Russian folk games and fun for adults. Ancient folk games for children

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

Russian folk game

"Burners"

Progress of the game: The players stand in pairs, one after another. The driver stands in front - the burner. Everyone pronounces words:

Burn, burn clearly

So that it doesn't go out.

Look at the sky:

The stars are burning

The bells are ringing.

One, two is not a 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 is lit again. If you manage to stain, the one left without a mate burns.

Nenets game

"Heiro"

Progress of the game: The players walk in a circle at an extra step. They make even movements with their hands back and forth and say for each step "cheiro". The leader is the sun, squatting in the middle of the circle. Everyone runs away after the signal "Sun".

Game peoples of the north

"Fishing"

Progress of the game: 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 fish hanging(fake, at the signal you need to run to pick the fish, return to the team and put it in the bucket. The team whose bucket has more fish wins. Game time is 1 minute.

Russian folk game

"Geese-swans"

Progress of the game: two lines are drawn on the playground at a distance of 15-25 m (depending on the age of the players). Selected from among the players "wolf"(less often - two, who stands between the lines. Behind one line are the remaining participants - "geese", and behind the other - the teacher (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't! The gray wolf under the mountain won't let us go home!

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

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

After two or three of these "flights" a new wolf is chosen, and the caught geese return to the game, which starts over.

Game peoples of Dagestan

"Guess it"

Progress of the game: The driver is blindfolded and begins to jump on one leg in a circle. He keeps his other leg extended forward. Any child can gently slap the driver on the outstretched leg. He stops and tries to guess who hit him in 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 at Sea"

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

Progress of the game: The driver takes the other end of the rope. He presses this end of the rope to his thigh and runs in a circle.

The circle formed with the help of a rope is "sea", and the rope is "predator". The rest of the children - "fish" who are trying to escape from "predator"- rope, jumping over it.

"Driver" can twist the rope either clockwise or counterclockwise, then speed up or slow down its run, and "fish", which touched "predator"(rope, are eliminated from the game. The game should be continued until only 2-3 remain in the sea "fish". Then you can choose a new driver and continue the game.

Important rule:

1. The rope should not be raised above hip level because this will make the game dangerous.

2. "Fish", jumped out of bounds "sea", are considered losers.

Bashkir folk game

"Yurt" (Tirme)

Progress of the game: The game involves four subgroups of children, each of which forms a circle at 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. Holding hands, everyone walks in four circles at alternating steps and sing:

We are funny guys

Let's all gather in a circle.

Let's play and dance

And let's rush to the meadow.

To a melody without words, the guys move in alternating steps 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 to be a yurt.

The main rule: when the music ends, you need to quickly run to your chair and form a yurt. The first group of children to build a yurt wins.

Bashkir folk game

"Sticky Stumps" (Yebeshkek bukender)

Progress of the game: 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 come close to "stumps". "Penechki" should try to touch the children running past. They become greasy "stumps".

The main rule: Stumps should not move from their places.

Buryat folk game

"Needle, Thread and Knot" (Zun, utakhn, zangilaa)

Progress of the game: The players stand in a circle, holding hands. Use a counting machine to select a needle, thread and knot. All of them, one after another, either run into the circle or run out of it. If the thread or knot comes off (they fall behind or incorrectly run out of the circle for a needle or run into the circle), then this group is considered a loser. Other players are chosen. The winner is the three that moved quickly, deftly, correctly, not lagging behind each other.

The main rule: Needle, thread, knot holding hands. They must be let in and out of the circle without delay and the circle must be closed immediately.

Dagestan folk game

"Put on your hat" (Papakhny giy. T/agur lie)

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

The main rule: The driver should not peek; The players should not help the driver or give him any hints.

Dagestan folk game

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

Progress of the game: players stand in a circle, placing a headscarf in the center. The national melody sounds, everyone dances the Dagestan Lezginka. When the music ends, each participant in the game tries to be the first to raise the scarf.

The main rule: You cannot reach for a scarf and leave the circle before the music stops.

Kabardino-Balkarian game

"Cranes-cranes" (Karu-karu)

Progress of the game: in the game, the leader of the crane flock, who is chosen as a counting rhyme, sings or recites the following words: “Cranes, cranes, arch”. All players line up in the form of an arc in the process of measured walking. Then the leader, quickening his pace, continues: "Cranes, cranes, become a string". The children quickly, without giving up, line up in one column behind the leader, who increasingly quickens his steps according to the tempo of the song. "Cranes, cranes, wriggle like a snake". A line of guys begins to make smooth zigzags. The leader is further sings: "The snake coils itself", "The snake straightens up" etc.

The main rule: exercises are performed at an ever-increasing pace, turning into running until the string collapses. When the players get confused, the game starts again.

Kalmytskaya folk game

"Hide and Seek" (Buldat naadlgen)

Progress of the game: on the edge of the forest (in the forest, in the park) the players stipulate where they can hide: behind bushes, hillocks, trees. Two groups are formed, one of which scatters and hides, and the other sets off in search of those hiding. Subsequently, the players change roles.

The 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 (for example, counting to 10).

Game Komi peoples

“Stop, deer!” (Busts, core)

Progress of the game: the players are in different places on the court (its boundaries are indicated). A shepherd is chosen. Having received the stick, he stands in the middle of the platform.

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 his stick and say: “Stop, deer!” The one touched by the wand moves aside. The game ends when the shepherd has caught five deer.

The main rule: You can only run when given a signal “Run, deer!” The greasy ones go to the appointed place. You have to salt it carefully.

Game Komi peoples

"Deer Catching" (Koryasos kutalom)

Progress of the game: two shepherds are chosen among the players, the rest of the participants are deer. They stand inside the outlined circle. The shepherds are behind the circle, opposite each other. At the leader's signal “One, two, three - catch it!” The shepherds take turns throwing the ball at the deer, who run away from the ball. The deer that is hit by the ball is considered caught. After four to five repetitions, the number of deer caught is counted.

The main rule: The game must be started only at the signal. You can only throw the ball at the feet of the players. A direct hit is counted, not after a rebound.

Game Komi peoples

"Bilyasha"

Progress of the game: 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 at his own request and consent shouts "Bilyasha!" runs to the other team, each member of which extends his right hand forward. The person running up takes someone from the opposing team by the hand and tries to pull him across the court behind his line. If he succeeds, he places the prisoner behind him. If he himself ends up outside the line of the enemy team, he becomes its prisoner and is located behind the back of the player who pulled him over to his side. The game continues, now the attacker is sent out by the other team. The game ends when one team attracts all the players of the other team.

The main rule: You can only pull an opponent with one hand, you cannot help with the other hand. No one should withdraw their outstretched hand. If a player who has a prisoner is pulled over to his side by a player of the opposing team, then the prisoner is released and returns to his place on the team.

Mordovian folk game

"Circular" (Kunsema ball. Nalkhsema topsa)

Progress of the game: The players draw a large circle, divide into two equal teams and agree who will be in the circle and who will be outside the circle. Those who remain outside the circle, distributed evenly, try to hit the children in the circle with the ball. If someone 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 has hit all the children, the players change places.

The main rule: The ball can only be caught from the air, from the ground does not count. The greasy 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)

Progress of the game: A straight line is drawn through the middle of a circle with a diameter of 4 m, dividing it into two equal parts. Two players stand on both sides of the line with 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, participants move their body forward so that the rope is slightly stretched. At the signal, both players begin to pull each other out of the circle. Whoever pulls who out of the circle wins. Several pairs can compete at the same time.

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

North Ossetian folk game

"Blind Man's Bluff" (Khuyrmarsytai)

Progress of the game: The driver is blindfolded. Then the players take turns lightly hitting the palms of his outstretched arms. At the same time they whisper ask: "Who am I?" The driver must guess which of the players 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.

The main rule: The driver’s palms should not touch several participants at the same time. You can't tell the driver.

Tatar folk game

"We sell pots" (Chulmak uena)

Progress of the game: The players are divided into two groups. Potty children, kneeling or sitting on the grass, form a circle. Behind each pot stands a player - the owner of the pot, with his hands behind his back. The driver stands behind the circle. The driver approaches one of the owners of the pot and begins talk: - Hey, buddy, sell the pot!

Buy it.

How many rubles should I give you?

Give me three.

The driver touches the pot three times (or as much as the owner agreed to sell the pot for, but no more than three rubles), and they begin running in a circle towards each other. (run around three times). Whoever runs faster to an empty space in the circle takes that place, and the one who lags behind becomes the driver.

The main rule: You are only allowed to run in a circle without crossing it. Runners do not have the right to touch other players. The driver starts running in any direction. If he started running to the left, the stained one should run to the right.

Tatar folk game

"Gray Wolf" (Sary bure)

Progress of the game: one of the players is chosen as a gray wolf. Squatting, the gray wolf hides behind the line at one end of the area (in bushes or thick grass). The rest of the players are on the opposite side. The distance between the drawn lines is 20-30 m. At the signal, everyone goes into the forest to collect mushrooms and berries. The presenter comes out to meet them and asks (children answer in unison):

Where are you going, friends?

We are going into the dense forest.

What do you want to do there?

We'll pick some raspberries there.

Why do you need raspberries, children?

We'll make jam.

What if a wolf meets you in the forest?

The gray wolf won't catch us!

After this roll call, everyone approaches the place where the gray wolf is hiding, and in unison They say:

I'll pick berries and make jam,

My dear grandmother will have a treat.

There are a lot of raspberries here, it’s impossible to pick them all,

And there are no wolves or bears to be seen at all!

After the words are out of sight, the gray wolf gets up, and the children quickly run over the line. The wolf chases them and tries to tarnish someone. He takes the prisoners to the lair - to where he himself was hiding.

The main rule: The person representing the gray wolf cannot jump out, and all players cannot run away before the words are spoken. You can catch those running away only up to the house line.

Tatar folk game

"Jump-jump" (Kuchtem-kuch)

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

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

The main rule: You cannot push each other out of the circles. Two players cannot be in the same circle. When changing places, the circle is considered to belong to the one who joined it earlier.

Udmurt folk game

"Water" (By murt)

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

The main rule: The water fish catches without going beyond the circle line. Those who are caught also become traps. They help the merman.

Udmurt folk game

"Gray Bunny" (Purys kechpi)

Progress of the game: a square is drawn on the site (6X6 m) this is a fence. A bunny sits on one side of the fence. Dogs (ten players) located in a semicircle 3-5 m away from the opposite side of the fence. Participants in the game They say: “Little bunny, little bunny, why did you come into the garden? Why did you eat my cabbage?

At the last words, the bunny jumps from the fence and tries to run away. The dogs catch him, surrounding him with clasped hands.

The main rule: The hare is considered caught when the circle is completely closed. The hare has no right to run out from under the hands in a closed circle.

Udmurt folk game

"Catch-up" (Tyabyken shudon)

Progress of the game: The players stand in a circle. One of them says counting rhyme:

Five beards, six beards,

The seventh is a grandfather with a beard,

The one who goes out catches up with the players, who scatter in different directions. By touching the hand of one of the players, the trap says the word tyabyk. The one caught leaves the game.

The main rule: when three or four players are defeated, everyone gathers in a circle again and a new leader is chosen with a counting rhyme.

Udmurt folk game

Handkerchief game (Kysheten shudon)

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

The main rule: The player runs away only when he receives a handkerchief. When the leader with a handkerchief is caught by the second leader, the second leader is given a handkerchief, and the next leader is chosen from among the children standing in pairs. The game starts at the signal.

Gimberg Svetlana Aleksandrovna, Burganova Svetlana Pavlovna, teachers of the State Budgetary Institution of the Russian Federation "RC for children with disabilities", Sayanogorsk

Eagle owl and birds

Before starting the game, children choose for themselves the names of those birds whose voice they can imitate. For example, a dove, a crow, a jackdaw, a sparrow, a tit, a goose, a duck, a crane, etc. The players choose an eagle owl. He goes to his nest, and those playing quietly, so that the eagle owl does not hear, figure out what kind of birds they will be in the game. Birds fly, scream, stop and crouch. Each player imitates the cry and movements of the bird he has chosen.

At the signal "Owl!" all birds try to quickly take a place in their home. If the eagle owl manages to catch someone, then he must guess what kind of bird it is. Only a correctly named bird becomes an eagle owl.

