Russian folk games for primary school children. Mobile Russian folk games

Let's remember childhood?

The plot of the game is very simple: one driver is chosen, who must catch up and knock down the players who have scattered around the court.
But this game has several complicating options.
1. The tagged player becomes the driver, while he must run, holding on to the part of the body for which he was tagged.
The first player the driver touches becomes the leader himself.
2. The salted player stops, stretches his arms to the sides and shouts: "Tea-tea-help out." He is "bewitched".
Other players can “disenchant” him by touching his hand. The driver must "bewitch" everyone. To do this faster, there may be two or three drivers.

This game is probably familiar to you, however, it has many different options.
The basic rules are: one person drives, while others hide.
The driver must find all the players and knock them out before they have time to hide "at home".
The driver, selected with the help of a rhyme, stands in the agreed place with his eyes closed. This place is called "kon".
While the driver is loudly counting up to 20-30, all the players are hiding in a certain area. After the end of the count, the driver opens his eyes and goes in search of those who have hidden.
If he sees one of the hidden players, he loudly calls his name and runs to the horse. As a sign that the player has been found, you need to knock on the horse against a wall or tree.
If the found player runs to the horse and knocks there before the driver, then he is not considered caught. He steps aside and waits for the end of the game.
The driver must "catch" as many hidden players as possible.
The next time the driver becomes the player who was found and “caught” last (or, according to the decision of the players, the first).
Every time the driver moves far away from the horse, the hidden players can sneak up to the horse and knock. In this case, they will not be considered detected.

Two lines are drawn on the site at a distance of 10-15 meters - two "houses".
In one there are geese, in the other their owner.
Between the "houses", "under the mountain", lives a "wolf" - a driver.
The “master” and the “geese” conduct a dialogue between themselves, known to everyone from early childhood:
- Geese, geese!
- Ha-ha-ha!
- Do you want to eat?
- Yes Yes Yes!
- So fly!
- We are not allowed. The gray wolf under the mountain does not let us go home!
After these words, the "geese" try to run across to the "owner", and the "wolf" catches them.
The caught player becomes a "wolf".

The players line up in pairs, holding hands.
The driver stands in front of the column a few steps away, with his back to the players. He says:
Burn, burn clear
To not go out.
And one, and two, and three.
Last couple run!
On the word “run”, the last couple should quickly run around the column and stand in front. And the driver seeks to get ahead of them and take one of the places of the first pair. The one who did not have enough space becomes the driver.
Instead of the words “last pair”, the driver may say: “Fourth pair” or “Second pair”. In this case, all players need to be very careful and remember what they are in the column in a row.

Two lines are drawn on the site at a distance of 6-8 meters from one another.
Behind one line is the driver - "bear", behind the other is the "house" in which children live.
Children go out of the "house" to the "forest" to pick mushrooms and berries.
They approach the bear's lair with the words:
At the bear in the forest
Mushrooms, I take berries.
The bear doesn't sleep
Everyone is looking at us.
On the last words, the “bear” jumps out of the “lair” and tries to overpower the children running away to their house.
A player tagged with a "bear" becomes a "bear".

The leader is chosen - "monk" and the leader - "seller".
All other players think in secret from the “monk” of the color of paints. Colors must not be repeated.
The game begins with the driver coming to the “shop” and saying: “I, a monk in blue pants, came to you for paint.”
Seller: "For what?"
The monk names any color, for example: "For blue."
If there is no such paint, then the seller says: “Go along the blue path, you will find blue boots, wear it and bring it back!”
"Monk" starts the game from the beginning.
If there is such a paint, then the player who guessed this color tries to escape from the "monk", and he catches up with him.
If you caught up, then the “paint” becomes the leading one, if not, then the colors are guessed again and the game is repeated.

The game takes place on a small limited area where there are no dangerous obstacles.
The driver is blindfolded, or he just closes his eyes. He must, with his eyes closed, touch one of the players.
The players run away from the driver, but at the same time they do not go beyond the site and be sure to give a voice - they call the driver by name or shout: "I'm here."
The salted player changes roles with the leader.

Alyonushka and Ivanushka are chosen, they are blindfolded. They are inside the circle.
The players stand in a circle and hold hands.
Ivanushka must catch Alyonushka.
To do this, he can call her: "Alyonushka!" Alyonushka must necessarily respond: “I’m here, Ivanushka!”, But she herself is not in a hurry to meet Ivanushka and, sensing his approach, runs off to the side.
The movements of the drivers are comical and sometimes unexpected.
It happens that Ivanushka takes one of those standing nearby for Alyonushka and rather grabs him. They explain the error to him.
As soon as Ivanushka caught Alyonushka, other guys take their place and the game starts all over again.

