Sleptsova folk games for children read online. Presentation on the topic: Forgotten old Russian games (without items)

Russian folk winter outdoor games are distinguished by the fact that they use snow and ice as "inventory". Winter games and fun are almost always a little "riotous". Perhaps because the Russian frosts urged us to move quickly, not to stand still - otherwise you would freeze.
The traditional winter fun for children and teenagers was skiing from the mountains. Moreover, if these mountains were not built, then the guys themselves must have poured them. This was the first experience of collective work for the common good. They rode from the mountains on sleds (rather, urban entertainment), home-made wooden sleds and ice-boats, and naughty youth - on real sledges.
Another entertainment was snowball fights. The rules of the game are very simple - throw snow at the enemy, and dodge yourself. With modern versions of this winter fun, you can read the article about.

"Snow Tower" - Russian folk winter game

You can play when loose sleet falls. A small (about 50-70 cm) turret is built from it. Children are divided into two groups - "defender" and "invaders". "Defenders" stand near the fortress, and "invaders" at a distance of 5-6 steps from it, holding snowballs in their hands. The boys say in unison:

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

After that, the "invaders" throw snowballs at the tower - each one snowball, trying to destroy it. "Defenders" can beat off snowballs. To do this, the "defenders" can be armed with cartons or ice cubes. If the tower could not be destroyed, then the teams change roles. The team that destroys the tower wins.

"Storm of the Fortress" - Russian folk winter outdoor game

Before the start of the game at some distance from each other. You can omit this preparatory part and simply draw two circles on the snow - they will be fortresses. Children are divided into equal squads and come up with names for their fortresses. Let us have Moscow and Kazan.
From each team, a “drawer” is selected. They measure the distance and draw a line in the middle between the fortresses. Along this line, "teams" are lined up - each from the side of its "city".
The drawers stand a little to the side and throw lots - for example, tossing a coin, or guessing "rock-paper-scissors". Let the drawer of the Moscow "team" lose with us. Then he shouts: “One, two, three! Run to Moscow! After that, the Moscow "team" runs to their fortress, and the Kazan "team" tries to catch and knock down as many enemy players as possible. The Muscovite player is safe as soon as he is inside his fortress. Those players who were pissed off go over to the side of the opponent and become members of the Kazan "team". Everyone returns to their original position, the lot is drawn again. If the drawer of the Kazan fortress loses, he shouts: “One-two-three! Run to Kazan! After that, the Kazan "team" runs away, and the Moscow army catches up. The game ends when all players are in the same squad.

"Moroz" - Russian folk winter round dance game

This is a round dance game with elements of a tag. Before the game, they choose the driver - "Frost" with a rhyme. Children stand in a circle and hold hands. "Frost" stands in the center of the circle. They dance and say:

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

After these words, the children scatter, and "Frost" tries to overpower them, "freeze". The one whom the frost managed to touch must freeze in place, arms outstretched to the side. The rest of the players can "unfreeze" it - throw a snowball at it (and, of course, hit it). When all players except one are frozen, the game ends and the last, most dexterous player becomes the new Frost.
For younger children, the rules can be simplified. The one whom Frost caught up with first becomes the driver. And the game starts again.

"Winter cauldron" - Russian folk winter outdoor game

This game is Russian children's hockey. To begin with, all the players acquired clubs - sticks bent at the ends. Today, children's plastic clubs can be used to play. A circle with a diameter of 4-5 meters is drawn on the snow. A small circle with a diameter of about 70-80 centimeters is drawn in the center of the large circle. The small circle is the cauldron.
Before playing a rhyme, a driver is chosen - a “watchman”. He stands inside the big circle. All other children are located around the perimeter of a large circle on the outside.
Play with a small piece of ice or packed snow. Players try to throw the piece of ice in such a way that it falls into the "cauldron". "Watchman" beats off the ice and protects the "cauldron". Players can throw ice to each other, choosing the right moment for the throw. The one whose shot is effective takes the place of the "watchman" and the game continues.
If you do not have clubs, then you can play the folk game "Winter Cauldron" with your feet.
I must say that they played at any time of the year, but the rules were somewhat different - much more complex.

"Heel" - Russian folk winter game

This folk game of the Arkhangelsk province is similar to the game "Winter Cauldron". A circle with a diameter of 2-3 meters is drawn on snow or ice. The leader stands inside the circle. He holds a small piece of ice in his hand. The rest of the children jump on one leg from the outside of the circle. You can't cross the line! The children say in chorus:

Against our yard
Rolled mountain
watered,
Shoe nailed.
I jump-jump on the ice,
The heel fell off
The heel fell off
And he left his mark!

After the last word of the chants, the leader throws the heeled ice floe outside the circle. The guys are trying to drive the ice back into the circle. You need to do this with your feet, without stopping jumping on one leg. For toddlers, you can simplify the rules and allow them to move on two legs. The driver beats off the ice with a stick. Moreover, he can take out a stick beyond the line of the circle, but not go out with his feet. If someone managed to drive an ice floe into a circle, then he becomes a driver.

"Ldinka" - Russian folk winter outdoor game

Two circles are drawn - one inside the other - a large circle with a diameter of 5-6 meters and a small circle 0.5-0.7 meters. Instead of a small circle, it is even better to dig a shallow hole. 10-12 pieces of ice are put into this hole. Choose a leader. Its place is inside the great circle. He has no right to go beyond it. The rest of the players are at the beginning of the game outside the circle. The task of the players is to knock out an ice floe from a large circle. The driver tries to knock out those children who run into the circle to knock out the ice. The one who was taunted becomes the new driver (while the game does not stop). They play until the last piece of ice is knocked out of the circle.

"Korovka" - Russian folk winter outdoor game

This game can be played on ice or on very well packed snow. Choose a driver. The driver steps on an ice floe, which is called a “cow”. The players stand still, and the driver tries to hit the players with an ice floe. When thrown, he says: "Buy a cow!". Players can jump over the ice but are not allowed to run away. The one who got the ice is the new driver.

"King of the Ice Mountain" - Russian folk winter outdoor game

Very active, strong game. It was played mostly by boys. A high snowdrift is selected. Everyone usually plays against everyone. The task of each player is to climb to the very top and not let himself be thrown off from there. In the game, you can push, shove, fight, dropping (rolling) opponents down. The one who lasts the longest is the King of the Ice Mountain. Sometimes, instead of a snowdrift mountain, they made a big ball out of snow, poured water on it, and played the next day. Climbing onto such a ball and then standing on it, even if you are not being pushed or shoved, is a difficult task.

***
Winter is the time of many big holidays. Read about winter calendar games and fun.
Sculptures and structures made of snow and ice are also traditional Russian entertainment for children. See how to build a snow fort or color a snowman.
Perhaps you will be interested not only in folk games, but also in modern ones.

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

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

Target: Physical activity as a factor influencing a healthy lifestyle.

