Fun races for kids. Scenario of the event "fun starts"

Landscaping and planning 15.10.2019
Landscaping and planning

The players of each team take turns overcoming the distance, at any moment the leader can give a signal (whistle), the players must take the position of lying down, as in push-ups. When the signal is repeated, the relay continues.

Relay race "Difficult burden"


Participants are divided into teams of two. Each pair of players receives two sticks up to 50 centimeters long and a board 70-75 centimeters long, with a flag attached to it. Standing side by side, players hold their wands facing forward. A plank is placed at the ends of the sticks. In this form, by joint efforts, they must carry their burden to a conditional place and return back. If the plank falls, the players stop, pick it up and then continue on their way. Whoever completes the task faster, that pair of players is considered the winner.

The passage of the swamp


Each team is given 2 hoops. With their help it is necessary to overcome the "swamp". Groups of three. On a signal, one of the participants in the first group throws the hoop to the ground, all three players jump into it. They throw the second hoop at such a distance from the first one that they can jump into it, and then, without leaving the space of the second hoop, reach out to the first with their hand. So, making jumps and throwing hoops, the group gets to the turning point. You can go back to the start line along the "bridge", that is, just roll the hoops on the ground. And at the start line, the hoops are passed to the next three. It is strictly forbidden to step foot outside the hoop - you can "drown".

Relay race "Challenge players"


The players are divided into 2 teams and stand in a column one at a time. Team players are calculated in numerical order. The manager calls the number. For example: 1, then 5 and so on. The called players run to the established place, they run around the rack (object) and come back. The team whose player returned first gets a point. The team that gets nai large quantity points.

Relay "Running in bags"


Children are built in two columns, the distance between the columns is 3 steps. Holding the bags with their hands near the belt, they jump to the designated place (flag, stick, or other object). Having run around it, the children return to their columns, get out of the bags, and pass them on to the next. This continues until all the children run in bags. The team whose players complete the task faster wins.

Relay race "Bring a piece of paper"


You need to prepare 2 sheets of paper (you can from a notebook) The players are divided into two teams, which are built in parallel to one another. The first player of each team is placed on the palm of a piece of paper. During the game, the sheet should lie in the palm of your hand by itself - it’s impossible to hold it. The first players from each team run to the flag. If a leaf suddenly falls to the ground, you need to pick it up, put it in your palm and continue on your way. Having reached his team, the player must quickly transfer the leaf to the right palm of the next comrade in line, who immediately runs forward. Meanwhile, the first one stands at the end of the row. This continues until the turn reaches the first one. The team that completes the task the fastest wins.

Relay race "Stubborn egg"


Form teams of 6 people each. Break the teams into pairs. The task of the couple is to carry the egg between their foreheads to the indicated marker and back. After that, the egg is passed to the next pair. Competitors may only support the egg with their hands outside the starting line. The fall of the egg means the team is out of the fight. The team that completes this task the fastest wins.

Relay race "Running on clouds"


For this game you will need five representatives from each team. Line up the participants and tie two inflated balloons to the right and left legs of each participant (4 balloons per person). On command, the first participants set off - their task is to run to the marker for the end of the distance and return back, passing the baton to the next member of their team. Each bursting balloon brings the team one penalty point.

Relay "Jumpers"


Children are divided into two teams and lined up in columns one after the other. At the signal of the leader, the participants of each team perform a jump, pushing off with two legs from a place. The first jumps, the second stands on the place to which the first jumped, and jumps further. When all players have jumped, the leader measures the entire length of the jumps of the first and second teams. The team that jumps the farthest wins.

Relay "Pass the ball"


Children are divided into two teams. The players of each team are built one after the other in a column. The first participants hold the ball in their hands. At the signal of the leader, the first player in each team passes the ball to the one who is behind, over his head. The last in the team, having received the ball, runs to the beginning of the column, gets up first and passes the ball to the next one behind him, also over his head. And so on until the first one returns to its place. The team that finishes the game first wins.

Relay "Aerial kangaroos"


Divide the participants into teams and ask the participants to stand one behind the other. Give each team a balloon. The first participant holds the balloon between his knees and, like a kangaroo, jumps with it to the marker for the end of the distance. Returning in the same way back, he passes the ball to the next player and so on. The winner is the team whose players finish the relay first.

Relay race "Climb through the hoops"


All players are divided into two teams and lined up in columns one at a time. At a distance of 3 and 5 meters in front of each column, two hoops lie one after the other, and at a distance of 7 meters - a ball. At the leader’s signal, the first players of each team run to the first hoop, stop in front of it, take it with both hands, raise it above their heads, put the hoop on themselves, squat, put the hoop on the floor, run to the second hoop, stand in the center of it, take it with their hands , lifted above the head and lowered to the floor. After that, the players run around the ball and return to their place. The next child continues the game. The team that completes the task first wins.

Relay race "Through the ropes"


The players are divided into two teams, each of which is divided into pairs. Pairs of each team become columns 3-4 steps apart and hold short ropes by the ends at a distance of 50-60 centimeters from the floor. At the signal of the leader, the first pair quickly puts the rope on the ground and both players run (one to the left, the other to the right) to the end of their column, and then sequentially jump over the ropes of all the pairs standing in the column. Having reached their places, both players stop and again take their rope by the ends. As soon as the first rope is lifted from the ground, the second pair put down their rope, jump over the first rope, run past the column to its end and jump over the ropes to their place. Then the third pair comes into play and so on. The team whose players finish the relay first wins.

Baba Yaga


Relay game. A simple bucket is used as a mortar, a mop is used as a broom. The participant stands with one foot in the bucket, the other remains on the ground. With one hand he holds a bucket by the handle, and in the other hand he holds a mop. In this position, it is necessary to go the entire distance and pass the mortar and broom to the next participant.

Potato in a spoon


It is necessary to run a certain distance, holding a spoon with a large potato in an outstretched hand. They take turns running. Running time is recorded. If the potato falls, they put it back and continue running. You can't run without potatoes! Whoever shows wins best time. Team competition is even more exciting.

Go to cart


The participants are divided into two teams. Two baskets are placed at an equal distance from them. Each team is given a big ball. Participants in turn begin to throw the ball into the basket. The team with the most hits in the basket wins.

Cycling


The bicycle in this relay race will be replaced by a gymnastic stick. The stick must be saddled by two participants at once. They are cyclists. Each bike duo, holding a stick between their legs, will have to get to the turning point and back. The fastest win.

Changing places with gymnastic sticks


Players of 2 teams line up opposite each other at a distance of 2 meters. Each player supports a gymnastic stick with his hand (covering it from above with his palm), placed vertically on the floor behind the marked line. On a signal, the players of each pair (participants facing each other make up pairs) must change places. In this case, the player must pick up his partner's stick so that it does not fall (each leaves his stick in place). If any player's stick falls, his team receives a penalty point. The team with the fewest penalty points wins.

Relay race with sticks and jumps


The players are divided into 2 - 3 equal teams, which line up in columns one by one in 3 - 4 steps from each other. They stand parallel in front of the line, and in the hands of the player standing in front is a gymnastic stick. On a signal, the first numbers to the mace (stuffed ball) installed at 12-15 meters, run around it and, returning to their columns, pass one of the ends of the stick to the second numbers. Holding on to the ends of the stick, both players hold it under the feet of the players, moving towards the end of the column. Everyone jumps over a stick, pushing off with two legs. The first player remains at the end of his column, and the other runs to the counter, goes around it and carries the stick under the feet of those playing with number 3, and so on. The game ends when all participants run with a stick. When the starting player is again the first in the column and a stick is brought to him, he raises it up.

Race balls overhead and underfoot


The participants of the game are built in columns one at a time. The distance between players is 1 meter. Balls are distributed to the first numbers. On the leader's signal, the first player passes the ball back over his head. The player who received the ball passes it further, but between the legs, the third - again over the head, the fourth - between the legs and so on. The last player runs with the ball to the beginning of the column and serves it back over his head. So each of the players passes the ball once over the head, and once between the legs. The player standing first in the column always passes the ball over his head. The team whose first player returns to their place first wins.

Relay race "Running"


On a signal, the first participant runs to the turning flag and back, having reached the team, claps on the hand of the next participant - passes the baton.

Kruzhilka


This game is a relay race with a rope: before the turning point, the players jump over the rope from foot to foot, and when returning back, they take the rope folded in half in one hand and rotate it horizontally under their feet.

Siamese twins


Two participants stand with their backs to each other and tightly grapple with their hands. They run sideways. The backs of the players must be tightly pressed against each other.

Relay "Roll the ball"


Teams line up in columns one at a time. In front of the first player of each team lies a volleyball or stuffed ball. Players dribble the ball forward on the ground with their hands. In this case, the ball is allowed to be pushed at arm's length. Having rounded the turning point, the players also return to their teams and pass the ball to the next player. The team that completes the task wins.

Relay "Take the last"


The players of the two teams line up in a column one by one behind the common starting line. In front of the columns, at a distance of 20 meters, towns, maces, cubes, balls, and so on are arranged in a row. Items 1 less total number members of both teams. On a signal, the guides in the columns run to the objects and take one from the edge (one takes from the right, the other from the left), go back, run around their columns from behind and touch the next player of their column with their hand. Then he starts and does the same. The team whose player takes the last item wins.

bumpy running


The players are divided into teams, the players of which are built in columns one at a time. In front of each team from the start line to the finish line at a distance of 1 - 1.5 meters from each other, circles with a diameter of 30 - 40 centimeters are drawn in a straight or winding line. At the signal of the leader, the first numbers with a baton jump from circle to circle, after which they return back in the shortest way and pass the baton to the next player who performs the same task. The team whose players finish the relay first wins.