The players are divided into two groups. One depicts the Cossacks, the other - the robbers.
The Cossacks have their own house, where during the game there is a watchman. His duties include guarding the captured robbers.
The game begins with the fact that the Cossacks, staying in their house, give the robbers the opportunity to hide. At the same time, the robbers must leave traces: arrows, conventional signs or notes indicating the location of the next mark.
Traces may be false, in order to intimidate the Cossacks. After 10-15 minutes, the Cossacks begin searching.
The game ends when all the robbers are caught, and the one who was seen by the Cossacks is considered to be caught.
The game is best played on a large territory, but limited by any signs.
At the end of the game, the Cossacks and the robbers change roles.

A fishing rod is a jump rope. One of its ends is in the hand of the "fisherman" - the driver.
All players stand around the "fisherman" no further than the length of the rope.
The "fisherman" begins to spin the "fishing rod", trying to hit the legs of the players with it.
"Fish" must protect themselves from the "fishing rod", jump over it. So that the "fish" do not interfere with each other, there should be a distance of about half a meter between them.
"Fish" should not leave their seats.
If the "fisherman" managed to catch the "fish", that is, touch the "fishing rod", then the place of the "fisherman" is taken by the caught "fish".
The following condition must be observed: the rope can be twisted in any direction, but it cannot be lifted from the ground higher than 10–20 centimeters.

Two people are selected for the game: one is a “cat”, the other is a “mouse”. In some cases, the number of "cats" and "mice" is even greater. This is done in order to spice up the game.
All other players stand in a circle, holding hands, and form a "gate".
The task of the "cat" is to catch up with the "mouse" (that is, to touch it with your hand). In this case, the "mouse" and "cat" can run inside the circle and outside.
Those standing in a circle sympathize with the "mouse" and help her in any way they can. For example: having passed the “mouse” through the “gate” into the circle, they can close it for the “cat”. Or, if the “mouse” runs out of the “house”, the “cat” can be locked there, that is, lower your hands, closing all the “gates”.
This game is not easy, especially for the "cat". Let the “cat” show both the ability to run, and its cunning, and dexterity.
When the "cat" catches the "mouse", a new pair is selected from among the players.

The driver and the players are on opposite sides of two lines, which are drawn at a distance of 5-6 meters from each other.
The task of the players is to reach the driver as quickly as possible and touch him. The one who did this becomes the leader.
But it is not easy to reach the driver.
The players move only under the words of the driver: “You go quieter, you will continue. Stop!" At the word "stop" all the players freeze.
The driver, who had previously stood with his back to the players, turns and looks.
If at this moment one of the players moves, and the driver notices this, then this player will have to go back beyond the line.
The driver can make the frozen guys laugh. Whoever laughs also goes back to hell. And then the game continues.

The players are divided into two teams and stand, holding hands, facing the opposing team, at a distance of 5-7 meters.
One of the teams starts the game with the words: "Ali Baba!" The second team responds in unison:
"About what, servant?"
The first team speaks again, naming the name of one of the players of the opposing team, for example: “Fifth, tenth, Sasha here for us!”
The named player leaves his team and runs to the opposing team, trying to break the chain with a run, that is, to disengage the hands of the players.
If he succeeds, he takes the player who unhooked his hands to his team.
If the chain is not broken, then he remains in the opposing team.
The teams start the game in turn.
The team with the most players after a certain amount of time wins.

This game requires a plank and twelve sticks.
The plank is placed on a flat stone or a small log to make it look like a swing.
Twelve sticks are placed on the lower end of the board, and one of the players hits the upper end so that all the sticks scatter.
The driver collects sticks, and the players at this time run away and hide.
When the sticks are collected and laid on a plank, the driver goes to look for those who have hidden. The found player is out of the game.
Any of the hidden players can sneak up to the "swing" unnoticed by the driver and scatter the sticks again.
At the same time, hitting the board, he must shout out the name of the driver. The driver collects the sticks again, and all the players hide again.
The game ends when all the hidden players have been found and the driver has managed to save his wands.
The last player found becomes the leader.

