Games of the peoples of our region the world around. Russian folk outdoor games

Landscaping and planning 29.09.2019
Landscaping and planning

Spring calendar folk games it is a violent and colorful interweaving of pagan and Christian traditions. Their main purpose was to accelerate the awakening from the winter stupor of nature, the viviparous power of the earth-nurse. After all, the future harvest and, therefore, the existence and well-being of the peasant world depended on this. Once upon a time, calendar folk games were serious rites of the pagan religion. But, gradually, they lost their sacred meaning and became the property of children's playing folklore.

Spring calls. Spring songs.

To hasten the arrival of spring, she had to be called, invited. For this they sang songs. In the south of Russia they were called vesnyannki. Here is an example of such a song:

Spring, red spring!

Come, spring, with joy,

With great mercy:

With tall flax,

With a deep root

With great bread!

And this one is more perky and mischievous:

-Spring is red!

What did you come for?

On the perch, on the furrow,

On an oatmeal

On a wheat pie!

-A sandpiper flew from a sea

Brought sandpiper nine castle about in.

Sandpiper, sandpiper, close the winter!

Close winter, open spring!

Calendar folk game "Mother Spring is coming"

Two guys take each other by both hands and raise them up. This is the gate. The rest of the children join hands, as in a round dance. All players pass under the gate and say the following words:

open the gate

Mother Spring is coming!

March passed first

He spent all the children!

And then April

Opened the door for us!

And after him and May, how much you want to walk,

How much you want to walk, just don't yawn!

With the last word, the “gates” lower their hands, “slam” and catch those children who were at that time under the “gates”. Those caught also become "gates". The game continues until all children are caught. Then you can choose a new "gate" and start the game again.

The call of the birds.

The return of migratory birds from the far southern lands is an undoubted sign of the onset of spring. It was not for nothing that they said that birds bring spring on their wings. Our ancestors believed that in order for the birds not to be delayed with their arrival, they also need to be invited, called. Birds were usually called in the middle of Lent. For this they baked special pies - "larks". With these larks they climbed higher or simply threw them up. At the same time, they sang songs-chants:

flight larks,
Fly to us
bring us
red spring,
I'm flying warm!
We are tired of winter
We ate all the bread!

Perhaps it was the calls that became the basis for the children's folk game "Rooks are flying .."

Calendar folk game "Rooks are flying"

Children stand in a circle or randomly position themselves on the site, but always so as to see and hear the adult leader. adult leader says:

"The rooks are flying,

They trumpet all over Russia:

We bring spring!

All the children shout in unison: “Fly! They're flying!"

The host continues:

"The cranes are flying

They trumpet all over Russia:

We bring spring!

Children again shout: “Fly! They're flying!" and wave their hands.

Bees, mosquitoes, etc. fly in the same way.

And then the leader says:

The piglets are flying

They trumpet all over Russia:

We bring spring!

Which of the children will make a mistake and shout “They are flying!” or wave his hands - out of the game. The most attentive wins.

Melt water games.

Spring streams like a magnet attracted the boys. And dozens of small boats and boats set sail on their stormy waves. They were made from chips, bark, pieces of wood. In addition, dams were built on the streams. You can’t build a dam in a modern city, but it’s quite possible to find a stream somewhere in the park and launch your brave paper frigate.

Games were also arranged on the banks of streams, without fear of getting their feet wet - after all, a warm and gentle spring had come!

Calendar folk game "Jump over the stream"

Children came to the bank of the stream and stand along the bank at the back of each other's heads. Sing a song:

The fontanel ran

Golden Horn!

The key ran

The snow ran

On the mosses, on the swamps,

On rotten decks!

On the word "U-uh!" children jump across the stream sideways. Or rather, they are trying to jump over, because the neighbors are trying to interfere with each other. Whoever ended up on the other side - well done, and whoever got his feet wet - lost.

This calendar folk game can also be played indoors or on the site by marking the “stream” with chalk, two ribbons, or by placing a piece of cloth.

Not being purely calendar folk games, spring holidays were always attended by , ,

Calendar folk games for Easter.

The most important Easter games were the egg games. This is also an echo of paganism. Our distant ancestors believed that rolling an egg on the ground can increase fertility and ensure a bountiful harvest. Only one game has survived to this day in an almost unchanged form - breaking eggs. Two opponents hold the egg in their hand and "knock". The one whose egg is broken loses, he gives the egg to the winner.

They also played in the "Bunch". Heaps were made of sand (two for each participant). They chose one driver and gave him one egg at a time. All the players turned away, and the driver buried the eggs in heaps of sand. Half of the piles were “prize”, and half were empty snags. The players then took turns pointing to the pile where they thought the egg was hidden. If they guessed it, they took it for themselves. This game was played mainly by girls and girls.

And the boys preferred to roll eggs from a special slide-chute. Below, under the chute, each of the players laid their egg. Then, one by one, another egg was lowered down the hill. If it was possible to touch one or more eggs, then they could be taken away. If not a single egg was hit, then the testicle of the unlucky player remained under the hill, increasing the "prize fund".

They did it for Easter. These were dolls for one day. Then they were burned. It was believed that together with the pupae all misfortunes and diseases would burn.

Swings were an obligatory attribute of Easter. And they all rocked from small to large. The youth were especially zealous! After all, the saying about the Easter swing was:

On Holy Week
They hung up the swings.
First you swing
Then you get married.

Winter Russian folk games. What did our ancestors play when they were children?

A real winter has come to our region. There are only 21 days left before the New Year, which, as everyone knows, will fly by with everyday chores and preparations for the holiday absolutely unnoticed. Schoolchildren will begin the long-awaited winter holidays. And it's about children's leisure we want to talk in this article. About the leisure of children, today and those children who lived more than one century ago.

Let's take a look at the past together and look at how children had fun in the old days, when there were no high-tech gadgets and computers. When the children rejoiced white snow and clear sun.

The children of those times had very developed mobile team games, we will now consider a few of the most popular.

Everyone knows that the traditional and most common amusements in winter time for Russian children there were ice slides that they themselves built. Another popular pastime was snowball fights with a very simple rules- throw snowballs at the enemy, and dodge yourself.

"Storm of the Fortress"

Before the game at a short distance from each other, you need to build two snow fortresses, or you can simply draw two circles in the snow, which will be two fortresses. Children form two teams and give them names. Let's call them Kazan and Moscow.