Getting ready for the trip


The team lines up in a row, in front of the first participant lies a backpack. Dishes are located 15-20 steps from both teams. Each player needs to run to the dishes, take one item, return, put it in a backpack and touch the next player with his hand - "pass" the baton. Then the next participant runs. Teams are given three points for quickness and neat packing of the backpack.

Pair relay


Purpose: Development of speed and dexterity of movements. Development of the ability to coordinate actions with the actions of a partner.

Material: Two identical mugs, four empty matchboxes.

Game progress: The players are divided into two teams, the players of each team line up in pairs in front of the line. For the game, they take two identical mugs, fill them with water and place them in front of the first couples. At 10-15 meters in front of the teams, one circle with a diameter of 1 meter is drawn, two matchboxes are placed in each circle.

At the command of the leader, the players of the first pair take one mug together (by any means) and run forward, trying not to spill the water. Having reached the circle, they just as carefully place the mug in the circle and take the boxes. The box is placed on the shoulder, the couple join hands, connecting them crosswise, and run to the starting mark, carrying the boxes on their shoulders. The second pair does everything in reverse order - and so on, until all participants have covered the distance.

Ball in the ring


The teams are lined up in one column one at a time in front of the backboards at a distance of 2 - 3 meters. At the signal, the first number throws the ball around the ring, then puts the ball in, and the second player also takes the ball and throws it into the ring, and so on. The team that gets into the ring the most wins.

Relay "Running with three balls"


On the start line, the first participant takes 3 balls in a convenient way (football, volleyball and basketball). On a signal, he runs with them to the turning flag and stacks the balls near it. It comes back empty. The next participant runs empty to the lying balls, picks them up, returns with them back to the team and, not reaching 1 meter, puts them on the ground.

Instead of large balls, you can take 6 tennis,

Instead of running, jumping.

Relay "Turnip"


There are two teams of 6 children. This is a grandfather, grandmother, Bug, granddaughter, cat and mouse. At opposite wall hall 2 chairs. A turnip sits on each chair - a child in a hat with a picture of a turnip.

The grandfather starts the game. On a signal, he runs to the turnip, runs around it and returns, the grandmother clings to him (takes him by the waist), and they continue to run together, go around the turnip again and run back, then the granddaughter joins them and so on. At the end of the game, a turnip clings to the mouse. The team that pulls out the turnip the fastest wins.

Relay with hoops


Two lines are drawn on the track at a distance of 20 - 25 meters from one another. Each player must roll the hoop from the first to the second line, come back and pass the hoop to his friend. The team that finishes the relay first wins.

Relay with hoop and rope


Teams are built as if they were on a relay race. The guide of the first subgroup has a gymnastic hoop, and the guide of the second subgroup has a jump rope. On a signal, the player with the hoop rushes forward, jumping over the hoop (like a jump rope). As soon as the player with the hoop crosses the starting line of the opposing team, the player with the rope starts, who moves forward by jumping over the rope. Each participant, after completing the task, passes the inventory to the next player in the team. This continues until the participants complete the task and switch places in teams. Runs are prohibited.

Relay "Porters"


4 players (2 from each team) stand on the start line. Everyone gets 3 big balls. They must be carried to the final destination and returned back. It is very difficult to hold 3 balls in your hands, and pick up a fallen ball without outside help also not easy. Therefore, porters have to move slowly and carefully (the distance should not be too large). The team that completes the task the fastest wins.

Relay "Race of balls underfoot"


Players are divided into 2 teams. The first player sends the ball back between the spread legs of the players. The last player of each team bends over, catches the ball and runs forward with it along the column, stands at the beginning of the column and again sends the ball between the legs apart, and so on. The team that finishes the relay the fastest wins.

Relay race "Three jumps"


The participants are divided into two teams. At a distance of 8-10 meters from the start line, put a rope and a hoop. After the signal, the first participant, having reached the rope, takes it in his hands, makes three jumps on the spot, puts it down and runs back. The second participant takes the hoop and makes three jumps through it. There is an alternation of a rope and a hoop. Whose team can do it faster, that one will win.

Relay "Race of balls"


The players are divided into two, three or four teams and stand in columns one at a time. Those in front have a volleyball. At the signal of the leader, the transfer of balls back begins. When the ball reaches the one standing behind, he runs with the ball to the head of the column (everyone takes a step back), becomes the first and starts passing the ball back and so on. The game continues until each player on the team is first. It is necessary to make sure that the ball is passed with straight arms with an inclination back, and the distance in the columns would be at least a step.

Relay "Handed - sit down!"


The players are divided into several teams, 7-8 people each, and line up behind the common starting line in a column one at a time. Captains stand in front of each column facing it at a distance of 5 - 6 meters. Captains receive a volleyball. On a signal, each captain passes the ball to the first player in his column. Having caught the ball, this player returns it to the captain and crouches. The captain throws the ball to the second, then the third and subsequent players. Each of them, returning the ball to the captain, crouches. 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 with the fastest players to complete the task wins.

Snipers


Children stand in two columns. At a distance of 3 meters in front of each column, put a hoop. Children take turns throwing sandbags with their right and left hands, trying to hit the hoop. If the child hit, then his team counts 1 point. Outcome: whoever has more points, that team won.

Relay "Eye of the Needle"


There are 2 or 3 hoops on the ground along the relay line. Starting, the first one must run to the first hoop, pick it up and pass it through itself. Then with the next hoops also. And so on the way back.

relay race with rope


The players of each team are built behind the common starting line in a column one at a time. In front of each column at a distance of 10 - 12 meters, a turntable is placed. On a signal, the guide in the column runs out from behind the starting line and moves forward, jumping over the rope. At the turntable, he folds the rope in half and intercepts it in one hand. He moves back, jumping on two legs and rotating the rope horizontally under his feet. At the finish, the participant passes the rope to the next player of his team, and he himself stands at the end of his column. The team whose players finish the relay more accurately and earlier wins.

Counter relay with bars


Children are divided into teams of 6 - 8 people each. Participants are built in oncoming columns one by one at a distance of 8 - 10 meters from one another. Guide columns of the first group receive 3 wooden bars, the thickness and width of which is not less than 10 centimeters, the length is 25 centimeters. Having put 2 bars (one on the start line, the other in front, a step away from the first), each of the managers stands on the bars with both feet, and holds the third bar in his hands. On a signal, the player, without leaving the bars, puts the third bar in front of him and transfers the leg that was behind him to it. He shifts the freed bar forward and transfers his leg to it. So the player moves to the opposite column. The guide of the opposite column, having received the bars behind the start line, does the same. The winner is the team whose players quickly change places in the columns.

Animal Relay


The players are divided into 2 - 4 equal teams and line up in columns one at a time. Players in teams take the names of animals. Those standing first are called "bears", the second - "wolves", the third - "foxes", the fourth - "hares". A starting line is drawn in front of those in front. At the command of the educator, team members must jump to a given place in the same way as real animals do. The team of "wolves" run like wolves, the team of "hares" - like hares, and so on.

unload the car


Children are invited to unload "cars" with "vegetables". Cars are placed against one wall, and two baskets are placed opposite them against the other wall. Near the baskets, one player stands up at a time and, on a signal, they run to the cars. You can carry vegetables one at a time. Vegetables should be the same in all machines, both in quantity and volume.

Other members can then "load" the machines. In this case, the players stand at the cars, run to the baskets on a signal and transfer the vegetables to the cars.

Cars can be boxes, chairs. Vegetables - skittles, cubes and the like.

sports children children children baton baton relay baton baton baton sports children children

These competitions will help educators and parents to entertain children. They can be carried out in the classroom, festive events, at home, on the street.

Firefighters

Turn the sleeves of two jackets inside out and hang them over the backs of chairs. Place the chairs at a distance of one meter with their backs to each other. Place two meters of string under the chairs. Both participants stand at their chairs. On a signal, they should take jackets, turn out sleeves, put on, fasten all buttons. Then run around the opponent's chair, sit on your chair and pull the rope.

Who quickly

Children with jump ropes in their hands stand in a line on one side of the playground so as not to interfere with each other. In 15 - 20 steps, a line is drawn or a cord with flags is laid down. After the agreed signal, all children simultaneously jump in the direction of the laid cord. The one who gets close to her first wins.

Hitting the ball on target

At a distance of 8-10 m, a skittle or a flag is set. Each team member gets the right to one throw, he must try to knock down the target. After each throw, the ball is returned to the team. If the target is knocked down, it is set to its original place. The team with the most accurate hits wins.
- the ball does not fly, but rolls on the ground, thrown by hand,
- players kick the ball with their feet,
- Players throw the ball with both hands over their heads.

Ball in the ring

The teams are lined up in one column one at a time in front of the backboards at a distance of 2-3 meters. At the signal, the first number throws the ball around the ring, then puts the ball down, and the second player also takes the ball and throws it into the ring, and so on. The team that gets into the ring the most wins.

Painters

In the center of the circle or stage are two easels with paper. The facilitator calls two groups of five people. At the leader’s signal, the first from the group take coal and draw the beginning of the drawing, at the signal they pass the coal to the next one. The task is for all five competitors to draw a given drawing faster than their opponents. Everyone should be involved in drawing.
The tasks are simple: draw a steam locomotive, a bicycle, a steamer, a truck, a tram, an airplane, etc.

Roll up the ball

The players are divided into groups of 2-5 people. Each of them receives a task: within a set time (8 - 10 minutes), roll up a snowball as large as possible. The group that rolls up the largest snowball by the specified time wins.

Running with three balls

On the start line, the first one takes 3 balls in a convenient way (football, volleyball and basketball). On a signal, he runs with them to the turning flag and stacks the balls near it. It comes back empty. The next participant runs empty to the lying balls, picks them up, returns with them back to the team and, not reaching 1 m, puts them on the floor.
- instead of large balls, you can take 6 tennis balls,
instead of running, jumping.