This game is also a good mindfulness test. It is very simple, its rules are easy to explain.
With your right hand, point to the floor and say: "Gender."
Then point to your nose (it's better if you touch it), say: "Nose", and then raise your hand up and say: "Ceiling."
Do it slowly.
Let the guys show with you, and you will call.
Your goal is to confuse the guys. Say: "Nose", and show yourself at this time to the ceiling. The children must listen carefully and show correctly.
It’s good if you cheerfully comment on what is happening: “I see someone’s nose has fallen to the floor and is lying there. Let's help find a broken nose."
The game can be repeated many times with a faster pace.
At the end of the game, you can solemnly invite the owner of the "highest nose in the world" to the stage.

Take small sheets of paper, write the name of the animal on each.
Distribute the sheets to the children and ask them to draw the animal they received.
While they are doing this, arrange chairs in a circle, one chair less than the children.
Children take chairs, and one of the players becomes a tamer of wild animals.
He slowly walks in a circle and names all the animals in a row.
The one whose animal is named gets up and begins to walk slowly after his tamer.
As soon as the tamer utters the words: “Attention, hunters!”, All the players, including the tamer, try to take empty chairs.
The one who did not have enough space becomes a tamer of wild animals.

The game requires a large basin of water.
Several apples are thrown into the basin, and then the player kneels in front of the basin, holding his hands behind his back, and tries to catch the apple with his teeth and get it out of the water.
Since children will almost certainly splash water and splatter themselves during play, it is best to play outdoors and dress the children in something that does not shed or get wet.

This is a rather old game, traditionally using an object that the children may have never seen before.
A clothespin can be replaced with a coin, candy, or other small item.
Children take turns kneeling on a chair and trying to throw a small object (which you choose to play) into a box or basket.
The one who was able to throw more items into the basket won.
If candy is used in the game, the child takes everything in the basket as a prize at the end of the game.

This game is best played outside, in a spacious and level place, and it is desirable that more people play.
Children choose a leader, and the rest sit on the ground in a circle.
The leader begins to walk slowly from the outside of the circle, touches each player with his hand and says the word "duck" or "goose".
If the player was called a duck, he continues to sit quietly, if a goose, he jumps up and catches up with the leader until he has time to take the free place of the goose.
If the leader succeeds, the goose leads the next horse.

As a preparation for the game, take a button, thread a fishing line or wire through it, and make a ring large enough for the children to sit around this ring and grasp it with their hands.
One of the players is the leader, he is outside the circle.
On a signal, the children begin to pass the button to each other along the wire in such a way that the presenter does not guess who has it at the moment.
Whoever is caught with a button in his hand - he leads the next horse.

The children choose a leader, he leaves the room for one minute, and at this time the children appoint a “chief”.
When the leader returns, at his command, the “main” begins to make various movements, for example, shake his head or stomp his foot, and the children must repeat these movements after the “main”. They must do it in such a way that the leader does not guess who is inventing these actions.
The leader's task is to try to quickly guess who is the "master", and if he succeeded, then the "master" becomes the leader in the next round.

This is a relay race, it is similar to the game "Collect the box."
Children are divided into two or more teams, each team is given a plastic cup of water.
At a certain distance from the start, a large pot or bucket is installed.
On a signal, the participants of both teams start the relay. They run with a glass of water in their hands to the pan and pour water into it. The players then run to their teams as quickly as possible and pass the cups to the next player.
The cup is filled with water from a hose or other source (both teams use the same hose for more fun) and the player runs back to the pot.
The first team to fill the bucket with water wins.

The game is designed for kids, it is better to play it outside, where there is a lot of space.
Children choose a leader. His task is to come up with and perform actions that would be difficult for the rest of the players to repeat, for example, jump over something, jump 50 times on one leg, etc.
Whoever failed to repeat after the leader is out of the game.
You can also introduce a rule that the children take turns driving, then no one drops out of the game, everyone plays just for fun.

Children sit in a circle. One of the players receives a piece of paper with a sentence written on it, or one of the adults says this sentence in his ear (if the child cannot read).
Next, the player whispers in the ear of the neighbor what he heard or read, he whispers to the next, and so on, in a circle.
The last player says the sentence aloud, and then you read the original version.
What happens to children is usually very different from your version!

This is a very simple game, and, most importantly, no one loses in it. The task of the players is not to laugh.
Children sit or stand in a circle, and one of the players says, as seriously as possible: “Ha!”.
The next one says “Ha ha!”, the third one says “Ha ha ha!” and so on.
Anyone who says the wrong amount of "Ha" or laughs is out of the game.
The game continues, and those who have dropped out are trying to do everything to make the remaining players in the circle laugh (but without touching them).
Whoever laughs last wins.

