: the defender of the fortress gapes, and knock down the clubs with a ball.

The defender has the right to hit the ball in any way. The one who manages to destroy the fortress becomes the new defender.

The fortress can also be made in the form of a tripod from sticks tied at the top. A ball is placed on the tripod.

Bumblebee

The game can be played by 10 to 20 people. The players are located in a circle at arm's length, facing the center. The ball rolls inside the circle on the ground. Those who play with their hands beat the ball away from themselves, trying to hit the other with it. The ball is a bumblebee. If someone does not have time to hit the ball and will be touched by it (not above the knees), then it is considered stung. He turns his back to the center of the circle and does not take part in the game until the next one is touched. Then the first one stung again comes into play, and the second one turns his back to the center. You cannot catch the ball and beat it with your feet.

Competition

A line is drawn on the ground, behind which all the players become. At 40 m from it, a second line is drawn. At the signal of the leader, everyone starts walking, trying to reach the finish line as quickly as possible. It is necessary to ensure that no one’s step turns into running or jumping.

The winner is the one who, without violating the rules, reaches the finish line first.

Carousel

The players become in a circle. A rope is lying on the ground, forming a ring (the ends of the rope are tied). The guys pick it up from the ground and, holding on to it with their right (or left) hand, walk in a circle with the words:

Barely, barely, barely
The carousels are spinning
And then around and around
All run, run, run.

The players move slowly at first, and after the words "run" they run. At the command of the head "Turn!" they quickly take the rope with the other hand and run in the opposite direction.

Hush, hush, don't rush!
Stop the carousel.
One and two, one and two
So the game is over!

The movement of the carousel gradually slows down and stops with the last words. The players put the rope on the ground and scatter around the site. On a signal, they rush to sit on the carousel again, that is, take hold of the rope with their hands, and the game resumes. You can take seats on the carousel only until the third bell (clap). A latecomer does not ride the carousel.

owl

The guys become in a circle. One of the players goes to the middle of the circle, he will portray an owl, and all the rest - bugs, butterflies, birds. At the command of the host: "The day is coming - everything comes to life!" all the bugs, butterflies, birds run in a circle, flapping their wings, the owl is sleeping at this time, that is, it stands in the middle of the circle with its eyes closed. When the host commands: “The night is coming - everything freezes!”, The birds, bugs and butterflies stop and stand motionless, hiding, the owl runs out to hunt at that moment. She looks out for those who move or laugh, and takes the guilty to her nest - the middle of the circle; they also become owls and when the game is repeated, they all fly out to hunt together.

Lifesaver

This is one of the most common and favorite games among kids.

All the players, with the exception of one, hide. When they hid, the driver comes out with a lifesaver. His task is to find everyone who hid. He announces his arrival by hitting a stick on a tree, bench or other object near which it will lie (the place should be known to everyone). At the same time, he says: “A lifesaver, our game is ahead, a lifesaver, whoever misses - drive!” - and, leaving the wand in place, he goes to look for the hidden ones. Noticing someone, he runs to the stick, hits it and shouts that such and such has been found, he is there. Then again, putting the wand in place, he goes to look for the others, but he himself is afraid to move far from the wand, since each of those not found can come running, knock with a wand and say: “Wand, help me out!” After that, everyone (and those who were found) should hide again, and the driver should look. Seeing that one of the players that he did not find runs to the stick, he should try to get ahead of him, run up to the stick and, before it is grabbed, hit it and say that such and such has been found.

Team games

Better get a skittle

The players line up in two lines and stand facing each other. The distance between them is 10 m. The players of each of the lines are calculated in numerical order. Between the lines (at an equal distance from them) they put a pin. The leader calls a number. Players with this number run out. Everyone strives to be the first to grab the skittle. The one who manages to do this runs away into his line, and the enemy tries to tarnish him. If the bowler returns to the line without being spotted, his team gets two points, and if he gets spotted, one point. Then the leader calls another number, and other players run. The team with the most points wins.

knock down the ball

The players line up in two lines and stand facing each other at a distance of 10-15 m. Both teams are calculated in numerical order. A line is drawn in front of the socks of the players in each line. A chair is placed between the lines at an equal distance from them and a ball is placed on it. The leader calls a number. Players with this number run out. They must run to the opposite line, step on the line with their foot and knock the ball off the chair on the way back. The team whose representative does this, ahead of the opponent, is given a point. The team with the most points wins.

Running for flags

The players are divided into two equal teams and line up opposite each other at opposite ends of the court. Parallel to these lines in the middle of the site, a strip 1.5-2 m wide is indicated, on which flags are laid out. At the signal of the leader, the players of both teams quickly run out to the transverse strip and try to collect as much as possible large quantity flags, and then with flags they return to their lines and line up. Team captains collect and count the flags brought by their players. For each flag the team is given one point. The team with the most points wins. Each player can collect any number of flags. Flags cannot be taken away, for each violation of this rule the team receives a penalty point. You can't run into the lane with flags.

Drag in a circle

The players are divided into two equal teams and are located one outside and the other inside the line of the circle facing each other. The task of the players in the circle is to drag their opponents into the circle, and the players standing outside the circle are to pull the opponent out of the circle. The game is played in the form of short fights, lasting 1-2 minutes. Drawn into the circle and pulled out of the circle are out of the game. You can pull only by grabbing a partner by the hands or by the belt. The team with the most players left after 4-6 bouts wins.

Shootout

A line is drawn in the middle of the site dividing it into two equal parts. At 20-30 steps from this line, one more line is drawn on each side - captivity.

The players are divided into two teams. Each team is freely placed on its field. The leader, standing in the middle of the court, tosses the ball. The first team to enter the game is the one on whose side the ball falls. A shootout begins. Each team aims to hit the other team's players with the ball. Salted go beyond the line of captivity (on the side of the enemy).

Players do not have the right to cross the middle line on the opponent's field. A player is not considered tagged if he catches the ball on the fly, and also if the ball hits him after bouncing off the ground. Running with the ball and holding it in your hands is not allowed. In case of violation of the rules, the ball is transferred to the other team. Prisoners can be rescued. To do this, you need to throw the ball to the prisoner (through the opponent's field) so that he catches it without crossing the line of captivity. The one who succeeds is considered liberated and returns to his place.