Chain

In the allotted time, make a chain using paper clips. Whose chain is longer wins the competition.

Inflate a balloon

For this contest you will need 8 balloons. 8 people are selected from the hall. They give out balloons. At the command of the host, the participants begin to inflate the balloons, but so that the balloon does not burst when inflated. The one who completes the task first wins.

turnip

There are two teams of 6 children. This is a grandfather, grandmother, Bug, granddaughter, cat and mouse. There are 2 chairs on the opposite wall of the hall. A turnip sits on each chair - a child in a hat with the image of a turnip.
The grandfather starts the game. On a signal, he runs to the turnip, runs around it and returns, the grandmother clings to him (takes him by the waist), and they continue to run together, go around the turnip again and run back, then the granddaughter joins them, etc. At the end of the game for a turnip clings to a mouse. The team that pulls out the turnip the fastest wins.

Relay with hoops

Two lines are drawn on the track at a distance of 20 - 25 m from one another. Each player must roll the hoop from the first to the second line, come back and pass the hoop to his friend. The team that finishes the relay first wins.

Relay with hoop and rope

Teams are built as if they were in a relay race. The guide of the first subgroup has a gymnastic hoop, and the guide of the second subgroup has a jump rope. On a signal, the player with the hoop rushes forward, jumping over the hoop (like a jump rope). As soon as the player with the hoop crosses the start line of the opposite column, the player with the rope starts, who moves forward by jumping the rope. Each participant, after completing the task, passes the inventory to the next player in the column. This continues until the participants complete the task and change places in the columns. Runs are prohibited.

Porters

4 players (2 from each team) stand on the start line. Everyone gets 3 big balls. They must be carried to the final destination and returned back. It is very difficult to hold 3 balls in your hands, and it is also not easy to pick up a fallen ball without assistance. Therefore, porters have to move slowly and carefully (the distance should not be too large). The team that completes the task the fastest wins.

Ball race underfoot

Players are divided into 2 teams. The first player sends the ball back between the spread legs of the players. The last player of each team leans over, catches the ball and runs forward with it along the column, stands at the beginning of the column and again sends the ball between the legs apart, etc. The team that finishes the relay the fastest wins.

Three jumps

The participants are divided into two teams. At a distance of 8-10 m from the start line, put a rope and a hoop. After the signal, the 1st, having reached the rope, picks it up, makes three jumps on the spot, puts it down and runs back. The 2nd takes the hoop and makes three jumps through it and the rope and the hoop alternate. Whose team can do it faster, that one will win.

hoops race

The players are divided into equal teams and lined up along the sidelines of the court. On the right flank of each team is a captain; he is wearing 10 gymnastic hoops. On a signal, the captain takes off the first hoop and passes it through himself from top to bottom or vice versa and passes it to the next player. At the same time, the captain takes off the second hoop and passes it on to his neighbor, who, having completed the task, passes the hoop on. Thus, each player, having passed a hoop to a neighbor, immediately receives a new hoop. The trailing player in the line puts on all the hoops. The team whose players complete the task faster gets the winning point. The team whose players win twice wins.

Quick threes

Players stand in a circle in threes - one after the other. The first numbers of each three join hands and an inner circle is formed. The second and third numbers, holding hands, form a large outer circle. On a signal, the guys standing in the inner circle run to the right with side steps, and those standing in the outer circle - to the left. On the second signal, the players release their hands and stand in their triples. Each time the circles move in the other direction. The players of the trio who gather faster get the winning point. The game is played 4 - 5 minutes. The trio with the most points wins.

Forbidden movement

The players, together with the leader, stand in a circle. The leader takes a step forward to be more visible. If there are few players, then you can build them in a line, and stand in front of them yourself. The leader invites the guys to perform all the movements behind him, with the exception of the prohibited, pre-established by him. For example, it is forbidden to perform the “hands on the belt” movement. The leader begins to make different movements to the music, and all the players repeat them. Suddenly, the leader performs a forbidden movement. The participant of the game, repeating it, takes a step forward, and then continues to play.

Politeness check

This contest is a trick and is only held once. Before the start of the boys' competition, a girl passes in front of them and, as if by chance, drops her handkerchief. The winner is the boy who guessed to pick up the handkerchief and politely return it to the girl. After that, it is announced that this was the first competition.
Option: if the competition is between two teams, then the point is awarded to the one from which the most polite boy was.

Good fairy tale

A fairy tale with a sad ending is taken as a basis (for example, the Snow Maiden, the Little Mermaid, etc.). And the task is given to the children to think about how this fairy tale can be remade using characters from other fairy tales, so that it ends happily. The team that plays the fairy tale in the form of a mini-performance in the most funny and fun way wins.

Train

The participants of the game are divided into two equal groups. The players of each group hold on to each other and form one chain with their arms bent at the elbows.
Ahead of the chain are becoming stronger and more dexterous participants - "clockwork". Standing against each other, the “clockwork” also take each other by the arms bent at the elbows and pull each in their own direction, trying to either break the enemy’s chain or pull it over the intended line.
Rule: start pulling exactly at the signal.

Story competition folk tales

Children are divided into two teams. The host says the first words from the name of folk tales, the participants must say this name in full. The team with the most correct answers wins.
1. Ivan Tsarevich and gray ... (wolf)
2. Sister Alyonushka and brother ... (Ivan)
3. Finist - Clear ... (falcon)
4. Princess - ... (Toad)
5. Geese - ... (Swans)
6. By pike ... (by command)
7. Frost ... (Ivanovich)
8. Snow White and seven ... (gnomes)
9. Horse - ... (Humpbacked)

Speak without mistakes

Whoever speaks these proverbs better, he will win:
Sasha walked along the highway and sucked dry.
Carl stole the corals from Clara, and Clara stole the clarinet from Carl.
The ships tacked, tacked, but did not catch.
He reported, but under-reported, and began to report - he reported.

Night travel

The host says that the driver will have to drive at night without lighting, so the player is blindfolded. But first, the driver is introduced to the freeway made from sports skittles. Having handed the steering wheel to the driver, the leader offers to practice and drive so that not a single column is knocked down. The player is then blindfolded and led to the steering wheel. The host gives a command - a hint where to turn to the driver, warns about the danger. When the path is completed, the leader unties the driver's eyes. Then the next participants in the game “go”. The one who knocks down the pin the least wins.

Sharp arrows

A target is attached to the wall. You can use small balls or darts.
Each player has three tries.
After the game, the host rewards the winners and cheers up the losers.

keep your balance

With their arms outstretched to the sides, the players, like tightrope walkers, walk along the very edge of the carpet.
The winner is the one who last leaves the race.

Horror

The conditions are as follows - there are five eggs in the cassette. One of them is raw, warns the presenter. The rest are boiled. It is necessary to break the egg on the forehead. Whoever gets raw is the brave one. (But in fact, the eggs are all boiled, and the prize is just the last participant - he consciously risked becoming a laughingstock.)

Cheerful Orchestra game

An unlimited number of people participate in the game. A conductor is chosen, the rest of the participants are divided into balalaika players, harmonists, trumpeters, violinists, etc., depending on the number of participants. At the signal of the conductor, who points to a group of musicians, they begin to “play” to the motive of any well-known song: balalaika players - “Shake, shake”, violinists - “tili-tili”, trumpeters - “turu-ru”, harmonists - “tra- la-la." The complexity of the task lies in the fact that the pace of the change of musicians is constantly increasing, the conductor points to one or the other group, and if the conductor waves both hands, then the musicians must “play” all together. You can complicate the task, if the conductor waves his hand strongly, then the musicians should “play” loudly, and if he waves a little, then the musicians “play” quietly.

Game "Collect a bouquet"

There are 2 teams of 8 people each. 1 child in the team is a gardener, the rest are flowers. On the head of flower children are caps with the image of flowers. Flower children squat in a column one by one at a considerable distance from each other. At a signal, the gardeners run to the first flower, which grabs the gardener behind his back. The two of them are already running to the next flower, etc. The team that first ran to the finish line wins.

ringlet

You will need a long cord and a ring. Pass the cord through the ring and tie the ends. Children sit in a circle, put a cord with a ring on their knees. In the center of the circle is the driver. Children imperceptibly from the driver move the ring from one to another (not necessarily in one direction, you can move the ring in different directions). At the same time, music sounds, and the driver carefully monitors the movements of the ring. As soon as the music is stopped, the ring also stops. The driver must indicate who has the ring now. If you guessed correctly, it changes places with the one who had the ring.

And I!

Mindfulness game.
Rules of the game: the host tells a story about himself, preferably a fable. During the story, he pauses and raises his hand up. The rest should listen carefully and, when the leader raises his hand up, shout “and I” if the action referred to in the story can be performed by a person or remain silent if the action is not suitable. For example, the leader says:
“Once I went to the forest ...
All: "Me too!"
I see a squirrel sitting on a tree ...
-…?
Squirrel sits and gnaws nuts ...
— ….
- She saw me and let's throw nuts at me ...
-…?
I ran away from her...
-…?
I went the other way...
— ….
- I'm going through the forest, picking flowers ...
— …
- I sing songs ...
— ….
- I see a goat nibbling grass .... -…? - I'm whistling...
— ….
- The goat was frightened and galloped off ...
-…?
- And I went on ...
— …
There are no winners in this game - the main thing is a cheerful mood.

repeater

Children stand in one line. I choose the first participant by lot or counting. He becomes facing everyone and performs some movement, for example: clapping his hands, jumping on one leg, turning his head, raising his hands, etc. Then he stands in his place, and the next player takes his place. He repeats the movement of the first participant and adds his own.
The third player repeats the two previous gestures and adds his own, and the rest of the participants in the game do so in turn. When the whole team finishes the show, the game can go around the second round. The player who fails to repeat any gesture is out of the game. The last child left is the winner.