Then you should find the middle between the fortresses and draw a line along which the squads line up, each on its own side. Toss toss, the winning team starts the game first. For example, the Moscow team lost. Then the captain of the squad shouts: "One-two-three, run to Moscow!" After that, the "Muscovites" run to their fortress, and the Kazan people try to catch them and knock them over.

Those players who did not have time to run away and hide in the fortress go over to the side of the enemy. Now it is the turn of the Kazanians to run, and the Moscow squad will catch up with them. The game continues until the players are on the same team.

"Snow Tower"

They play the "Snow Tower" when wet loose snow has passed, and they build a small tower - no more than 70 cm. Then they prepare a "weapon" - snowballs. They will need at least 100 pieces. And protection from attackers - ice caps. Children are divided in half: into "defenders" and "invaders" of the tower. The "defenders" surround the tower, and the "invaders" retreat 10 steps from it, holding weapons in their hands. You can also use this simple verse:

Jack Frost
Cold-cold brought
On the road, I freaked out
He blinded the snow tower.
Who stood in a circle -
Throw snow!

After that, the "invaders" throw snowballs at the tower, trying to break it. "Defenders" fight back with ice cubes. Then the teams switch roles. The game continues until the tower falls. Victory is awarded to the team that destroys this tower.

"Freezing"

This is a round dance game with tag elements. The driver - "Frost" - is chosen by a counting rhyme. After that, the children form a circle, in the center of which stands Frost. The guys lead a round dance and read a poem:

Zimushka-Winter is coming,
She has a white hair.
Three aunts go with her -
White undershirts:
Blizzard, Blizzard and Snowstorm.
Those aunts have a servant:
Furious Uncle Frost,
Whoever grabs - he froze!

Then the children run off different sides, and the driver tries to catch up with them and “freeze” (salt). The tagged must freeze in place, and other players can free them by hitting them with snowballs, while trying not to get caught by the evil Frost. The game ends when one most dexterous player remains, who becomes the next "Frost".

"Winter Cauldron"

The game is very similar to hockey. In the old days, it was played with sticks and ice pieces bent at the ends, but now you can use sticks and a puck.

On ice or snow, a circle with a diameter of about five meters should be drawn, in its center another circle should be drawn about 80 centimeters in diameter. This will be the boiler.

The driver, or "watchman" of the boiler, is chosen by a counting rhyme. He stands in the cauldron, and the rest of the players surround him from the outside of the large circle. Children try to throw a piece of ice (or a puck) in such a way that it gets into the boiler.

The rules allow you to throw ice to other players. The driver is trying to beat her off. Caught in the boiler and becomes the next "watchman". The game time is not limited.

"Icicle"

Before the game, you need to draw two circles so that the small circle (70 centimeters) is inside the large one (5-6 meters). In the center of a small circle you need to add 10 pieces of ice. By counting, you need to choose a leader who takes a place inside a large circle and cannot leave it.

The rest of the players need to knock the ice out of the large circle, and the driver must knock them down. The first one to be touched becomes the new leader. The game continues until the last piece of ice leaves the big circle.

"Cow"

It is best to play "Korovka" on well-trodden snow or on ice. As an option - a skating rink. With any rhyme, you need to choose a driver who steps on an ice floe (puck). This piece of ice is called the "cow". The driver tries to hit other players with an ice floe, who must stand still and can only bounce.

When throwing, the driver shouts: “Buy a cow!”. The next leader is the player who hit the ice. The game time is not limited.

"King of Ice Mountain"

Most often, boys played Tsar, since this game is strong and active. Everyone plays it against everyone. To begin with, a high snowdrift was chosen. And each player had to climb to the very top of the snowdrift and not let others throw themselves off from there.

In this game, you can and even need to shove, fight, push and push your opponents down from the snowdrift. The one who stays at the top the longest becomes the king. To make it more complicated, instead of a snowdrift, they sculpted a huge ball of snow, which was poured with water, and they started playing the very next day. The difficulty was to climb onto such a slippery ball, even when you were not being pushed.

Alexander BESSONOV
Sloboda Saguna

Russian folk games for children have always been popular among small, groovy fidgets. Games have been played since ancient times and today they play with mothers, and with grandmothers, and with friends, and on mass holidays, fun activities, folk festivals.

"Pie"

Children stand in two lines facing each other. A participant depicting a “pie” sits between the ranks. Everyone sings:

Yes, he is tall

Yes, he is wide

Yes, he is soft

Cut it and eat it.

During singing, at the words "high-witted" they raise their hands up, "wide-width" - spread to the sides, "soft" - stroked on the stomach.

Immediately after the words “Cut it and eat it”, one participant from each line runs to the “pie”. Whoever touches the “pie” first takes him to his team, and the loser remains to portray the “pie”. The group with the most pies wins.

Game "Cockfight"

The players, standing on one leg, push each other with their shoulders, trying to force one another to stand on both legs.

Game "Drag the rope"

2 hoops are placed on the floor and a rope is pulled from the middle of one to the middle of the other. The participants of the game are divided into 2 teams. The hoops include one person from each team. On a signal, they run and change places. The first to run into the opponent's hoop and pull the rope out of another hoop is considered the winner. After the first pair, the second runs, the third, and so on until the last.

The game "Chickens and cockerels"

Three couples for one minute collect grains (beans, peas, pumpkin seeds) scattered on the floor. Those who collect the most win.

Game "Burners"

The players line up in pairs one after another - in a column. Children hold hands and raise them up, forming a "gate". The last pair passes "under the gate" and stands in front, followed by the next pair. "Speaker" stands in front, 5-6 steps from the first pair, with his back to them. All participants sing or say:

Burn, burn bright

To not go out!

Look at the sky

The birds are flying

The bells are ringing:

Ding dong, ding dong

Get out quick!

At the end of the song, two guys, being in front, scatter in different directions, the rest shout in unison:

One, two, do not crow,

And run like fire!

"Burning" is trying to catch up with the fleeing. If the players manage to take each other's hands before one of them is caught by the “burning one”, then they stand in front of the column, and the “burning one” catches again, i.e. "burning". And if the “burning” catches one of the running ones, then he gets up with him, and the player who is left without a pair drives.

Game "Ringer"

Children stand in a circle. The driver is chosen by the counting room. He walks around and says:

Dili don, dili don

Guess where the call is coming from.

The rest of the players dance in place. On the word “ringing”, the driver turns to the player standing near him and, clapping his hands three times, bows. The player also claps his hands three times, bows and stands behind the driver. Now they both walk in a circle, saying:

Dili don, dili don

Guess where the call is coming from.