If the ball hit the line of captivity, it is thrown from there by the prisoners in the direction of their team (and if they are not there, any participant in the game who is nearby).

You can also play against the clock. In this case, by the end of the game (after 10-15 minutes), the number of players in each team is counted. The team with the most of them wins.

Race with the ball in a circle

10-12 people play. They stand in a circle at arm's length from one another, and then they count on the first and second numbers. This is how two teams are formed: one with even numbers, the other with odd numbers.

The leader gives volleyballs to two players standing side by side, i.e., the first and second numbers. On a signal, they run in opposite directions, going around the circle from the outside. Each of this pair, returning to their place, immediately throws the ball to the nearest teammate. This player, having caught the ball, immediately runs around the circle, takes his place and from here throws the ball further through one person, etc.

The winner is the team in which all the players run the ball around the circle faster.

Passing the ball around

The two teams line up behind each other's heads in two separate circles. Each team chooses a captain. Captains receive a volleyball. On a signal, each captain raises the ball over his head, passes it to the one standing behind, and then the ball passes in a circle from hand to hand. When, having gone around the circle, the ball returns to the captain, he directs it to those in front of him (i.e., in reverse direction). After that, at the command of the captain, everyone turns their backs to the center of the circle and passes the ball from hand to hand to the right, then everyone turns to face the center and passes the ball in the opposite direction. When the ball returns to the captain, he lifts it over his head. The team that gets the ball back to the captain the fastest wins.

The leader first conducts the game, building everyone in one common circle. When the players learn the rules of the game (how to pass the ball, when and where to turn), he divides the players into two teams and holds a competition between them.

Ball average

The players form 3-4 circles. They should have an equal number of guys. Inside each circle is a leader. He receives the ball and must throw it in turn to each of the players standing in the circle, without missing anyone, and catch it back. If the ball is not caught, then the one who missed runs after him, returns to his place, and the throw is repeated. When the ball returns to the driver from the last player, he raises it above his head. The team that finishes the toss first wins.

Changing places

Two teams of 8-10 people line up in ranks facing each other, at opposite ends of the site, behind the city lines (distance 10-12 m) and diverge to the width of outstretched arms. At the leader's signal, they run towards each other, trying as quickly as possible to be outside the opposite city, turn to face the center of the site and line up. The team that does it faster wins. When running across, the players, in order not to interfere with each other and not to collide with those running towards them, must stick to the right side.

When repeating the game, you can change ways, movements: move by jumping on two legs, on one leg, jumping with a rope, etc.

relay games

Among team games relay races take a special place. Conducting them does not require much preparation, and the content, depending on the age and composition of the players, can vary: it can be simplified and complicated. In relay races, the competitive start is very high and the results are clear, so they always arouse great interest not only among the participants, but also among the spectators, which, of course, is also very important.

Teams for participating in relay races can be created arbitrarily from among those who wish, but they can also represent various children's groups: stars, groups, classes. In this case, each of the participants has a special responsibility to the team he represents, in connection with which his activity, interest in the game and the will to win especially increase.

To participate in relay games, two (or 3-4) teams are created, equal in number of participants and, if possible, equal in strength. Teams line up in parallel columns one by one at a distance of 2-3 m from one another (other formations are possible). Each team should have no more than 8-10 people. For monitoring strict observance rules (do not run out ahead of time, put all items in their places, etc.), the leader can appoint assistants who are attached to the teams and monitor the actions of the players. The assistants have the right to return the player to the starting line in order to repeat the action if he has violated the established rules.

Before starting the competition (especially with younger students), it is necessary to conduct a rehearsal without offsetting the results, so that everyone learns well what is required of him and adapts to the game.

We give a description of relay races of various content, which can be included in the program of games. You can also hold a special evening of fun relay races with preliminary preparation and training of the participants, with the awarding of the winners. Such an evening will be remembered for a long time by both participants and spectators.

What does the word "relay" mean? The kids are definitely interested in learning about it.

In ancient times, when there was no railways, no cars, no planes, letters and other urgent papers were delivered by relay mail. From one postal station to another, the coachman drove a trio of horses. At the stations, the horses were harnessed, and the new postal troika raced on. People said just that - “send the papers by relay”, “delivered by relay”.

And even earlier (700-800 years ago) in some countries the mail was delivered by runners. They ran from one station to another. Bells hung from the belt warned with their ringing about the approach of the postman. Replacing each other, the messengers quickly delivered the news.

Now the word "relay race" has lost its former meaning. A relay race is such a game in which each of the participants at the appropriate stage must pass some object to another (baton, ball, hoop) or do some actions one after the other, while trying to get ahead of their opponents from the other team in speed.

bumpy running

In front of each team, from the start line to the finish line, at a distance of 1-1.5 m from each other, circles with a diameter of 30-40 cm are drawn (in a straight or winding line). At the leader’s signal, the first numbers, jumping from circle to circle, reach the end line, after which they return back along the shortest path and pass the baton to the next players. Having handed the baton to the next number, each player stands at the end of the column. The team that finishes the game first wins.

Relay with hoops

For the game you need hoops and baton according to the number of teams. A flag is placed in front of each team 10-15 steps from the start line. In the middle of the distance is placed on the hoop. The first numbers in the teams receive baton.

At the leader’s signal, the first numbers run to the hoops lying on the ground and, without releasing the sticks, raise the hoops, crawl through them, put them in their place (it should be indicated) and run further to the flags. Having rounded the flags, they return, again crawl through the hoop and hand over the baton to the second numbers, and themselves stand at the end of their column. The second numbers do the same and pass the baton to the third, etc. The team that finishes the game first wins.

planting vegetables

Two or three teams line up in columns one at a time. In front of the teams at the opposite end of the site, 5 circles are drawn. The first players are each given a bag with items that conditionally designate vegetables (garlic, onions, beets, carrots, potatoes). On a signal, the children run, lay out all the “vegetables” in their mugs and pass the empty bag to the second numbers. The second numbers run, collect "vegetables" and pass the bag with "vegetables" to the third, etc. The team that finishes the game first wins.

Centipede running

The players are divided into two or three teams of 10-12 people. Each team gets a long rope. Players are evenly placed on both sides of the rope, which they hold on to, respectively, with their right or left hand. On a signal, the teams run to the finish line (distance of 30-40 m), all the while holding on to the rope. The team that runs to the finish line first wins, provided that none of its participants threw the ropes.