Sparrows and crows

You can play together with a child, but better company. Agree in advance what the sparrows will do and what the crows will do. For example, with the command "Sparrows" - the children will lie down on the floor. And with the command "Crows" - climb onto the bench. Now you can start the game. An adult slowly pronounces “In - ro - ... we!” Children must quickly complete the movement that was given to the crows. Who completed the last or mixed up - pays forfeit.

Pinch feathers

You will need clothespins. Several children will be catchers. They are given clothespins that they attach to their clothes. If the catcher catches one of the children, he attaches a clothespin to his clothes. The catcher who first frees himself from his clothespins wins.

Looking for a ball

Participants of the game stand in a circle and close their eyes. The leader takes a small ball or any other small object and throws it away to the side. Everyone listens carefully, trying to guess by the sound where the ball fell. At the command "Search!" children run into different sides looking for the ball. The winner is the one who finds it, quietly runs up to a prearranged place and knocks with a stick with the words “The ball is mine!”. If other players have guessed who has the ball, then they try to catch up with him and knock him down. Then the ball goes to the player who caught up. Now he is running away from the others.

glomerulus

Children are divided into pairs. Each pair is given a ball of thread and a thick pencil. At the signal of the leader, the children begin to rewind the ball onto a pencil. One of the children holds a ball, the second winds the thread around a pencil. The pair that completes the job the fastest wins. The second prize can be awarded for the most accurate ball.

Two rams

This game can be played in pairs. Two children, legs wide apart, tilt their bodies forward, rest their foreheads against each other. Hands are clasped behind the back. The task is to confront each other without moving, as long as possible. You can make the sounds "Be-e-e."

Potatoes

Invite the children to check attentiveness, observation and speed of reaction. It's very easy to do. Let the guys answer any of your questions: “Potato”. Questions can be addressed to everyone, and sometimes it is better to ask one. For example: “What do you have in this place?” (pointing to his nose).
The reaction is easy to imagine. Whoever makes a mistake is out of the game. Do not forget to forgive the most inattentive after the first two questions, otherwise you will not have anyone to continue the game with. Here are some questions you can ask:
- What did you eat for lunch today?
- What would you like to eat for dinner?
— And who is late and now enters the hall?
What did your mother bring you as a present?
What do you dream about at night?
- What is the name of your favorite dog? … and so on.
At the end of the game, give the winners - the most attentive guys - a comic prize - a potato.

truckers

Plastic glasses or small buckets of water filled to the brim are placed on children's trucks. Ropes of the same length are tied to the cars (according to the height of the child). On command, you need to quickly “carry the load” from start to finish, trying not to spill the water. The winner is the one who reached the finish line the fastest and did not spill the water. You can make two prizes - for speed and for accuracy.

Crumple up the newspaper

You will need newspapers according to the number of participants. An unfolded newspaper is placed on the floor in front of the players. The task is to crumple the newspaper at the signal of the presenter, trying to collect the entire sheet into a fist.
Whoever can do it first is the winner.

dexterous janitor

To play, you need to prepare a broom, “leaves” (You can use small pieces of paper). A circle is drawn - this is the place of the "janitor." A janitor is selected. "Janitor" with a broom becomes a circle. At the signal of the presenter, the rest of the participants depict the “wind”, that is, they throw papers into the circle, the “janitor” sweeps the garbage. "Janitor" is considered the winner if after the agreed time (1-2 minutes) there is not a single piece of paper in the circle.

self-portrait

On a sheet of drawing paper or cardboard, two cuts are made for hands. Participants take each of their sheets, putting their hands through the slots, draw a portrait with a brush, without looking. Whoever's "masterpiece" turned out more successfully - takes the prize.

"A monkey"

Children are divided into two teams. After that, the players of the first team confer and think of a word to one of the players of the second team. His task is to show this word to the members of his team only with gestures, without using any sounds and words. When the word is guessed, the teams change places.
Depending on the age of the participants, the complexity of the hidden words may vary. Beginning with simple words and concepts, such as "car", "house", and ending complex concepts, titles of films, cartoons, books.

Snowflake

Each child is given a "snowflake", i.e. by a small ball of cotton. Children loosen their snowflakes and, at your signal, launch them into the air and begin to blow on them from below so that they stay in the air as long as possible. The smartest one wins.

Land - water

Participants of the competition stand in one line. At the word of the leader "land" everyone jumps forward, at the word "water" - back. The competition is held at a fast pace. The host has the right to pronounce other words instead of the word “water”, for example: sea, river, bay, ocean; instead of the word "land" - coast, land, island. Those jumping out of place are eliminated, the winner is the last player - the most attentive.

Draw a portrait

Participants try to draw a portrait of any of the people sitting opposite. Then the leaves are started in a circle. Each on the reverse side will try to write who he recognized in this portrait. When the leaves, having passed in a circle, return to the author, he will count the number of votes of the participants who recognized the drawing. The best artist wins.

Lock

Players are given a bunch of keys, a closed padlock. It is necessary to pick up the key from the bunch as soon as possible and open the lock. You can hang the lock on the cabinet where the prize is hidden.

Sniper

All the players close their eyes and pull from a pile of matches one at a time. You cannot show your match to a neighbor. One of the matches is broken, and whoever takes it out becomes a sniper. Then everyone opens their eyes, the day begins. A sniper can kill a player by looking into his eyes and winking. "Killed" leaves the game and loses the right to vote.
If one of the players witnesses the “murder”, he has the right to say it out loud, at this moment the game stops (that is, the sniper cannot kill anyone), and the players find out if there are any more witnesses. If not, the game continues, and if there is, the angry players lynch the suspect, taking the match away from him and thus finding out if they made a mistake. The task of the sniper is to shoot everyone before he is exposed, the task of everyone else is to expose the sniper until he shoots everyone.

Chinese football

The players stand in a circle facing outward, with their feet shoulder-width apart, so that each foot stands close to the neighbor's symmetrical foot. Inside the circle there is a ball that the players try to score into each other's goal (that is, roll the ball between their legs with their hands). The one between whose legs the ball rolls removes one hand, after the second goal - the second, and after the third - leaves the game.

Aram-shim-shim

The players stand in a circle, alternating by gender (that is, a boy-girl-boy-girl, and so on), in the center is the leader. The players rhythmically clap their hands and say the following words in chorus: “Aram-shim-shim, aram-shim-shim, Arameya-Zufiya, show me! And once! And two! And three! ”, At this time, the leader, closing his eyes and pointing forward with his hands, rotates in place, when the text ends, he stops and opens his eyes. The representative of the opposite sex closest in the direction of rotation to the place shown by him also goes to the center, where they stand back to back. Then everyone else clap their hands again, saying in chorus: “And once! And two! And three!". On the count of three, those standing in the center turn their heads to the sides. If they looked in different directions, then the driver kisses (usually on the cheek), the one who left, if in one direction, they shake hands. After that, the driver stands in a circle, and the one who leaves becomes the driver.
There is also a version of the game in which for the representatives of the stronger sex, spinning in the center, the words “Aram-shim-shim, ...” are replaced by “Wider, wider, wider circle! He has seven hundred girlfriends! This one, this one, this one, this one, and this one’s beloved!”, although in general it doesn’t matter.
Playing the game on younger age, it makes sense to replace kisses with scary faces that the two in the center make each other.

And I'm going

The players stand in a circle facing inward. One of the seats remains free. The one who is standing to the right of the free space says loudly “And I'm going!” and goes to it. The next one (that is, the one who is now standing to the right of the empty seat) says loudly “Me too!” and goes to it, the next one says "And I'm a hare!" and also occupies a place on the right. The next one, passing, says “And I'm with ...”, and calls someone from those standing in a circle. The task of the one who was called to run across to an empty seat. In this game, you can add a driver who will wedge into an empty seat when someone thinks too long.

Game "Flashlights"

This game is played by 2 teams. Each team has 3 yellow balls. At the command of the presenter, the audience begins to pass the balls from hand to hand from the first row to the last. You need to pass the balls (fire) with your hands up and return them back in the same way without extinguishing the fire (i.e. without bursting the ball).

Contest "Who will collect coins faster"

The competition is attended by 2 people (more possible). Game coins made of thick paper are scattered on the site. The task of the participants is to raise money blindfolded. The winner is the one who collects more coins faster and more. This contest can be repeated 2-3 times.

Rain

Players are freely placed in the room. With the beginning of the text, everyone performs arbitrary movements. With the last word “stopped”, all movements stop, the participants in the game seem to freeze. The leader, passing by them, notices the one who has moved. He is out of the game. A wide variety of movements can be used, but always standing still. At the end of the game, the host also notes those who performed the most beautiful or complex movements.
Text:
Rain, rain, drop
water saber,
I cut a puddle, I cut a puddle,
Cut, cut, did not cut
And tired, and stopped!

Surprise

A rope is pulled across the room, to which are tied with strings
various small prizes. The children are blindfolded in turn,
scissors and they cut off their prize with their eyes closed. (be
Be careful not to leave children alone during this game!).

cockroach race

For this game, you will need 4 matchboxes and 2 threads (based on two participants). The thread is tied to the belt in front, a matchbox is tied to the other end of the thread so that it hangs between the legs. The second box is placed on the floor. Swinging, like a pendulum, the boxes between the legs, the participants must push the boxes lying on the floor. Whoever completes the predetermined distance faster is considered the winner.