The players stand opposite each other, feet shoulder-width apart, the right foot of one participant is next to the right foot of the second participant.
They then clasp their right hands and, on cue, start pushing or pulling each other in an attempt to make the other lose balance.
Who first moved from the original position - lost.

This game is played by 8 or more people.
You must have 1 coin of 10 rubles or 1 ruble (for small ones).
Children are divided into two teams and sit opposite each other at a long table.
One team receives a coin and the children pass it to each other under the table.
The commander of the opposite team slowly counts to ten (you can do it to yourself), and then says: “Hands up!”
The players of the team that passed the coin should immediately raise their hands up, with their hands clenched into fists.
The leader then says "Hands down!" and the players must place their hands palm down on the table.
The one who has the coin tries to cover it with his palm.
Now the players of the opposite team confer, decide who has the coin.
If they guessed correctly, the coin goes to them, if not, it remains with the same team.
The team that correctly guesses who has the coin the most times wins.

There are many variations of this game.
Give the children five playing cards, nuts in their shells, straws for drinking water, etc. and have them hit the hat with these items while standing at a certain distance from the target.

Three circles with a diameter of 1, 2 and 3 steps are drawn from one center on the floor.
In circles write the numbers 10, 5 and 3; the smaller the circle, the larger the number.
The player becomes the smallest circle. They give him a matchbox and blindfold him, placing a strip of clean paper under the bandage.
The player walks in any direction for 8 steps and, turning around, takes the same number of steps back.
Stopping, he places the box on the floor and removes the bandage from his eyes.
What number indicates the circle in which the box is placed, so many points are given to the player.
The box may be on the line between the circles, then the winnings are equal to the smaller of the two numbers.
If the player, returning, strongly deviates to the side and puts the box outside the circles, 5 points are reset from his account.
Each participant in the game, when his turn reaches him, if he wishes, has the right to indicate in advance in which circle he will put the box.
Under this condition, in case of luck, the player is credited with a number of points twice the number that indicates the circle; if the player makes a mistake and puts the box in the wrong circle that he indicated, then not a single point is counted to him.

Five or six bags 6x9 cm in size are sewn from dense matter.
The bags are stuffed tightly with uncrushed peas and sewn over the edge.
A stool is placed on the floor and a line is marked 4–5 steps from it.
From the line, the player throws three bags, one at a time, so that the bag falls on the stool and remains on it.
Each time the player manages to do this, he gets 1 point.
The organizer of the game stands near the stool and, if there is a bag left on it, immediately removes it.
The player who scores 10 points first wins.

Keeping their hands behind their backs, the players become shoulder to shoulder in a circle. One of them is holding an "invisibility cap" - a cocked hat folded from a sheet of paper. The driver is in the middle of the circle.
On a signal, the participants in the game begin to pass the hat behind their backs to each other, trying to do this so that the driver does not know who has it.
The driver walks in a circle and vigilantly follows the movements of the players. From time to time he stops and, pointing to one of the players, says loudly: “Hands!” The one to whom the driver is addressing should immediately stretch his hands forward.
If at the same time the player has the hat, he replaces the driver.
In a moment of danger, you can not throw your hat on the floor. Anyone who breaks this rule is out of the game.
Any participant in the game, when a hat gets to him, can put it on his head, unless the driver pays attention to him or is not very close.
After showing off in a hat for a second, you need to take it off and let it go in a circle.
If the driver gets dirty when the hat is on his head, you will have to give him your place, and drive yourself.

Traditionally, the game used a real potato, but it can be replaced with a tennis ball or a volleyball.
Children sit in a circle, the leader is in the center. He throws a "potato" to one of the players and immediately closes his eyes.
Children throw it to each other, wanting to get rid of it as soon as possible (as if it were a natural hot potato).
Suddenly, the host commands: “Hot potatoes!”
The one who currently has a “hot potato” in his hands is out of the game.
When only one person remains in the circle, the game ends and that player is considered the winner.

This game is familiar to everyone, as a rule, two people play it.
Each of the players on the count of "three" depicts a figure with his hand - a stone (clenched fist), paper (open palm) or scissors (two fingers extended by a letter).
The winner is determined as follows: scissors will cut paper, paper will wrap stone, stone will blunt scissors.
For each victory, the participant receives one point, the winner is the one who scored the most points.