This game can be played in another way. Each team lines up one by one. Everyone raises their right hand and holds on to the cord stretched along the column. On a signal, both teams go to the finish line (10-15 m) and return. The team that returns first wins.

Loaches

In teams of 6-7 people. Each team lines up one by one. On a signal, the one standing first quickly turns around, after which the second one takes him by the belt and they rotate together, then three of them, etc. The game ends as soon as the last member of one of the teams joins his column and all the guys turn around the axis.

Express train

Flags are placed 6-7 meters from each team. At the command "March!" the first players with a quick step (it is forbidden to run) go to their flags, go around them and return to the columns, where the second players join them, and together they again make the same path, etc. The players hold each other by the elbows and while walking, they move their hands like a locomotive connecting rod. When the locomotive (front player) returns to its place with a full train, it must give a long whistle. The first team to arrive at the station wins.

To a new place

Two teams line up in columns one at a time. A line is drawn at a distance of 15-20 m from them. At the signal of the leader, the first and second numbers of each team, holding hands, run over the line. The first numbers remain in a new place, and the second ones return, join hands with the third players and again run to the line. Then the second numbers remain, and the thirds return to unite with the fourths, and so on. The team wins, all of whose players are the first to be on the other side.

Relay with balls

For the game you need volleyballs according to the number of teams. A chair is placed in front of each team 6-7 steps from the start line. The first numbers, having received the ball, run to their chairs, stand behind them and from this place throw balls to the second numbers, after which they return and stand at the end of their column. The second and subsequent numbers, having caught the ball, do the same. If the next player did not catch the ball, he must run after it, return to his place and only after that continue the game. The team that wins the ball, having bypassed all the players, will return to the first number earlier.

Passed - sit down

The players are divided into several teams of 5-6 people each, choose captains and line up at the line in columns one at a time. Captains stand in front of each column facing it at a distance of 5-6 steps. The captains get the ball. On a signal, each captain throws the ball to the first player in his column. Having caught the ball, the player returns it to the captain and sits down on the ground (in the gym - on the gymnastic bench). The captains throw the ball to the second, then to the third players, etc. Each of them, returning the ball to the captain, sits down. Having received the ball from the last player of his column, the captain lifts it up, and all the players of his team jump up.

The team whose captain picks up the ball first and whose players jump up first wins.

If during the game one of the players drops the ball, he must pick it up and throw it to the captain, having previously taken his place.

Relay with the puck

Team members line up in columns one at a time. In front of each team at 10-12 meters, they put a flag (or a chair). The 11 first numbers in the teams receive a stick and a puck. On a signal, they must, knocking the puck with a stick, circle it around the flag and return it back to the start line. The stick is then passed to the second player, who in turn circles the puck around the flagstick, and so on. The first team to complete the game wins.

When repeating the game, you can set the task of driving not one, but two pucks at the same time and returning both to the start line.

Cancer moves back

Teams are built in columns one at a time. Before each team at 10-15 meters put a flag. At a signal, the first players turn around and go to the flags with their backs forward, go around them to the right and, in the same way, back to front, return to their place. As soon as they cross the start line, the second players go into puts, then the third players, etc. The team that finishes the competition first wins.

You are not allowed to look back while driving.

Passing balls

The players are divided into two teams and line up one against the other. The first in each line is given a ball. On a signal from the leader, they pass the ball to their neighbors, who then pass it on. When the ball reaches the last player, he must hit the ball on the floor, catch it and return it to the neighbor. Then the ball is passed from hand to hand in the opposite direction. When the ball returns to the first player, he must lift it over his head. The team that finishes passing the ball first wins.

Needle and thread

To play, you need to prepare two fake needles (100-120 cm long) and two balls of colored cord (thin rope).

The players line up in two lines (10-12 people each) one against the other. The first numbers of each line are given a needle, and the last numbers are given a ball of cord.

On a signal, unwinding the ball (the player does not release it from his hands), the end of the cord is passed from hand to hand along the line. When it gets to the first player, he threads it through the eye of the needle and returns it to the second, who passes it further along the line in the opposite direction. When the end of the cord returns to the last player and the cord threaded through the needle is folded in half, everyone turns to the right (or left) and follows the leader, holding on to the thread (as the Russian proverb says: “Where the needle is, there the thread is”), quickly walk around the site along the perimeter (the boundaries must be marked) and return to their original place. The team that completed the task first (if all the rules were observed exactly) wins.

Competitions - fights

Cockfighting

The players stand opposite each other on one leg, keep the other leg bent, hands folded on the chest. Jumping on one leg, everyone tries to push the opponent with his shoulder, make him lose his balance and lower his other leg - then the battle is won.

You can also play while sitting. The belt (braid) is connected by a ring. The players squat and put the ring on their knees so that the legs cannot be straightened. The hands are tucked under the knees. Jumping in this position on their toes, the players try to push each other with their shoulders. The one that does not keep balance loses.

The game "Cockfight" should take place within a small area, beyond which it is impossible to go.

Don't lose your balance

The players stand facing each other at arm's length. Their feet are closed. Raising their hands to chest level, each alternately strikes with one or both palms on the palms of the opponent. You can dodge the blow by suddenly spreading your arms. Whoever moves with at least one foot, loses.

Who will hit the puck

Two circles with a diameter of 40-50 cm are drawn on the ground. The center of one should be about 80 cm from the center of the other. Two players become behind the circles. Each of them receives a stick. A puck is placed in the center of each circle. It is necessary to knock the puck out of the opponent's circle and keep your own.

pull the cord

A rope is laid on the ground, to the ends of which sandbags are tied. At the ends of the rope, two players stand with their backs to each other. Before each of them in 5-6 steps a flag is placed. On a signal, the players run to their flags and, returning, try to pull the rope in their direction, ahead of their comrade. The one who manages to do it wins. The competition is repeated three times.

Racket fight

There are two players in this game of skill. Each player receives a racket. Rackets can be from table tennis or homemade. A cube or a small flat toy is placed on each of them.

Players picking up a racket left hand take her aside. On a signal, moving freely, they try to take the cube from the opponent's racket without dropping their own.

The winner of the duel is the one who manages to remove the cube from the partner's racket three times in a row.