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

Currently, the task of preserving national traditions, the formation of a person's national self-consciousness is relevant. The kindergarten, solving the problems of the versatile development of children by means of Russian folk culture, prefers Russian folk games.
Such games have absorbed the best national traditions. They clearly reflect the way of life of people, their work, way of life, national foundations. There is a lot of humor, jokes, and enthusiasm in folk games, which makes them especially attractive for children. The accessibility and expressiveness of folk games activates the mental work of the child, contributes to the expansion of ideas about the world around, the development of mental processes. Folk games have everything: folklore text, music, dynamism of actions, and excitement. At the same time, they have strictly defined rules, and each player is accustomed to joint and coordinated actions, to respect for all the accepted conditions of the game. In such games, one can excel, if this does not violate the established order - this is the pedagogical value of folk games.
Kindergarten teachers widely use folk games in the classroom, in the daily life of children, on a walk, on holidays and entertainment. Not only educators and specialists take part in the selection of games: the music director monitors the musical repertoire; a physical education instructor thinks over a set of movements to be learned.
Folk games are also used for holidays and entertainment. Various characters from fairy tales come to the children and play imitative games with them - “Peter the cockerel”, “The hen went out for a walk; round dance - "Hare", "Goat"; fun games - "Grandma-hedgehog"; for children of senior and preparatory groups, competition games - tug of war, etc. In everyday life, especially on a walk, our pupils love to play the so-called yard games: "Tag", "The sea is worried", "My cheerful sonorous ball". I believe that the use of folk games in working with children allows the educator to convey to the children the identity of the Russian people, the color of its customs, the originality of the Russian language, to form an interest in Russian folk culture, in its traditions.
The experience of working with children shows that in recent years, children are less and less likely to play the usual "preschool games". Rarely there are original ideas in games, interesting twists in their plots. Often the games of preschoolers are monotonous, without the brightness and inspiration that are so inherent in children's perception of the world around them. Children encounter difficulties when they need to show imagination and fantasy, come up with something of their own.
Most parents are convinced that just playing, pampering, talking with a child is not enough. To keep up with the times, with the baby "you need to deal with." Thus, during the period when the right (artistic, synthetic) hemisphere of the brain should normally develop in a child, that is, a holistic picture of the world is formed, he is loaded with sign systems (letters, numbers) that are unnecessary at that time, thereby stimulating the left ( analytical) hemisphere, on the basis of which the system of school education is already built.
So it turns out that children know how to write and read, but with figurative thinking there is some kind of flaw, and the ability to see the world vividly, figuratively, goes away along with childish immediacy.
It is important to develop mindfulness, creative imagination, cognitive activity, communication skills, the ability to reason, analyze and compare, generalize and highlight the essential features of objects in preschoolers. The acquired skills in the future will help the child to successfully master new knowledge. And it is necessary to form these skills imperceptibly for the child, in the game. Therefore, in kindergarten it is widely necessary to use games for the formation of cognitive processes.
For example:
Games for the development of various types of memory: "Memory", "What is gone", "Telegram", "Artists" and others.
Games for the development of communication skills and the emotional sphere of the child: “Tender words”, “Engine with a name”, “Compliments” and others.
Games for the development of mental operations: "An extra word", "Speak the opposite", "Pick up a word", "Fact and fiction", "Mysterious words" and others.
Games for the development of the imagination: "What was", "What will be", and others.
Games to relieve emotional stress.
Children play such games with pleasure and interest, they become more confident in themselves and their abilities. Moreover, this affects both in communication with peers and in behavior in other classes. They develop communication skills, the prerequisites for further successful educational activities are formed.

"Empty place"
The "Empty Place" is played by children of all ages (on their own), from 6 to 40 people.
Description. The players, except for the driver, stand in a circle, the driver behind the circle. Everyone puts their hands behind their backs or just puts them down. The driver walks around the circle and touches someone, touching the back or hands. This means that he challenges this player to a competition. Having touched, the driver runs in any direction around the circle, and the called one runs in the opposite direction in a circle. Having met, they either simply go around the friend's circle or greet (crouching, bowing, etc.) and continue to run faster in a circle to take the vacant seat. Whoever takes it stays there, and the one who is left without a place becomes the driver.
Rules.
The driver does not have the right to hit the called. He can only touch it.
The driver can 1C immediately rush to run in one direction or another. The summoned follows him and, as soon as he sees in which direction he is running, rushes in the opposite direction in a circle.
At the meeting, they perform various tasks (by agreement). Who does not comply, he becomes the leader.

Third wheel"
The number of participants - from 8 to 40 people.
Description. The players become in a circle in pairs, facing its center so that one of the pair is in front and the other is behind it. The distance between pairs is 1-2 m. Two drivers take a place behind the circle. One of them runs away and the other catches him. Fleeing from the chase, the evader can get ahead of any pair. Then the one standing behind turns out to be “the third wheel”. He must run away from the second driver. If the chasing catches (touches, touches) the escaping, then they change roles. Thus, the drivers change all the time.
This game, well-known and loved by young people, becomes even more interesting if it is supplemented with the following: when the escaping person is in front of any pair, then the “third extra”, who is behind, does not flee from the chasing one, but begins to pursue him.
Game types:
- the players stand in pairs facing each other and hold hands. The escaping, escaping, stands under the arms with his back to someone. To whom he will turn his back, that "third extra", who must run away;
- The game is played to music. The players walk in pairs, holding hands, and put their free hands on their belts. The escaping, escaping from persecution, can at any moment take one of the walking arm in arm. Then the couple standing on the other side become the runaway.
Rule. One who runs away from persecution must not be disturbed.

"Golden Gate"
In countless varieties and variants, this game exists in almost all nations. Among Russians, the following varieties are most common.
6-20 people play, more often preschoolers, younger schoolchildren, and sometimes teenagers, young men, youth.
Description. Choose two stronger players. They step aside a little and agree which of them will be the “sun” and which will be the “moon” (“month”). Those who have chosen the roles of the moon and the sun become facing each other, join hands and raise them, as if forming a gate. The rest of the players take up the Hands and go through the "gate" in a string. Often, the participants' favorite songs are sung at the same time. When the last of those walking through the “gate” passes, they “close”: raised hands fall, and the Last one is between them. The detainee is quietly asked which side he would like to be on: behind the "moon" or the "sun". He chooses and stands behind the respective player. The rest again go through the "gate", and again the last one falls into the "moon" or "sun" group. When everyone is distributed, the groups arrange a tug-of-war, holding hands or using a rope, stick, etc.
A variation of this game (which has become more common in recent decades than the one described above) is that those walking through the “gate” do not sing, but the players depicting the “gate” speak in recitative:
Golden Gates They don't always let you in: The first time is forgiven, The second time is forbidden, And the third time we won't let you through!
The “gates” close at the last word and “catch” the one who is in them. In order not to be caught, those walking involuntarily speed up their steps, sometimes they switch to running, and those who catch, in turn, change the speed of the recitative. The game becomes more mobile and fun. It also ends with a pull.
Another variation is that there are two “gates”. The players depicting them pronounce the rhyme at the same time (in tune). Those caught do not choose where to stand, but are immediately included in the team of the “gates” that caught them. The representing gates compete to see who can catch the most players. The competition ends with a pull.
Rules.
A player who must pass through the "gate" must not stop in front of them (for fear that they will close). The one who stopped is considered to be caught.
Walking or running people should not unhook their hands, they must hold hands with at least one player. Whoever runs without holding hands with anyone is considered to be caught.
You can lower your hands (“close the gate”) only on the last word of the recitative.