On the word “ringing”, the driver again claps and bows inviting the next player to join the game. So the game continues until there are 4-6 people behind the driver. After that, the children remaining in the circle clap, and the leader and the players chosen by him dance. With the end of the music, the driver and other players should stand in pairs. Whoever didn’t have enough pairs becomes the leader.

Game "Duck-Goose"

Children stand in a circle with their hands behind their backs. The driver is selected, they give him a small ball in his hands. The driver is behind the circle. To the words: "Duck, duck, duck!" - which the driver utters, he walks past the children standing with his back to him. To the word "Goose! - puts a ball in the hands of one of the participants in the game. After that, the driver and the child with the ball in their hands diverge in different directions. They walk in steps, and during the meeting they say to each other: “Good morning” or “Good afternoon”, “Good evening”, nod their heads and continue the “path” to the place from which they started moving. The one who comes first wins. You have to walk step by step. The winner becomes the leader.

The game "We are funny guys"

A trap is chosen. He turns his back to the players. Children run up to the trap with the words: “We are funny guys, we love to run and play, but try to catch us. One, two, three (clap hands) - catch! With the end of the text, the trap catches up with the children.

Playing with the Sun.

In the center of the circle is the “sun” (a hat with the image of the sun is put on the child’s head). The children say in unison:

Burn, sun, brighter -

Summer will be hotter

And the winter is warmer

And spring is sweeter.

Children go in a round dance. On the 3rd line they come closer to the “sun”, narrowing the circle, bow, on the 4th line they move away, expanding the circle. To the word "I'm burning!" - The "sun" catches up with the children.

Handkerchief game.

Maslenitsa plays with children. The children walk, holding hands, in a circle, Maslenitsa moves towards them in the inner circle. Humming:

And I'm Maslenitsa

I'm not a stepdaughter

I walk with a handkerchief

I will come to you now.

The children stop, and Maslenitsa says, standing between two children:

On the shoulder is a scarf

Who will run faster?

The children, between whom Maslenitsa stopped, run around the circle (outer), return to their places, take a scarf. The winner is the one who runs to Maslenitsa faster.

Game "Trap"

Children and buffoons (refer to one of the buffoons, who is wearing a goat's hat).

gray goat,

tail white,

We'll get you drunk

We will feed you

You do not butt us

And play Lovishka.

After the words addressed to the “goat”, the children scatter, and the “goat” tries to gore them.

Carousel game.

We continue the fun

Weight running on a carousel.

Ribbons are attached to the training. Children take the ribbon with one hand and go first in one direction, and then, changing their hand, in the other. The hoop is held by an adult. You can “ride” on the carousel under the traditional text:

Barely, barely, barely, barely

The carousels spin

And then, then, then

Everyone run, run, run.

Hush, hush, don't rush

Stop the carousel.

One-two, one-two

And so the game began.

The game "Zhmurki"

Jump-jump, jump-jump,

Bunny jumped on a stump,

He beats the drum loudly

Invites everyone to play blind man's blind man.

The game "Zhmurki" is being played.

Game progress. The player is blindfolded, taken away from the players to the side and turned around several times. Then they talk to him:

Cat, cat, what are you standing on?

At the pot.

What's in the pot?

Catch the mice, not us!

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

The game "Go to the gate"

Game progress. Spring leads all adults and children in a figure-eight behind him (the “thread and needle” movement). With the end of the music, Spring points with her hand at any pair of children and adults. They turn to face each other and join hands, the image of the "collar". The rest of the children pass, led by Spring, into these gates. A child remains inside the "gates". The game continues until 4-5 children are caught. They dance to the dance tune, while other children clap their hands cheerfully.

The goat game.

Game progress. In the center of the circle in which the children stand is a “goat”. Children sing the words of the nursery rhyme and perform movements in accordance with the text.

The goat went out for a walk,

Stretch your legs.

The goat knocks its feet

Screaming like a goat:

"Be-e-e, be-e!"

Children move to the center of the circle and back. Children stand in a circle, and the “goat” knocks with “hooves” and shows “horns”. The "goat" screams and catches up with the children, who scatter.

Playing with the cockerel.

Game progress. Children stand facing each other. In the center is a child in a cockerel's hat. The text of the nursery rhyme is pronounced and movements are performed.

Ruh-tuh-tuh-tuh!

A rooster walks around the yard.

Himself - with spurs,

Tail - with patterns!

Standing under the window

Screams all over the yard

Who will hear

That beat!

Ku-ka-re-ku!

Children walk in a circle, raising their legs bent at the knees high and flapping their wings. "Rooster" also goes in a circle, but in the opposite direction. Children turn around to face in a circle, continuing to wave their “wings”. The "rooster" stops in the center of the circle, flaps its "wings" and cries. The children scatter, the "rooster" tries to catch up with them.

Game "Ring"

All players line up. The buffoon has a ring in his hands, which he hides in his palms and then tries to quietly pass to one of the guys, while saying:

I'm burying gold

I bury pure silver!

In a high tower

Guess, guess girl.

Guess, guess, red!

The one standing last is looking for the ring, and the buffoon says: "Guess, guess who has the ring, pure silver." If the participant guessed who has the ring, then he becomes the leader.

The game "At the bear in the forest"

The driver is chosen - "bear". He is at some distance from the other participants in the game. Children pronounce the text, approaching the "bear".

At the bear's bow

Mushrooms, I take berries,

The bear doesn't sleep

Everything is growling at us.

With the end of the text, the children scatter, the “bear” catches up with them.

During the game, the following words can also be used:

At the bear in the forest

I pick mushrooms and berries.

The bear doesn't sleep

Everyone is looking at us

And then how it roars

And he will run after us!

And we take berries

And we don’t give the bear

We go to the forest with a club,

Kick the bear in the back!

The game "Grandfather Mazai"

Game progress. The players choose grandfather Mazai. The rest of the participants agree which movements that indicate work (for example: sowing, reaping, mowing, etc.) or another type of activity (skiing, skating, playing snowballs, etc.) will be shown to him. They come up to grandfather Mazay and sing.

Hello, grandfather Mazai,

Get out of the box!

Where we were - we won't say

And what did we do - we'll show you!

After these catches, everyone depicts with movements the work that they have agreed on. If Mazay guesses correctly, the children scatter and he catches them. Who was caught first. He becomes the new grandfather Mazai, and the game is repeated. If they don't guess, they show him another job.

Instead of singing, the following dialogue may sound:

Hello grandfather!

Hello children! Where have you been?

At work.

What they were doing?