Rules of the game. Bird houses and the eagle owl's house should be located on a hill. Birds fly to the nest on a signal or as soon as the eagle owl catches one of them.

Paints

Participants in the game choose the owner and two buyers. The rest of the players are paint. Each paint comes up with a color for itself and quietly names it to its owner. When all the paints have chosen a color and named it to the owner, he invites one of the buyers. The buyer knocks: Knock, knock!

Who's there?

Buyer.

Why did you come?

For paint.

For which?

For blue.

If there is no blue paint, the owner says: “Walk along the blue path, find blue boots, wear them and bring them back!” If the buyer guesses the color of the paint, then he takes the paint for himself.

A second buyer arrives and the conversation with the owner is repeated. And so they come up one by one and sort out the paints. The buyer who collects the most colors wins. If the buyer does not guess the color of the paint, the owner can give a more complex task, for example: “Race on one leg along the blue track.”

Rules of the game. The buyer who guessed the most colors becomes the owner.

Burners

Players stand in pairs one after another. In front of everyone, at a distance of two steps, stands the driver - the burner. The players chant the words:

Burn, burn clearly

So that it doesn't go out.

Stay at your hem

Look at the field

The trumpeters are going there

Yes, they eat rolls.

Look at the sky:

The stars are burning

The cranes shout:

Gu, gu, I'll run away.

One, two, don't be a 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 is lit again. The game is repeated.

If the burner manages to stain one of those running in a pair, then he stands with him in front of the entire column, and the one who is left without a pair burns.

Rules of the game. The burner should not look back. He catches up with fleeing players as soon as they run past him.

Tag

Players choose a driver - tag. Everyone runs around the site, and the tag catches them.

Rules of the game. The one whom the tag touches with his hand becomes the tag.

Tag, feet off the ground.

The player can escape from tag if he stands on some object.

Bunny Tag

A tag can only stain a running player, but as soon as the latter jumps on two legs, he is safe.

Tag with the house.

Two circles are drawn along the edges of the site; these are houses. One of the players is a tag, he is catching up with the participants in the game. The hunted person can escape from being spotted in the house, since spotting is not allowed within the boundaries of the circle.

If the tag is touched by one of the players with his hand, that player becomes a tag.

Cat and mouse

Players (no more than five pairs) stand in two rows facing each other, hold hands, forming a small passage - a hole. There are cats in one row, mice in the other. The first pair starts the game: the cat catches the mouse, and the mouse runs around the players. At a dangerous moment, the mouse can hide in the corridor formed by the clasped hands of the players. As soon as the cat has caught the mouse, the players stand in a row. The second pair starts the game. The game continues until the cats catch all the mice.

Rules of the game. The cat must not run into the hole. The cat and mice should not run far from the hole.

Lyapka

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

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

Trap in a circle

A large circle is drawn on the site. A stick is placed in the middle of the circle. The length of the stick should be significantly less than the diameter of the circle. The size of the circle is from 3 m or more, depending on the number of players. All participants in the game stand in a circle, one of them is a trap. He runs after the children and tries to catch someone. The caught player becomes a trap. Rules of the game. The trap should not jump over the stick during the game. This action can only be performed by game participants. It is prohibited to stand on a stick with your feet. The caught player has no right to escape from the hands of the trap.

Big ball

A game in which you need to form a circle. Children join hands, and one driver is selected, who stands in the center of the circle and there is a large ball near his feet. The task of the player in the center is to kick the ball and push it out of the circle. The player who misses the ball goes outside the circle, and the one who hits takes his place. At the same time, everyone turns their back to the center of the circle and tries not to miss the ball into the center of the circle. An important condition is that the ball cannot be picked up during the entire game.

Ball in hole

A game with many varieties. To play, a shallow hole is dug in the ground and a ball is placed in it. All players must have 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 conventional line, at a certain distance from the hole, in the established order of throwing sticks, trying to hit the ball. For everyone who throws it past, the sticks remain in place.

If no one hits, then the performer rolls the ball with his stick towards the side closest to him, trying to hit it. If he succeeds, he runs behind the starting line for throwing, also called the house. The performer becomes the one whose stick the ball hits. 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 put the ball in its place. This gives players the opportunity to make an extra throw. When throwing sticks, the performer is recommended to be slightly away from the ball to avoid the stick hitting it.

Jumping with tied feet

All participants have their feet tied with a thick, wide rope or scarf. After which everyone stands near the starting line and, at a signal, begins to jump towards the finish line. The winner is the one who covered the distance the fastest. The distance should not be too large, since jumping with tied legs is quite difficult.

Burners (Ogarysh, Pillar, Pairs)

This game requires a driver, and he is chosen before the game starts. Everyone else forms pairs, mainly a boy - a girl, and if adults also take part in the game, then a man - a woman. The couples stand one after another, and the driver has his back to the first couple at a certain distance and is strictly forbidden to look back. Afterwards, one or all of them begin to say: “Burn, burn clearly! So that it doesn’t go out. Look at the sky, the birds are flying there!” (Other rhymes are also found). After which the driver looks into the sky. After which the back pair runs forward through the sides, one person through the right side, the other through the left side. The task of the back couple is to try to stand in front of the driver, holding hands. The driver tries to catch or at least insult one of the moving pair. If this happens, the one who was insulted becomes the leader, and the “old” driver takes his place in the pair. The game continues until the players lose interest or become tired.

A very interesting game that has become widespread in different regions and has several modifications. All 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 in his hands (ball). All field players also have sticks. The driver hits the ball with a stick and tries to hit the other players with it. As soon as the players in the field see that the ball is rolling towards them, they try to hit the ball by throwing a stick at it. If a player misses, his comrades can help him. As soon as the ball is hit, 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 occupy the “empty place”, the hole in which the player ran for the stick, then the driver changes.

In step

A folk Cossack game that became widespread in the 19th century. The game requires display of accuracy and dexterity from its participants. Children are divided into 2 equal teams. Circles with a diameter of about 30 centimeters are drawn along one of the lines, according to the number of players on one team. After this, players of one team line up along a line, placing one foot in a 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 established throws (for example, 5 each), after which the teams change places. For each hit you can score points. The team with the most points wins. During the game, it is prohibited to throw the ball in the face, and players in the circles are prohibited from lifting the leg located in the circle off the ground.

Geese

Children are divided into 2 teams. A circle is drawn in the center of the site. Players, one per team, go out into a circle, raise their left leg back, grab it with their hand, and extend their right hand forward. At the signal, the players begin to push with the palms of their 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.

Rooster fight

The game is played according to almost the same rules as the game Geese. The main difference is that players, jumping on one leg, put their hands behind their backs and push shoulder to shoulder rather than with their palms. 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 equal teams. One person from each team is invited. There is a meter stick in the center of the site. The participants who come out grab a stick each from their side and, on command, begin to pull the stick, each in their own direction. The winner is the one who wins the opponent to his side. Next, the next team members go to the center of the site. The team with the most individual victories wins.

Wolves in the ditch

For this game you will need “wolves”, no more than 2 or 3 people, and all other children will be designated “hares”. A corridor about 1 meter wide is drawn in the center of the site. (moat). "Wolves" occupy 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” is insulted and gets caught, he should leave the game. If during the jump the “hare” steps on the territory of the ditch, then he fails and also leaves the game.

Fishing rod (Fish, Catch a fish)

All players form a circle. One driver is selected to stand in the center of the circle. The driver is given a rope. The driver can also be an adult. The driver begins to rotate the rope. The task of all players in the circle is to jump over it and not get caught. There are 2 options for developing the game.

1st option: without changing the driver (adult). In this case, those who fall for the bait are eliminated from the game and go outside the circle. The game is played until the most agile and jumping children remain in the circle. (3-4 people). 2nd option: with a change of driver. The “fish” that takes the bait takes a place in the center of the circle and becomes the “fisherman”.

Option Zhmurok.

Blind Man's Bluff and BUBENETS are selected.

They are inside the round dance. They tie a bandage on Zhmurka, they give a bell to the bell! Someone spins Zhmurka, everyone chants in unison:

Tryntsi-bryntsy bells

Gold plated ends

Who plays bells

The blind man's buff won't catch him!

After which Zhmurka catches Bubenets. The rest keep a circle and actively “cheer” for someone and give hints.” Then Bubenets becomes Zhmurka and choose (can be done by counting) new Bubenets. If there are a lot of people, then you can probably launch several Bubents at once.

Game "Sun"

According to the counting rhyme, they choose the driver - “Sunny”. The rest of the children stand in a circle. “Sun” stands in the middle of the circle, everyone sings:

Shine, sun, brighter!

Summer will be hotter

And the winter is warmer

And spring is sweeter!

The first two lines are a round dance, for the next two they turn to face each other, bow, then come closer to the “Sun”, it says “HOT!” and catches up with the children. Having caught up with the player and touches him, the child freezes and drops out of the game.

Children's outdoor games of the peoples of the world are outdoor games that children from different countries enjoy playing.

1 Russian folk game “Bees and Swallow”.

Progress of the game. Children playing - “bees” - are squatting. “Swallow” is in its “nest”.

Bees (they sit in a clearing and hum).

The bees are flying and collecting honey!

Zoom, zoom, zoom! Zoom, zoom, zoom

Martin. The swallow flies

He'll catch the bees!

“Flies out” and catches “bees”. The one who is caught becomes a “swallow”.

2 Russian folk game “Cabbage”.

Goal: to develop motor activity in children.

Progress of the game. The circle is a vegetable garden. Scarves are folded in the middle to represent cabbage. The “owner” sits down next to the “cabbage” and says:

I'm sitting on a pebble

I touch the pegs with chalk.

I play with small pegs,

I will build my own vegetable garden.

So that the cabbage is not stolen,

They didn’t go to the garden

Wolves and tits, beavers and martens,

The hare is mustachioed, the bear is clubfooted.

Children try to run into the “garden”, grab the “cabbage” and run away. Whoever the “owner” catches is eliminated from the game. The participant who takes away the most “cabbages” is the winner.

3 Russian folk game “Ball up”.

Target. develop the ability to hit the target.

Progress of the game. The players stand in a circle, the driver goes to the middle of the circle and throws the ball, saying: “Ball up!” At this time, the players try to run as far as possible from the center of the circle. The driver catches the ball and shouts: “Stop!” Everyone must stop, and the driver, without leaving his place, throws the ball at the one who is closest to him. The player who was hit by the ball becomes the leader.

4 Russian folk game “Wolf”.

Progress of the game. All the players are “sheep”; they ask the “wolf” to let them take a walk in the forest: “Let us, wolf, take a walk in your forest!” He replies: “Walk, walk, but just don’t pinch the grass, otherwise I won’t have anything to sleep on.” At first the “sheep” just walk in the forest, but soon they forget the promise, nibble the grass and sing:

We pinch, we pinch the grass, the green ant.

For grandma for mittens, for grandpa for a caftan,

The gray wolf needs a shovel of dirt!

The "wolf" runs across the clearing and catches the "sheep", the one caught becomes a "wolf", the game resumes.

Rules of the game. Walking through the forest, the “sheep” should disperse throughout the clearing.

5 Russian folk game “Wandering Ball”.

Goal: to develop attention and dexterity of movement.

Progress of the game. All players, except the driver, stand in a circle at arm's length. They pass a big ball to each other. The driver runs outside the circle and tries to touch the ball with his hand. If he succeeds, then he goes to the place of the player in whose hands the ball was, and the player goes out of the circle. The game is repeated.

Rules of the game. When passing the ball, the players must not move from their place. You cannot pass the ball through one person, only to the player standing next to you. The player who dropped the ball becomes the driver.

6 Bashkir folk game “Sticky Stumps”.

Goal: develop dexterity and speed of movement.

Progress of the game. Three or four players squat as far apart as possible. They represent sticky stumps. The rest of the players run around the court, trying not to come close to them. “Penechki” should try to touch the children running past. Those who are touched become “stumps”.

Rules of the game. "Stumps" should not get up from their place.

7 Belarusian folk game “Vanyusha and the swans”.

Progress of the game. A circle with a diameter of 10 m is drawn on the ground. This is a forest, and in the middle the square is the forester’s house. Vanyusha is placed in the square and the “forester” is chosen. The rest are “swans”. The “swans”, flying into the forest, try to pick up Vanyusha, and the “forester” tries to catch the “swans” with his hand. The “Swan,” who manages to get Vanyusha out of the forest, becomes a “forester” himself, and the game starts all over again.