Big game with a small ball

Ball games that people are addicted to different ages, are very diverse. But in childhood, and especially in younger age, the most common is the "ball school". This is the name of the system of exercises with a small ball in order of increasing complexity.

You can start with the simplest.

- Who can throw the ball high up and catch it with both hands? the teacher asks the children.

There are many who wish, everyone can and. ready to prove it. Then the leader offers the children other, more difficult tasks: toss the ball and catch it only right hand, left hand only; toss the ball, make a full turn on the spot and catch it, etc.

These exercises are not for everyone. But one of the pre-trained guys will perform them easily and freely. And all children will understand that training is needed to perform the exercises.

Naming the days of the week

Several players use a counting rhyme to set up a queue. The beginner of the game throws the ball high and catches it, while naming all the days of the week in sequence: Monday, Tuesday, Wednesday, etc. (there is one throw for each day). When all the days of the week are called (or in case of misses), the player passes the ball to the next player, and he steps aside. When all participants complete this exercise, they count how many misses they have. The winners are those who played without misses or who had fewer of them.

The next time, when tossing the ball, you can agree to name not the days of the week, but the months: January, February, March, etc. Each cycle in this game no longer consists of 7, but of 12 throws.

You can also offer to throw the ball on all the letters of the alphabet in a row. It is very difficult to do this without a miss (such a game helps children learn the alphabet better).

Don't miss the ball

Two players stand side by side. One of them has a ball. He must, by hitting the ball with his palm, make it bounce off the floor 10 times in a row, and on the 11th pass (without stopping the game) to the second player. He, having made 10 strokes, must return the ball to the first. And so on until one of them misses the ball. Dropping the ball is out of the game. Instead, another player is appointed, and the competition continues. The one who stays in the game the longest wins.

It can be agreed that the player leading the ball does not stand still, but walks around with him some object, such as a chair, and, returning, passes it to the second.

You can play the game simultaneously with several pairs of players. The pair that manages to keep the ball in play the longest wins.

jump rope

Just like the “ball school”, exercises with a short and long rope have always been childhood companions. And this is no coincidence. They have; of great importance for strengthening the health and physical development of children and occupy an important place in outdoor games.

Rope jumping develops and trains such qualities that everyone needs, such as fast, light and elastic movements, endurance and attention, a sense of rhythm. Many honored masters of sports, preparing for competitions in athletics, boxing, various sports games, during training exercise in jumping rope. This helps them to better prepare for competitions, make their movements faster, more accurate and confident, legs stronger. And what interesting, complex and beautiful exercises with a rope are included in rhythmic gymnastics competitions!

All this is worth telling the children in order to arouse their greater interest in jumping rope.

All (or almost all) girls can jump with a rope school age, but not all boys, and it is also very important to captivate them with games with a rope.

Usually, children perform only the simplest, most primitive exercises with a rope. The teacher must complicate the task all the time: jump not only standing still, but also on the go, on the run, on the right, on the left foot, jump once, and skip the rope under your feet twice, jump together (standing facing each other and in the back of the head ), three of us with two ropes, etc. Jumps should be soft, springy and performed on toes.

A short rope should be appropriate for the height of the child. Everyone can determine the desired length himself in the following way: stand in the middle of the rope, spread your legs shoulder-width apart, pull the rope along the body. Its ends should reach the waist.

For a long rope, you need a rope 10-12 mm thick and 5-6 m long.

Relay race with ropes

Two parallel lines are drawn at a distance of 15-20 m from one another. At the first line, two or three teams line up in the back of the head. Players standing in front of the column hold a rope in their hands. On the opposite line, in front of each team, put a flag. At the signal of the leader, the first numbers start running, jumping over the rope, and, having rounded the flag, come back and pass the rope to the next player. He, without stopping, jumps over the rope and rushes forward. The last participant, having reached the finish line, raises his hand with the rope up. The team that finishes the relay first wins.

Relay with a long rope

The players line up in two columns one by one at the start line at a distance of 4-5 steps, one column from the other. Two players with a long rope stand in front of each team in 5-6 steps. At the signal of the leader, they begin to evenly twist the rope in the direction of their teams. At the same signal, the first numbers run forward. Their task is to run under the rope without hitting it, go back, touch the second players with their hand and stand at the end of their column. After that, the second numbers run forward, followed by the third, etc. The one whom the rope touched must return and repeat his attempt.

The team that finishes jumping first wins.

When the game is repeated, those who twisted the rope are replaced by others.

(BLACK STICK)

Children choose the leader according to the counting rhyme. He runs away from them and stands facing the wall. There is a lifesaver against the wall. The driver takes a stick, knocks on the wall and says: “The wand came, found no one. Whomever he finds first, he will go for a wand. After these words, he puts his wand against the wall and goes to look. Noticing one of the players, he loudly calls him by name, quickly runs up to the wall, takes a stick, knocks it on the wall and shouts: "The magic wand found ..." (calling by the name of the player). So the driver finds all the children. When the game is repeated, the one who was found first must drive.

If the player who was found runs to the lifesaver before the driver, he quickly takes the wand and with the words: "Wand, help me out!" - knocks it on the wall, then throws it as far as possible and, while the driver is looking for it, hides. The driver finds a wand, returns to the agreed place, knocks with it and says loudly: “The wand came, it didn’t find anyone, the first one it finds will go after the wand!”

Rules

1. The driver should not peep when the children are hiding.

2. The leader says the words slowly so that all the children can hide.

3. He should search all over the site, not stand near the magic wand.

4. Children can run from one hiding place to another while the driver is looking for a lifesaver and puts it in place.

Instructions for conducting

This game is good to play on the edge of the forest. Be sure to limit the playground and show the children several places where they can hide (behind bushes, trees, stumps, in a groove, in tall grass).

To conduct the game, you need to make a lifesaver out of wood 50-60 cm long, paint it in bright color so that it can be clearly seen in the green grass.

Difficulty for the game

You can help out the player who was found by the driver. If one of the players unnoticed leaves the shelter, quickly runs up to the lifesaver, knocks it on the wall with the words: “The lifesaver, help me out ...” - and calls by the name of the rescued. The wand is thrown as far as possible, and while the driver is looking for it, the children hide again.