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

big ball
A game in which you need to form a circle. Children hold hands, and one driver is chosen, who becomes the center of the circle and there is a large ball near his feet. The task of the player in the center is to push the ball out of the circle by kicking the ball. The player who misses the ball goes out of the circle, and the one who hit takes his place. At the same time, everyone turns their backs to the center of the circle and tries not to miss the ball already in the center of the circle. An important condition is that the ball cannot be picked up during the entire game.

Ball in the hole
A game with many varieties. To play in the ground, a shallow hole is dug into which a ball is placed. All players must carry straight sticks about a meter long. The performer is chosen by lot - the player who will guard the ball. All other players move beyond the conditional line, at a certain distance from the hole and begin to throw sticks in the order of the established turn, trying to hit the ball. For all those who threw past, the sticks remain in place.
If no one hits, then the performer rolls the ball with his stick in the direction closest to him, trying to hit it. If he succeeds, he runs behind the starting line for throws, also called the home. The performer becomes the one whose stick hit the ball. If, during the game, someone manages to knock the ball out of the hole, at the same moment, those players whose sticks are in the field run to pick them up, and the performer must set the ball in place. Thus, players get the opportunity to make an additional throw. When throwing sticks, it is recommended that the performer stay slightly away from the ball to avoid hitting the stick.

Bunnies
The game is played outdoors. Of all the players, one hunter is selected, all the rest portray hares, trying to jump on two legs. The task of the hunter is to catch the most agile hare by slapping it with his hand. But there is one important condition in the game, the hunter does not have the right to catch a hare if it is on a "tree". In the context of this game, any chip or stump will be a tree. This condition greatly complicates the hunter's life, which often causes him to become indignant during the game. However, as soon as one of the hares manages to be touched, he immediately becomes a hunter, taking on the unenviable duty of catching hares.

Jumping with tied legs
All participants are tied with a thick wide rope or scarf. After that, everyone stands near the starting line and, on a signal, begin to jump towards the finish line. The winner is the one who covered the distance the fastest. The distance should not be too large, as it is quite difficult to jump with tied legs.

Salt without salt
For this game, two drivers are selected, who sit on the ground opposite each other, so that the soles of their feet are in contact with each other. Drivers are blindfolded with a thick cloth bandage. The hands of the leaders are behind their backs. All the rest are players in the field. The field players, approaching the drivers one by one from one side, shout "Without salt" and freely jump over their legs. On the way back, you need to shout "Sol" and try to jump over the legs of the drivers again. The only difference is that the drivers try to catch the jumpers with their hands. If they succeed, then the driver changes. The one who was caught sits in the place of the one who caught him, and his eyes are already blindfolded.

Confusion
Children participating in this game stand in one row, join hands, thereby forming a chain. On the right side of the chain, a leader is assigned, who, on command, starts running with a change of direction, and the entire chain begins to follow him. However, no one except the leader knows the direction of movement, so it is quite difficult to maintain balance and not disconnect the chain. The further the player is from the leader, the more difficult it is for him to maintain balance, not fall or break the chain.

Burners (Ogaryshi, Pillar, Pairs)
For this game, a driver is needed, and he is chosen before the start of the game. All the rest form pairs, mostly a boy - a girl, and if adults also take part in the game, then a man - a woman. The pairs stand one after another, and the driver with his back to the first pair at a certain distance and it is strictly forbidden for him to look back. After that, one or all together begin to say: "Burn, burn clearly! So that it does not go out. Look at the sky, birds are flying there!" (There are also other rhymes). After that, the driver looks into the sky. After that, the back pair runs through the sides forward, one person through the right side, the other through the left side. The task of the back pair is to try to stand in front of the driver, holding hands. The driver tries to catch or at least knock one of the moving pair. If this happens, the one who was taunted becomes the driver, and the "old" driver takes his place in the pair. The game continues until the players lose interest or become tired.

At the bear in the forest
Game for the little ones. Of all the participants in the game, one driver is chosen, who is designated the "bear". 2 circles are drawn on the playground. The 1st circle is the bear's lair, the 2nd is the house for all other participants in the game.
The game begins, and the children leave the house with the words:
At the bear in the forest
Mushrooms, I take berries.
The bear doesn't sleep
And growls at us.
After the children pronounce these words, the "bear" runs out of the den and tries to catch one of the children. If someone does not have time to escape into the house and the "bear" catches him, then he himself becomes a "bear" and goes to the den.

Wild Beast Tamer
On the playground, stumps are placed in a circle or soft rugs, if it is a hall. Hemp (rugs) are placed in a circle, but one less than the players taking part in the game. The one who does not have hemp is the tamer of animals, and all the rest are animals. Before the game begins, children choose who will be the wolf, who will be the fox, and who will be the hare. Animals sit on stumps. The animal tamer walks in a circle from the outside and calls one of the animals. The one who has been named gets up and follows the tamer. And so the tamer can name several animals, they get up and follow the leader. As soon as the tamer says: "Attention, hunters," the animals and the tamer try to sit on a free stump. The one for whom there is no free place becomes a tamer and the game continues.

spruces
A very interesting game that has become widespread in different regions and has several modifications. All the players are close to each other (on the lawn, in the yard, in the field) and dig small holes, each for himself. Then they stand with one foot in the hole. With the exception of the driver, who has a meter-long stick and a ball (ball) in his hands. All "outfield" players also have sticks. The driver hits the ball with a stick and tries to fall into the rest of the players. As soon as the players in the field see that the ball is rolling in their direction, they try to hit the ball by throwing a stick at it. If the player does not hit, then his comrades can help him. As soon as the ball is beaten off, the driver runs after the ball, touches it and tries to take the place of the one who threw the stick and must pick it up. If the driver manages to take an "empty place", a hole whose player ran away for a stick, then the driver changes.

In leg
Folk Cossack game, which became widespread in the 19th century. The game requires the manifestation of accuracy and dexterity from its participants. Children are divided into 2 equal teams. Along one of the lines, circles with a diameter of about 30 centimeters are drawn, according to the number of players on one team. After that, the players of one team are built in a line along the line, placing one foot in the drawn circle. Players of the opposing team stand opposite, at a certain, predetermined distance. Their task is to hit the players of the opposing team with soft balls. The game lasts according to the number of set shots (for example, 5), after which the teams change places. Points can be awarded for each hit. The team with the most points wins. During the game, it is forbidden to throw the ball in the face, and the players in the circles to tear off the foot in the circle from the ground.

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

cock fight
The game is played according to almost the same rules as the Geese game. The main difference is that the players, jumping on one leg, lay their hands behind their backs and push not with their palms, but shoulder to shoulder. The winner is the player who manages to push the opponent out of the circle or if the opponent stands on both feet. The team with the most individual victories wins.

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

Wolves in the ditch
This game will require "wolves", no more than 2, 3 people, and all other children are assigned "hares". A corridor with a width of about 1 meter (ditch) is drawn in the center of the site. "Wolves" occupy the space inside the corridor (ditch). The task of the "hares" is to jump over the ditch and not be touched by one of the "wolves". If the "bunny" was taunted and he comes across, he should leave the game. If during the jump the "hare" stepped on the territory of the moat with his foot, then he failed and also leaves the game.

moving horse
Both adults and children can successfully take part in the game, especially during mass holidays. All participants are divided into two teams: one - "horses", others - "riders". "Riders" sit on "horses" and form a circle. One of the riders is given the ball. "Riders" pass the ball in a circle in one direction or another, for example, to the right. And you need the ball to go through several circles, by agreement before the game. After that, the teams change places, but, as a rule, the game develops differently. If during the transfer of the ball it is on the ground, then the teams instantly change places: the “horses” become “riders”, and the “riders” become “horses”.