Rules of the game. You can’t run into the “forest man’s” house. Caught “swans” are eliminated from the game until the roles are changed. The “lesovik” does not have the right to leave the forest and stand near the house all the time; he must move around the site.

8 Udmurt folk game “Water”.

Goal: develop agility and speed.

Progress of the game. Draw a circle. This is a pond or lake. The driver (“water one”) is selected. The players run around the “lake” and repeat the words: “There is no water, but there are a lot of people.” The “water man” runs around the circle (“lake”) and catches players who come close to the “shore” (circle line). Those caught remain in a circle. The game continues until the majority of players are caught.

Rules of the game. “Vodyanoy” catches without going beyond the circle line. Those who are caught also become traps. They help the merman.

9 Caucasian folk game “Drag”.

Goal: develop strength and agility.

Progress of the game. A large circle is drawn on the site. It is divided in half by a line. On both sides of her, with their backs to each other, stand two participants in the game. A steel hoop is put on them. At the signal, both players begin to pull each other out of the circle. Whoever pulls who out wins.

Rules of the game. You should start pulling at the same time on the command: “March!” You only need to pull forward using your body and legs.

10 Mordovian folk game “Circular”.

Goal: to develop accuracy and speed of reactions.

Progress of the game. The players are divided into two teams, draw a large circle and agree who will be in the circle and who will be outside the circle. Those who remain outside the circle, distributed evenly, try to hit the children in the circle with the ball. If someone in the circle manages to catch the ball, he tries to hit any other child outside the circle with it. If he succeeds, then he has a point in reserve; if not, then he leaves the circle. When the ball has hit all the children, the players change places.

Rules of the game. The ball can only be caught from the air; a ball caught from the ground does not count. A child who catches the ball and hits a player outside the circle remains in the circle. If he is hit, he remains in the circle since he has a point to spare.

11 Game of the peoples of the North "Drag".

Goal: develop strength and speed of movement.

Progress of the game. Two lines are drawn on the site at a distance of 3-4 meters from one another. The players, divided into two teams, stand behind these lines facing each other. One of the players, of his own free will and with the consent of his comrades, shouting “I’ll pull it over!” runs to the other team, each member of which extends his right hand forward. The person running up takes someone from the opposing team by the hand and tries to pull him across the court behind his line. If he succeeds, he places the prisoner behind him. If he himself ends up outside the line of the enemy team, he becomes its prisoner and is located behind the back of the player who pulled him over to his side. The game continues. Now the attacker is sent out by the other team. The game ends when one team attracts all the players of the other team.

12 Caucasian folk game “Blind Man’s Bluff Porters.”

Progress of the game. A small table is placed at one end of the area, 10 small toys are laid out on it. At the other end of the platform, 10–15 steps from the table, there are two chairs. Two porters are chosen from among the players. They sit on chairs facing the table, both are blindfolded. Each porter must transfer 5 objects from the table to his chair. The one who finishes the job first will win.

Rules of the game. Both porters start the game at the same time, on a signal. You can only transfer 1 item at a time. During the game, it is necessary to ensure that the porters do not collide when walking towards each other.

13 Game of the peoples of the North “Catching deer”.

Goal: to develop accuracy and speed of movement.

Progress of the game. Among the players, two “shepherds” are chosen, and the rest are “deer”, who stand inside the outlined circle. The “shepherds” are located behind the circle, opposite each other. At the leader’s signal “One, two, three – catch!” The “shepherds” take turns throwing the ball at the “deer”, and they run away. The “deer” that is hit by the ball is considered caught. After four to five repetitions, the number of “deer” caught is counted.

14 Tatar folk game “Guess and catch up.”

Goal: to develop attention, reaction speed, dexterity.

Progress of the game. The players sit on a bench or grass in one row. The driver sits in front with his eyes closed. One of the players approaches the driver, puts his hand on his shoulder and calls him by name in a whisper. The driver must guess who it is. If he guesses correctly, he quickly takes off the bandage and catches up with the runner. If the driver says the player's name incorrectly, then another player comes up. If the name is named correctly, the player touches the driver on the shoulder, making it clear that he needs to run.

Rules of the game. If the driver does not understand the friend, you can repeat the name again. Having caught a player, the driver sits at the end of the column, and the caught one becomes the driver. The game has a strict order.

15 Russian folk game “Keys”.

Goal: develop attention and speed.

Progress of the game. Children playing stand in circles drawn on the ground. The driver approaches the player and asks: “Where are the keys?”, he replies: “Go to Sasha (Seryozha), knock.” During this conversation, the players try to change places. The driver must quickly take the circle that is free during the dash. If he cannot occupy it for a long time, he can shout: “I found the keys.” All players must change places, and the driver takes someone’s circle. A child left without a place becomes a driver.

16 Game of the peoples of the North “I am.”

Goal: develop motor skills.

Progress of the game. Children are divided into two identical teams. In the middle of the site, at a distance of 2–3 meters, two lines are designated, behind which two lines are built opposite each other. The players of the running team clap their hands together, turn and quickly run to their end of the court. The driving team runs after them, trying to catch at least one of the runners before they cross the line delineating the area. The player who is touched must shout loudly: “I am!” After that, he and his entire team turn around and catch the players of the driving team who are trying to run over the line at their end of the court.

Rules of the game. You can catch any player. The one who is caught must shout: “I am!” It is not allowed to run beyond the side line of the court.

17 Russian folk game “The Herd”.

Goal: to develop memory and attention.

Progress of the game. The players choose “shepherd” and “wolf”, and everyone else chooses “sheep”. The “wolf’s” house is in the garden, and the “sheep” have two “houses” at opposite ends of the site. The “sheep” loudly call the “shepherd”:

Shepherdess, shepherdess, play the horn.

The grass is soft, the dew is sweet,

Drive the herd into the field, take a walk in the wild.

The “shepherd” drives the “sheep” out into the meadow, they walk, run, and nibble grass. At the signal from the “shepherd” “Wolf!” all the “sheep” run into the house on the opposite side of the site. The “shepherd” stands in the way of the “wolf” and protects the flock. Everyone caught by the “wolf” leaves the game.

Rules of the game. During the run, the “sheep” cannot return to the house from which they left. The “wolf” does not catch the “sheep”, but touches them with his hand. The “shepherd” can only shield the “sheep” from the wolf, but should not hold it back with his hands.

18 Belarusian folk game “Prela-gorela”.

Progress of the game. The presenter and the driver hide toys in different places, accompanying the actions with the words:

Prela-burning flew overseas,

And when she arrived, she sat down somewhere,

Whoever finds it first gets it!

After these words, everyone scatters around the site, looking for hidden objects. Whoever finds the most wins.

Rules of the game. You can start looking for objects only after the spoken words. While laying out toys, everyone should stand with their eyes closed and not peep. You need to hide toys quickly.

19 Belarusian folk game “Ring”.

Goal: to develop attention and observation.

Progress of the game. The players stand in a circle, holding their hands in front of the boat. One leader is selected. In his hands he has a small shiny object (It could be a ring, a foil wrapper). The leader walks in a circle and seems to put a ring in everyone’s hands. At the same time he says:

Here I go in circles

I’ll give you all a ring,

Hold your hands tighter

Yes, watch out, don’t yawn!

He quietly puts a ring on one of the children, and then leaves the circle and says: “Ring, ring, go out onto the porch!” The one with the ring in his hands runs out, and the children must quickly hold hands and try to hold him back and not let him out of the circle.

20 Dagestan folk game “Pick up the toy.”

Goal: to develop dexterity of movements.

Progress of the game. The players stand in a circle; any large toy is placed in the center. The teacher hits the tambourine, all the players move in a circle. At the end of the ringing, each participant in the game tries to be the first to pick up the toy.

Rules of the game. You cannot pull the toy and leave the circle before the tambourine stops sounding.

21 Kazakh folk game “Scarf with a knot.”

Goal: develop dexterity and coordination of movements.

Progress of the game. The driver gives one of the participants a handkerchief tied in a knot. Participants stand in a circle around the driver. At the driver’s command “One, two, three!” all participants run away. The driver must catch up with the player with the scarf, touch his shoulder and pick up the scarf. At the time of pursuit, the player with the scarf

22 Russian folk game “Snow Woman”.

Goal: to develop the motor system, dexterity.

Progress of the game. A “snow woman” is selected. She sits down on her haunches at the end of the platform. The children walk towards her, stamping their feet.

The snowy woman is standing

He sleeps at night, sleeps during the day,

In the evenings he waits quietly,

At night he comes to scare everyone.

At these words, the “snow woman” wakes up and catches up with the children. Whoever he catches becomes a “snow woman.”

23 Buryat folk game “Needle, thread and knot”.

Goal: to develop attention and dexterity.

Progress of the game. The players stand in a circle, holding hands. Using a counting table, select “needle”, “thread” and “knot”. All of them, one after another, either run into the circle or run out of it. If the “thread” or “knot” comes off (they fall behind or incorrectly run out of the circle after the “needle” or run into the circle), then this group is considered a loser. Other players are selected. The winner is the three that move quickly, deftly, correctly, keeping up with each other.

“Needle”, “thread”, “knot” hold hands, they must be let out of the circle without delay and immediately closed.

24 Georgian folk game “Day and Night”.

Goal: to develop motor activity.

Progress of the game. Two lines are drawn at some distance from each other. Boys line up on one line, girls line up on the other. Leading between them. The boys team is “Night”, and the girls team is “Day”. With the command “Night” the boys catch the girls, with the command “Day” the girls catch the boys. The one who is caught goes to the opposing team.

25 Buryat folk game “Wolf and Lambs”.

Goal: to develop dexterity and speed of movement.

Progress of the game. One player is the “wolf”, the other is the “sheep”, the rest are the “lambs”. The “wolf” sits on the road along which the “sheep” with “lambs” is moving. She is in front, behind her, one after another, the “lambs” walk in single file. They approach the “wolf”. “Sheep” asks: “What are you doing here?” “I’m waiting for you,” says the “wolf.” “Why are you waiting for us?” “To eat you all!” - with these words he rushes at the “lambs”, and the “sheep” blocks them. The “lambs” hold on to each other and to the “sheep.”

Rules of the game. The "wolf" can only catch the last "lamb". The “lambs” must deftly make turns to the side, following the movements of the “sheep”. The “wolf” cannot push away the “sheep”.

26 Dagestan folk game “Put on your hat.”

Goal: develop attention and coordination.

Progress of the game. The boy is sitting on a chair. The driver is taken 8-10 steps away from him and turned to face the person sitting so that the driver can orient himself where he is sitting. The driver closes his eyes, turns him around and gives him a hat. He must take a certain number of steps and put the hat on the boy. The rest of the players count the driver's steps out loud and cheer for him. When the game is repeated, other children are assigned to these roles.

Rules of the game. The driver should not peep; The players should not help the driver or give him any hints.

27 Belarusian folk game “Hare-month”.

Goal: develop speed of movement.

Progress of the game. The players stand in a circle. The leader and children begin roll call:

- Moon hare, where have you been? - Where did you put it?

- In the forest. - Under the deck.

- What did you do? -Who stole it?

- Mowed hay. - Chur.

Whoever gets the word “crazy” catches up with the children, and they scatter in all directions.

Rules of the game. You can only run after the word “chur.” A player who is touched by the one who catches is considered caught.

28 Georgian folk game “Children and the Rooster”.

Goal: develop agility and speed.

Progress of the game. One of the players represents a rooster. The “Rooster” comes out of his house, walks around the site and crows three times. The players responded: “Cockerel, cockerel, golden comb, butter head, silk beard! Why do you get up so early and don’t let the children sleep?”

After this, the “rooster” crows again, flaps its “wings” and begins to catch the children who, having left their houses, are running around the playground.

Rules of the game. You cannot catch children in the house.

29 Tatar folk game “Clappers”.

Goal: develop speed and agility.

Progress of the game. On opposite sides of the site, two cities are marked with two parallel lines. The distance between them is 20–30 meters. All children line up in one line near one of the cities: the left hand is on the belt, the right hand is extended forward with the palm up. The driver is selected. He approaches those standing near the city and says the words:

Clap and clap! - This is the signal.