Based on materials from the collection of Maria Litvinova "Russian folk outdoor games"

"The sea is worried" - Russian folk game

This game can be played indoors. According to the counting rhyme, the guys choose the driver, then they make chairs (there should be fewer of them than the guys) and, according to the driver’s exclamation, “The sea is worried,” they run, jump, depicting waves. At the signal of the driver “The sea has calmed down”, they rush to take their places. For those who did not get a place, the driver assigns forfeits - asks them to dance, sing, read a poem.

The sea waves before me
Wave after wave hits the shore.
This wave is not very strong
This wave is stronger than an elephant!

"White stick" - Tajik game

According to the counting rhyme, the children choose the driver and are divided into 2 teams.
Unbeknownst to the guys, the driver hides the “white stick” (you can wrap a pencil with paper).
At the sign of the driver, everyone runs to look for a wand, the one who finds the wand shouts: “Yes!” and tries to take it to a predetermined place, for example, to a circle drawn on the ground. The players of his team help him, and the guys from the other team try to take the stick away. The wand cannot be thrown, it can only be transferred.

The wand is a lifesaver, our game is ahead!
Wand - lifesaver, who misses - drive!
The wand is a lifesaver, you can hear the hubbub and laughter,
The wand is a lifesaver, help everyone, everyone, everyone!

"Pick apples" - Turkmen game

One apple is placed on a stool. The guys take turns taking the ball and throwing it up. While the ball touches the ground, it is necessary to harvest the "harvest" - take an apple from the stool. Those who succeed continue the game - put two, three, four apples on the stool, etc. The winner is the one who was able to collect more apples while the ball was in the air. Instead of apples, you can take pebbles, plum pits and other items.

Guess, Fatimushka, what's in grandma's bag:
bulbs? Buttons? Rice? Or flour?
If you guess, grandma will give you an apple
Red, cheeky from a full bag!

"Rope walker" - Uzbek game

On the playground, the guys draw a straight line 6-10 meters long. You have to move along it like a tightrope. You are allowed to hold your hands out to the sides. Those guys who go off the line lose - “fly off the rope”

hanging tight rope,
Come on, Farhad, you first.
Then Sharaf, then Rashid,
Then Ilya, then me!

"Santa Claus" - Belarusian game»

Vedas: White fluff, snow fluff - everything, everything, everything is in fluff around!,
Down on hats, down on fur coats, down on eyebrows, down on sponges.
How ticklish, wow! Who tickles?
Children: Pooh!

According to the counting rhyme, Santa Claus is selected and the children scatter around the site. Santa Claus runs after them and tries to touch one of the guys with his hand - “freeze” him. » The frozen one should stop and spread his arms to the sides. The game ends when all the guys are "frozen" (or 3-4 by agreement). Then choose a new Santa Claus and start the game over.

"Watchman" - Georgian game

The bunny in the hole sleeps, sleeps, sleeps, right, the Bunny fell ill,
And Bunny-jumping, Bunny-jumping, Bunny-jumping cannot!
Here is a hunter-top-top-top, with him a dog-woof-woof-woof!
Instantly Bunny ran away, Bunny jump, Bunny jump!

The “watchman” chosen according to the counting rhyme approaches one of the players. He immediately squats down, and the "watchman" puts his hand on his head, guarding him. With his other hand, he tries to hurt the guys who are trying to touch the person sitting. Those who are “stained” by the watchman are out of the game, and the one who “stains” the sitting one becomes the new “watchman”.

"Break the chain" - Kazakh game

Watch out, stay away, I'm Genghis the tractor driver!
I plow, harrow, I drive a ringing hoop!

Children stand opposite each other in two lines at a distance of 10-15 steps. They join hands and form a chain. In turn, a player runs from each line, trying to break the chain of the “enemy”. The one who succeeds takes two guys from the broken chain to his team, and the loser remains with the “opponent”.

"Skachka" - Kyrgyz game

I'm flying on a horse-horse, if I grab a hare, I'll let it go.
I'll run after the fox, I'll whip with a whip,
And I’ll fly on the wolf, I’ll trample!

According to the counting rhyme, choose the driver who becomes the center of the circle.
Clapping their hands, the children gallop in a circle, depicting riders.
The jump is won by the one who, on the fly, picks up the handkerchief thrown by the driver into the center of the circle.

"Fox and Cranes" - Russian game

Draw with chalk or a stick on the ground "meadow", "house", "fox hole".
The facilitator chooses a “fox” with the help of a counting rhyme. "Fox" hides in a "burrow." "Cranes" gather in the house. The host begins to read the poem, and the Cranes fly out of the "house" and slowly walk around the "meadow", raising one or the other leg high.
The host will say the words: “Fly, fly, fly!” - and the cranes will fly home, spreading their wings wide. And the "fox" will jump out of the "burrow" and chase after them! If he catches one, he changes places with him. If he doesn't catch it, let him drive again.

The crane is walking along the grass-ant
And the song about the grass-ant sings:
“Ah, grass-ant, thick and good!”
The crane goes home, walks slowly.
Crane, crane, fox on the way!
Fly home, crane, fly, fly, fly!

"Jump over the ditch" - Azerbaijani game

Vedas: If you want to be dexterous,
If you want to be strong
If you want to be healthy
Jump with us over the moat!
On the site, two parallel lines are drawn with chalk at a distance of half a meter from one another - this is a “ditch”. According to the counting rhyme, children are divided into two teams that line up on both sides of the "ditch" at a distance of five steps from it. In turn, with their eyes closed, the guys approach the moat and jump. The players of each team help their comrades with exclamations: "Jump!", "Don't jump!". The winner is the team in which more guys managed to jump over the ditch without stepping on the line.

"Earth, water, fire, air" - Armenian game

Vedas: Lake Sevan splashes on the way to Yerevan,
The fish swam to the shore, we asked: "How are you?"
The fish took water in its mouth, did not tell us anything,
Turned around and left...
Past Lake Sevan we lead our caravan
To the glorious city of Yerevan on the Hrazdan River.
The guys stand in a circle, in the middle is the leader. He throws the ball to one of the children, while saying one of four words: "Earth", "Water", "Fire", "Air". If the driver said “Earth”, then the one who caught the ball should name some domestic or wild animal, the word “Water” - the children answer with the name of a fish, the word “Air” - the name of a bird. At the word "Fire" - everyone should quickly turn around several times, waving their arms.