After these words, the children perform movements.

The game "Zhmurki with a bell"

Game progress. By lot (counting) they choose the "blind man's blind man" and the player he will look for. "Zhmurka" is blindfolded, and another child is given a bell. The participants of the game stand in a circle. "Zhmurka" must catch the driver with a bell. Then a new pair of players is selected. "Zhmurok" can be several. The children standing in a circle warn the "blind man's buff" against meeting each other with the words: "Fire! Fire!"

Round dance game "I walk with a loach"

Game progress. Children stand in a circle, facing the center. One child is the leader. He has a “bindweed” in his hands (it can be a satin ribbon or a woven oblique lace with thick paper sheets sewn to it. Under the singing of the first verse, the leader goes “eight” (bypassing each child) and bows to the last word of the verse to the one in front of whom stops.

I walk with the weed

I go with green.

I don't know where

loach put

With the beginning of the 2nd verse, the leader is followed by the child to whom the leader bowed.

Put you loach

Put you loach

Put you loach

On the right shoulder.

On the third verse, the movements are repeated.

And from the right

And from the right

And from the right

Put on the left.

By the end of the song, there are four walking with the "loach". Then the "loach" is placed in the center of the circle. Four children dance to a cheerful dance, performing any dance movements. With the end of the music, the children try to take the "loach". The most dexterous becomes the leader, and the game is repeated.

Game "Merry musicians".

Game progress. To any two-part melody, children, standing in a circle, play on musical instruments(rattles, rumbah, bells, etc.). Petrushka stands in the center of the circle, conducting. With the end of the first part, the children, putting the tools on the floor, easily run in a circle. Parsley stands in a general circle and runs with the children. With the end of the music, the players quickly dismantle the instruments. The conductor becomes the one who did not get the instrument.

The game "Dawn-Dawn"

Game progress. Two leaders are chosen. Both the drivers and the players stand in a circle, holding a ribbon in their hands (ribbons are fixed on the carousel according to the number of players). Everyone walks around and sings.

Zarya-zaryanitsa, Red maiden,

Walked across the field

Dropped the keys

golden keys,

Painted ribbons.

One, two, three - not a crow,

And run like fire!

At the last words of the driver, they run in different directions. Whoever takes the freed ribbon first is the winner, and the remaining one chooses his next partner.

"Double burners".

Participants become pairs in a column. If there are a lot of burners playing, then you can become pairs in two columns (one against the other) at a distance of 15-20 m. Two "burners" stand in front of the columns - each with his back to his column. With the words "... the bells are ringing," the last pair in each of the columns separates their hands and runs towards the players from the opposite team, trying to form new pairs with them. "Burners" catch any of the runners. Those left without a pair become the new “burners”.

"Blind Man's Buff" Vanya and "Manya".

Two drivers are selected (a girl and a boy) and one of them is appointed "Manya" with a thin voice, and the second - "Vanya", who speaks in a bass (to create an atmosphere of more fun, the boy can be made "Manya", and the girl "Vanya"). Drivers are blindfolded, sometimes they circle around themselves.

The rest of the players form a circle around the leaders and hold hands. "Vanya" is taken away from "Manya" and offered to find her.

Stretching out his hands, "Vanya" begins to search and call: "Where are you, Manya?" “I am here,” “Manya” answers, but she herself, feeling his approach, runs away. "Vanya" may take one of the players for "Manya". In this case, the error is explained to him. At the same time, the players do not allow “Mana” to leave the circle and bump into something. When "Vanya" finds "Manya", they are replaced with a new pair of drivers.

Children standing in a circle should not tell the drivers where someone is.

To catch Manya, it is enough to touch it with your hand, without grabbing or holding it.

If “Vanya” cannot catch “Manya” for a long time, you should offer them to switch roles or give way to a new pair of people who want to.

"Earth - water - sky"

(or "Beast - fish - bird")

The players must know the names of fish, birds, animals, so that the game is more fun and active. In the first and second versions of the name, a correspondence is guessed: sky - birds, water - fish, etc. All children are welcome to participate in the game. The players sit or stand in a circle facing the center. In the middle of the circle - the leader with the ball (preferably stuffed).

The leader pronounces one of the words of the name of the game and immediately throws the ball into the hands of any player. He catches the ball, names the appropriate animal, for example, a fox or a bear with the word “beast” (“earth”), and returns the ball to the leader. If the participant in the game did not have time to name or incorrectly named the animal, failed to catch the ball, then he receives a penalty point or gives a phantom (any small object).

The host throws the ball to new players, trying to keep everyone on their toes in anticipation of the ball and the need to quickly name the right animal. The ball can be thrown twice to the same player. When a group of participants with penalty points accumulates, the game is interrupted to play forfeits, and those with penalty points are given a fun group task: sing, dance, portray pantomime, etc. The game then continues with a new host.

The host can only throw the ball by saying the word "ground" or something else.

You can not repeat the names of animals.

"Broken Phone"

(The old name of the game is Rumors)

8-10 people take part in the game. Children sit in a row or in a semicircle. One is chosen as leader. He sits down first and comes up with words or a phrase. The presenter whispers this phrase to the neighboring player in the ear. He passes what he heard to the next in order, and so on. It is necessary to transmit the phrase in the ear so that others do not hear. Speak clearly, without distorting words on purpose. The one who violates this sits down last in a row.

Then the leader approaches the last player in the row and asks to pronounce what was handed to him. Almost always, changes occur with the original phrase, because the player is not always able to hear the word well and replace it with a similar sound. To find out who was the first to distort the phrase, they are asked to repeat what he heard, not only the last in the row, but also the second from the edge. The first one to distort the word is transplanted to the end of the row. The host sits in the vacant seat. The new leader is the one who was at the beginning of the row. If the phrase or word is reproduced without errors, the former player remains the leader.

"The third one is extra with a scallop"

The players gather in a small area or in the hall. Choose two leaders. The rest become in a circle in pairs: one in front of the other. One driver runs away from the second and can get ahead of any pair. The one standing behind turns out to be superfluous and must run away from the second driver.

The second ones in the hand have a belt or belt (or a tourniquet twisted from a scarf, scarf). The second driver runs around the players, trying to pinch (quilt) the first driver with a belt before he gets in front of someone's pair. If he succeeds, he throws the belt up, and he runs away. Salted must now catch up and salt. Only one light hit with the belt is allowed.