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

Fishing Rod (Fish, Catch a Fish)
All players form a circle. One driver is selected, who becomes the center of the circle. The driver is given a rope. An adult can also be the driver. The leader begins to spin the rope. The task of all the players in the circle is to jump over it and not be caught. There are two options for developing the game.
1st option: without changing the driver (adult). In this case, those who fell for the bait are out of the game and go out of the circle. The game is played until the most dexterous and jumping children (3-4 people) remain in the circle.
2nd option: with a change of driver. That "fish" that falls for the bait, takes a place in the center of the circle and becomes a "fisherman".

mother hen and kite
Before the start of the game, 2 of the strongest are selected from all its participants: one is appointed as a kite, the other is appointed as a mother hen. All the rest are chickens. The kite is on the sidelines and, according to the old Russian rules, digs a small hole. Behind the mother hen, one after another, chickens stand and take each other by the waist. After that, the uterus with chickens approach the kite, and the uterus begins to say: "Kite! What are you doing?" - "Dig a hole." - "Why do you need a dimple?" - I'm looking for money. - "Why do you need money?" - Buy a needle. - "Why do you need a needle?" - "Sew a bag." - "Why the bag?" - "Put pebbles." - "Why pebbles?" - "In your children rustle-murmur." - "For what?" - "They climb into my garden." – “You would make the fence higher, but if you don’t know how, then catch them. After that, the kite tries to catch the last chicken. continues until the kite catches everyone.The game can be played and the run of the sentence of the mother hen.

Burners
This, one might say, is a classic of the genre. Players are arranged in pairs, holding hands and forming a column. The driver is in front. All in unison loudly say or sing:
Burn, burn bright
To not go out.
Burn, burn bright
To not go out.
Look at the sky
The birds are flying.
The bells are ringing!
One, two, three - run!

Another variant:
Burn, burn clear
To not go out.
And one, and two, and three.
Last couple, run!
In any case, at the word “run”, those in the last pair open their hands and rush to the beginning of the column, running around it from different sides (one on the left, the other on the right), and the driver tries to catch one of them before the pair, when they meet, they join hands again.
If this succeeds, then together with the caught player, the driver stands in the first pair of the column, and the one who was not caught becomes the driver.

Frost - Red nose
Along the edges of the playground, the boundaries of two "houses" are outlined. In one of them the players gather.
Leading, i.e. Frost - Red Nose, stands in the middle of the site and says:
I am Frost - Red nose,
I freeze everyone indiscriminately.
I'll deal with everyone soon
Who decides now
Go on a long journey!
The players chant in response:
We are not afraid of threats
And we are not afraid of frost!
And then they run to the opposite "house". Frost is trying to catch up with them and "freeze": those whom he manages to touch with his hand freeze in place.
At the end of the run they are either out of the game or remain in a "frozen" position for subsequent rounds. In this case, the winner is the one who remains the last to escape the touch of Frost.

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

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

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

Yasha
This game is the most ancient (as pointed out by academician B.A. Rybakov, and also mentioned by V.Ya. Propp).
The driver - Yasha (i.e. the Lizard - the owner of the underwater and underworld, one of the incarnations of Veles) sits in the center of the circle formed by the rest of the participants in the game. Holding hands, they move in a round dance, singing:
Sit-sit Yasha
Under the walnut bush.
Gnawing-gnawing Yasha
roasted nuts,
Gifted to dear...
This is followed by a dialogue:
- What does Yasha want?
- I want to get married.
- Get yourself a girl
Which one you want.
The participants in the round dance scatter, and “Yasha” catches someone: if he catches a girl, he kisses her, if a guy, he becomes the leader.

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

"Salki" ("Pyatnashki", "Traps", "Traps", "Lapki", "Lepki", "Dumplings", "Salo", etc.)
This game has different names and rules, but the main content remains: one or more drivers catch other players and, if caught, change roles with them.
The game can be played in a variety of settings: indoors, outdoors, by children of all ages, youth and adults. The number of participants - from 3 to 40 people. The game does not require leaders, judges.
By lot or by rhyme, one driver is chosen - "salka". The boundaries of the playing area are conditionally established. Everyone scatters within this area. The driver announces: "I am a salka!" - and begins to catch those playing within the established limits of the site. Whomever he catches up and touches (touches), he becomes a "feed" and announces, raising his hand up: "I am a tag!" He begins to catch the players, and the former "trail" runs away with everyone. The game has no definite end.
Varieties of "Salok"
- "Salki with the house." For those who run away, a “house” is drawn on the site, in which they can escape from the “tag”, but they do not have the right to stay there for a long time.
- Salki "Feet from the ground". Fleeing from the "tag", the players must take their feet off the ground (floor). To this end, they climb on any object or sit down, lie down, raising their legs up. In this position, the "salka" has no right to salt them.
- Salki "Give a hand." In this game, the person running away from the "trail" shouts: "Give me your hand!" If one of the comrades takes his hand with him, then the driver does not have the right to touch them. If, on the other hand, another player joins, i.e. there will be three of them, the driver has the right to send any winger.
- "Legs-crossings". Runners can help each other out by crossing the road between the chasing tag and the one who is running away. As soon as someone crosses the road, "Salka" must catch him. Here again, someone seeks to rescue a comrade and runs across the road, the "trail" begins to catch him, and so everyone strives to save the comrade, whom the "trail" is running after. The driver ("salka") must quickly switch and catch a new player who has crossed the road.

Hawk
Children gather, up to 16 or more, in the yard, in the garden or in a spacious room and cast lots among themselves. The one chosen by lot represents the hawk. The rest of the children join hands and become pairs, forming several rows.
A hawk is placed in front of everyone, which can only look ahead and does not dare to look back. At this signal, the pairs suddenly separate from each other and rush in a run in different directions, at this time the hawk catches up with them, trying to catch someone.
The victim, i.e., found himself in the claws of a hawk, changes roles with him.
Children while running tend to throw a handkerchief or a folded tourniquet at the hawk - if they fall into it, it is considered killed and another from among the children is chosen to take its place.

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

Fifteen
Fifteen games take place outdoors, where children gather in any number, from 4-5 to 25 or more.
Having gathered, the children from their midst choose one, and give him the nickname Fifteen; his role is that he carefully follows the children running in different directions and tries at all costs to catch one and stain him, that is, touch him with his hand.
The one caught is lingered in this way and turned into a "fifteen," while his name is spoken aloud so that the comrades know whom they should beware of.
As soon as he, in turn, catches one of the participants, he immediately transfers his role to him, moving himself into a group of children fleeing.
This game should be continued until the children retain a keen interest in it and do not feel tired.
Fifteen games are based primarily on movement; they can, however, be diversified by introducing various elements, such as throwing a ball and the like.