"Grey cat" - Ukrainian game

According to the counting rhyme, the guys choose "cat", the rest - "mouse". "Mice" stand behind the "cat" in a column.
The column moves along the site. A conversation takes place between the "cat" and the "mice":
Cat: Are there mice in the haystack?
Mice: Yes!!
Cat: Afraid of a cat?
Mice: No!
Cat: And I, Kotofey, will disperse all the mice!
The "mice" scatter, the "cat" catches them, whoever it catches becomes the "cat".

A cat roams the grass, wears a dream up its sleeve.
When you see this dream, come out, Mouse, out!

"Birds" - Estonian game

According to the counting rhyme, children choose "Mistress" and "Hawk", and the rest - "birds".
The hostess, secretly from the hawk, gives the name to each bird: “You are a cuckoo”, “You are a swallow”, and so on.
The hawk is flying.
Hostess: Why did you come?
Hawk: For the bird!
Hostess: For what?
The hawk calls, for example, "Cuckoo". "Cuckoo" runs out, "hawk" catches her. If there is no bird named hawk, the hostess drives the hawk away. The game continues until the hawk has captured all the birds.

“Swallow, swallow, what happened there?”
“The girl Marta got lost in the forest!
Good birds rush to her rescue -
Tap dancers, swifts, bullfinches and tits.

"At the bear in the forest" - Russian game

Children choose "bear" according to the counting rhyme. The bear goes to his “forest house” (to a predetermined place), and the children tease him by singing a song. The bear starts to catch the children. Whoever catches it will become a bear.

From the bear in the forest milk mushrooms, I take mushrooms,
And the bear is silent, does not growl and does not rumble!
I’ll collect honey from a bear in the forest ...
-Rrr! ... And I'll run away!

"Who's extra?" - Bashkir game

Clapping their hands, singing a song and dancing, the children lead a round dance.
Inside the round dance, a triangle is drawn with sides of 3-5 steps, and at each vertex there are circles.
Three guys become in circles, and the fourth "extra" in the center of the triangle. From the circles, the guys run into a round dance. Those in front of whom they stand must quickly occupy the empty circle, until it is captured by the "extra". Who is late, that "superfluous".

What is under our feet, under the iron pillars?
This is oil near Ishimbay, we are walking on it!
Yamilya, Kamilya, Bibinur and Fazilya,
Both Bayram and Buranbay, fly to Ishimbay!

"Ball" - Karelian game

Children are divided into 2 teams. Players of one team draw for themselves on the site a “fortress” - a square with sides of 5 steps. The players of the other team are in the "field". They approach the fortress no closer than 5 paces. One of the attackers has a ball in his hands. He throws it at the defenders of the fortress. The one who was hit picks up the ball and throws it at the attackers, and they, in turn, again throw the ball at the defenders of the fortress. The one who misses is out of the game.

Went home from Vanya Sanya and did not meet anyone,
Went home from Sani Vanya, Vanya met Nobody.
And he asked Nobody: "Who are you?" - "Nobody!"
"Where are you?" - "Nowhere!"
"Where are you from?" - "Nowhere!"
"Where are you?" - "Nowhere!"
"Are you my enemy?" - " Never!"

"Nevod" - a game of the Komi people

Children choose "Fish". A bright scarf or a wreath of flowers is put on her head and placed in the center of a round dance depicting a net. At a distance of 15-20 steps from the round dance, 4 poles decorated with ribbons are installed. The fish, breaking through the seine (under the hands of the guys), runs to one of the poles. If they don’t catch up with her, she remains a fish, if they catch up, she returns to the round dance, and the one who caught up with her becomes the fish.

Snow in the morning blue sky
Everything is blue with snow.
A bump, a landmark, three oleshka,
Cheeks rub ..., steam from the nose.
I'm going, I'm going and I'll ride deer to Syktyvkar!

"Where is the handkerchief?" - mari game

The guys stand in a circle and pass a handkerchief behind each other. The driver, chosen according to the counting rhyme, walks in the middle of the circle and tries to guess who has the handkerchief. The one with whom he found a handkerchief becomes the leader.

Cuckoos in the forest sing ditties:
“Cuckoo, we cuckoo, cuckoo, we are cuckoos!
Nosed jackdaws display counting rhymes:
"I'm a jackdaw! You are a jackdaw! We are jackdaws! You are jackdaws!”
And only blackies, and only whites
In the forest, in a clearing, they play silence!

"Camel and baby camel" - Buryat game

Hey guys, stand in a circle!
Aty-baty, chipmunk!
Who does not dance, get out,
Count the whole horse as a raven!

The guys choose a “camel” and a “camel cub”, and then stand in a circle and hold hands. The camel tries to catch the baby camel, and the baby dodges, running in a circle or around a circle. The guys help the camel: if he is in the circle, they do not let the camel go there, but if the camel manages to break the chain, the camel is immediately released from the circle.

"Search - you will find" - Dagestan game

Children choose a driver, blindfold him. Then they hide something, such as a hat, and begin to sing and dance. The driver is looking for a hat. When he approaches her, the guys sing louder and clap their hands, and when he moves away, they sing quieter.

There is a kindergarten in the village,
Murad used to go to this garden.
He was below all the guys
Hey, hey, hey, all the guys!
The grapes grew on the hill,
Garlic grew and Murad grew.
He became taller than all the guys,
Hey, hey, hey, all the guys!
And now he is small
They say Makhachkala!

"Geese" - Kabardino - Balkar game

Children choose "fox" and "shepherd". The rest are "geese". The fox chases the geese and catches them, and the shepherd tries to stop the fox. If the shepherd manages to grab the goose by the wing before the fox, the goose is saved. They play until the fox catches all the geese.

I graze the geese in the forest, I will save the geese from the fox!
- Geese, geese! - Ha-ha-ha! -This is true? -Yes Yes Yes!
-Who hears you? — Kabarda!

"Hare" - Kalmyk game

The guys are located around the driver chosen according to the counting rhyme. The driver sings, dances, shows with gestures how the hare jumps, sits on its hind legs, washes and so on. The kids imitate him. The one who imitates best of all becomes the leader.

Bunny, bunny, did you ride away from Elista?
Rode to Bashanta, ate cabbage and into the bushes?
Are you or are you not?