To make the game fun, the drivers now and then use unexpected tricks. For example, the second driver on the run can quietly pass the belt to someone standing, while he himself continues to chase the first driver. As soon as he runs near the player holding the belt, he triumphantly “quilts” the driver with the belt. Then he throws up the belt and runs away, becoming the new first driver. The first turns into the second and must, picking up the belt, catch up with the escaping. Former second the driver becomes the remaining incomplete pair.

The game ends by agreement.

Drivers should not run away from the circle or cross it, reducing the distance. The evader can move ahead of any standing pair.

"Golden Gate"

Two of the participants in the game are selected. They will be the "sun" and the "moon" (the "moon"). Then the "sun" and "moon" face each other, join hands and raise them, as if forming a gate. The rest of the players join hands and go through the “gate” in a string. At the same time, the players sing their favorite songs. When the last one comes through the “gate”, they “close”. The victim is quietly asked which side he would like to take: behind the “moon” or the “sun”. The player chooses and stands behind the respective player. The rest go through the "gate" again, and the game continues to the last. When everyone is distributed, the groups arrange a tug-of-war. Yoke option: children depicting the "gate" say:

Golden Gate

Not always missed:

Saying goodbye for the first time

The second time is forbidden

And for the third time

We won't miss you!

The “gates” close at the last word and “catch” the one who remains in them. In order not to be caught, those walking involuntarily speed up their steps, sometimes they switch to running, and those who catch, in turn, change the speed of the recitative. The game becomes more mobile and fun. It also ends with a tug of war.

Another variation of the game is that the “gates” are 2 pairs. The players who portrayed them pronounce the rhyme at the same time (in tune). Those caught do not choose where to stand, but are immediately included in the team of “gates” that caught them. Depicting gates compete in who will catch the most players. The competition ends with a pull.

"Traps"

Several "traps" are selected from among the players (2 people each). Standing in pairs facing each other, they raise their closed hands, forming a collar, or "traps", through which the rest of the players run, holding hands.

The "traps" form a circle and are open while the music is playing (or the tambourine sounds). On a signal (whistle, loud bang, stop of music), the "traps" are closed, i.e. hands are lowered, detaining those caught between the hands.

Those caught join hands with the participants of the "trap", forming a circle of 3-4 people. They again raise their hands, and the chain of the rest of the players again runs in a circle, running through the "traps". They close again and again until only 2-3 caught, the fastest and most dexterous, remain.

The game is repeated 2-3 times.

"Mail"

("From where and where?")

Any number of players participate. Each of the players conceives and names a city loudly. The rest must remember - who has what city.

Anyone can start the game by imitating the sounds of the postal bell: "Ding-ding-ding!". Someone immediately asks: “Who is going?” - "Mail". "From where and where?" - "From Moscow to Paris" (only the cities chosen by the players should be named). The one who chose Moscow answers, and the next one is sure to speak the one whose city is Paris:

What are they doing in Moscow?

Everyone walks around, digging potatoes, - “one who came from Moscow” can answer.

Immediately, all the players, except for the “arrived”, begin to portray how they are digging potatoes in “Moscow”. Tasks should be funny and, if possible, difficult to complete, since from those who cannot portray this, the “arrival” takes a phantom (any thing) and folds it in front of everyone.

Now the one who has chosen Paris says "ding, ding!" etc. Game continues. At the end, forfeits are played.

"Two Frosts"

From the players, they choose the drivers - two Frosts. They go to the middle of the room. The participants of the game from one side of the hall, on which they gather at the beginning, must run across to the other side. This happens after the next dialogue. Arms akimbo, two "Frosts" address the audience:

We are two young brothers, two Frost Removed.

Frost, Red Nose, one announces.

I am Frost, Blue Nose, - another one appears and asks with a mock threat in his voice: - Well, which of you will decide to set off on a path?

The children respond in chorus:

We are not afraid of threats, and we are not afraid of frost!

After the spoken words, the children rush to run across to the other side of the hall. If none of the players dare to do this, the Frosts announce that everyone who does not run on the count of "three" will become losers - they will be "frozen". Frosts read: "One, two, three!" Everyone rushes to run across the hall, and the "Frosts" try to touch (touch) the children with their hands. The salted person must stop, freeze without movement, as if “frozen”. It can be “unfrozen” by other, not yet salted players, by touching it with their hand. Then he runs along with everyone to the opposite border of the hall, where the Frosts no longer have the right to run.

At the beginning of the game, you can agree that the “frozen” drivers are taken to their “ice palace”, where they cannot be rescued until the drivers change.

"I'm burying gold."

Children sit in a circle on the floor, legs crossed, their hands are behind their backs. One of the players is placed in the hands of an object that the driver chosen by the rhyme must find. At the same time, the participants in the game sing a familiar song quietly if the driver moves away from the object, and loudly if he approaches it. You can use a sentence instead of a song:

I'm burying gold

I bury pure silver

In a high tower.

Guess, guess, red,

Walking through the field

Weave a braid to Russ,

silk first,

Weaving gold.

Instead of a sentence, one of the players can ring a bell.

"Nonsense".

A driver is selected who steps aside. Participants of the game think of any objects (each-his own). The driver comes and asks the participants questions, in response to which the players must name the intended object.

The player whose answer most closely matches question asked, becomes driving.

"Zhmurki".

The driver - blind man - becomes in the center. They blindfold him and turn him around several times. There is a dialogue between the blind man and the players:

Where are you standing?

On the bridge.

What do you sell?

Look for us for three years.

The participants disperse around the room, the blind man goes to look for them. During the game, participants should not leave their seats. They are allowed to squat, deviate, kneel. If the driver finds and guesses the child, he transfers the role of blind man's blind man to him.

"Zhmurki vice versa."

The blind man is chosen. But he is not blindfolded. He is seated in front of a large white screen. A flashlight is installed at a short distance from the screen. The players pass between the lantern and the screen, and the blind man's blind man should recognize the participants in the game by the shadows. Players, in order to confuse the driver, can put on any details of clothing. For each incorrectly named player, the driver gives a phantom.

Game "Ring, ring"

The leader is chosen by counting rhyme.

Children sit on a bench, fold their hands. Two remain standing. One of them (the presenter) has a ring. Everyone begins to pronounce the text and shake their palms folded together to the beat. The driver with a ring in his palms alternately approaches each of those seated and unnoticed by one of them lowers the ring. The second person standing must guess who has a ring in his palms. If he guesses correctly, he sits in the place of the one who had the ring. If not, everyone says in unison: “One, two, three, ringlet, run.” The child runs away with the ringlet. The one who guessed, rushes after. The players say:

Ring, ring, roll on the porch,

Through the field, through the meadow, come back, making a circle!