Bunny
Children, in any number, up to 30 or more, take with them an ordinary ball, of medium size, and go to the yard.
The children taking part in the game, all except one, are installed in a circle, turning their faces to the center of the circle. They fold their hands behind their backs, thus passing each other the ball, which in this case serves as a bunny.
One of the participants, located in the circle itself, seeks to capture it when passing the ball from hand to hand, and he has the right to require each participant to show him his hands.
As soon as he notices someone has a ball or one of the children drops it out of distraction, he picks up the ball and takes the place of the victim, and he enters the circle, changing roles with him.
The one in the circle is called "leader"; as soon as he finds himself with his back to one of the participants who took possession of the ball, he has the right to touch the back of the “leader”, that is, to stain him, and staining is only allowed in the back, and not in any other place.
The stained one picks up the ball and rushes after the one who stained it; with great dexterity, he takes revenge, that is, he also tries to tarnish him; on success, they switch roles.
In the event that he fails to overtake the enemy, he again goes to the middle of the circle and continues to be the leader.
In this game, in addition to running, throwing a ball is an important element - both of these conditions are extremely useful for children, as they give them the opportunity to develop the maximum of their musculoskeletal energy; with prolonged running and throwing, muscles develop and become stronger, respiratory movements become frequent and deep, the chest develops and blood circulation improves significantly.
The game should be suspended as soon as fatigue becomes noticeable.

Bear
The number of players can be arbitrarily large.
The participants in the game by lot choose from among their midst one comrade who is entrusted with the role of a bear, and supply each with bundles - the latter are easy to make by folding handkerchiefs accordingly.
On one of the sides of the space allotted for the game, a small place is arranged or, rather, limited by the line, serving as a den for the bear.
At this signal, the children rush from one end of the yard to the opposite, and the bear, not armed with a tourniquet, rushes at them, trying to touch one of them with his hand, that is, to stain him.
The tainted one also becomes a bear and is led into a lair. The game continues in this order until there are more bears than the remaining participants in the game.
As the number of the bear's assistants increases, they all go out with him to prey, are installed in a row, and only those on the edges have the right to catch the players. The main element of the game is running.

Wolf in a circle
The number of participants can be arbitrarily large. Children gather in the spacious yard.
A circle is drawn on the floor or ground and, having chosen a wolf by lot from its midst, they place it inside the outlined circle.
The children participating in the game break into the circle and try to run out of it without being spotted by the wolf, who tries his best to spot them.
The victim changes roles with the wolf and takes his place in the circle. This game is not difficult, giving children great entertainment. The main element included in it is running.

Cat
Children gather in a spacious place. It is most convenient to start this game as soon as dusk begins to approach.
Participants choose from their midst one who is distinguished by dexterity and agility, and entrust him with the role of a cat. The cat carefully hides behind a tree or a bush, trying to remain unnoticed by his comrades.
The latter, at the signal of one of the elders, rush in all directions to search for the cat; the cat, on the other hand, meows from time to time, letting you know about its presence, and quickly hides so as not to be open.
The game is continued until the cat is found, then another cat is chosen by lot and the game is played until the children get tired or lose interest in it.

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

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

Zhmurki
Children often and willingly play hide-and-seek, especially young ones, since this game is very simple. A large, spacious room or a clean courtyard is chosen as a place for her.
Children choose one from their midst, put a blindfold on his eyes, using a clean handkerchief or the like. At this signal, the participants in the game rush in different directions, and a boy with a blindfold, standing in the middle of the yard or room, tries to catch someone any of the fugitives.
The one who gets caught changes roles with him, that is, he is blindfolded and he, in turn, also tries to catch one of his comrades.
Children must, while running, still make sure that the one who is blindfolded does not stumble upon any object; at the sight of danger, they warn with a cry: "fire"!

tubule
The tube resembles a blind man's buff, only it is of much greater interest to children.
There can be any number of participants - children gather in a large room or in a clean yard. One of them gets the nickname "Blind Man's Buff", they put a handkerchief over his eyes and tie him up, and give him a tube of folded paper in his hands. The blind man's blind man stands in the middle of the room, and the rest of the participants take each other's hands, forming a circle, in the center of which the blind man's blind man is placed. At this signal, the children walk 2-3 times around the blind man's blind man, after which the latter approaches one of them and calls him some word or asks: who are you?
The person asked should mumble something indistinctly in response, and the blind man's blind man, hitting him with a tube, should name his comrade. If successful, they switch roles. The main element that enters the game is walking, and if it is in the fresh air, then the benefits of it are obvious, since walking is the best gymnastic exercise for the body.

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

Russian folk game

"Burners"

Game progress: players stand in pairs one after another. Ahead is the driver - the burner. Everybody pronounce the words:

Burn, burn bright

To not go out.

Look at the sky:

The stars are burning

The bells are ringing.

One, two do not crow,

And run like fire!

After the last words, the children standing in the last pair run from both sides along the column. The burner tries to stain one of them. If the running players managed to take each other's hands before the burner stains one of them, then they stand in front of the first pair, and the burner burns again. If you manage to tarnish, the one who is left without a pair burns.

Nenets game

"Heiro"

Game progress: the players walk in a circle with an added step. Hands make uniform waves back and forth and say for each step "heiro". The leader is the sun squatting in the middle of the circle. Everyone scatter, after the signal "sun".

The game peoples of the north

"Fishing"

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

Russian folk game

"Swan geese"

Game progress: two lines are drawn on the playing field at a distance of 15-25 m (depending on the age of the players). Choose from among the players "wolf"(less often - two, which stands between the lines. Behind one line are the rest of the participants - "geese", and behind the other - the educator (shepherd).

The shepherd turns to geese: "Geese-geese!"

geese answer:

Ha-ha-ha!

Do you want to eat?

Yes Yes Yes!

Well fly!

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

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

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

After two or three such "flights" a new wolf is selected, and the captured geese are returned to the game, which starts over.

The game peoples of Dagestan

"Guess"

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

Chuvash folk game

"Predator in the Sea"

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

Game progress: the leader is taken for the other end of the rope. He presses this end of the rope to his thigh and runs in a circle.

A circle formed with a rope is "sea" and the rope is "predator". The rest of the children "fish" who seek to escape from "predator"- ropes by jumping over it.

"Driver" can twist the rope either clockwise or counter-clockwise, then speed up, then slow down its run, and "fish" that hurt "predator"(rope, are out of the game. The game should continue until there are only 2-3 left in the sea "fish". Then you can choose a new driver and continue the game.

Important Rule:

1. Do not lift the rope above hip level, because this will make the game dangerous.

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

Bashkir folk game

"Yurt" (Tirme)

Game progress: four subgroups of children participate in the game, each of which forms a circle in the corners of the site. In the center of each circle there is a chair on which a scarf with a national pattern is hung. Hand in hand, everyone walks in four circles at variable pace and sing:

We are funny guys

Let's all gather in a circle.

Let's play and dance

And rush to the meadow.

To a melody without words, the guys in variable steps move into a common circle. At the end of the music, they quickly run to their chairs, take a scarf and pull it over their heads in the form of a tent (roof, it turns out a yurt.

Main Rule: with the end of the music, you must quickly run up to your chair and form a yurt. The first group of children to build a yurt wins.

Bashkir folk game

"Sticky Stumps" (Yebeshkek bukender)

Game progress: Three to four players squat as far apart as possible. They portray "sticky stumps". The rest of the players run around the court, trying not to get close to "stumps". "Stumps" should try to touch the children running past. The salted become "stumps".