"Ball in the hole" - Mordovian game

Each player digs a hole. They need to be placed in one line at a distance of 1-2 steps. The leader chosen according to the counting rhyme moves away from the pits by 3-4 steps and rolls the ball, trying to get into one of the pits. The participant in the game, into whose hole the ball falls, must grab it and throw it at one of the players. If he hits, the one he hit becomes the driver, and if he misses, he goes to drive.

On the road, where the dam. I saw a miracle Yudo.
“Wonder Yudo, where are you from? From under the snow or from the sky?
The miracle Yudo turned around, the miracle Yudo smiled,
And the miracle Yudo said: "Enzy-brenzy, I'm from Penza!"

"Crane" - Ossetian game

Children choose the driver and the "wolf". The rest - "cranes", stand in a column one at a time. Everyone puts their hands on the belt in front of the one standing. The leader stands in front of the column and tries to face the wolf all the time. Cranes, without breaking the columns, hide behind him. The wolf can grab any crane, except for the driver. They play until the wolf grabs the crane. After that, a new driver and a wolf are chosen.

How do cranes chirp?
- Gly, Gly, Gly!
-What makes them afraid?
-Wolf in the mountains!
Who will drive the wolf out?
-I! You! He!

"Pegs" - Tatar game

Children choose a leader. Having drawn a circle with a diameter of 15 steps on the site, they are divided into pairs and stand in a circle. One player becomes inside the circle facing the center, and the other behind him outside the circle. The driver from the center of the circle should approach one of the guys standing outside the circle and say: “Elchi-Belchi, sell the peg!” After that, the driver runs in one direction, and the player to whom he turned, in the other. The partner of this player takes a step back outside the circle, and the one who comes running first becomes ahead of him, inside the circle. Latecomer drives.

Elchi-balchi, we were told that at the bus station,
Behind the striped fence, by the newsstand
Where the sign is "Pharmacy", and behind it is "Library",
And behind the old new house, cultural park, autodrome ...
So what were we talking about? Elchi-balchi, we forgot!

"Find the beads" - Tuvan game

Children choose a leader and a guesser. The rest of the guys stand in a row, squeeze their palms with a “boat” and pull them forward. The host takes the same pose, hiding beads or some other object in his hands - a pebble, a rope, a button. He goes around the guys, pretending that he puts this object into the hands of each of them. And the guesser tries to guess: to whom did he give it? If the guesser guesses correctly, he comes up with a phantom for the host, for example, to run to a certain place, dance, or something else. If he is wrong, the host comes up with a phantom for the guesser. Then a new host and guesser are chosen.

A B C D E F F - a toad rides on a hedgehog,
Z I K L M N Oh, bunny, look out my window!
P R S T U V X, the rooster has feathers,
Ts Ch Sh Shch E Yu Ya, and the pike has scales!

"Burners" - Udmurt game

Children stand in a column of two, and in front - facing them - the leader. In the hand of the leader is a handkerchief. So he picked it up and immediately the guys standing in the last pair rush to him. The one who runs up first takes a handkerchief. Now he is the leader, and the former driver is paired with his friend ahead of the rest of the children. Then, at the signal, the next pair runs.

Rain, go away, sun, drive,
To make the rocker hang above the ground:
One end over the river Chepts,
And the other end over my porch!

"Snake" - a game of the peoples of Checheno - Ingushetia

The guys join hands and, singing a song, move like a snake to the beat of the tune. The one in front tries to unexpectedly turn and slip under the hands of some pair - “tighten the knot”. The one who got into the knot must sit down and turn around so as to continue the path without separating his hands. The guys who part their hands are eliminated from the round dance.

Zhildabyl lived in the world, he was friends with Byldazhil.
Zhildabyl without Byldazhil would not have lived a day.
But Zhildabyl left and Zhildabyl does not write.
Has Zhildabyl forgotten Zhildazhil?

"The sun and the moon - Chuvash game

The guys choose two leaders. Those secretly from others agree which of them will be the "sun" and who will be the "month". “Whose are you?” the leaders ask the players. You must answer quietly so that no one but the leaders hears. This is how 2 teams are formed. After that, a line is drawn on the ground. The leaders stand opposite each other and hold hands. Behind them, in the back of the head, with their hands on the belt of the person in front, the guys from their teams line up. They help their leaders, who are trying to pull each other over the line.

The city is new, the city is old - the glorious city of Cheboksary!
In Cheboksary, sparrows chatter on the boulevards:
Chiki-wiki, chiki-bricks, chiv, chiv, chivi-chivi!

"Hawk and Duck" - Yakut game

Two circles are drawn on the site - two “lakes”. Between them the distance is 5-10 steps. According to the counting rhyme, a "hawk" is chosen, the rest are "wild ducks" - teals, dives and pintails. Teals and divers swim in one lake, pintails in another. Then the ducks switch places: teals fly into the lake to pintails, pintails to dives, and they, in turn, fly to teals. At this time, the hawk, which is "on land" (between two lakes) catches ducks. Caught ducks are out of the game. You can't catch ducks in the lake.

Ducks - birds swim in the pond:
The head is in the water, and the tail is in plain sight.
You, Dive, dive, do not sink,
Dive here, and emerge there!
You, Chirok, cherkani wing!
And you, Pintail, overtake everyone!

Hello! Today we have a real lifesaver! This game is very fun, mobile and suitable for a large company of preschool and school children in nature.

We really liked this game, so we decided to continue ours with a lifesaver, and move Fanta's game a little.

There is another reason for the temporary transfer of Fanta's game. Masha fell in love with this game so much that we already have several modifications. And, probably, we need to tell and show all these modifications. Because they are all interesting, funny and very useful.

So - to the game!

lifesaver -

A fun game for the company of children and adults in nature.

Game description

Age

The lifesaver, unlike the Mail, will be of interest not only to kids and preschoolers. And also for schoolchildren, senior schoolchildren and even adults.

This is an exciting and very mobile game for cheerful company children and adults.

It is similar to the game of hide and seek, only more fun and interesting.

Where can you play

Outdoors. In the country. On the school yard… Indoors, of course, is also possible. But necessary big square and numerous nooks and crannies to hide in.

Number of players

From three people. The more, the merrier and more interesting.

What you need

Lifesaver! Light, so as not to injure anyone, and bright, so that it can be seen in the grass.