I'm running, and you're following me!

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

Rules of the game. Until the driver touches someone's palm, you cannot run. While running, players should not touch each other.

30 Tatar folk game “Interceptors”.

Goal: develop agility and speed.

Progress of the game. At opposite ends of the site, two houses are marked with lines. The players are located in one of them in a line. In the middle, facing the children, is the driver. The children say the words in chorus:

We can run fast

We love to jump and gallop.

One, two, three, four, five,

There's no way they'll catch us!

After finishing these words, everyone runs scattered across the site to another house. The driver tries to tarnish the defectors. One of the stained ones becomes the driver, and the game continues. At the end of the game, the best guys who have never been caught are celebrated.

Rules of the game. The driver catches the players by touching the shoulder with his hand. The stained ones go to the appointed place.

31 Tatar folk game “Foxes and hens”.

Goal: to develop motor activity.

Progress of the game. At one end of the site there are “hens and roosters in the chicken coop.” On the opposite side there is a “fox”. “Chickens” and “roosters” walk around the site, pretending to peck grains, look for worms, etc. When a “fox” creeps up on them, the “roosters” shout: “Ku-ka-re-ku!” At this signal, everyone runs to the “chicken coop”, and the “fox” rushes after them, which tries to catch any of the players.

Rules of the game. If it is not possible to stain any of the players, then the “fox” leads again.

32 Game of the peoples of the North “Tag on a sled.”

Goal: to develop dexterity and speed of movement.

Progress of the game. Several couples play. In each of them, one player carries the other on a sled. A pair of drivers is selected. The drivers strive to catch up with any other couple and tarnish one of them. The player sitting on the sled catches, he does this only by touching his hand. If one player in a pair is upset, this pair becomes the leader.

Rules of the game. You must play within a certain area. A couple that has driven outside the court becomes the driver, and the game continues. You cannot catch the players of the pair that was just leading.

33 Game of the peoples of the North “Catching Reindeer”.

Goal: to develop accuracy and dexterity.

Progress of the game. Among the players, two “shepherds” are chosen - the rest are “deer”. They stand inside the outlined circle. The “shepherds” are located behind the circle, opposite each other. At the leader’s signal “One, two, three – catch!” The “shepherds” take turns throwing the ball at the “deer”, and they run away from it. The “deer” that is hit by the ball is considered caught. After four to five repetitions, the number of “deer” caught is counted.

Rules of the game. The game must begin only at the signal. The ball should only be thrown at the feet of the players. A direct hit is counted, not after a rebound.

34 Russian folk game “Big Ball”.

Goal: to develop dexterity of movements and speed.

Progress of the game. To play you need a big ball. The players stand in a circle and join hands. The driver with the big ball is in the middle of the circle. He tries to roll the ball out of the circle with his feet, and the one who missed the ball becomes the driver and stands behind the circle. The players turn their backs to the center. Now the driver needs to roll the ball into the circle, the players again turn to face each other, and the one who missed the ball stands in the middle. The game is repeated.

Rules of Russian folk games

Willow - pussy willow

Palm Sunday Games

Children choose drivers, a girl and a boy. The players stand in two circles and begin to move. At the word “whits,” the girl and boy break up the round dance and make “collars” with their hands. Children walk through them, at the end they break up the whole round dance and dance.

Willow, willow, willow,
Curly willow.
Do not grow, willow, in the rye,
Grow, willow, on the boundary.
Like a princess in the city
Stands in the middle of the circle
The wind doesn't take her
The canary is building a nest.
Canary - Mashenka,
Nightingale - Vanechka.
People will ask, “Who is he?”
“Vanya,” he will say, “my dear.”

Bucket sun

Games for Easter.

The sun will shine brighter, it will be hotter in the summer.
And winter is warmer, and spring is nicer!

On the first two lines the girls lead a round dance, and on the other two they turn to each other and bow. Then they come closer to the sun (leading). He says, “It’s hot,” and catches up with them. The sun touches the sleeping ones - they wake up.

Bees and swallows

Games for the Annunciation

Children playing - flowers - are squatting. Choose 5 bees and a swallow from among those playing. The bees sit in the clearing and sing:

The bees are flying and collecting honey!
Zoom, zoom, zoom, zoom, zoom, zoom!

The swallow in its nest listens to their song. At the end of the song, the swallow says: “The swallow will get up and catch the bees.” She flies out of the nest and catches the bees, the one caught becomes a swallow.

Rules: Bees fly all over the site, the swallow's nest is on a hill.

Eagle owl and birds

Before starting the game, children choose for themselves the names of those birds whose voice they can imitate. An eagle owl is selected. Birds at the signal “eagle owl” try to take their place in the house.

If the eagle owl manages to catch someone, then he must guess by his voice what kind of bird it is.

Wreath

Trinity game.

Two guys with a wreath join hands and, raising them up, form a gate.

The rest of the children walk through the gate in a chain and sing:

The birch tree screamed and called for the girls.

- Go, girls, for a walk in the meadow, curl the green branches.

“We won’t bend you, birch tree, we won’t curl branches on you.”

“I’ll bend over to you, girls, and get wrapped up in the branches myself.”

- If you curl green wreaths, you will be cheerful all year long.

The children who form the gate throw a wreath on one participant’s head and, raising their hands up, say: “Wreath, wreath, hide in the tower.” And then the participant with the wreath runs away and hides it. Then everyone goes to look for the wreath. Children prompt: “Hot”, “Cold”. Whoever finds the wreath first takes it for himself.

Grandmother Pykhteikha

Christmas game.

A hunched grandmother wanders with a loaf of bread in her hand. The playing guys surround her and ask:

- Grandma Pykhteikha, where did you go?

- To mass.

- Take us with you.

- Go, don't whistle.

The children walk quietly behind their grandmother for a while, then start whistling and shouting. Pykhteikha gets angry, rushes to catch them, catches them, takes them to her house.

Grandma-Ezhka

They draw a circle, and one of the players, Baba Yaga, is placed in the middle. In her hands she has a branch - a “broom”. Guys are running around and teasing:

Grandma-Hedgehog bone leg.
I fell from the stove, broke my leg,
And then he says: “My leg hurts.”
She went outside and crushed the chicken,
I went to the market and crushed the samovar.
I went out onto the lawn and scared the bunny.

Baba Yaga jumps out of the circle on one leg and tries to touch someone with a broom. Whoever is stained freezes.

Jump rope

Two people stand, spin a rope, and say:

So that the spikelet will be long, so that the flax will grow tall,
Jump higher, you can jump higher than the roof!

The players jump rope: the higher, the greater the income and wealth.

Common blind man's buff

The driver - the blind man's buff - is blindfolded, forced to turn around several times, then asked:
- Cat, cat, what are you standing on?

- In the kettle.

- What's in the kneader?

- Catch mice, not us.

After these words, the game participants run away, and the “blind man’s buff” catches them. Whoever he catches becomes a “blind man’s buff”.

Arina

According to the counting, Arina is selected. Counting table: Telya-melya, you Emelya-third bass, lead for us!

Children stand in a circle. In the center is Arina, she is blindfolded. Children walk in a circle and sing in chorus:

Long Arina, stand above the barn,
Fold your little hands and indicate whose name.

The children run in a circle and “hook” Arina. Whoever she catches, she must find out.

Gardener and sparrow

According to the counting, a sparrow is selected.

Reading: Tanya, Vanya, what’s behind you? Are you all standing tall?
There is a bench behind you, you need to sit down on it.
Hurry up, everyone, run! And you, boy, lead the way!

Children stand in a circle. The sparrow flies into the garden (in a circle).

The gardener catches a sparrow. Children release sparrows and let them in and out of the circle, but the gardener can only catch them outside the circle.

Everyone sings: Sparrow, sparrow, don’t peck the hemp ash
Neither our own, nor strangers, nor neighbors.

Russian folk game "Millet"

Children stand in a circle and sing the following words:

And we soared, soared, and we destroyed, destroyed,
And we plowed the land, we plowed, And we winnowed the millet, and winnowed it,
And we sowed and sowed millet, and we dried and dried millet,
And we weeded the millet, weeded it, and we cooked the porridge, and cooked it,
And we mowed and mowed millet, And we ate and ate porridge.

(Each verse is sung twice). At the same time, children imitate the movements that the words mean.

Division by teams. The players meet in pairs, and pay attention to the fact that each pair consists of players who are approximately equal to each other in all respects: strength, dexterity, ability to play.

Having come together in pairs, the players agree among themselves about the names that they intend to give each other. The first gives himself the name of some bird, the second - an animal; one - earth, the other - water, etc.

Having thus agreed, the couples approach one or the other womb one by one and ask: “Uterus, Uterus! What do you want? This or that?” - and they pronounce the nicknames they have adopted. The uterus prescribes what it needs. The selected participant remains near her, and the other goes to the second queen.

Double burners

The players are divided into two halves: right and left. Each of them stands at a distance of 10 - 12 meters from each other, but also in pairs in a row, as in ordinary burners. Somewhat ahead and in the middle between the teams, another couple of drivers stand separately. During the game, the back pairs of each team disengage and run one to the other on both sides of their columns. The drivers catch them, and those who are caught become a pair of drivers and lead further. The players who were not caught form new pairs, these pairs become ahead of the teams.

Grandmas

Any items are displayed in a line (unbreakable, small and unstable). Players try to knock down these objects by either throwing or rolling the ball. The team that knocks down the most objects wins.

Zainka

The players stand in a circle, and one, the “bunny,” stands in the center of the circle. He performs the actions that are sung about in the song:

Little bunny, little gray one, I walk, walk, along the round dance.
Little bunny, little little bunny, there’s nowhere for the little bunny to jump out,
Little bunny, little little bunny, there’s nowhere for the little bunny to jump out
Bunny, little gray one, jump! 3ainka, little gray one, dance!
Little bunny, little gray one, I walk, I walk, along the round dance!

Lapti

A stake is driven in in the middle of the site, and a rope 3 to 5 meters long is tied to it. A circle is drawn around the stake for the length of the rope. The driver takes the free end of it and stands at the stake. The participants of the game stand behind the circle, turn their backs to the center and throw each object over their heads.

Turning to the driver, they ask him:

— Have you woven bast shoes?

The driver answers: no!
— Have you woven bast shoes?
- Yes.

Children run in a circle and try to take their object, and the driver guards the bast shoes: he runs in a circle and tries to stain the players. But you can only catch it in a circle. If the child does not have time to take his object, he leaves the game.

Tulking on one leg

The children disperse around the playground, stand up, close their eyes, everyone’s hands are behind their backs. The leader walks among them and quietly places an object in the hands of one. At the words “one, two, three, look,” the children open their eyes, everyone’s hands are behind their backs. The child who received the object raises his hands up and says: “I am a tag.” Participants in the game, jumping on one leg, run away from the tag. The one he touched with his hand goes to lead. He takes the object, lifts it up, quickly says the words: “I am a tag!” The game is repeated.
Rules:

  • If the child is tired, he can jump alternately on one leg or the other.
  • Salka also jumps on one leg.

Geese

The players stand in a tight circle. In the middle of the circle stands the “grandfather”, chosen by lot, holding a piece of paper and a handkerchief. “Grandfather” waves his handkerchief, the children begin to sing:

Geese and ganders gathered around the old man by the river,
They started cackling and shouting to the grandfather:
“Grandpa, grandpa, have mercy, don’t pinch us goslings,
Give us a handkerchief and a bag of money.”

“Grandfather” gives one of the players a piece of paper and says: “Hold it for your purse, don’t drop the money,” he gives another a handkerchief: “Here, hold the handkerchief, tie my head, turn it fifteen times.” The person who receives the scarf blindfolds the grandfather and then unwinds it. At this time, the children pass the piece of paper to each other (the grandfather’s unwinding and passing of the piece of paper are completed at the same time). The children shout to the grandfather: “Grandfather is blind, the piece of paper is missing!” “Grandfather” tries to guess who has the piece of paper. If you guess right, the one who had the piece of paper becomes the “grandfather”.