Main Rule: Hemp should not get up.

Buryat folk game

"Needle, thread and knot" (Zun, utahn, zangilaa)

Game progress: The players stand in a circle, holding hands. Choose a needle, thread and knot with a counting room. They all run into the circle one after another, then run out of it. If the thread or knot is torn off (lagged behind or incorrectly ran out of the circle behind the needle or ran into the circle, then this group is considered the loser. Other players are selected. The three that moved quickly, deftly, correctly, not lagging behind each other wins.

Main Rule: Needle, thread, knot hold hands. They must be let in and out of the circle without delay and immediately close the circle.

Dagestan folk game

"Put on a hat" (Daddy gui. T / agur lie)

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

Main Rule: the driver should not peep; the players should not help the driver, prompt him.

Dagestan folk game

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

Game progress: players stand in a circle, in the center of it they put a headscarf. The national melody sounds, everyone dances the Dagestan lezginka. With the end of the music, each participant in the game tries to be the first to pick up the handkerchief.

Main Rule: you can’t reach for a scarf and leave the circle before the music stops.

Kabardino-Balkarian game

"Cranes-Cranes" (Karu-karu)

Game progress: in the game, the leader of the crane flock, who is chosen by the rhyme, sings or speaks in recitative the following the words: "Cranes, cranes, arch your back". All players in the process of measured walking line up in the form of an arc. Then the leader, speeding up the pace, continues: "Cranes, cranes, become a rope". The children quickly, without lowering their hands, line up in one column behind the leader, who is accelerating his steps to the tempo of the song. "Cranes, cranes, writhe like a snake". A string of guys begins to make smooth zigzags. Leader next sings: "The snake coils up", "The snake straightens up" etc.

Main Rule: exercises are performed at an ever-increasing pace, turning into a run until the string collapses. When the players get confused, the game starts again.

Kalmyk folk game

"Hide and Seek" (Buldat naadlgen)

Game progress: at the forest edge (in the forest, in the park) the players stipulate where it is possible hide: behind bushes, hillock, trees. Two groups are formed, one of which scatters and hides, and the other sets off in search of those who have hidden. Later, the players switch roles.

Main Rule: you can’t peep while one group of children is hiding. You can specify the time during which all players should be found (e.g. counting to 10).

The game Komi peoples

"Stop, deer!" (Vanity, core)

Game progress: the players are in different places on the court (its boundaries are marked). The shepherd is chosen. Having received a wand, he stands in the middle of the site.

After the signal "Run, deer!" everyone scatters around the playground, and the shepherd tries to catch up with one of the players, touch him with a stick and to tell: "Stop, deer!" The one touched by the wand steps aside. The game ends when the shepherd catches five deer.

Main Rule: run only on signal "Run, deer!" The salted depart to the appointed place. Salting must be done carefully.

The game Komi peoples

"Catching deer" (Koryasos kutalom)

Game progress: two shepherds are chosen among the players, the rest of the participants are deer. They become inside the outlined circle. The shepherds are behind the circle, opposite each other. On the leader's signal "One, two, three - catch!" the shepherds take turns throwing the ball at the deer, who run away from the ball. The deer hit by the ball is considered to be caught. After four or five repetitions, the number of deer caught is counted.

Main Rule: the game must be started only on a signal. You can only throw the ball at the feet of the players. A direct hit counts, not after a rebound.

The game Komi peoples

"Bilyasha"

Game progress: two lines are drawn on the site at a distance of 3 - 4 m from one another. The players, divided into two teams, stand behind these lines facing each other. One of the comrades playing of their own free will and consent shouting "Bilyasha!" runs to the other team, each member of which stretches his right hand forward. The one who runs up takes someone from the opposing team by the hand and tries to pull him across the court to his own line. If he succeeds, he places the prisoner behind him. If he himself is beyond the line of the enemy team, he becomes its prisoner and is located behind the back of the player who pulled him to his side. The game continues, now the attacking player is sent by the other team. The game ends when one team draws all the players from the other team.

Main Rule: you can drag an opponent with only one hand, you can’t help with the other hand. No one should withdraw the outstretched hand. If a player who has a prisoner is pulled over to his side by a player of the opposite team, then the prisoner is released and returns to his place in the team.

Mordovian folk game

"Circular" (Kunsema ball. Nalkhsema topsa)

Game progress: the players draw a large circle, divide into two equal teams and agree on who will be in the circle and who will be outside the circle. Those who remain outside the circle, evenly distributed, try to hit the children in the circle with the ball. If anyone in the circle manages to catch the ball, he tries to hit any child outside the circle with it. If he succeeds, then he has a point in reserve, if he misses, he leaves the circle. When the ball hits all the children, the players change places.

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

North Ossetian folk game

"Drag" (Baendae nay hazt)

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

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

North Ossetian folk game

"Zhmurki" (Khuyrmarsytay)

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

Main Rule: the palms of the driver should not be touched by several participants at the same time. You can't tell the driver.

Tatar folk game

"Sell pots" (Chulmak ueny)

Game progress: The players are divided into two groups. Potty children, kneeling or sitting on the grass, form a circle. Behind each pot is a player - the owner of the pot, hands behind his back. The driver is behind the circle. The driver approaches one of the owners of the pot and starts talk: - Hey, my friend, sell the pot!

Buy.

How many rubles to give you?

Give me three.

The driver three times (or as much as the owner agreed to sell the pot for, but not more than three rubles) touches the owner of the pot with the hand, and they start running in a circle towards each other (the circle is run three times). Whoever runs faster to a free place in the circle takes this place, and the one behind becomes the driver.

Main Rule: running is allowed only in a circle, not crossing it. Runners are not allowed to hit other players. The driver starts running in any direction. If he started running to the left, the stained must run to the right.

Tatar folk game

"Grey Wolf" (Sary bure)

Game progress: one of the players is chosen as a gray wolf. Squatting down, the gray wolf hides behind the line at one end of the site (in bushes or thick grass). The rest of the players are on the opposite side. The distance between the drawn lines is 20-30 m. On a signal, everyone goes into the forest to pick mushrooms and berries. The host comes out to meet them and asks (children respond in unison):

Where are you going, my friends?

We are going to the dense forest.

What do you want to do there?

We'll get raspberries there.

Why do you need raspberries, children?

We'll make jam.

If a wolf meets you in the forest?

The gray wolf will not catch up with us!

After this roll call, everyone goes to the place where the gray wolf is hiding, and in chorus they say:

I'll pick berries and make jam

My dear grandmother will have a treat.

There are a lot of raspberries here, you can’t collect all of them,

And wolves, bears are not to be seen at all!

After the words, the gray wolf gets up, and the children quickly run over the line. The wolf is chasing them and trying to tarnish someone. He takes the captives to the lair - to where he hid himself.

Main Rule: The gray wolf character cannot jump out, and all players run away before the words are spoken. You can catch the fleeing only up to the line of the house.

Tatar folk game

"Jump-jump" (Kuchtem-kuch)

Game progress: a large circle with a diameter of 15 - 25 m is drawn on the ground, inside it are small circles with a diameter of 30 - 35 cm for each participant in the game. The driver stands in the center of a large circle.

The driver says: "Jump!" After this word, the players quickly change places (in circles, jumping on one leg. The driver tries to take the place of one of the players, also jumping on one leg. The one who is left without a place becomes the driver.