This game, like other outdoor games, is best played on the street, with a large number of players.
Children stand in a circle, hold hands, and the leader slowly walks inside the circle.
Suddenly, he stops at any two players, unclenches their hands and says: “Run, otherwise you will be left without dinner!”
Two players start running around the circle of children in opposite directions, and the leader becomes in the circle instead of one of the players.
Whoever fills the empty space in the circle first wins, the second player becomes the leader.

This game is the opposite of hide and seek.
The players close their eyes and count to 10 while the leader runs and hides.
After some time, one of the players goes in search of the leader and if he does not find him in one minute, he is eliminated from the game. If he found the leader, then he hides with him.
Then the next participant goes in search of the leader, and if he finds him, he also hides, if not, he leaves.
The game continues until the last person leaves the game or until everyone hides with the leader, like herring in a barrel.
The main thing is not to laugh!

Players are divided into two teams, each team receives a sealed envelope with a "secret" task - to find another package, it contains instructions on how to find the next one, etc.
(Each group is given different tasks and envelopes).
If the children are younger, the envelopes can be hidden at home or in the yard. For older children, the task can be made more difficult by hiding all but the last envelope outside the home.
At the same time, the penultimate package will contain instructions on how to find the last “secret package” in the apartment.

All the guys know Yulu. With Yula, you can start a fun game. 5-6 guys become in a circle.
One takes plywood as large as a notebook, launches a spinning top on it and quickly says: “I had a spinning top, spun and left.”
Having said this tongue twister, you must immediately pass the plywood with the spinning top to the neighbor on the right.
So the top moves from one player to another; You can pass it on only when you say a tongue twister.
At one of the guys, the whirligig will fall sideways on the plywood and “freeze”. Then everyone shouts: “Yula froze!”
The one who freezes the top in his hands is considered a “onlooker”, - he passes the top along with the plywood to his neighbor, and he jumps in a circle on one leg.
When the onlooker gets to his place, his neighbor launches the top, and the game continues.
Look, as if, passing the plywood, do not drop the top on the floor: whoever drops the top, also becomes an onlooker - he will have to jump on one leg


Since ancient times, the Russian people have been famous not only for their unique and extremely interesting culture, but also for exciting games for both children and adults. However, time, warriors and the influence of European neighbors gradually overshadowed the old Russian games. Now they are beginning to revive and never cease to amaze with their liveliness, original ideas and tasks filled with noisy fun.

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

Russian folk games and their rules

Spillikins

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

Golden Gate

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

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

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

Catch a fish

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

hot seat

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

Elephant

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

Paints

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

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

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

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

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

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

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

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

Swan geese

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

Geese-swans, home!

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

What do wolves want?

Pinch gray geese and gnaw bones!

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

Turnip

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

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

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

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

There is another variation of this game.

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

Salki

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

Kick on the rope

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

Cossack robbers

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

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

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

"Eat Quietly"

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

bear cub

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

Burners

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

The members sing the following song:

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

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

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

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

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


There are things that remain unchanged for many years and even centuries. And first of all, this includes the love of a person for various kinds of games. Throughout life (and especially in childhood), play activity remains one of the fundamental for a person, of course, Ancient Rus' was no exception to this rule.

Almost no ancient Russian holiday was held without fun games. Folk games are a vivid expression of the people playing them, a reflection of the ethnic group as a whole and the history of its development. At the same time, games can be viewed, from the point of view of pedagogy and psychology, as a means of education and upbringing. In addition to everything, this is a great way to strengthen your spirit, your body, develop the processes of thinking, fantasy, the emotional component of our life. The Russian people reflected many of the processes of their life in this way, through the game.

Folk games are relevant and interesting at the present time, despite the fact that there are a fairly large number of temptations in our technocratic age. Next, we present a number of games that can be used with great pleasure and benefit both in the educational process at school, in a children's health camp, and in your free time with your family.

"Burners"

Players are arranged in pairs, holding hands and forming a column. The driver is in front. All in unison loudly say or sing:

At the word “run”, those standing in the last pair open their hands and rush to the beginning of the column, running around it from different sides (one on the left, the other on the right), and the driver tries to catch one of them before the couple, having met, again will take hands. If this succeeds, then together with the caught player, the driver stands in the first pair of the column, and the one who was not caught becomes the driver.