Fishing

A deep plate is placed on the chair, the participants must take turns throwing a button or a cork from a bottle into it from a distance of 2-3 meters, trying to hit it so that the button remains in the plate.
This simple game very captivating and captivating children.

watchman

The guys sit on chairs so that a circle is formed. Behind each person seated on a chair there must be a player, and one chair must be free. The player standing behind him must wink discreetly at any of those sitting in a circle. All seated competitors must face the player with the free chair. The seated participant, seeing that he winked, must quickly take a free seat. The functions of the players standing behind the seated ones are not to let their players go to the empty seats. To do this, they only need to put their hand on the shoulder of the seated person. If the "watchman" did not release the "fugitive", they change places.

One - knee, two - knee

Everyone sits down on the chairs again in a tight circle. Then everyone should put their hand on the right knee of the neighbor on the left. Have you put it down? So, and now, starting with the leader, clockwise along all the knees, in turn, a light clap of the hand should pass. First - the right hand of the leader, then left hand his neighbor on the right, then the right hand of the neighbor on the left, then the left hand of the leader, and so on.
The first round is held so that the guys understand how to act. After that the game starts. The one who made a mistake during the game removes the hand that either delayed with its clap or produced it earlier. If the player removes both hands, he leaves the circle and the game continues. To complicate the task, the counselor, faster and faster, gives an invoice for which cotton should be produced. The last three players left win. and get a certificate for attestation?

Scenario of the event "Merry Starts"

Targets and goals:

Teaching students healthy lifestyle habits;

attracting them to systematic sports games;

identifying talented children to replenish the contingent sports sections;

promotion of sports as an alternative to negative habits.

Inventory:

Hoops.

Ropes.

Volleyballs.

Wooden boards.

Tennis balls.

Good afternoon dear guests! Where there is an atmosphere of respect, friendship, mutual understanding - there is always a holiday! Our sports holiday is called “Merry Starts” and is held under the motto “Strong. Bold. Dexterous”

Riddles for participants

1. You will hit anyone -

He gets angry and cries.

And you hit this -

Jumping for joy!

(ball)

2. I twist it with my hand,

And on the neck and leg,

And I twist at the waist,

And I don't want to drop.

(hoop)

3.Smooth, fragrant, washes clean

Everyone needs to have

What guys?(soap)

4. Whole 25 teeth

For curls and tufts

And under each under the tooth

Hair will lay in a row.(comb)

5.Waffle, striped,

Smooth, shaggy,

Always on hand

What it is?(towel)

6.Hairy head

She fits into her mouth deftly

And counts our teeth

In the morning(Toothbrush)

7. Only the judge will nod to her

It will start jumping on the log!

Will dance with a long ribbon

Wave legs from the uneven bars

And then drink water

And waiting for assessments for the work.(gymnast)

8. There is a lawn in our school

And on it goats and horses

We are tumbling here

Exactly 45 minutes

At school, horses and a lawn,

What a miracle, guess what?(gym)

9. Two-meter kid

Ball to ball, then the second

After all, the basket is with a hole!(basketball)

10.10 plus one someone

They want to kick the ball into the goal

And 11 others

Do not let them seek.(football)

11. Green meadow,

100 benches around

From gate to gate

People are running around

At these gates

Fishing nets.(stadium)

12. The ice around is transparent, flat

Two iron strips

And someone is dancing above them

Jumping, waving his arms.(figure skater)

13. Who quickly rushes through the snow

Are you afraid to fail?(skier)

14. He rushes as if to the stars,

To the finish. Blimey

He raised his head: air, -

Lowered: already water.(swimmer)

15. Looks like a hedgehog

But does not ask for food

Runs on clothes

She will be cleaner.(brush

16. White River

Leaked into the cave

Cleans white.

(Toothpaste)

17. I am related to Moydodyr,

Turn me away

And cold water

I will kill you alive.

(Water faucet)

18. I'm not sitting on a horse,

And the tourist on the back. (Backpack)

19. On an empty stomach

They beat me - unbearable!

Aptly pour players

I'm kicked. (Soccer ball)

20. I don’t understand, guys, who are you?

Birders, anglers?

What kind of net is in the yard?

- Don't interfere with the game!

You'd better leave

We play ... (volleyball).

21. When spring takes its toll

And the brooks run ringing,

I jump over it

Well, she - through me. (Rope)

Team greetings. Equal! Attention!

Teams greet each other by saying the motto.

Team "Smeshariki"

To grow and mature

Let's play sports.

Team “SMILYS”

Use dexterity and attitude

Victory will be yours.

Leading : The jury will evaluate your progress.

Let the jury the whole course of the battle

Track without a miss

Who will be friendlier

That one will win.

Leading:

Hey brave teams

Friendly, skillful

Come out to the platform

Show strength, dexterity.

Relay "Eye of the Needle"

There are 2 hoops on the ground along the relay line. Starting, the first one must run to the first hoop, pick it up and pass it through itself.

Then with the next hoop also. And so on the way back.

Relay "Three jumps"

The members of each team line up one by one. At a distance of 10 meters from the start line, put a rope and a hoop. After the signal, the 1st, having reached the rope, takes it in his hands, makes three jumps on the spot, puts it down and runs back, the 2nd takes the hoop and makes three jumps through it, the rope and the hoop alternate. Whose team can do it faster, that one will win.

Relay "Handed - sit down"

Captains stand in front of each column facing it at a distance of 5 - 6 m. Captains receive a volleyball. On a signal, each captain passes the ball to the first player in his column. Having caught the ball, this player returns it to the captain and crouches. The captain throws the ball to the second, then the third and subsequent players. Each of them, returning the ball to the captain, crouches. 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 with the fastest players to complete the task wins.

Leading. Tourists are walking along the trail

They have a backpack on their back.

Athletes finalists

Run them like this.

Relay "Crossing"

Participants are built in oncoming columns one by one at a distance of 10 m from one another. Guide columns of the first group receive 3 wooden planks, the thickness and width of which is not less than 10 cm, the length is 25 cm. Putting 2 boards (one on the start line, the other in front, a step away from the first), each of the participants stands on the boards with both feet, and holds the third board in his hands. On a signal, the player, without leaving the boards, puts the third board in front of him and transfers the foot that was behind him to it. He shifts the released board forward and puts his foot on it. So the player moves to opposite side. He comes back, running holding the planks in his hands. The team that finishes the relay the fastest wins.

Relay "Merry jump rope"

The players of each team are built behind the common starting line in a column one at a time. In front of each column at a distance of 10–12 m, a turntable is placed. On a signal, the guide in the column runs out from behind the starting line and moves forward, jumping over the rope. At the turntable, he folds the rope in half and intercepts it in one hand. He moves back, jumping on two legs and rotating the rope horizontally under his feet. At the finish, the participant passes the rope to the next player of his team, and he himself stands at the end of his column. The team whose players finish the relay more accurately and earlier wins.

Leading:

I see friendly guys

For each other you are a mountain

Well, jump like a rabbit

Would you like to come with me?

Relay "Kangaroo"

Participants are built in a column one at a time. The start and finish lines are marked at a distance of 10 m from one another. The guides of the columns clamp a volleyball between the legs (above the knees). On a signal, the guides begin to move forward in jumps and, having reached the opposite line, take the ball in their hands and run back. This is how all players act. If the ball fell to the floor, you need to pick it up, pinch it with your feet, and only then continue the relay. The participants who finished the relay race stand at the end of the column. The team whose players finish the relay the fastest wins.

Relay "Jumping in bags"

Participants are built in a column one at a time, the distance to the control post is 10 meters. Holding the bags with their hands near the belt, they jump to the designated place. Having run around it, the children return to their columns, get out of the bags, and pass them on to the next. This continues until all the children run in bags. The team whose players complete the task faster wins.

Competition "Collective run of centipedes".

the race is unusual in that the whole team participates in it. Having wrapped their arms around the waist of the player standing in front, they run after the leader to the designated place, for example, the same impromptu mountain. Run around her and come back. It is very important at the same time not to collide head-on with the opposing team and not to stumble and not make a “bunch of little”.

Competition " Relay with the ball ».

The competition is as follows: teams are built in a row. The first players pass the ball to the next until it reaches the last. The last players, each running around their chain, become at the head of their teams and pass the ball to the players behind them. The ball again hits the last player in the chain, who must also run around it and become the head of the team, and so on.

The team whose players have switched places first wins.

Competition "Captains".

Team captains are called to participate in the competition. The competition is called "Free Throws", the task of the captains is to hit as many as possible out of 10 times. The captain team wins, which hits as many times as possible.

8 competition for captains "Don't drop the ball".

A ball between the foreheads, who will sit down more. Captains choose their assistants.

Competition "Running in one bundle with a friend."

If you want to check the reliability of your friend, take him to the mountains, become one with him and make sure that he is a reliable and faithful friend. We are waiting for the relay.

Children become pairs back to back and grab each other with their elbows. Created as a couple, they run to the counter. On the way, they run around the hoop, around the rack and return back the same way. On the run, you can not unhook and fall. If you fall, get up and continue running from the same place.

competition "Siamese twins".

2 participants come out of each team, we tie them with a rope on one leg. Their task is to run to the specified goal and return back to the team and pass the rope to the next two team members.

Leading .Let's give the floor to the jury and find out whose team today became the best, fastest, most attentive, most friendly and sporty.

The result of our event, the jury names the winner.

Leading : Sports, guys, are very necessary,

We are very friendly with sports.

Sports help!

Sport is health!

Sport is a game!

Physical training!

‹ ›

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Every time, preparing for a children's event under open sky, the question arises - what can children do to make it interesting and fun. So that there is somewhere to throw out your seething, indefatigable energy. Great solution can be sports relay under the code name "Merry Starts".

The competition program, as a rule, includes various competitions, relay races and outdoor games. It is desirable that most of relay races were different in different groups, but no more than 10-13 tasks in grades 1-3 and no more than 13-18 tasks in grades 4-6 and 7-9.