Game variant with a slightly different name "In rings" offers G. Naumenko.

Children sit in a row and fold their palms in a “boat”. The driver puts his palms in the palms of each participant in the game. To one of them, he must quietly leave a "ring" - a ring, a pebble, a nut, which is sandwiched between his palms. At the same time, he says:

I'm walking along the bench

I bury a golden ring -

In mother's teremok,

Under the father's castle.

You can't guess, can't guess!

I can't tell you, I can't tell you!

Those seated answer:

We've been wondering for a long time

We have been looking for a ring for a long time -

All behind strong locks,

Behind oak doors.

Then one of the players tries to guess who has the ring hidden. He is told:

A ring rolled from the red porch -

Through the barns, through the cages, through the barns, through the passages.

Find the golden ring!

If he finds who has the ring hidden, they simultaneously run in different directions with him, running around the shop. Whoever sits first in an empty seat is the driver. He hides the ring again.

"Woodpecker".

A woodpecker walks on arable land,

Looking for a grain of wheat

I didn’t find it and hammer bitches:

Knock, knock, knock, knock!

They choose a woodpecker, approach the tree and sing.

The woodpecker takes a stick and counting to himself,

Knocks on wood a predetermined number of times.

The player who guesses the correct number

Blows, so many times running around the tree,

And becomes a new woodpecker.

"Dawn-lightning".

Dawn-lightning, red maiden.

Walked across the field, dropped the keys.

The keys are gold, the ribbons are blue.

One, two - not a crow, but run like fire.

Children hold the "carousel" by the ribbons, walk in a circle and sing.

The driver walks outside the circle, touches with the last words

One of the players. They scatter in different directions, who

The first will take the tape. The loser becomes the leader.

"Golden Gate".

Golden Gate, come in, gentlemen!

The first time is forgiven, the second time is forbidden,

And the third time we will not miss you.

The two leaders make the gate. One is a "silver saucer",

the other is a “pouring apple”. Everyone passes through the gate, with the last

in a word, the gates are lowered, detaining one of the players.

Player: - "Golden Gate, let me through."

Answer: - “We let everyone through, but we leave you. What do you choose

A pouring apple or a silver saucer?

The player moves to the chosen side.

So the children are divided into two teams, then they pull the rope.

"Strap".

I hide, I hide the strap

Under the viburnum bush

And who will sleep through the dawn,

Togo beat beat.

The driver with a strap walks around the circle, the eyes of the children are closed.

With the last word, he puts the belt behind someone's back.

He runs after the driver, trying to catch up and lightly hit him

Strap. The driver tries to take the place of the one who runs after him.

"Sit down, Yasha."

Yasha is chosen. He stands in the center, he is blindfolded.

Everyone goes in a circle and sings.

Sit, sit, Yasha under the walnut bush,

Gnaw, gnaw, Yasha, hot nuts,

Chock, chock, piglet.

Get up Yasha - you fool!

Where is your bride, and what is she wearing?

What is her name and where will she be brought from?

Yasha at this time is spinning in place, at the end

Goes at random, chooses someone and leads to

Middle. You need to find out who is in front of him, name him.

Since ancient times, the Russian people have been famous not only for their unique and extremely interesting culture, but also for exciting games for both children and adults. However, time, warriors and the influence of European neighbors gradually overshadowed the old Russian games. Now they are beginning to revive and do not cease to amaze with their liveliness, original ideas and tasks filled with noisy fun.

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

Russian folk games and their rules

Spillikins

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

Golden Gate

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

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

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

Catch a fish

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

hot seat

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

Elephant

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

Paints

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

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

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

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

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

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

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

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

Swan geese

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

Geese-swans, home!

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

What do wolves want?

Pinch gray geese and gnaw bones!

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

Turnip

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

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

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

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

There is another variation of this game.

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

Salki

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

Kick on the rope

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

Cossack robbers

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

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

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

"Eat Quietly"

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

bear cub

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

Burners

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

The members sing the following song:

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

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

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

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

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


municipal preschool educational state institution

Kindergarten with. Korshik

Tutor: Panagushina E.A-methodologist

The scenario of the Russian folk games

Relevance: Russian folk games are very diverse: children's games, board games, round dance games for adults with folk songs, jokes, dances. Unfortunately, we have to state the fact that modern children know very few games played by their ancestors. In Russia, there has long been great amount games that contributed to the education of the child's dexterity, speed, strength, intelligence, attention and what modern pedagogy calls the "socialization of the child" (training him to observe ethical standards, dorm rules). Below are just a few of them.

Target:

Creation of conditions for the formation of the foundations of patriotic consciousness and the education of universal values ​​in children preschool age(4-6 years) through acquaintance with the history and culture of Russia.

Tasks:

To promote the formation of patriotic feelings in children: love for the motherland, respect for the traditions of folk culture and history.

Create conditions for the activation of children's creative thinking

Promote the development of memory, physical development of preschool children

Enrich the experience of cooperation between parents and children

"Corners"

This is an old game that has a lot of names and variants, but the main content in it is a quick change of places. The game can be played in any conditions: both indoors and outdoors, where you can make small dashes. It is played by children from preschool age to teenagers. The game does not require inventory. It is carried out independently, without judges and leaders. If they play indoors, then 5 people participate, when playing outdoors - up to 10 people.

Description

The players stand in the corners of the room, the driver is in the middle. If there are more than 5 people playing, then circles are drawn for them - "houses" ("burrows"). All located in the corners - "mice". One of them - the leading "mouse" - is located in the middle of the room. She comes up to one of those standing in the corner (to the "mink") and says: "Mouse, mouse, sell your corner!" She refuses. Then the driver goes to another "mouse". At this time, the "mouse", which refused to sell the "corner", calls one of the players and changes place with him. The one in the middle tends to take the place of one of the runners. If he succeeds in this, then the one without a place goes to the middle and the game continues; if it fails, then he approaches another "mouse" with a request to sell the "corner". If the driver says: "The cat is coming!" - then everyone should change places, and the driver seeks to take someone's "corner" ("mink").

1. "Corner-mink" is occupied by the one who first got there.

2. If someone does not change the place to the words "the cat is coming", then he becomes the leader.

Varieties of "corners"

"Keys"

The players are divided into circles. The driver is in the middle. He approaches someone and asks: "Where are the keys?" The one in the circle answers him: "Knock over there!" - and indicates the direction. When the driver leaves in the indicated direction, the answerer changes place with someone, and the driver tries to take one of their places.