Hot seat

On the ground, a line marks a place. One of the players leads by lot: he stands at a distance from the “hot spot” and protects it. The rest of the players try to get into the hot spot, but the leader doesn’t let him in and tries to show off. The one he insults helps him. Anyone who has penetrated a hot spot can rest there as long as he wants, but as soon as he runs out of there, the leader’s assistants catch him. When everyone is overfished, the game starts again.

FOLK GAMES AND FUN

FOR CHILDREN

Summer games and fun.

Summer holidays in Rus' were accompanied by fun games and amusements in which both children and adults took part. On Semik and Trinity, there were round dances and swings.

Swings were one of the children's favorite pastimes. On holidays, common swings were placed on elevated places, on platforms that were, as it were, the center of games and fun for the entire village or village. The whole world installed such swings: the young guys were helped by children. A crossbar was strengthened on two dug-in posts, on which a rope with a board up to 2 m long was fastened. Fun games were played next to the swing, songs were sung to the accordion, and sometimes the accordion player was seated in the center between the swings.

There was also such a swing: they took a strong board and placed it in the middle on a stage. The jumpers stood on the ends of the board and established balance by adding or subtracting the ends. They sat someone in the middle of the board in order to press it to the stage (this was called “sitting on the porridge”). They rode fun, sometimes they did not only high jumps, but also made all sorts of shapes with their feet.

For children, the swing was arranged like this: either they hung a board on a rope thrown over a beam, or they placed the swing on tripods (“goats”). For the youngest children, swings were installed in the house.

Children's summer folk games are very diverse. They are usually carried out on the street, in the forest, in a grove, in a field, on a lake or river; they are very active, require resourcefulness, ingenuity, and provide a lot of skills and abilities. Outdoor summer games strengthen not only the body, but also the soul, and teach you to endure the pain of possible falls and bruises. There is no personality quality that cannot be developed with the help of a folk game, especially in the summer.

TRAP GAMES

Tag or tag

One of the most common games in Russia, it has different names and variations in different places.

By lot, one driver is chosen - “salka” or “tag”. The boundaries of the site are conventionally established. The players run away, and the driver catches up with them, trying to touch someone with his hand, to “stain”, “to stain.” Whomever he catches up and “slaps”, he becomes a “tag”, a “tag”. He begins to catch the players, and the former “tag” runs away with everyone. You can play the game until you get bored.

Salki with house (option)

A “home” is drawn for the players on the court, where they cannot be “stained” or “greasy.” “Salka” can only “spread salt” outside the “house.”

Turkish salki (option)

They don’t “salat” someone who has managed to sit cross-legged (cross-legged).

feet off the ground. To do this, they stand on some object or sit down, lie down with their legs raised up.

Salki-transfers (option)

In this version of the game, anyone can help out the player who the “tag” is trying to overtake. To do this, he must cross the road between the “tag” and the fleeing player. As soon as he crosses the road, the “tag” should already catch him. At this time, one of the players can cross the road again. Thus, everyone tries to help out the player who the “tag” is currently rushing after.

Salki with captivity (option)

This version of the game differs from ordinary tag in that the driver chosen by lot remains so for the entire duration of the game. The “salka” takes all those caught to his “house” (“captivity”) (outlined corner of the site). But the “captives” can be rescued: to do this, you need to touch the “captured” player with your hand. “Salka,” on the other hand, tries to “harass” everyone who dares to approach his “home.” The game ends only when all players are overfished.

Circular wagering (option)

The players stand in a circle. Two people stand behind the circle, one opposite the other. This pair starts the game. One of them is a “salka”, the second is a runaway. The game starts at the signal. “Salka” is trying to “smear” the runner. To escape pursuit, the runner can stand in a circle in any place between the players. In this case, the player standing to his right becomes a “tag”, and the eliminated “tag” runs away. You can run in any direction, but only in the outer circle. In turn, when saving himself, he can also stand in a circle. Accordingly, the one standing on the right becomes a “salka”. If the runner is hit before he gets into the circle, he is eliminated from the game.

Salads in two rounds (option)

The players form two circles: internal and external. In different circles, children move in opposite directions. At the signal of the leader, chosen according to the counting, they stop. Everyone playing in the outer circle quickly tries to “trash” the players in the outer circle by touching them before they have time to sit down. The “salty” players stand in the inner circle, and the game starts all over again. The game ends when there are few players left in the outer circle (their number is agreed upon in advance).

Tricks-wheel (option)

The players are divided into several groups of up to six people in each group. They choose a driver. A circle with a diameter of about 2 m is drawn on the ground. Each group lines up in a line, behind each other’s heads. These groups become radial, like spokes in a wheel, facing the center of the circle, at equal distances from each other. The first player in each group stands on the line of the circle. The driver is away from these groups.

The driver runs around the circle, stands behind any player standing at the end of the “spoke”, and “salts” him. He accordingly passes the blow to the one standing in front of him, etc. When the first player in this “spoke” receives a blow, he loudly shouts “Yes!” and runs along his column, runs out of the circle, runs around it from the outside and returns to his place. All the players in his “spokes,” including the driver, run after him, trying to overtake each other in order to take their place in it. The player who takes the last place in his “spoke” becomes the driver.

Instructions for carrying out: a spacious area is selected for playing tag. Number of participants from 3 to 30 people (in different options). You can only run within the designated area. Whoever fled beyond its borders is considered caught and becomes a “tag”. Each new driver must announce that he has become a “tag” or “tag”, so that everyone knows who to escape from. The driver should not run after the same player. The game sentences that children love so much remind us of this:

It's not a race for one -

You'll catch the pig!

Modern version:

It's not a race for one -

I'm not a five-tonner!

This game develops dexterity, the ability to mobilize and avoid danger. Variants of the game are proposed according to the degree of complexity. If the former are most interesting to preschoolers, then the latter are most interesting to primary schoolchildren.

Among the trap games there are many figurative games.

Lame crow

The “lame crow” is chosen by lot, the rest of the players are “sparrows”. A “nest” is marked on the site. The "lame crow" goes to its "nest" where it can stand on two legs.

The “Sparrows” are trying to lure out the “Crow”. They can run around the “nest”, chirping and squeaking in different voices, teasing the driver: “Lame crow! Carr, carr, thief! As soon as the “crow” looks at its victim, it stands on one leg, jumps out of the “nest”, and tries to “sully” the gaping “sparrow”. If this succeeds, she stands on both legs, and the new “lame crow” hurries to the “nest.” The “crow” can “stain” its victim on both legs, but it should not leave the “nest”.

Instructions for playing: the game is played in a spacious clearing, senior preschoolers and junior schoolchildren, from 3 to 20 people, participate in it. It is important to observe the following condition: the “lame crow” must always jump on one leg, on the one on which it jumped out of the “nest.” If she changes her foot or touches the ground with her other foot, she must go to the “nest” again and lead again. The “crow” can run to its “nest” on two legs, so the players decide to quietly slap it on the back and shoulders. None of the “sparrows” have the right to jump into the nest or even step on the line.

Fox

The players are counted until one person remains. They tease him: “Fox, fox, long tail!” The “Fox” rushes to catch the players, and the one she catches helps her catch the others.

Directions for implementation: this game is for preschoolers; The more participants, the more interesting it is. The rule should be observed: you can only catch players within the established area. The game continues until all participants are caught.

Frog

The player, pretending to be a frog, squats down. The participants in the game approach him with the words: “I’m in the frog’s house, I do whatever I want.” The “frog” gets up and catches up with the players who are trying to get to their house. The player who reaches the point says: “At home,” or “In his house.” The semolina becomes a frog.

Instructions for implementation: the game is interesting for both pre-school and junior schoolchildren. At the beginning of the game, the “frog’s house” and the “houses” of the other players are designated. The rules must be followed: the frog begins to catch only after teasing, and only catches while running.

Hawk and birds

The "hawk", chosen by lot, hides from the "birds". When they approach him, he jumps out from ambush and catches them. The caught player becomes a “hawk”. The game is repeated.

Instructions for playing: it is more interesting to play this game in a forest clearing, where a “hawk” can hide in the bushes or behind trees to attack unexpectedly. The “birds” should fly all over the site, approaching the “hawk’s” house.

Bees and swallows

The players - bees - “fly” in the clearing and sing, saying:

The bees are flying.

The honey is being collected.

Zoom, zoom, zoom!

Zoom, zoom, zoom!

The “Swallow”, chosen by lot, sits in its “nest” and listens to their singing. At the end, the dog or the “swallow” says: “The swallow will get up and catch the bee.” With the last word, she flies out of the “nest” and catches the “bees.” The one caught becomes a “swallow”, the game is repeated.

Instructions for playing: the game is interesting for kids. You can play with the whole group. There is only one condition: the “bees” must fly all over the site and leave only after the words “swallows”.

Baba Yaga

One of the players, chosen by lot by Baba Yaga, stands aside. The others come up to him and tease him:

Baba Yaga, bone leg.

Fell from the stove

I broke my leg.

I went to the garden

The people were scared.

I ran to the bathhouse

I scared the bunny.

Or:

Grandma-Hedgehog, bone leg,

Fell from the stove.

She broke her leg.

I walked down the street

Crushed the chicken.

I went to the market

She crushed the samovar.

I went to the lawn

I scared the bunny.

Baba Yaga begins to jump on one leg, trying to catch the fleeing players. The one she catches becomes Baba Yaga, and the game continues.

Directions for implementation: the game is interesting for both preschoolers and primary schoolchildren. Number of participants - from 3 to 30 people. At the request of the players, Baba Yaga can have a branch (“broom”) in her hands, with which she “salts” them. At the beginning of the game, you should determine the space in which the participants run from Baba Yaga. The game can be complicated: whoever Baba Yaga catches freezes in place. Other players can save the caught person by touching him.

Kite

By lot, the players choose the “kite” and the “hen”. All the rest are “chickens”. They stand in a line one after another. Each player holds onto the belt of the person in front. The “mother hen” becomes the head of the chain. Her task is to protect the “chickens”, especially the very last one, from the “kite”. "Kite" sits on the ground and digs a hole. A “mother hen” with “chicks” approaches him and begins a conversation:

  1. Korshun, what are you doing?
  2. I'm digging a hole.
  3. Why do you need a hole?
  4. I'm looking for a pretty penny.
  5. Why do you need a penny?
  6. I'll buy a needle.
  7. Why do you need a needle?
  8. Sew a bag.
  9. Why do you need a bag?
  10. Place pebbles.
  11. Why do you need pebbles?
  12. To throw at your children.
  13. For what?
  14. They're climbing into my garden.
  15. You should make the fence higher, but if you don’t know how, then catch them.

"Kite" rushes at the "chickens". His task is to tear the “chicken” standing at the end from the chain. The “mother hen” tries to keep him away from the “chickens.” The last “chicken” also tries to dodge the hands of the predator. When the “kite” catches everyone, the game ends.

Instructions for playing: up to 20 people can take part in the game. According to the condition, the “kite” can only kidnap the last “chicken”. The game will be more interesting if the “kite” uses various tricks, for example, suddenly turns in the other direction and grabs the “chicken”. The rules should be remembered: the “chickens” must hold on tightly to each other, since those that broke away from the chain and did not have time to quickly connect also become prey for the “kite”. The “mother hen,” protecting the “chickens,” does not have the right to push the “kite” away with her hands. Sometimes they agree to play like this: if the “kite” catches five “chicks”, then he himself becomes a “hen”, and the “hen” turns into the last “chick” in the chain.

Toad

The “toad” is chosen by lot. The rest draw a circle and stand behind the line. “Toad” goes to the middle of the circle, the players talk to her:

  1. Why do you need four legs, little toad?
  2. To jump on the grass with outstretched legs!
  3. Show me, little frog, how you jump and jump!
  4. And I am like this and like this!

“Toad” shows how she jumps, and the children standing on the circle line say:

Boda, boda, balaboda,

A toad lives near a swamp.

He sits with his eyes bulging,

He says loudly:

Kwa-kwa-kwa-kwak,

And I jump like this!

The “toad” jumps, trying to “trash” one of the players. Players dodge and run along the circle line. Whoever the “toad” touches takes on its role.

Instructions for implementation: the game is interesting for schoolchildren. It is better to play in a subgroup of 10-12 people. It should be remembered that the “toad” begins to “salt” the players after the tease. Anyone who leaves the circle line is considered caught and leaves the game.