The most worthy alternative, which immediately came to our mind, is a plastic bottle.

At least it will be easy to find it.

Source

Let me remind you that the source of information about games now is the book “Children's outdoor games of the peoples of the USSR” by A.V. Kenneman. Details and links can be found in the description of our project for the revival of the forgotten in the air, on the road and at home for kids and schoolchildren.

The magic wand game, according to this book, is a real Russian folk game.

And now - to the rules!

Lifesaver game -

real Russian folk game

Rules of the game

The game begins with the search for a leader.

To do this, the following counter is proposed:

I will buy myself a dudu

And I'll go outside!

Louder, pipe, blow,

The wand has arrived

Didn't find anyone.

Who will find the wand first

He will follow the wand!

During this time, players need to hide in different places.

After the "count" the leader goes to look.

At the same time, he leaves the wand at the horse.

The leader is obliged to walk and look not only next to the horse. Otherwise, it will not be interesting to play.

If the host has found someone, he runs to the stick.

Also, the player who was found runs to the wand. The task of everyone is to reach the stick first.

The first option - the host ran to the stick first.

The host grabs a stick, knocks it on the horse and says

- The wand found Vasya! (name of the player the wand found).

The second option - the found player ran to the magic wand first

The player grabs a stick and, with the words

- Wand, help me out!

The host runs to look for a wand, the player must hide in a new place during this time.

The third option is to save the found player by another player

Other players can help out the found player. This can be done by the player who sees that another player has been found and understands that he can run to the stick faster than the leader.

Then the "savior" runs out of hiding, runs up to the stick, grabs it,

And with words

- Wand, help Fedya out! (name of player being rescued)

The host runs to look for a stick, while the host is looking for a stick, the found player and the rescuer must hide in new places.

Yes, if someone did not have time to hide before the host found the wand, the host has every right to “find” him.

The host is forbidden to peep around when he is looking for a wand, otherwise the game will be uninteresting.

When all players are found, the game can be started again. The player who was found first becomes the leader.

Magic wand game with Marina, Masha and dad. Video

Well, here you can see a visual demonstration of the game performed by Marina, Masha and dad.

Happy viewing!

This is where our real magic wand ends.

We hope that this fun game suitable for your company of children and adults, or - for your family! The sea will give you good mood, cheerfulness and fun and, of course - good memories. Have fun outdoors!

See also our first game of our project you can find.

Folk games - these are games that came to us from very ancient times and were built taking into account ethnic characteristics. They are an integral part of a child's life. modern society giving an opportunity to learn universal human values. The developing potential of these games is provided not only by the presence of appropriate toys, but also by a special creative aura that an adult must create.

Folk games as a way of raising children were highly appreciated by K.D.Ushinsky, E.M.Vodovozova, E.I.Tikheeva, P.F.Lesgaft. Ushinsky emphasized the pronounced pedagogical orientation of folk games. In his opinion, each folk game contains accessible forms of learning, it encourages children to play activities and communicate with adults. characteristic feature folk games is educational content, which is served in the form of a game.

It is hard to overestimate the huge role that national games play in the physical and moral education of children. Since ancient times, games have been not only a form of leisure and entertainment. Thanks to them, such qualities as restraint, attentiveness, perseverance, organization were formed; strength, agility, speed, endurance and flexibility developed. The goal is achieved through a variety of movements: walking, jumping, running, throwing, etc.

The folk game reflects the life of people, their way of life, national traditions, they contribute to the education of honor, courage, masculinity.…

Distinguish:

  • individual,
  • collective,
  • plot,
  • household,
  • seasonal - ceremonial,
  • theatrical games,
  • trap games,
  • fun games,
  • games are attractions.

The specificity of folk games is their dynamism. They must contain game action, which encourages the child to be active: either to simply inherit actions in the text, or to perform a set of actions in a round dance.

In their structure, most folk games are simple, one-dimensional, complete; they unite the word, movement, song into a single whole.

The game "Geese-swans" in the younger group

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

Geese-geese! Ha-ha-ha.

Do you want to eat? Yes Yes Yes.

Swan geese! Home!

Gray wolf under the mountain!

What is he doing there?

Ryabchikov pinches.

Well, run home!

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

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

Average age

Russian folk game:

At the bear in the forest

The bear, chosen by lot, lives in the forest. Children go to the forest for mushrooms, berries and sing a song:Mushrooms, berries I take from the bear in the forest! The bear is cold On the stove it froze!

When the players have spoken the last words, the bear, which has been dozing until now, begins to toss and turn, stretch, and reluctantly leaves the den. But then the bear suddenly runs after the players and tries to catch someone. Caught becomes a bear.

Rules of the game. The bear leaves the den only after pronouncing the last words of the beginning. Children, depending on the behavior of the bear, may not immediately run to their house, but tease him with a song.

older age

Russian folk game:

Lifesaver

Children choose a driver with a counting rhyme:

I'll buy myself a dudu"

I'll go outside!

Louder, pipe, blow,

We play, you drive!

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

The driver takes a wand, knocks it on the wall and says: “The wand came, it didn’t find anyone. Whomever he finds first, he will go for a wand. After these words, he goes to look. Noticing one of the players, the driver loudly calls him by name and runs to the stick, knocks on the wall, shouts: “The magic wand found ...(Player name)". So the driver finds all the children. The game is repeated. The first found when repeating the game must drive. But the player who was found can run to the lifesaver before the driver with the words: “Magic wand, help me out” - and knock on the wall. Then throw it as far as possible from the wall and, while the driver is looking for the wand, hide. The driver again quickly runs after the wand and repeats the steps described above.

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

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

preparatory group

Russian folk game:

Kite

The players choose a kite and a hen, the rest - chickens. The kite digs a hole, and the hen with chickens walks around him and sings the words:I walk around the kite, I carry three pieces of money, For a penny, For a small piece of advice.

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

-- kite, kite, what are you doing?- Dig a hole.

What do you need a hole for?

I'm looking for a penny.

What do you need a penny for?

I will buy a needle.

- Why do you need a needle?
- Sew a bag.

Why a bag?

Put stones.

Why do you need stones?

Throw at your kids.

For what?

- They're climbing into my garden!

- Would you make the fence higher
If you can't, then catch them.

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

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

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


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