Main Rule: You can't push each other out of the circles. Two players cannot be in the same circle. When changing places, the circle is considered to be the one who joined it earlier.

Udmurt folk game

"Water" (By murt)

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

Main Rule: water catches without leaving the circle line. Those who are caught also become traps. They help the merman.

Udmurt folk game

"Grey Bunny" (Furry kechpi)

Game progress: a square is drawn on the site (6X6 m) it's a fence. A bunny sits on one side of the fence. Dogs (ten players) located in a semicircle of 3-5 m at the opposite side of the fence. Participating in the game they say: “Hare, hare, why did you go into the garden? Why did you eat my cabbage?

On the last words, the bunny makes a jump from the fence and tries to run away. The dogs catch him, surrounding him with clasped hands.

Main Rule: the hare is considered to be caught when the circle is completely closed. The hare has no right to run out from under the arms in a closed circle.

Udmurt folk game

"Catchers" (Tyabyken shudon)

Game progress: Players stand in a circle. One of them says counting rhyme:

Five beards, six beards

Seventh - grandfather with a beard,

The one who comes out catches up with the players who scatter in different directions. Touching the hand of one of the players, the trap says the word tabyk. The one caught is out of the game.

Main Rule: when three or four players are touched, everyone again gathers in a circle and chooses a new leader with a counting rhyme.

Udmurt folk game

handkerchief game (Kysheten shudon)

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

Main Rule: the player runs away only when he receives a handkerchief. When the handkerchief leader is caught by the second leader, the handkerchief is given to the second leader, and the next leader is selected from among the children standing in pairs. The game starts on a signal.

In the old days, our ancestors whiled away the long winter evenings at home, in the family circle. In peasant huts they had fun with outdoor games in "Thorns", "Bear" or "Tergach". Noble people, on the other hand, complained about board games, such as cards, chess

Children preferred to play trousers: with a hook on a fishing line, one toy was pulled out of a pile so as not to hurt the rest. The youth played "Smoking room": they passed a burning torch around in a circle, saying “Alive, alive Smoking room, thin legs, short soul.” The loser was the one in whose hands the torch went out.

Many people still remember "Ring" The players sit on the bench. A leader is chosen who will have a ring. All players fold their palms in a “boat”. The host holds a ring or any other small object (button, pebble) in folded palms. Passing his hands between the palms of each player, the host imperceptibly puts a ring in someone's hands. Then he steps aside a little and says: “Ring-ring, go out on the porch!” After these words, the task of the player with the ring is to quickly stand up, and the other participants - to keep him on the bench. Managed to jump - became the leader. No - the leader remains the same.

Also, don't forget "The sea is worried". According to the number of players, chairs are placed in two rows so that the back of one chair is in contact with the back of the other. Each player must remember well his chair, where he sits. After everyone is seated, the chosen leader shouts: "The sea is rough!" All the players jump up and run around the chairs. The host seizes the moment when everyone ran far away from the chair, and unexpectedly for the players shouts: “The sea has calmed down!”. After that, you need to take your place, and since the leader has taken one of the chairs, there is turmoil between the players and everyone tries to grab the place that came across. The player left without a seat becomes the leader.

How about you "Pebbles"? The game is played with five pebbles for two minutes. Caught stones are removed from the game. The game ends after six rounds. On the sixth round, all five pebbles are taken into the palm, thrown up and picked up by the back of the hand, then four pebbles are shaken off. The last pebble is tossed up, and during the flight the remaining four are picked up from the table. At the end of the sixth round, the participant is awarded five points. If six rounds are completed without errors within the time allowed, five points are awarded. By the way, the game is played with only one hand. Changing hands is not allowed.

And how many street games were there! For example, a game that old-timers remember with pleasure is called "Master and Apprentice".

Three holes are dug in the ground in a straight line, two steps apart. The player moves away from the pits for 40 steps and throws a pebble into the first pit. If he hits, he throws in the second, then in the third, then in the reverse order. If you hit all the holes, you are a “master”, if only there or back you are an “apprentice”, and if you stumble on one of the first holes, then you are a “student”.

And you rarely see children playing tag, trap, burners. Yes, and modern children no longer know such words. However, it is important to remember that our grandparents didn’t really have toys, and those that were were most often homemade, but the games were one more interesting, and although now various and easily accessible online flash games dominate, it’s too early to celebrate - it’s time will show.

To start the game, the so-called "barkers" were used. Many people remember from childhood "Tai-tai, fly in ...". Of course, there are a huge number of such "barkers", especially since they were created by the children themselves, they were not limited by any rules.

The essence of the game lovichki (as a variant of "salochki") is that the leader (who is appointed or selected) catches up with one of the participants in the game. Nowadays, children often call such a game "catch-up". However, there are several complicated versions of this game. The first is that the leader runs after other players, holding on to that part of the body (or place) for which he was caught by the previous player. Another option: the player touched by the “catch” stops, spreading his arms to the sides, other players, touching him, can “disenchant” him. The task of the presenter is to “bewitch” all the participants.

Very popular and loved in Russia was the game burners. Most likely, the game got its name from the fact that in the old days the players were surrounded by lights. For the game, the participants become pairs, one "burner". The driver becomes his back to the pairs, pronouncing phrases in poetic form (various options), but the last words must be “the last (first, second, fifth, and so on) pair run.” On the last words, the couple that was named should run around the tree (or some other object, this is agreed immediately) and stand first in the column. The driver must get ahead of one of the pair and take his place. Whoever is left without a place becomes the new driver.

Remembering the old Russian games, you can not miss "towns". The task of the players is to knock out figures (towns) built in a row with a bat (usually using a wooden one). This game can be both team and single. Several attempts are given to knock out. The player or team that has eliminated the most pieces in the fewest attempts is considered the winner. The important thing is the distance that the player moves to knock out the pieces, the number of towns.

Lapta- one of the favorite games of our grandmothers, which, unfortunately, has already begun to be forgotten. So the game requires a field 50-60 meters long. 10 meters from the end of the field, lines are drawn on both sides. Behind one line there will be a "home", and behind the other - "kon". The players are divided into parts. The first team is called "beating", the second "driving". The “hitting” team is placed behind the “home” line, the “driving” team is on the field. The player of the “hitting” team with a bast shoe (wooden bat) must hit the ball and run to the “kona” line and back, while the “driving” team catches the ball and tries to hit it. If he managed to run, the players of his team play further in the “house”, no, they change places with rivals. However, at the moment the “leading” team runs over the “home” line, the players of the opposing team can “tarnish” any player who gapes on the field, then the teams change places again. So on the field there is a constant struggle for the possession of "home". The team of the player who has not “stained” himself gets a point. The team that earns the most points wins.

"football", which later the British who stole it will be renamed football!


it was this game that was captured by the German artist Christian Geisler, who worked in Russia in 1790-1798.

There you are "Seine".

The game takes place on a limited area, the limits of which cannot be crossed by any of the players. Two or three players join hands to form a net. Their task is to catch as many floating fish as possible, i.e. the rest of the players. The task of the fish is not to get caught in the net. If the fish is in a seine, then it joins the drivers and becomes part of the seine itself. The game continues until the player who turned out to be the most agile fish is determined. Details: Fish have no right to break the seine; disengage the hands of the drivers

Fishing rod. The players form a circle. The driver, standing in the center, rotates the rope with a bag of sand tied at the end - a fishing rod. The players jump over the rope as it passes under their feet, trying not to hit it. The one who touches the rope becomes the leader. Details: The rotation of the rope should be done no higher than the level of the knees.