"Chur near the tree"

They play on the lawn where there are trees. Everyone, except the driver, stands by the trees, the driver - in the middle between the trees. Those standing by the trees begin to run from tree to tree. The driver must pick them up before the runner runs up to the tree and says: "Stay away from the tree!" The salted one becomes the leader, and the leader takes his place by the tree.

"Ocean is shaking"

They play outdoors and indoors. If they are in the air, then they draw circles in a circle according to the number of players, except for one. Everyone should remember their circle. When playing indoors, chairs are placed in two rows so that the back of one of them is in contact with the back of the other. Everyone should remember their chair. The driver is on the sidelines. He walks between circles or around chairs and suddenly says: "The sea is worried!" All the players run out of circles or jump up from chairs and run around until the driver says: "The sea is calm!" - after which everyone tends to quickly take their place. The driver also tries to take someone's place. The one left without a seat becomes the driver.

"Two Frosts"

On the opposite sides platforms (halls) lines mark two "houses" at a distance of 10-20 m from one another. From the players, two drivers are selected - two "frosts": "frost - red nose" and "frost - blue nose". They stand in the middle of the platform. The rest of the participants are on one side of the site behind the "home" line.

Both "frosts" address the guys with the words:

We are two young brothers

Two frosts removed.

One of them, pointing to himself, says:

I am frost - red nose.

I am frost - blue nose.

And together:

Which one of you decides

To go on a path?

All the guys answer:

We are not afraid of threats

And we are not afraid of frost!

After these words, the players run to the other side of the site behind the "home" line. Both "frosts" catch and "freeze" those who run across. Those immediately stop at the place where they were "frozen". Then the "frosts" again turn to the players, and they, having answered, run back to the "house", helping out the "frozen" ones on the way: they touch them with their hands, and they join the rest of the guys. "Frosts" catch the players and prevent them from helping out the "frozen". They play this several times. Then new drivers are selected from the uncaught players. In conclusion, it is noted which "frost" managed to "freeze" the guys more.

1. You can run out only after the words "we are not afraid of frost."

2. If someone helps out the "frozen", but he himself, without reaching the "home", is "frozen", then the rescued by him again becomes the place where he was "frozen".

"Swan geese"

The game involves from 5 to 40 people.

Description

On one side of the site (hall) a line is drawn separating the "goose house", on the other side - a line behind which there is a "pasture". From the players choose "shepherd" and "wolf". The rest are "geese" and "swans". They stand in a row in the goose. "Shepherd" is located on the side of the "geese", "wolf" - in the middle of the site.

Shepherd says:

Geese-swans, walk until the wolf is seen!

All "geese" and "swans" "fly to pasture", imitating birds. As soon as the "shepherd" says loudly:

"Geese-swans, go home, gray wolf behind the mountain!",

they run away from the "pasture" to the "goose house", and the "wolf" catches them to the line of their "goose house". Those caught are counted and released into their "herd" or they go to the "wolf's lair" and remain there until he is replaced. They play with one "wolf" 2-3 times, then choose a new "wolf" and "shepherd" from those not caught. In conclusion, the best "geese" (never caught by the "wolf") and the best "wolf" (who managed to catch more "geese") are noted. If there are few participants, then they play until all the "geese" are caught.

1. The "geese" are allowed to run out and return to the "goose house" only after the words spoken by the "shepherd". Whoever runs away first is considered to be caught.

2. "Wolf" can only catch after the words "under the mountain" and only up to the line of the "goose". Children love to have a conversation in this game between the "shepherd" and the "geese": after the words "gray wolf behind the mountain", the "geese" ask:

What is he doing there?

The shepherd replies:

"Geese nibbles!"

Gray and white.

After the last words, the "geese" run home to the "goose house".

3. The driver has the right to catch those who run away only up to the "home" line; a player tagged behind the line is not considered to be caught.

This game can be complicated by introducing a second “wolf” into it, placing obstacles in the form of benches (“road”) on the way of movement of the “geese” and “swans”, along which you need to run or jump over

"Rope"

An old Russian game. A game for children from preschool age. The number of players - from 5 to 30 people. The chest kit includes one rope.

The driver is determined in any way. All the players stand in a circle and take the rope with both hands. The driver moves inside the circle, trying to touch someone's hand while it touches the rope. Players can pull their palms away from the rope or move them along it. Salted replaces the driver. An experienced driver tries not to touch, but to scare the players so that they let go of the rope and it falls to the ground. In doing so, he defeats all players.

Game options:

If there are too many guys in the circle, then they hold on to the rope with one hand or two leaders are appointed at once. You can play the game with walking in a circle or other movements without disturbing the shape of the circle.

"Wolf and Children"

One of the players, by lot, depicts a wolf, the rest - children. The wolf, propping his face on his hands, hunched over, sits aside and is silent. Children scatter in different directions, pretending to pick berries in the forest and sing:

They pinched, pinched the berry

For black currant

Father on inserter

Mother on a sleeve

gray wolf

Herbs on a shovel

God bless you wash

God bless you run away

And God forbid get out.

With the last words, the children throw grass at the wolf and run away from him in all directions, and the wolf catches them. The one who is caught becomes a wolf; if the wolf failed to catch anyone, he returns to his place and again depicts a wolf, the rest of the players again begin to collect berries around him.

"Fox in a mink"

The players choose a fox. One of the corners of the room is her burrow, in which she stands on one leg. The players tease the fox by tugging at her clothes, imitating the barking of dogs, clapping their hands, etc. The fox quickly turns around, makes a jump and tries to hit someone with his hand. The foxes running around dodge her jumps, and if they notice that the fox has stood on both legs or changed its leg, they shout: "Fox in the hole, fox in the hole!" and try to hit the fox with his hand.

The one hit by the fox becomes the fox, and the old fox joins the players.

"Bridge"

There are three players: two boys and a girl, or two girls and a boy. The girl and the boy face each other. The girl stretches out both hands to the boy, who holds each hand firmly in his so that their hands form a bridge of two crossbars. This bridge is trying to destroy the third player, throwing himself at him with all the weight of his body and hanging on it until the couple separate their arms, which, as a rule, entails the fall of the hanging one. When the bridge is destroyed, one of the pair remains in place while the other player runs away.

The one who destroyed the bridge, having risen from the ground, rushes to catch up with the fleeing one in order to make a new pair, which will be broken by the one who remains in place.