Zarya Zaryanica

The players squat in a circle. The driver (“zarya-zaranitsa”) walks outside the circle, hiding the “keys” behind his back - a handkerchief with a knot tied. “Zarya-Zaryanitsa” walks around, saying along with everyone:

Zarya-Zaryanitsa,

Red maiden,

I walked across the sky

I dropped the keys.

I saw the month

The sun has disappeared!

The driver is trying to discreetly put the “keys” behind someone. Players must not look back or turn their heads. The one who was given the “keys” runs after the driver, hits him with a handkerchief, saying: “Don’t lose the keys, don’t lose the keys!” The caught driver sits in his place, and the “stained” one becomes “dawn”.

Instructions for playing: the game is interesting for younger schoolchildren; it requires not only quick reaction and dexterity, but also attention. You can play both outdoors and indoors (the game does not require a large space). According to the terms of the game, if the one to whom the “keys” were placed does not notice, “Dawn” goes around the circle, picks up the “keys”, begins to whip the onlooker, saying: “Don’t hide the keys, don’t hide the keys!”

Grandfather the shoemaker

According to the counting, the “grandfather-shoemaker” is selected. He stands in the center of the circle formed by the players. The dialogue begins:

Children: Grandfather the shoemaker, sew us boots!

Shoemaker: Wait, kids, I lost my glasses!
Children: Grandfather is a shoemaker, how much does it cost us?

will you take it?

Shoemaker: Two rubles and a half, a penny and a penny.
Children: Grandfather the shoemaker, you're crazy!

Shoemaker: Wait, kids, I found the glasses!

During the dialogue, the children narrow the circle, approaching the “shoemaker.” After pronouncing the last words, “grandfather” tries to catch one of the players. The one who is caught becomes a “grandfather-shoemaker.”

Shoemaker (option)

The players stand in a circle and join hands; if there are only a few of them, then they hold the ends of a handkerchief rolled into a rope with their neighbor. The “shoemaker” chosen by the counting rhyme sits in the middle of the circle. He pretends to sew boots and says: “Nice legs, pretty legs, try on the boots!” The players, quickly spinning in a circle, answer: “Try it on, try it on!” After these words, the “shoemaker” must, without getting up from his seat, extend his hand and “slap” someone from the circle. The caught man and the shoemaker change places.

The shoemaker's (modern version)

A “shoemaker’s” house is drawn in the form of a “snail”. The "shoemaker", chosen by lot, is in the very center. The players take turns “calling” his house. After the bell rings, the “shoemaker” runs along a spiral path to the door and invites the guest to his place.

Guest: Shoemaker, shoemaker, fix my shoes (shoes, boots, etc.) The shoemaker “takes measurements” of the shoes - he traces the guest’s foot with a stick - and imitates shoe repair. Then he names the price.

Guest (distracts the shoemaker’s attention): Shoemaker, shoemaker, look, there’s a bird flying (an airplane, etc.).

The shoemaker looks at the sky, and the guest runs away along a spiral path. The shoemaker catches up and tries to make him look bad. If he catches up, they change roles, and if not, then the shoemaker meets the next guest.

Instructions for conducting: the game is played on a small playground, in a group of up to 12 people. Before the start of the game, they agree: the “grandfather-shoemaker” will catch the players without leaving the circle, or throughout the entire court. In the Shoemaker variation, the size of the circle is determined by the players’ ability to reach from its center to the edge. When playing “shoemaker”, you should remember: you cannot step on the spiral paths or jump from one path to another.

Wolf and children

One of the players, by lot, represents a wolf, the rest are children. The “wolf” sits aside and is silent. Children, pretending to pick berries in the forest, approach the “wolf” and say:

I pinch, I pinch a berry,

For black currants,

Father on the insert.

For mother's sleeve,

Grass for a shovel for the gray wolf.

With the last words, the children throw grass at the “wolf” and run in all directions, and the “wolf” catches them. The man caught becomes a “wolf”. If the “wolf” does not catch anyone, he returns to his place.

The bear is a thief (option)

The game is the same, only the children tease the “bear”. While collecting mushrooms and berries, they say:

By the bear in the forest

I'll take mushrooms and berries!

The bear caught a cold

Frozen on the stove!

By the bear in the forest

I'll take mushrooms and berries!

But the bear doesn't sleep

And he growls at us!

The “bear” begins to toss and turn, stretch, comes out of the den and catches the children. The one who is caught becomes a “bear”.

Grandfather-bear (option)

One of the players is a “grandfather bear”. The children come up to him, saying: “Grandfather-bear, let us spend the night.” The request is repeated until the driver answers: “Not long, not long, not until the evening!” Hearing this, the children lie down on the grass, pretending to sleep. After sleeping a little, they jump up and shout to “grandfather”: “We’ll come tomorrow, we’ll bake some rolls!” Having stepped aside for a while, the children return again and ask: “Grandfather-bear, let us take a steam bath in the bathhouse!” The driver agrees: “Come and don’t burn the bathhouse.” Hearing this, the players scatter in different directions shouting: “It’s burning! It's burning! - and the “grandfather bear” rushes after them. The first one caught becomes the “grandfather”.

Instructions for playing: the game is interesting for both high school and junior schoolchildren; from 3 to 40 people can take part in it. A spacious play area is required. It's interesting to play in a forest clearing. The rules must be followed: a wolf or bear has no right to run out until the players say the last words of the teaser; players can only be caught within the established area.

Geese-swans

The players choose a “wolf” and a “master” and portray “geese” themselves. On one side of the site they draw a house where the “owner” and “geese” live, on the other - a field. Between them is the lair of the “wolf”.

All the geese fly to the field to nibble grass. The owner calls them:

  1. Geese, geese!
  2. Ha-ha-ha!
  3. Do you want to eat?
  4. Yes, yes, yes!
  5. Well, fly home!
  6. The gray wolf under the mountain does not let us go home.
  7. What is he doing?
  8. He sharpens his teeth and wants to eat us.
  9. Well, fly as you want, just take care of your wings! The “geese” are running into the house, the “wolf” is trying to catch them.

The game ends when all the "geese" are caught.

You can also use this ending: when the “wolf” catches everyone, the owner drowns the bathhouse and invites the “wolf”, the “wolf” pretends to be steaming. Then the owner says to him: “Little wolf, I’ll throw you a cow,” and throws a stick. The “wolf” runs after the stick, and at this time the “geese” run away to the owner.

The game can be complicated by introducing a second “wolf” into it.

Instructions for conducting: older preschoolers and junior schoolchildren, from 5 to 40 people, can take part in the game. It is held on a spacious site. It is interesting to play in a meadow, but not in a forest field. Rules: “geese” must fly throughout the entire site, they are allowed to return home only after the words spoken by the owner. At the end of the game, you can mark the most dexterous “geese” (who never caught the “wolf”) and the best “wolf” (who caught the most “geese”).

Kostromushka

“Kostroma” is chosen by lot. The players come up to her and sing or say:

Kostromushka, Kostroma,

Alien far side!

In Kostroma's house

We ate porridge on the floor;

Oil porridge,

The spoon is painted.

I’ll throw the porridge, I’ll throw the spoon, -

The soul will go around the world!

Having sung the song, the players lean towards “Kostroma” and ask her a question: “Where is Kostroma?” Kostroma replies: “Gone into the forest!” Having received the answer, the players sing:

Kostroma, Kostroma,

Alien far side

Why did you wander into the forest?

There is a rare shelf in the bathhouse.

You'll break your sock!

You will scratch the back with a nail,

You will soon go to the next world!

The children again ask “Kostroma”: “Where is Kostroma?” This time they get the answer: “Kostroma is dead!” Then they sing:

Our dead man has died, died,

Neither on Wednesday nor on Tuesday

They began to incense him,

And he looks with his eyes.

They began to call Kuzka,

He knocks his feet

Call it Kostromushka -

He began to straighten his back,

And how did they begin to perform the funeral service -

He's running after us!

At the last words, the children run away. "Kostroma" begins to catch them. The one caught becomes “Kostroma”, the game starts again.

Instructions for implementation: today this game is not in the play repertoire of our children, but younger schoolchildren can be introduced to it as an illustration of what games were played in the old days in the summer (Green Christmastide). Performing songs involves preparing children for this game.

Mushroom warriors

The driver, chosen by lot, is removed from the rest. All players take the names of famous mushrooms: trumpet mushrooms, russula, fly agarics, boletus mushrooms, etc. Everyone stands in a circle, and the driver, standing in the middle, says:

Our grief has come, our grief,

We lived peacefully in the wilderness.

King Pea with Queen Carrot,

Yes with turnip sister-in-law,

With Brother Bob

Yes with matchmaker Kochan

They are going to war against us.

Come fight me!

The players, holding hands, answer him:

Please, sir, have mercy on us!

Don't drag me into service by force,

How long does a mushroom live?

A day or two will pass,

He's getting old

falls on its side,

The legs are thin

trephine hat,

They'll just win

Both you and us.

“Well, well, well!” - says the driver and, despite the resistance of the mushrooms, begins to call out to them: “Chanterelles! Russula!” etc. Players corresponding to these names run, and the driver catches them. The remaining “mushrooms” can protect those caught. They try to surround them and prevent the driver from entering the circle. The driver, having not caught the “chanterelles,” can shout out the name of another mushroom. In this case, the named “mushrooms” must leave their defenses and escape. The rest of the “mushrooms” are trying to protect them. The first “mushroom” caught becomes the leader and begins to gather the “mushroom army” again.

Instructions for implementation: the game is interesting for older preschoolers and younger schoolchildren, it is played on a spacious area, a forest clearing. Several players can be called the same mushroom. They preliminarily agree on the boundaries of the area where the driver catches “mushrooms”.

Among the trap games, one can distinguish a large group of ball traps, which children loved to play in the summer.

Hunters and ducks

On the site, draw 2 lines at a distance of 6-8 m from one another, and arbitrarily determine the width of the site (also limited by lines). The players are colluded into two teams - “hunters” and “ducks”. “Hunters” stand behind the drawn lines, “ducks” are located in the center. The “hunters” pass the ball to each other and throw it at the “ducks” at a convenient moment. The “duck”, “salted” by the ball, leaves the game. The game continues until all the “ducks” are “shot”, after which the teams change roles.

Instructions for carrying out: from 4 to 12 people can participate in this game. It is better to play ball while walking in the forest, choosing a flat clearing. The ball should be medium size. Rules: “hunters” do not have the right to step over the line, you cannot “trash a duck” with a ball that bounces off the ground; The “shot duck” is temporarily not involved in the game (until all the “ducks” are killed and the teams change places). Each team has its own captain. He can help out the losing team if he completes the task: during 10-12 throws of the ball he will never be “shot down”.

“Ducks” can catch the ball (“candles”) - these are spare points, in which case the subsequent hit to the “duck” does not count.

The game is especially interesting for younger preschoolers; they have a better developed eye and more accuracy in knocking out “ducks.”

Circle ball

All players are located in a circle with a diameter of approximately 10 m. They choose a driver. He begins to walk in a circle with the ball, waiting for the right moment to throw the ball at one of those standing in the circle. The knocked out player grabs the ball with his hands and shouts, “Stop!” The driver, who, after hitting the player with the ball, tries to run as far away from the circle as possible, must stop. The player says: “It’s... steps to you!” Takes the specified number of steps and throws the ball at the driver. If it hits, the driver will repeat everything from the beginning. If he misses, he becomes the driver himself.

Instructions for playing: the game does not require a large space; it is better to use a medium-sized ball. Number of players - up to 10-12 people. The rules are as follows: after the “stop” signal, the driver must stop; you can dodge the ball, but you cannot move. In the second version of the game, at the “fire” signal, all players stop; their feet cannot be lifted from the ground.

Pillars (option)

The players stand in a circle and throw the ball to each other. Everyone to whom the ball is thrown must return it to the other with their palms. At the same time, each player watches how the others hit the ball. As soon as the ball, unsuccessfully hit or unsuccessfully received, falls to the ground, everyone scatters in different directions. The player who dropped the ball becomes the driver. He picks up the ball and shouts, “Fire!” All players stop. Now the driver must win back - throw the ball at the player closest to him. If he hits, he wins back. The players again stand in a circle and throw the ball to each other until a new driver is identified. If the driver throws the ball and does not hit the player, then he is put on a “pillar” for this: he must stand still without moving. And the game continues.