The following tasks and competitions are traditional:

Presentation of the teams by the captains (emblem, motto, uniform, greetings for the jury and opponents).
- warm-up (participants guess riddles, answer questions from the area " Physical Culture”,“ Sports ”,“ healthy image life").
- competition of captains (captains compete in various exercise and answer questions about sports).
- competitions "The strongest", "The most accurate" (usually held in the middle of the competition, so that the participants can relax after the cross-country relay races and cheer for their participants in the competitions)
- competitions "Team dragging", "Fans pulling" usually complete the program of "Merry Starts".

You can change the number of commands as you wish. Assemble them from the right number of people. It can be either teams exclusively of girls or boys, or mixed options. You can even include adults in teams in equal numbers.

Below we want to list the most famous of the relay competitions so that you can choose the ones that you think the children will like the most.

night orientation

At a distance of 10 meters from the start, a stool is set up and the eyes of the first participants are closed. On a signal, they must walk or run to the stool, go around it and, returning on command, pass the baton to the next participants who are already blindfolded. And so is the whole team. During the movement, the team can help its participants with exclamations: “to the right”, “to the left”, “forward”, “back”. And since all the teams are shouting at the same time, the player must make out which calls apply specifically to him. When the last player returns to the start line, the “day” comes for the whole team. For whom the "day" comes first, they won.

Cheerful cooks

For this attraction you will need two chef's hats, two jackets or two white coats, two aprons. Items are laid out on stools located at the start line, on opposite stools they put a mug filled with water, a bottle with a wide neck from kefir, put a tablespoon each. The contestants are divided into two teams. They line up at the start line. At the signal of the presenter, the first numbers run up to the stool, put on a cap, jacket and apron and run to the opposite stools. Then they take spoons, once they scoop up water from a mug and pour it into a bottle, after which they return to their team and undress, passing the apron and cap to the second number. He quickly dresses and performs the same task, etc.

No worse than a kangaroo

You need to run, or rather, jump a certain distance, holding a tennis ball or a matchbox between your knees. Time is recorded by the clock. If the ball or box falls to the ground, the runner picks it up, knees it again and continues running. The one with the best time wins.

Without deviating from the route

The players of both teams line up in chains at the back of the head to each other. A 5-6 m long line is drawn against each team on the ground with a circle at the end. At the signal of the leader, the team members, one after the other, run exactly along the line to the center of the circle. Having reached it, raise right hand and, looking up, begin to spin. Having made 5 full turns in place, they run back along the line, again trying not to leave it. The team that finishes the competition the fastest wins.

Hockey players

For the relay you will need plastic bottles different sizes, empty and filled with water (6-7 pieces). Water bottles are placed in a straight line every 1 meter. At the end of the path, a gate is established or outlined. Two teams receive a stick. The task of the first player is to use a stick to bring an empty plastic bottle, bending around obstacles with a snake, to the gate (score), then return to the team and pass the stick to the next “hockey player”. The fastest team wins.

relay race with balls

2-3 teams of 5-6 people can participate in the relay race. Relay stages:
1. The first stage is to carry the ball on your head. If it falls, stop, pick it up and keep moving again.
2. The second stage is to run or walk, and drive the ball through the air.
3. The third stage is to carry two balls, pressing them to each other, between the palms.
4. The fourth stage is to drive the ball along the floor, going around the towns (skittles, toys) placed by the snake.
5. The fifth stage is to walk the distance with a ball tied with a meter thread to the ankle of the leg.
6. The sixth stage is to carry the ball on a table tennis racket or in a large spoon.
7. The seventh stage is to hold the ball between your knees and jump with it like a kangaroo.

Rhythm relay

A relay race between two or more teams that line up in columns in front of the start line. The first team members have gymnastic sticks in their hands. On a signal, the players run with them to the counter, located 15 m from the start line, run around it and return to their columns. Holding a stick by one end, they carry it along the column under the feet of the children, who, without moving, jump over it. Once at the end of the column, the participant picks up the stick and passes it to the partner standing in front of him, he to the next, and so on until the stick reaches the player leading the column. He runs forward with a stick, repeating the task. The game ends when all participants have run the distance.

one to five

This is a fun competition with plastic balls of different sizes. Two plastic clubs are still needed for the game. Two teams of five compete. The first players must hold one ball seven meters with a stick. There is a large mace at the finish line, and the participant must go around it and return to his team. The second player already has two plastic balls, the third - three, the fourth - four, the fifth - five. It's very difficult, but exciting. The team that manages to carry the most balls wins.

mushroom pickers

A relay race with two teams. At the finish line, they put three towns for each team and cover them with colored circles - these are “mushrooms”. The first player at the start also has three circles in his hands, but of a different color. The player runs to the finish line, changes the hats of the "mushrooms" and returns, passing the circles to the second player. If the "mushroom" has fallen, then the movement cannot be continued. The team that was faster and more accurate wins.

A simple matter

Two teams line up at the start line. The first player receives a bowl filled with water and, on a signal, starts running, trying not to spill the water. At the finish line, 15-20 steps away, there are three stools or benches at some distance from each other. The player puts the plate on the stool, crawls under it (if a bench is used, then steps over it), rearranges the bowl, etc. Then, taking the plate, he comes back. The second player starts the run. If the team finished the relay earlier, but there was less water left in the bowl than the opponents, then the game ended in a draw.

Population census

Teams compete on the basis of a relay race. Participants run to where there is a piece of paper and a thick marker. The runner writes down the name of any member of his team (except himself and those already recorded) and, taking the marker, runs back and passes it to another member. It's very funny how the last players intensely remember whose name has not yet been written down. The game allows you to better remember the names in the new company.

Umbrella Racing

There are two teams taking part in the relay. Two players simultaneously run from each team, holding an open umbrella above them. The umbrella is passed to the next pair as a baton.

Waiters

Two teams are given a round tray and 15-20 empty plastic bottles different volume. The first player takes the tray with one hand, puts one bottle on it, puts the other hand behind his back and starts moving to the table located at the opposite end of the room. Having reached the table, the "waiter" puts down the bottle and runs back to the team with a tray. The second player repeats these steps. Hand holding the bottle is prohibited. When the bottle falls, the player returns to the team and takes another. The team that "serves their table" faster wins.

book racing

The relay requires two small balls and two books. Two teams are formed and lined up on the starting line. Each player on the team races with a ball between their knees and a book on their head. If the book falls, the racer stops, puts the book on his head and keeps going. The fastest team wins.

Potato in a spoon

It is necessary to run a certain distance, holding a spoon with a large potato in an outstretched hand. They take turns running. Running time is measured by the clock. If the potato falls, they put it back and continue running. You can't run without potatoes! The one with the best time wins. It is more exciting if it is a competition of teams.

postman on horseback

Two teams of postmen line up at the start, and on command they saddle a stick and clamp a balloon between their knees (it turns out to be a “horse”), put on a hat and take a bag of “mail” in their hand. Trying not to drop anything, the players move to the turntable and return back to deliver the mail to the next postman. If a player loses even one attribute, he stops, equips, and only then continues to move. The team that delivers the mail the fastest wins.

Dive into the hoop

Relay race. Team players take turns driving the hoop from start to finish and at the same time try to slip into it as often as possible from one side, then from the other. Each dive brings the team one point, but if the hoop falls, then this point is deducted, and the race continues from the place of the “accident”.

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Sports relays

Ball in the ring

The teams are lined up in one column one at a time in front of the backboards at a distance of 2-3 meters. At the signal, the first number throws the ball around the ring, then puts the ball down, and the second player also takes the ball and throws it into the ring, and so on. The team that gets into the ring the most wins.

Painters

In the center of the circle or stage are two easels with paper. The facilitator calls two groups of five people. At the leader’s signal, the first from the group take coal and draw the beginning of the drawing, at the signal they pass the coal to the next one. The task is for all five competitors to draw a given drawing faster than their opponents. Everyone should be involved in drawing. The tasks are simple: draw a steam locomotive, a bicycle, a steamer, a truck, a tram, an airplane, etc.

Running with three balls

On the start line, the first one takes 3 balls in a convenient way (football, volleyball and basketball). On a signal, he runs with them to the turning flag and stacks the balls near it. It comes back empty. The next participant runs empty to the lying balls, picks them up, returns with them back to the team and, not reaching 1m, puts them on the floor.
- instead of big balls, you can take 6 tennis balls,
- instead of running - jumping.

turnip

There are two teams of 6 children. This is a grandfather, grandmother, Bug, granddaughter, cat and mouse. There are 2 chairs on the opposite wall of the hall. A turnip sits on each chair - a child in a hat with a picture of a turnip.

The grandfather starts the game. On a signal, he runs to the turnip, runs around it and returns, the grandmother clings to him (takes him by the waist), and they continue to run together, go around the turnip again and run back, then the granddaughter joins them, etc. At the end of the game for a turnip clings to a mouse. The team that pulls out the turnip the fastest wins.

Relay with hoops

Two lines are drawn on the track at a distance of 20 - 25 m from one another. Each player must roll the hoop from the first to the second line, come back and pass the hoop to his friend. The team that finishes the relay first wins.

Relay with hoop and rope

Teams are built as if they were in a relay race. The guide of the first subgroup has a gymnastic hoop, and the guide of the second subgroup has a jump rope. On a signal, the player with the hoop rushes forward, jumping over the hoop (like a jump rope). As soon as the player with the hoop crosses the start line of the opposite column, the player with the rope starts, who moves forward by jumping the rope. Each participant, after completing the task, passes the inventory to the next player in the column. This continues until the participants complete the task and change places in the columns. Runs are prohibited.

Porters

4 players (2 from each team) stand on the start line. Everyone gets 3 big balls. They must be carried to the final destination and returned back. It is very difficult to hold 3 balls in your hands, and it is also not easy to pick up a fallen ball without assistance. Therefore, porters have to move slowly and carefully (the distance should not be too large). The team that completes the task the fastest wins.