At the turn of the 18th century and the 19th century, they also played gambling "Pristenok"

The participants in this gambling game alternately hit the wall with the edge of the coin so that it falls to the ground as close as possible to the opponents' coins. If you can reach the neighboring coin with your fingers, then you can pick up the coin.

Or more compact in the inventory "Grandma"


Played "Svayka"

Russia is a sports country. We have mastered dozens of sports in a short time, having gained worldwide fame. But at the same time, they forgot their original games, which were played by many generations of our ancestors.

Townships

Russian version of golf. If we were more zealous about our heritage, then perhaps even today Russian businessmen were discussing their deals not on the golf course, but over a game of gorodki.

The meaning of this game is to knock out a target figure (made up of wooden posts - “towns”) with a throw of a wooden bat outside the playing field - “city”. In the historical novel "Prince Silver" A. N. Tolstoy writes that Russian boyars from the time of Ivan the Terrible enjoyed playing towns. “As it used to be, the guys will start playing towns, trouble is for the side that is opposite you! - voivode Morozov boasts in the novel. - You will scatter like a clear falcon, but how young blood diverges in you ... ”It is difficult to determine the exact date of the appearance of the towns.

The mention of "pigs", as this game was also called, can be found in fairy tales, and in ancient legends, and in the annals of Ancient Russia. The recognized masters of the towns were Peter I, Alexander Suvorov, Vladimir Lenin and Joseph Stalin. By the way, in the USSR gorodki were a real cult: a rare stadium or enterprise did not have its gorosh ground.

Today, the towns are the lot of devoted enthusiasts, however, who knows what will happen in 5 years. After all, it is enough for the Russian president to show up a couple of times with a gorosh bat in his hands instead of a badminton racket or skis, and after a while the towns will regain their cult status.

Lapta

Surely everyone knows that lapta is the Russian version of American baseball or English cricket. Although, maybe they are the version of the bast shoes. After all, Russians played it even before the adoption of Christianity. It is curious that the Vikings, who often visited relatives in Russia, adopted the game and tried to cultivate it in Norway.Inventory for playing bast shoes - wooden bats and felt balls - were found at the excavations of Veliky Novgorod dating back to the 14th century.

Not a single holiday in Russia was complete without a game of bast shoes, along with fistfights. Peter I also played bast shoes, soldiers and officers of the Preobrazhensky and Semenovsky regiments played.

Russian writer Alexander Kuprin, an admirer of bast shoes, wrote: “This folk game is one of the most interesting and useful games. In bast shoes, you need resourcefulness, deep breathing, attentiveness, resourcefulness, fast running, a sharp eye, the firmness of a hand strike and eternal confidence that you will not be defeated. Cowards and lazybones have no place in this game. I strongly recommend this native Russian game…”

Lapta is played on a flat area of ​​about 30 by 70 meters. two teams of 5-12 people. One team is considered "hitting", the other - "driving". After a successful hit with a bat on the ball, the player of the batting team tries to run to the end of the field, where the “home” is located, and then return back. Each player who makes such a successful run earns the team one point. If he is “salted” with the ball, then the team of hitters goes to drive into the field.

Chizh

Chizh is not as famous as gorodki and lapta, but this does not detract from the entertainment of this sport. The game is like a lappet.

In order to play this game, you will need a "chizhik" - a round stick 10 - 15 cm long and 2-3 cm in diameter, pointed at both ends, as well as a lapta - a plank 60-80 cm long, one end of which is hewn, to make it easier to hold in your hand.

A square of 0.5-1.0 m is drawn on the site (the larger the site, the larger the square). A “chizhik” is placed in the middle of the square (house). One player is the hitter, the rest are the catchers, who move to the edge of the site and stand in a chain one at a time, agreeing who will catch the “chizhik” after whom.

The striker strikes the end of the chizhik with the edge of the lapta, makes it fly into the air, and with the second blow tries to beat it away into the field. The hunter is trying to catch the "chizhik". If he succeeds, then he receives one point and the right to be the striker, and the former striker becomes the last in the chain. If the hunter does not catch the “chizhik”, then he must throw the “chizhik” into the house from the place of his fall, and the striker beats him off with his bast shoes. If the hunter throws the "chizhik" into the house, then he gets one point, if not, then the striker again knocks out the "chizhik" and beats him into the field, and the hunter catches again.

clubbing

Today we know this sport under three names: "bandy", "Russian hockey", "bandy". Our ancestors knew this game under a more understandable name - "clubbing".

This game has been known since the 10th century. In different localities, it was called differently: in the northern regions - “corral”, in the area of ​​the Vyatka River - “chase”, in the Urals - “mumps”, in other areas - “groping”, “boiler”, “catching up”, “yula ”, “goat horn”, “clubbing”, “clubs”, etc.

At the beginning of the XVIII century. hockey was played almost everywhere, and these games always attracted numerous spectators. The number of players in a team was strictly limited. Iron skates appeared. They were brought from Holland by Peter I, and one of the first to use them was the clubs. In terms of entertainment, “sticking” is not inferior to either hockey or football. And maybe we will see bandy at the 2018 Olympics.

Baker

A small circle is drawn on the pavement and a tin can is placed in it. Steps are measured from the jar and several lines are drawn. Each player finds himself a fairly long stick. The "baker" is chosen.

"Baker", also with a stick, guards the jar. And the players must take turns knocking the jar out of the circle with their sticks. They all start with a “Jack”, then move on to “Lady”, and so on. If the stick does not hit the jar, then it remains to lie where it fell. Throws the next player.

Suppose he also missed, his stick also remains lying. When, finally, someone knocks down the jar, the “baker” must put it back in its place as soon as possible. And everyone rushes to their sticks.

Once the jar is in place, the "baker" with a stick begins to drive the players away from their sticks. Whoever he touches is out of the game. Whoever picks up his stick goes to the next line. If the “baker” is carried away by the chase, then the one who has already raised his stick can shoot the can again away. Then the "baker" stops the pursuit and runs after the can.

When all sticks are picked up, the game continues. Once you can hide from the "baker" behind your line.

Konyashki

Konyashki is such an ancient Slavic version of polo. Only the roles of horses here are played by people, sticks are replaced by hands, and balls are other “riders”.

Players are divided into two "troops". Each "army", in turn, consists of "riders" and "horses". The riders were usually girls who climbed onto the backs of the guys. The task of the players is simple - to unbalance the other pair.

The pair that stays on their feet the longest wins. There are no official competitions, but in the future everything is possible.

dodgeball

Most readers are probably familiar with this game. Which of us in childhood did not catch candles and deftly jump over the ball?

In fact, this fun has been known in Russia since the time of the first Rurikovich. It originated in military squads, and then went to the people, until it became a favorite children's entertainment.

It's funny that the American equivalent of dodgeball bouncer is a very fashionable sport. There is even a Dodgeball Federation in Russia that participates in international competitions. Therefore, in a couple of decades, perhaps, Olympic champions will appear here too.

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