When the next moment for running away comes, the “pillar” stands still. As a rule, it is the new driver who throws the ball at him. If the throw is successful, he wins back, and the “pillar” still remains where it was. If the driver misses, then he himself is placed in a “pillar”, and the one at whom he threw the ball returns to the circle of players.

HIDE AND HIDE GAMES

Cossack robbers

With the help of collusion, the players are divided into two teams. One team of “Cossacks” and the other of “robbers” are determined by lot. The “Cossacks” team must have some kind of sign: armbands, badges, etc.

The “robbers” scatter in different directions and hide from the “Cossacks”. After a certain time, by agreement, the “Cossacks” go on a search. Having discovered the “robber”, the “Cossack” catches up with him. If he cannot catch it himself, he calls his comrades for help. The prisoner is taken to the “dungeon” and left there under guard. The “robbers” can free their comrades from the “dungeon” by “tainting” the prisoner, but the liberators themselves may end up in captivity if at that moment they are “tainted” by the “Cossacks”.

Instructions for implementation: this is a game for schoolchildren, especially interesting for boys. You can play on the playground, on the edge of the forest. The main condition is the presence of places where you can hide: buildings, trees, bushes, small holes, etc. You need to agree in advance about up to what boundaries you can hide and run away. The “dungeon” can be a corner of the site, a tree, or some conspicuous place. The “dungeon” is indicated by sticks, twigs, lines, and stones.

Give me a pen, grandpa!

The players are divided into two groups. They cast lots as to who should search and who should hide. The players who have the lot to look for choose a “grandfather”, the rest choose “grandchildren”. They step aside with him and close their eyes. Those hiding choose a “mother” who must hide her children in different places, but not far from each other.

Having hidden the children, she goes to “grandfather” and tells him: “Grandfather, give me a pen!” He offers his hand, and the “mother” leads him and the “grandchildren” in a completely different direction from the hidden children. But along the way, the “grandfather” and “grandchildren” vigilantly look around, trying to guess where the children are hidden. As soon as they notice this place, they immediately run towards the hiding people, trying to catch someone. Those hiding, noticing this, can immediately run out of their ambush to meet the “mother”. If she reaches her children before the “grandfather” and the “grandchildren,” then they will no longer be able to catch anyone. If the “grandfather” manages to catch at least one of them, the players change roles.

Instructions for conducting: the number of participants in the game is up to 20 people. On the site where the game is played there should be trees, bushes or objects that are convenient to hide behind. “Grandfather” and “grandchildren” should not peep when the “mother” is hiding her children.

Two blind men (Blind master)

Choose two drivers. One is the “blind master”, the other is “the servant Yakov”. The players join hands and stand in a circle. The “blind master” begins to call his servant: “Yakov! Where are you?" “Yakov” comes as close as possible and answers “master”, and then quietly moves away. The “blind master” tries to ask his “servant” about any matters as often as possible. The same, having answered him, immediately jumps away. The “blind master” is trying to catch him. When the “master” catches “Yakov,” new drivers are selected and the game continues.

Instructions for playing: the game does not require a large area, since the search takes place only in the center of the circle that the players form. A lively dialogue between two drivers is expected; the “master” is looking for a servant by his voice. New drivers can be selected like this: the “blind” person touches one of those standing in the circle and, having asked him a question, tries to recognize him by his voice. If he guesses right, he becomes the driver.

Malechina-Kalechina

The players choose the driver. Everyone picks up a stick and says:

Malechina-kalechina,

How many hours

It remains until evening

Until summer?

After these words, place the stick vertically on the palm or on the tip of the fingers. You cannot support a crippled man with the fingers of your other hand. The driver counts: “One, two, three... ten!” When a stick falls, it must be caught with the other hand, before it finally falls to the ground. The count is carried out only until the second hand is picked up, and not until it falls to the ground. The one who holds the wand longer wins.

The stick can be held in different ways:

  1. On the back of the hand, on the elbow, on the shoulder, on the head.
  2. Holding the stick, they squat, stand on the bench, walk or run towards the drawn line.
  3. Hold two sticks at the same time, one on the palm, the other on the head.

Team game (option)

The players are divided into two groups. On the ground, a line marks the place to which the crippled male must run. At the signal, the players rush to the line. The winner is the group that is the first to reach the line without ever dropping their cripple.

Instructions for playing: this game can be played with a different number of players, from 1 to 10 at a time. To play, you need a straight, thick stick with a diameter of about 2-3 cm and a length of 50 to 150 cm. One end of the stick can be slightly pointed. Sometimes a spinner is installed at the tip of the malechina, which begins to spin when the player moves. You can put some funny toy on its tip - a kolobok, etc. The players stand further away from each other so that it is convenient to keep the balance of the stick. The driver can give different tasks: the players, without releasing the stick, must walk, squat, and turn. The methods of holding a stick on the hand, as well as the difficulty of the tasks, are determined by the age and capabilities of the children.

turnip

The one depicting a turnip (he is chosen using a counting rhyme) holds tightly to a stationary object: a tree, a stump, a post. The others grab each other around the waist. One of the players tries to “pull the turnip,” that is, pull the player representing the turnip away from the tree. If this succeeds, all players lose their balance and fall to the ground; only the most dexterous can stay on their feet. If the row breaks and the turnip is not pulled out, everyone laughs: “We didn’t eat the turnip.”

Instructions for conducting: the minimum number of participants is 4 people. This game is good to play in the forest while walking, choosing a convenient area. After several unsuccessful attempts to “pull out the turnip,” a new “turnip” is selected. All players must play this role. This game is interesting for children up to school age.

Radish

The players stand one after another, clasping their hands in the form of a long ridge. The first one is called "grandmother", all the rest are radishes.

One of the players chosen by lot is called Ivashka Popov. He approaches the grandmother and talks to her: “Knock, knock.” - “Who’s here?” - “Ivashka Popov.” - “Why did you come?” - “For the radishes.” - “I’m not in time, come tomorrow.”

Ivashka Popov leaves, but soon returns. The conversation with the grandmother is repeated, but the ending changes - the grandmother replies: “Pull whichever you want.”

Ivashka pulls everyone in turn. Whoever pulled out the most radishes is the winner.

Instructions for the game: there can be 4 or more participants in the game. The radishes try to hold each other tightly. Ivashka can shake players - some by the hands, some by the head, etc. Players who laugh are easier to “pull out”.

Elephant

The players are divided into two groups, one representing an elephant, the other representing riders. The players of the first group stand one after another, clasping each other by the waist (facing the wall). The first, bent over and lowering his head, rests his hands on the wall. Holding tightly to each other, they pretend to be an elephant. The players of the other group, one after another, jump onto the “elephant” from a running start so as to sit astride as far forward as possible, leaving room for the next ones. When all the players have jumped, the “elephant” slowly turns around and carries the riders to the appointed place and back.

Instructions for playing: this game is interesting for younger schoolchildren; boys usually play it. The number of players can be from 8 to 12 people (up to 6 people in one group). If the game is played in the forest, then a tree trunk can be used to support the “elephant”. It should be remembered that the players at the top (“riders”) only hold on to each other. If they grab the “elephant”, they change roles with it. The groups also change places if one of the riders falls during the movement. If the players representing the “elephant” do everything correctly, then in the next game they become riders.

Tubes

The players are divided into pairs. Each couple joins hands and begins to curl, that is, rotate around its longitudinal axis, chanting:

Is the tube curling, is it curling,

Does it curl, does the silver curl...

The game continues until one of the spinners falls. Whose couple lasts longer is the winner.

Instructions for playing: the game is simple, it is usually played by girls (from 4 to 6 people). Doesn't require a lot of space. You can play both in the yard and on the lawn, in the clearing. The rules are set by the players themselves.

Proryvaty

The players, by agreement, are divided into two teams and lined up in two lines opposite each other (at a distance of up to 10-15 m). The players in each line hold hands tightly, forming a chain. Each team chooses a “uterus” (“mati”). By agreement with its players, the “uterus” addresses the other team with the words: “Tara-bars! Give us so-and-so!” The named one separates from his line, runs towards those calling, and, having run up, tries to break the “chain”. If he succeeds, he takes anyone from the opposing team to his team. If the “chain” remains unbroken, then he himself remains in the opposite team, standing in their line. The team that wins is the one to which all players from the opponent's line go.

Instructions for implementation: the game is interesting for children of senior preschool and primary school age. It is held in a large clearing. The number of participants is from 8 to 16 people. Each time before a choice, all team members agree on which player from the opposite rank will be called up. The winner can be considered the team to which more players from the opposite “chain” transferred.

Sigushki

Two players, chosen by lot, sit on the ground opposite each other. One of them stretches his leg forward, the other puts his heel on the toe of the first. Other players jump over these two legs. Then the first player places the second leg, the rest jump over four legs. Then the second player places the second leg, the rest jump over four legs. Then the hands come into play. People jump through such a “fence” from a standing position. Whoever does not jump over is out of the game. For the most dexterous ones remaining at the end of the game, a test (“exam”) is arranged. A “cauldron” is built for them: those sitting on the ground spread their legs, and the player must jump over it with his eyes closed. If you managed to jump over, you won.

Playing games (option)

By agreement, the players are divided into two teams, one of them is the driver. The players of this team form pairs that stand in a corridor - facing each other at a distance of 1-2 m, one pair from the other. Then the children also sit in pairs on the grass, straighten their legs, with their feet touching each other. The players of the other team stand in single file and try to jump over their legs as quickly as possible. The drivers are trying to “slap” the jumping player. Each “grumpy” person stands behind the back of the driver who “grumpy” him. The players change places after all the children have passed, and the game is repeated. The team with the fewest players who are defeated wins.

Instructions for carrying out: since children sit on the ground during the game, the best place for it is a forest clearing or a sandy beach. In this game, children not only practice jumping, but also show dexterity and dexterity. Children can come up with their own challenge for the winners in the first version of the game. The team version provides for the following rules: the “taunted” one should not jump further than the pair of players who “taunted” him. The driver “salts” the player only when he jumps over, and he should not change the position of his legs.

The repertoire of summer children's games always includes competition games with a ball.

Flip flops

The players stand in a circle facing the center at a distance of about a step from each other. The driver is chosen according to a counting rhyme. He goes to the center of the circle, calls one of the children by name and throws the ball on the ground so that it bounces in the right direction. The one whose name the driver called catches the ball and hits it - spanks it with his palm. The number of ball hits is set by agreement, but not more than five, so that the rest of the players do not have to wait long for their turn. After hitting the ball, the player throws it to the driver, and the game continues until someone drops the ball. In this case, the game starts over. The one who dropped the ball takes the place of the driver.

Instructions for playing: play the game on a flat surface so that the ball bounces well. It's better to take a medium-sized ball. No more than 10-15 people take part in this game. The success of the game depends on how well the children control the ball. There is only one rule: you need to hit the ball while standing in one place. The game can be complicated - use 2 or 3 balls, but in this case you need to choose two or three drivers.

Gawker

The participants of the game stand in a circle at a distance of one step from each other and begin to throw the ball, calling by name the person who must catch it. The ball is thrown around until one of the players drops it. The one who dropped it stands in the center of the circle and, according to the instructions of the players, performs 1-2 exercises with the ball. You can take forfeits from the guilty ones, and when playing, offer to perform exercises with the ball: throw the ball high and, when it bounces off the ground, catch it; after throwing the ball up, clap your hands several times and catch the ball, etc.

Instructions for implementation: the game is interesting for preschool children, you can also play with kids. The younger the children, the smaller the number of participants. The ball can be taken of any size depending on the children’s skills; The smaller the ball, the more difficult it is to catch it and perform exercises.

The rules should be remembered: the ball is allowed to be thrown to each other only through the center of the circle; If a player drops the ball while doing exercises, he is given an additional task.