Ball race underfoot

Players are divided into 2 teams. The first player sends the ball back between the spread legs of the players. The last player of each team leans over, catches the ball and runs forward with it along the column, stands at the beginning of the column and again sends the ball between the legs apart, etc. The team that finishes the relay the fastest wins.

Three jumps

The participants are divided into two teams. At a distance of 8-10 m from the start line, put a rope and a hoop. After the signal, the 1st, having reached the rope, picks it up, makes three jumps on the spot, puts it down and runs back. The 2nd takes the hoop and makes three jumps through it and the rope and the hoop alternate. Whose team can do it faster, that one will win.

Forbidden movement

The players, together with the leader, stand in a circle. The leader takes a step forward to be more visible. If there are few players, then you can build them in a line, and stand in front of them yourself. The leader invites the guys to perform all the movements behind him, with the exception of the prohibited, pre-established by him. For example, it is forbidden to perform the "hands on the belt" movement. The leader begins to make different movements to the music, and all the players repeat them. Suddenly, the leader performs a forbidden movement. The participant of the game, repeating it, takes a step forward, and then continues to play.

ball race

The players are divided into two, three or four teams and stand in columns one at a time. Those in front have a volleyball. At the signal of the leader, the transfer of balls back begins. When the ball reaches the one standing behind, he runs with the ball to the head of the column (everyone takes a step back), becomes the first and starts passing the ball back, etc. The game continues until each of the team players is first. It is necessary to make sure that the ball is passed with straight arms with an inclination back, and the distance in the columns would be at least a step.

Passed - sit down!

The players are divided into several teams, 7-8 people each, and line up behind the common starting line in a column one at a time. Captains stand in front of each column facing it at a distance of 5 - 6 m. Captains receive a volleyball. On a signal, each captain passes the ball to the first player in his column. Having caught the ball, this player returns it to the captain and crouches. The captain throws the ball to the second, then the third and subsequent players. Each of them, returning the ball to the captain, crouches. 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 with the fastest players to complete the task wins.

Snipers

Children stand in two columns. Place a hoop at a distance of 3m in front of each column. Children take turns throwing sandbags with their right and left hands, trying to hit the hoop. If the child hit, then his team counts 1 point. Outcome: whoever has more points, that team won.

needle eye

There are 2 or 3 hoops on the ground along the relay line. Starting, the first one must run to the first hoop, pick it up and pass it through itself. Then with the next hoops also. And so on the way back.

relay race with rope

The players of each team are built behind the common starting line in a column one at a time. A turntable is placed in front of each column at a distance of 10 - 12 m. On a signal, the guide in the column runs out from behind the starting line and moves forward, jumping over the rope. At the turntable, he folds the rope in half and intercepts it in one hand. He moves back, jumping on two legs and rotating the rope horizontally under his feet. At the finish, the participant passes the rope to the next player of his team, and he himself stands at the end of his column. The team whose players finish the relay more accurately and earlier wins.

Counter relay with bars

Children are divided into teams of 6 - 8 people each. Participants are built in oncoming columns one by one at a distance of 8 - 10 m from one another. The guides of the columns of the first group receive 3 wooden bars, the thickness and width of which are at least 10 cm, the length is 25 cm. Putting 2 bars (one on the start line, the other in front, a step away from the first), each of the managers stands on the bars with both feet , and holds the third bar in his hands. On a signal, the player, without leaving the bars, puts the third bar in front of him and transfers the leg that was behind him to it. He shifts the freed bar forward and transfers his leg to it. So the player moves to the opposite column. The guide of the opposite column, having received the bars behind the start line, does the same. The winner is the team whose players quickly change places in the columns.

Animal Relay

The players are divided into 2 - 4 equal teams and line up in columns one at a time. Players in teams take the names of animals. Those standing first are called "bears", the second - "wolves", the third - "foxes", the fourth - "hares". A starting line is drawn in front of those in front. At the command of the educator, team members must jump to a given place in the same way as real animals do. The team of "wolves" run like wolves, the team of "hares" jump, etc.

Relay "Loshariki"

Arrange inflated in a circle air balloons. At the teacher's command, all teams run to the balloons and, sitting on them, try to burst them, but at the same time collect the tails from the balloons. The team that collects the most ponytails wins. You can collect all the ponytails that will be around.

Rhythmic relay race with sticks

The game is played between two or more teams that line up in columns in front of the start line. The first team players have gymnastic sticks in their hands. At the signal of the leader, the players run with them to the counter, located 15 m from the start line, run around it and return to their columns. Holding a stick by one end, they carry it along the column under the feet of the players, who, without moving from their place, jump over it. Once at the end of the column, the player passes the stick to the partner in front of him, the next one, and so on until the stick reaches the player leading the column. He runs forward with a stick, repeating the task. The game ends when all players have covered the distance.

Stripe jumping

On the floor across the site, there are strips 50 cm wide. The team players stand on one side of the site. On a signal, the first players begin to jump from strip to strip. Jumps can be performed from foot to foot, two at the same time, etc. - on the instructions of the teacher. Those who complete the task correctly receive a point. The team with the most points wins. Repeated 2-3 times.

unload the car

Children are invited to unload "cars" with "vegetables". Cars are placed against one wall, and two baskets are placed opposite them against the other wall. Near the baskets, one player stands up at a time and, on a signal, they run to the cars. You can carry vegetables one at a time. Vegetables should be the same in all machines, both in quantity and volume.
Other members can then "load" the machines; In this case, the players stand at the cars, run to the baskets on a signal and transfer the vegetables to the cars.
Cars can be boxes, chairs; vegetables - skittles, cubes, etc.

Relay "Fanta"

The players of each team take off one sneaker, sneaker, etc., put their shoes in a circle and, at the command of the teacher, run one at a time to the circle, choose their shoes and put them on there. After that, they run to the team and pass the baton. The team that gets the fastest wins.

Relay with stops

The players of each team take turns overcoming the distance, at any moment the leader can give a signal (whistle), the players must take the position of lying down, as in push-ups. When the signal is repeated, the relay continues.

heavy burden

Participants are divided into teams of two. Each pair of players receives two sticks up to 50 cm long and a board 70-75 cm long, with a flag attached to it. Standing side by side, players hold their sticks facing forward. A plank is placed at the ends of the sticks. In this form, by joint efforts, they must carry their burden to a conditional place and return back. If the plank falls, the players stop, pick it up and then continue on their way. Whoever completes the task faster, that pair of players is considered the winner.

The passage of the swamp

Each team is given 2 hoops. With their help it is necessary to overcome the "swamp". Groups of 3 people. On a signal, one of the participants in the first group throws the hoop to the ground, all three players jump into it. They throw the second hoop at such a distance from the first one that they can jump into it, and then, without leaving the space of the second hoop, reach out to the first with their hand. So, making jumps and throwing hoops, the group gets to the turning point. You can go back to the start line along the "bridge", i.e. just roll the hoops on the ground. And at the start line, the hoops are passed to the next three. It is strictly forbidden to step foot outside the hoop - you can "drown".

snake

Two teams. One team has ribbons in their hands. On a signal, the team with ribbons begins to randomly run around the hall, waving the ribbons on the floor like a snake. The other team catches up with any player with a ribbon and tries to step on the snake. Whose ribbon is stepped on is out of the game. It's a timed game, so the team with the shortest time wins.

Challenge players

The players are divided into 2 teams and stand in a column one at a time. Team players are calculated in numerical order. The manager calls the number. For example: 1, then 5, etc. The called players run to the set place, run around the rack (object) there and come back. The team whose player returned first gets a point. The team that gets the most points wins.

Running in bags

Children are built in two columns, the distance between the columns is 3 steps. Holding the bags with their hands near the belt, they jump to the designated place (flag, stick, or other object). Having run around it, the children return to their columns, get out of the bags, and pass them on to the next. This continues until all the children run in bags. The team whose players complete the task faster wins.

Bring a piece of paper

You need to prepare 2 sheets of paper (you can from a notebook) The players are divided into two teams, which are built in parallel to one another. The first player of each team is placed on the palm of a piece of paper. During the game, the sheet should lie in the palm of your hand by itself - it’s impossible to hold it. The first players from each team run to the flag. If a leaf suddenly falls to the ground, you need to pick it up, put it in your palm and continue on your way. Having reached his team, the player must quickly transfer the leaf to the right palm of the next comrade in line, who immediately runs forward. Meanwhile, the first one stands at the end of the row. This continues until the turn reaches the first one. The team that completes the task the fastest wins.

stubborn egg

Form teams of 6 people each. Break the teams into pairs. The task of the couple is to carry the egg between their foreheads to the indicated marker and back. After that, the egg is passed to the next pair. Competitors may only support the egg with their hands outside the starting line. The fall of the egg means the team is out of the fight. The team that completes this task the fastest wins.

Running on the clouds

For this game you will need five representatives from each team. Line up the participants and tie two inflated balloons to the right and left legs of each participant (4 balloons per person). On command, the first participants set off - their task is to run to the marker for the end of the distance and return back, passing the baton to the next member of their team. Each bursting balloon brings the team one penalty point.

Jumpers

Children are divided into two teams and lined up in columns one after the other. At the signal of the leader, the participants of each team perform a jump, pushing off with two legs from a place. The first jumps, the second stops at the place to which the first jumped, and jumps further. When all players have jumped, the leader measures the entire length of the jumps of the first and second teams. The team that jumps the farthest wins.

Pass the ball

Children are divided into two teams. The players of each team are built one after the other in a column. The first participants hold the ball in their hands. At the signal of the leader, the first player in each team passes the ball to the one who is behind, over his head. The last in the team, having received the ball, runs to the beginning of the column, gets up first and passes the ball to the next one behind him, also over his head. And so on until the first one returns to its place. The team that finishes the game first wins.