"Dash"

The players, divided into two equal parties, are located opposite each other on two lines, at a distance of 15-20 fathoms, and alternately run from one side, then from the other to the opposite line, and the players of the opposing party catch them and, if caught, leave in their own party, but if they are not caught, they are sent back to their parties.

"Cossacks and robbers"

The players are divided into two parties. One party depicts the Cossacks, the other - the robbers. The party of the Cossacks has some kind of sign, for example, a cross made of yellow paper on the chest, or they tie their hands with handkerchiefs.

The robbers scatter in different directions and hide from the Cossacks. The Cossacks are looking for them, and if the robber sees that his shelter is open, then he runs to hide in another place; the Cossack chases him and, if he cannot catch the robber alone, he calls on his comrades for help. The Cossack leads the captured robber to the dungeon, after which he becomes a Cossack and helps to catch, already as a Cossack, robbers.

"Black" and "white" do not take, "yes" and "no" do not say.

The essence of the game is not to use the words: "black", "white", "yes", "no". Whoever pronounces one of them gives a fant, for example, a nut. One of the players approaches the other and asks questions:

What hat do you have?

What blue? She is white.

Green.

What green? Yes, she is black.

Blue.

How about blue? Is the hat blue? Yes, look; can you call it blue? Completely white.

No, not white, but black.

The one who answers like this is subjected to a triple punishment for the words "no", "white" and "black". Or ask like this:

Do you have horns?

Is there really?

So, do you have a tail?

I don't have a tail.

There is no tail, but there are horns; so who are you?

Man.

No, not a man, but an animal without a tail and with horns.

No, man.

And the defendant pays a fine.

"In a whisper"

A driver is chosen from the players - a steamer. They blindfold him and put him on the threshold. One of the players comes up to him and whispers something in his ear, and the bather must guess who it is. If he does not guess, then everyone else whispers to him in turn until he guesses.

"Silence"

The players sit in a circle and are silent; they should neither move nor smile. Fanta is taken for violation. One of the players walks in a circle and tries to break the silence: he asks funny questions that must be answered only with signs. They also play as follows: the one chosen to break the silence walks in a circle and grimaces or presents whatever he pleases. Those sitting should repeat everything he does, but without laughter and words; a fant is taken for violation.

"Kitchen"

Each player chooses a name for himself from kitchen items, for example: a plate, fork, knife, etc.

One of the players begins to ask questions, pointing either to the surrounding objects or to himself, for example: "What is that on your nose?" The second player must answer only with his own name, for example: "Poker".

What's on the face?

Poker.

What are you sitting on?

On the poker, etc.

If the questioner laughs or says too much, then they take a phantom from him.

Application №2

Russian folk rhymes, fables, nursery rhymes.

Where is it seen

And in what village is it heard

For a hen to give birth to a bull,

Piglet laid an egg

Yes, I took it to the shelf.

And the shelf broke

And the egg broke.

The sheep fluttered

The mare clucked:

— Oh, where-where-where!

We didn't have it like that

So that the armless man robs our cage,

The bare-bellied man put it in his bosom,

And the blind man was peeping

And the deaf man overheard

And the legless water carrier ran,

The tongueless "guard" screamed!

Drove the village

Past the man

Suddenly from under the dog

The gates are barking.

He grabbed a club

Broke the ax

And for our cat

Ran the fence.

The roofs were scared

Sit on a raven

The horse is chasing

A man with a whip.

There is a stump in the swamp,

He's too lazy to move.

The neck does not turn

And I want to laugh.

The fox ran through the forest

The fox has lost its tail.

Vanya went to the forest

Found a fox tail.

The fox came early

Vanya brought berries,

She asked for her tail.

Because of the forest, because of the mountains

Grandpa Egor is coming

On a bulan cart,

On a creaky horse.

Boots on it with a pocket

A vest with a heel.

Belted with a club

Leaned on a sash.

Between heaven and earth

Piglet rummaged

And accidentally tail

Caught up to the sky.

Fuck-tah, rattle,

The mouse rides on hedgehogs.

- Wait prickly hedgehog,

No more driving

You are very stubborn, hedgehog.

Our ducks in the morning -

Quack-quack-quack! Quack-quack-quack!

Our geese by the pond -

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

And a turkey in the yard -

Ball-ball-ball! Baldy-balda!

Our gulenki at the top -

Grru-grru-grru-u-grru-u!

Our chickens in the window -

Kko-kko-kko-ko-ko-ko-ko!

And like a cockerel

Early-early in the morning

We will sing ku-ka-re-ku!

Shadow-shadow-sweat,

Above the city is a wattle fence.

The animals sat on the wattle fence.

Boasted all day.

The fox boasted:

I am beautiful to the whole world!

Bunny boasted:

Come on, catch up!

Hedgehogs boasted:

Our coats are good!

The bear boasted:

I can sing songs!

Cockerel, cockerel,

golden scallop,

butter head,

silk beard,

Do you let the kids sleep?

early in the morning

Shepherd: "Tu-ru-ru-ru!"

And the cows are in harmony with him

Tightened: "Moo-mu-mu!"

You, Burenushka, go

Take a walk in the open field

And come back in the evening

Give us milk to drink.

It's boring for a wolf to live in the forest -

He starts the song.

So awkward, so awkward

Just run out of the woods.

In front of him the fox is dancing -

Waving a red paw.

Though neither fret nor warehouse -

Dancing until you drop.

Sparrow squeaks on a branch

From all strengths.

Let it be awkward, incomprehensible -

Still nice.

Like thin ice

A white snow fell.

A white snow fell

Vanyushka-friend was driving.

Vanya drove, hurried,

From the goodness of the horse fell.

Vanya fell and lies,

Nobody runs to Vanya.

Two girls saw

They ran straight to Vanya,

They put Vanya on a horse,

The path was shown.

Showed the way,

Yes, they punished

How are you going Ivan?

Don't look around!

The old hare mows hay,

And the fox rakes.

The fly carries hay to the cart,

And the mosquito throws.

Drove to the hayloft -

From the cart the fly cried out:

"I won't go to the attic,

I'll fall from there

I break my leg

I'll be lame."

Washed buckwheat, crushed buckwheat,

The mouse was sent to the water

On the bridge,

Yellow sand.

Lost for a long time -

Scared of the wolf

Lost, tears hail,

And the well is nearby.

Oh you, oblique hare - that's it!

Don't follow me, that's it!

You will get into the garden - that's it!

You will gnaw all the cabbage - like this,

How do I catch you - like this,

How to grab my ears - like this,

Yes, and unscrew the tail - like that!

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