Pillars

The players stand in a circle and throw the ball to each other. You need to beat it off with your palms. Each player carefully watches how the others hit the ball. As soon as the unsuccessfully hit or unsuccessfully caught ball falls to the ground, everyone scatters in different directions. The player who dropped the ball is considered to be driving. He must pick up the ball as quickly as possible and shout: “Fire!” All players stop. The driver must fight back - throw the ball at the player closest to him. If he hits, he wins back, he stands in the circle again, the game continues until a new driver appears. If the driver throws the ball at the player and misses, then he is placed on a “table”: he must stand still without moving. When the next moment for running comes, the “pillar” stands still. As a rule, it is at this point that the new driver will throw the ball. If the throw is successful, he wins back, and the “pillar” still remains in place. If the driver misses, then he himself is placed in a “pillar”, and the one at whom he threw the ball returns to the circle.

Instructions for implementation: this is a game for primary schoolchildren. The number of participants is up to 15-20 people. It is better to take a medium-sized ball that can be easily hit with your palms. The game requires attention from children. So, after the driver’s words: “Fire!” all players must stop in place. The one at whom the driver throws the ball can dodge, but under no circumstances lift his feet from the ground.

Bunny

The players stand in a circle at a distance of one step from each other. A “bunny” is chosen by lot and stands in a circle. Participants in the game throw the ball so that it hits the “bunny”. The “bunny” runs in a circle, dodging the ball. If someone misses when throwing the ball at the “bunny”, then he himself becomes one.

In a circle (option)

The players throw the ball to each other. The one who doesn’t catch it goes to the middle of the circle and is “salat” - hit with the ball. The one who does not catch the ball in his hands replaces it.

Instructions for conducting: there should be no more than 10 people playing. According to the rules of the game, you need to pass the ball quickly, you cannot hold it in your hands. The faster the players pass the ball, the more interesting the game is and the more opportunities there are to “tarnish” the “bunny”. The “bunny” (or the driver in the second option) can catch the ball. In this case, the player whose ball was caught stands in a circle and plays the role of a bunny (or driver).

RIDDLE GAMES

Guessing

They choose the driver with a counting book, cover his eyes with their hands, turn him and twist him in different directions, and then throw him face down on the ground without opening his eyes. Positioned in this way, the driver must guess where he is “flying”, for example, to a forest, to a village, etc. At the same time they say:

Roll and roll the loaf,

Hit your head.

To the forest-males,

I'll go into the garden,

I'll dig up the ridges,

I’ll break the tychnik,

Where are you going with your head?

If the driver guesses correctly, he is released, and the next player takes his place.

Directions for playing: This game is good to play in a forest clearing in a small group of 3 to 6 people. You don’t have to cover the driver’s eyes with your hands, but tie it with a scarf, just make sure that it doesn’t fall off. The more participants, the more they twist the driver. Before the start of the game, the participants agree on the choice of landmarks: an oak tree, a river, a path, etc. The driver must be well versed in the surrounding area. The game continues as long as it generates interest.

Eagle owl and birds

The players choose an “owl” using a counting rhyme, and he goes to his nest. The rest choose for themselves the names of the birds whose voice they want to imitate, and “scatter” around the site. At the signal “Owl!” everyone is trying to fly to their nests. If the “owl” manages to catch someone, he must guess what kind of bird it is, and only then the caught one becomes an “owl”.

Instructions for playing: the game is played on a spacious site. Number of participants - up to 20 people. It is better to choose “nests” on high objects: on stumps, on benches. Each bird hides from the “eagle owl” in its own nest.

Ivan the Mower and the Animals

For this game, a special counting rhyme is used to select the driver:

Ivan with a scythe

Don't go barefoot

And walk with shoes on,

Weave bast shoes for yourself.

If you are shod

Wolves and foxes won't find

The bear won't find you

Come out, you'll burn!

The rest of the players call themselves various animals, some as a wolf, some as a bear, some as a fox, some as a hare, etc. “Ivan the Mower” picks up a stick (“scythe”) and makes movements as if mowing. The “animals” talk to him:

  1. Ivan the Mower, what are you doing?
  2. I cut the grass.
  3. Why are you mowing?
  4. Feed the cows.
  5. Why cows?
  6. Give milk.
  7. Why milk?
  8. Make raw materials.
  9. Why raw materials?
  10. Feed the hunters.
  11. Why feed the hunters?
  12. Catch animals in the forest!

The “animals” quickly scatter in all directions, and “Ivan the Mossar” runs to look for and catch them. Having caught one of the “beasts”, he must guess which “beast” it is. If he guesses correctly, the caught one leaves the game, and “Ivan the Mower” looks for the rest of the hidden “animals.”

Instructions for playing: the game is played on a spacious area, from 3 to 20 people can participate. The game is interesting for children of preschool and primary school age. If a large number of children take part in the game, then the same names of “animals” are allowed: two bears, two foxes, etc. “Ivan the Mower” begins to catch up only after the last words: “Catch animals in the forest!” The driver can help himself when guessing with leading questions to the captured animal.

In "heaps"

The driver, chosen with the help of a counting rhyme, takes one thing each from the players, hides them in piles of sand so that one of them contains two things, the other one, and the third none. Having hidden the objects, the driver offers to look for them. Whoever gets a pair wins, and whoever gets an empty pile loses. The winner becomes the driver.

Instructions for playing: three people participate in the game. It is good to spend it on the river bank. You can hide pebbles, cones and other objects. It is important to remember that players make their choices one at a time. The game continues as long as it generates interest.

ROUND DRIVING GAMES

Cabbage

Children join hands, forming a long line. They walk smoothly, slowly sing:

Hang, hang, my cabbage,

Weave, weave, white.

How can I, a cabbage, curl?

How can I avoid falling into winter!

The leader leads the round dance through the “gate” - raised hands held by the last ones in the line. When everyone has passed, the last one turns and “curls the cabbage,” that is, throws his hand over his shoulder, with which he holds on to his comrade. Then the round dance passes through the second gate, the third, etc. until all the players have “curled.”

After this, the last one in the string remains in place, and the round dance “curls” around him, gradually enveloping him more and more tightly, until you get “cabbage forks.” It turns out to be a lot of fun. Then the cabbage begins to “develop” until it returns to its original position. The game is always accompanied by singing, sometimes loud, sometimes quieter, but invariably smooth and drawn-out.

Zainka

The players stand in a circle, holding hands, and sing:

Bunny, come out into the circle,

Gray, come out into the circle,

Hurry, hurry, go out to Krygu,

Hurry, hurry, come out into the circle!

One of the players, pre-selected by the “bunny,” goes to the middle of the circle. The players continue to sing:

Zainka, you go for a walk,

Gray, go for a walk

Walk here and there

Walk here and there!

“Zainka” walks in one direction and then in the other, and the players clap their hands:

Bunny, wash your hands,

Gray, wash your hands,

Left, right, wash your hands,

Left, right, wash your hands!

“Zainka” shows how he washes his hands. All players repeat the same movements:

Bunny, wash your face,

Gray, wash your face.

Wash your face from top to bottom,

Wash your face from top to bottom!

“Zainka” shows how he washes himself, the rest of the players repeat his gestures.

Bunny, smooth the fur,

Gray, smooth the fur.

Smooth the fur from behind, in front,

Smooth the fur from the back and front!

“Zainka” runs his hands over his clothes, straightens them, and cleans them. All players repeat:

Bunny, comb your hair,

Gray, comb your hair.

Yes, comb your hair better,

Yes, comb your hair better!

“Zainka” shows how he combs his hair. The players repeat:

Bunny, under the barrel,

Gray, barrel-like

The Cossack girl is dancing, dancing,

The Cossack girl is dancing, dancing!

“Zainka” dances, the rest of the players also dance. After the words “the Cossack girl is dancing, the Cossack girl is dancing,” everyone runs away, and the “bunny” catches them. The one who is caught becomes a “bunny”.

Cap (spider)

They choose a driver who squats in the center of the circle. The rest of the players walk around him, holding hands, and sing:

Cap, cap,

Thin legs

Red boots.

We gave you something to drink

We fed you

They put me on my feet,

They forced me to dance.

After these words, everyone runs to the center, lifts the driver, puts him on his feet and again forms a circle. Clapping their hands, they sing:

They forced me to dance.

The driver begins to spin around with his eyes closed. Everyone sings:

Dance, dance as much as you want

Choose whoever you want!

The driver chooses someone without opening his eyes and changes places with him.

COUNTERS

Tsyntsy-bryntsy, Balalaika!

Tsyntsy-bryntsy, let's play!

Tsyntsy-bryntsy, I don’t want to!

Tsyntsy-bryntsy, I’ll go!

Zealous horse

With a long mane

Jumps and gallops across the fields

Here and there! Here and there!

Where will he ride -

Get out of the circle!

The bees flew into the field,

They buzzed and buzzed.

The bees sat on the flowers,

We play - you drive.

Past the forest, past the dachas

A red ball floated down the river.

The pike saw it, what is this thing?

Grab, grab! Don't catch it.

The ball surfaced again.

Come out, you should drive.

Once the guys went to the river,

They carried two oars in their hands.

Three sheep meet them

And four turkeys.

All the guys were scared

The oars were thrown into the bushes,

They got scared and ran away,

And you must find them!

Cockerel, cockerel,

Show me your skin.

The casing is on fire,

How many feathers does it have?

One, two, three, four, five,

You should run out of the circle!

An apple rolled past the garden,

Past the fence.

Who will raise

He will come out.

Tick-tock, tick-tock

There lived a blue crayfish under the bridge,

Cancer grabbed the cat by the tail.

Meow-meow, help!

Unhook the crayfish from its tail!

Everyone is running and you run too

Help Vaska the cat.

In a wide circle, I see,

All my friends stood up.

I am for you, my friends,

I'm making pies:

Need to bake them quickly

You go and light the stove.

Tilichinchiki were visiting

At the cheerful Chilichili,

We drank tea, ate cookies,

Someone spilled sweet tea

The one who spilled it, answer!

The seagull warmed up the kettle,

I invited the seagulls to visit,

Everyone came for tea!

How many seagulls? Answer! - Seven!

One, two, three, four,

Five, six, seven. (The seventh comes out)

Ahi, ahi, ahi, oh!

Masha sowed peas

He was born thick.

We'll rush, just wait!

Teli-teli, the birds sang,

They took off and flew towards the forest.

The birds began to build nests,

Whoever doesn't howl should drive!

In Oleg's mud

The cart got stuck.

Oleg should sit

Until the snow.

You get out of the circle

And help a friend out.

One, two, three, four!

Mice lived in an apartment,

They drank tea, broke cups,

They paid three pieces of money

Who doesn't want to pay

That's why he needs to drive!

A man was driving along the road,

Broke a wheel on the doorstep.

How many nails does he need?

Speak quickly

Don't detain good people. - Five!

One, two, three, four, five. (The fifth one comes out)

The cuckoo walked past the net,

And behind her are small children.

The cuckoos are asked to drink,

Come out, you should drive.

One, two, three, four,

Who doesn't sleep in our apartment?

Everyone in the world needs sleep,

He who is not sleeping will get out!

Rainbow-arc,

Don't let it rain

Come on honey,

Bell tower.

Or:

Bear, bear,

Disperse the cloud:

I'll give you a bunch of oats.

During a drought, when the rains passed by, did you ask the rainbow:

Rainbow-arc,

Bring us some rain.

Rainbow-arc,

Don't drink our water.

After bathing, in order to get rid of the water that had filled the ears, they jumped on one leg, pressing their palm to their ear, saying in time with the jumps:

Mouse, mouse,

Pour out the water

For the mowed garden!

Aquarius, Aquarius,

Pour the water out of your ears!

When searching for mushrooms in the forest, they said:

Mushrooms on top of mushrooms, and mine on top.

Once upon a time there were men

They took saffron milk mushrooms.

SUMMER CALLS AND SENTENCES

Summer rain brought both joy and sorrow. While playing outside, the children called out to the rain like this:

Urine, urine, rain,

On our rye;

For grandma's wheat,

For grandfather's barley

Water all day.

Rain, rain, more

On grandma's cabbage,

On my barley

Ride it all day.

Rain, dew, dew,

Girl, grow, grow!

Rain, rain, more!

Vanka is riding with the thicket,

Touched a stump -

The light came on

Hit a bump -

Spilled grounds in a barrel.

Come on, rain, rain,

Drill the earth

Give us some water!

When the rains continued to fall, they asked the rainbow to stop:

Rainbow-arc,

Stop the rain

Give me some sunshine