Air kangaroos

Divide the participants into teams and ask the participants to stand one behind the other. Give each team a balloon. The first participant holds the balloon between his knees and, like a kangaroo, jumps with it to the marker for the end of the distance. Returning in the same way back, he passes the ball to the next player, and so on. The winner is the team whose players finish the relay first.

Climb through the hoops

All players are divided into two teams and lined up in columns one at a time. At a distance of 3 and 5 m, two hoops lie one after the other in front of each column, and a ball is placed at a distance of 7 m. At the leader’s signal, the first players of each team run to the first hoop, stop in front of it, take it with both hands, raise it above their heads, put the hoop on themselves, squat, put the hoop on the floor, run to the second hoop, stand in the center of it, take it with their hands , lifted above the head and lowered to the floor. After that, the players run around the ball and return to their place. The next child continues the game. The team that completes the task first wins.

Through jump ropes

The players are divided into two teams, each of which is divided into pairs. Pairs of each team become columns 3-4 steps apart and hold short ropes by the ends at a distance of 50-60 cm from the floor. At the signal of the leader, the first pair quickly puts the rope on the ground and both players run (one to the left, the other to the right) to the end of their column, and then successively jump over the ropes of all the pairs standing in the column. Having reached their places, both players stop and again take their rope by the ends. As soon as the first rope is lifted from the ground, the second pair put down their rope, jump over the first rope, run past the column to its end, and jump over the ropes to their place. Then the third pair enters the game, and so on. The team whose players finish the relay first wins.

Baba Yaga

Relay game. A simple bucket is used as a mortar, a mop is used as a broom. The participant stands with one foot in the bucket, the other remains on the ground. With one hand he holds a bucket by the handle, and in the other hand he holds a mop. In this position, it is necessary to go the whole distance and pass the mortar and broom to the next one.

Potato in a spoon

It is necessary to run a certain distance, holding a spoon with a large potato in an outstretched hand. They take turns running. Running time is recorded. If the potato falls, they put it back and continue running. You can't run without potatoes! The one with the best time wins. Team competition is even more exciting.

apple print

Divide the players into equal teams. The first team member takes an apple in his teeth and runs around the marker with it. Returning, the player without hands passes the apple in the teeth to the next participant. He also runs around the marker with an apple and passes the baton to the next participant, etc. Falling an apple or supporting with his hands brings a penalty point to the team. The team that completes the task first wins.

Go to cart

The participants are divided into two teams. Two baskets are placed at an equal distance from them. Each team is given a big ball. Participants in turn begin to throw the ball into the basket. The team with the most hits in the basket wins.

Cycling

The bicycle in this relay race will be replaced by a gymnastic stick. The stick must be saddled by two participants at once. They are cyclists. Each bike duo, holding a stick between their legs, will have to get to the turning point and back. The fastest win.

Changing places with gymnastic sticks

Players of 2 teams line up against each other at a distance of 2 m. Each player supports a gymnastic stick with his hand (covering it from above with his palm), placed vertically on the floor behind the marked line. On a signal, the players of each pair (participants facing each other make up pairs) must change places. In this case, the player must pick up his partner's stick so that it does not fall (everyone leaves his stick in place). If any player's stick falls, his team receives a penalty point. The team with the fewest penalty points wins.

Relay race with sticks and jumps

The players are divided into 2 - 3 equal teams, which line up in columns one by one in 3 - 4 steps from each other. They stand parallel in front of the line, and in the hands of the player standing in front is a gymnastic stick. On a signal, the first numbers to the mace (stuffed ball) installed at 12 - 15 m, run around it and, returning to their columns, pass one of the ends of the stick to the second numbers. Holding on to the ends of the stick, both players hold it under the feet of the players, moving towards the end of the column. Everyone jumps over a stick, pushing off with two legs. The first player remains at the end of his column, and the other runs to the counter, goes around it and carries the stick under the feet of those playing with number 3, etc. The game ends when all participants run with the stick. When the starting player is again the first in the column and a stick is brought to him, he raises it up.

Race balls overhead and underfoot

The participants of the game are built in columns one at a time. The distance between the players is 1 m. The balls are distributed to the first numbers. On the leader's signal, the first player passes the ball back over his head. The player who received the ball passes it further, but between the legs, the third - again through the head, the fourth - between the legs, etc. The last player runs with the ball to the beginning of the column and serves it back over the head. So each of the players passes the ball once over the head, and once between the legs. The player standing first in the column always passes the ball over his head. The team whose first player returns to their place first wins.

Run

On a signal, the 1st participant runs to the turning flag and back, having reached the team, claps on the hand of the next participant - passes the baton.

Kruzhilka

This game is a relay race with a rope: before the turning point, the players jump over the rope from one foot to the other, and when returning back, they take the rope folded in half in one hand and rotate it horizontally under their feet.

bean seed

There are two Chinese sticks and two saucers on the chairs, one of which contains beans according to the number of players in the team. At the signal of the teacher, each player runs up to a chair and begins to transfer one bean from one saucer to another, then another, and so on. The team that finishes the relay the fastest wins.

Washer!

The team consists of 10 - 12 people. Teams stand in columns one at a time. In the hands of guides hockey sticks and on the floor on the puck. In front of each team there are 1 - 2 racks, and on the other side of the site there are gates. At the signal, the first players run with the puck and the game begins. Bring a piece of paper You need to prepare 2 sheets of paper. The players are divided into two teams. The first player of each team is placed on the palm of a piece of paper. During the game, the sheet should lie in the palm of your hand by itself - it’s impossible to hold it. The first players from each team run to the flag. If a leaf suddenly falls to the ground, you need to pick it up, put it in your palm and continue on your way. Having reached his team, the player must quickly shift the leaf into the palm of the next participant. The team that completes the task the fastest wins.

Siamese twins

Two participants stand with their backs to each other and tightly grapple with their hands. They run sideways. The backs of the players must be tightly pressed against each other.

roll the ball

Teams line up in columns one at a time. In front of the first player of each team lies a volleyball or stuffed ball. Players dribble the ball forward on the ground with their hands. In this case, the ball is allowed to be pushed at arm's length. Having rounded the turning point, the players also return to their teams and pass the ball to the next player. The team that completes the task wins.

Take it last

The players of two teams line up in a column one by one behind the common starting line. In front of the columns, at a distance of 20 meters, towns, maces, cubes, balls, etc. are arranged in a row. Items are 1 less than the total number of participants in both teams. On a signal, the guides in the columns run to the objects and take one from the edge (one takes from the right, the other from the left), go back, run around their columns from behind and touch the next player in their column with their hand. Then he starts, and performs the same. The team whose player takes the last item wins.

Mummy

You need two rolls of toilet paper. One team member stands in the middle of the room. At the signal of the teacher, all team members run to their participant and begin to wrap him with paper. At the whistle, everyone stops. Whose team wraps the mummy without gaps will win.

bumpy running

The players are divided into teams, the players of which are built in columns one at a time. 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 signal of the leader, the first numbers with a baton jump from circle to circle, after which they return back in the shortest way and pass the baton to the next player who performs the same task. The team whose players finish the relay first wins.

Getting ready for the trip

The team lines up in a row, in front of the first participant lies a backpack. Dishes are located 15-20 steps from both teams. Each player needs to run to the dishes, take one item, return, put it in a backpack and touch the next player with his hand - "pass" the baton. Then the next participant runs. Teams are given three points for quickness and neat packing of the backpack.

Pair relay

Target: Development of speed and dexterity of movements. Development of the ability to coordinate actions with the actions of a partner.

Material: Two identical mugs, four empty matchboxes.

Game progress: The players are divided into two teams, the players of each team line up in pairs in front of the line. For the game, they take two identical mugs, fill them with water and place them in front of the first couples. At 10-15 m in front of the teams, one circle with a diameter of 1 m is drawn, two matchboxes are placed in each circle.

At the command of the leader, the players of the first pair take one mug together (by any means) and run forward, trying not to spill the water. Having reached the circle, they just as carefully place the mug in the circle and take the boxes. The box is placed on the shoulder, the couple join hands, connecting them crosswise, and run to the starting mark, carrying the boxes on their shoulders. The second pair does everything in reverse order - and so on, until all participants have covered the distance.

Agile dragons

Target: Development of speed and dexterity of movements. Development of the ability to coordinate actions with the actions of partners.

Game progress: The guys line up in two columns. Each holds in front of the one standing by the belt. They represent dragons. The first in the column is the head of the dragon, the last is the tail, at the command of the leader, the dragons begin to move. The task of the head is to catch the tail of another dragon. And the task of the tail is to escape from the head of the first dragon. The body of the dragon should not be torn, i.e. players are not allowed to unhook their hands. After capturing the tail of another dragon, you can choose new head and a new tail, and continue the game.

Golden Gate

Target: Development of dexterity of movements. Development of the ability to coordinate actions with the actions of partners.

Game progress: The players are divided into equal teams. One team forms a circle, its players join hands and raise them up. There must be sufficient distance between the players so that a person can pass between them, even if bent over. The other team starts moving around each player of the first team in turn and each time passing through the gate formed by the hands of the players of the first team. The players of the second team hold hands, which cannot be disengaged! So, the second team finds itself in the circle, then outside it. The first team during the game says:

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

At the last word, the team abruptly lowers its hands. If someone from the second team is inside, he leaves the chain and stands in the center of the circle. Naturally, the second players try to be outside the circle on the last word, but it is not always possible. You can complicate the game by the fact that the players of the first team say their words with their own lips, carefully looking at each other, and suddenly lower their hands. When one person remains in the second team, but is recognized as the winner, and the teams change roles.


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