"Frost - Red Nose"

Along the edges of the playground, the boundaries of two "houses" are outlined. In one of them the players gather. The driver (i.e. Frost - Red Nose) stands in the middle of the site and says:

And then everyone runs to the opposite "house". Frost is trying to catch up with them and "freeze": those whom he manages to touch with his hand freeze in place. At the end of the run they are either out of the game or remain in a "frozen" position for subsequent rounds. In this case, the winner is the one who remains the last to escape the touch of Frost.

"Salki"

This game has different names (“fifteen”, “traps”, “dumplings”, etc.) and rules, but the main content remains: one or more drivers try to catch other players, touch them with their hand (salt) and, if caught, change roles with them.

"Guide"

This is more than just a game. This is the acquaintance of souls when such factors as appearance and sight are not distracting. In the inner circle, facing the center of the circle, men stand, hold hands and close their eyes. In the outer circle, girls are dancing in a round dance. After some time, by whistling, they begin to disassemble the guys - any of those they like that are closer. They take the guy by the hand and lead him in a circle, the guy walks all this time with his eyes closed. It is desirable that the number of girls and boys match so that no one is left alone. At the signal of the leader, the girls carefully line up the guys again in the inner circle, and they themselves go further in a round dance. This is repeated three times. When, after the third time, the guys are again placed in the inner circle, it is allowed to open their eyes. There is a "gap". The guys describe their feelings, name which of the three girls they liked and who they would like to see. Usually girls are happy to confess and show themselves. Then the girls stand in the inner circle with their eyes closed, and the guys form the outer one, and everything repeats.

"Towns"

This game is mostly male. She also has other names - “ryukhi”, “pigs”, “pigs”. And the well-known expression "put a pig" comes from this game. The rules are as follows: various figures of five wooden chocks (“towns”) are put on the line - about 20 cm long. Then they are broken with a bat about 80 cm long. The party consists of 15 figures: “gun”, “grandmother in the window”, “envelope ”, etc. During the game, the pieces become more complicated, so it’s not at all easy to win here.

"Kick the Rope"

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

"Grandma"

Mostly they were played by children, using a hoofed beef bone filled with lead (cast iron). There are a lot of varieties here. For example, horse for horse. Players put grandmas out of the blue on the nest (two) on the cue ball. Then they determine the conditional distance - horses. To whom to start the game (to beat) first and to whom after - throw lots. To do this, grandmothers are thrown up with special tricks - lining. If the grandmother, who fell to the ground, lies on her right side, it will be plock - the oldest in the game; if he lies on his back, there will be a burn - the second in the game; if the grandmother lies on her left side, there will be a niche, the youngest of all. Players, standing on the line, beat with cue balls according to seniority. If the grandmas that are at stake are knocked down, then they are considered their winnings. When everyone has hit, then each player goes over to his cue ball and beats from the place where his cue ball lies; whoever lies further, he first starts and beats, and the rest finish the game according to the distance of their cue balls.

Lapta

The first mentions of this game in the monuments of ancient Russian writing are found, as they say, as early as the 14th century. Lapta is a team competition with a ball and a bat, which is held on a natural site. The goal of the game is to send the ball tossed by a player of the opposing team as far as possible with a bat and run alternately to the opposite side and back, not allowing the opponent to overpower himself with the caught ball. For successful runs, the team is awarded points. The team with the most points in the set time wins. Games resembling lapta (and, according to a number of researchers, copied from lapta) exist in a number of Western countries - baseball, cricket, etc.

"Fist fight"

This is not a fight, but an old Russian fun, popular, for example, during Maslenitsa. Most of these battles were "proper" - fought according to strict rules. Here are the main provisions:

  • to fight "for love" - ​​that is, not to have malice towards the opponent;
  • do not beat the lying;
  • do not hit from behind;
  • do not hide heavy objects in the fist; v
  • do not put footboards and do not grab clothes;
  • do not kick.

Almost the entire male population took part in the wall-to-wall battles - from boys (!) to adults. Teenagers "started" the fight, then the men converged, and at the end the strongest fighters - "hopes" joined in. Each "wall" could have two, three, four or more rows. They fought street against street, village against village, settlement against settlement. But they did not harbor malice towards each other. Such fights in Rus', developing courage, strength, dexterity, character, were considered not only fun, but also a good male school for both boys and adult men.

Let's remember childhood?

outdoors.

Funny outdoor games are our childhood. Who does not remember the constant hide-and-seek, hide and seek, catch-up, bastards? When did these games originate? Who invented them? There are probably no definitive answers to these questions. These games, like songs and fairy tales, were created by the people. They perfectly temper the body and soul. These games make you move a lot and require resourcefulness, ingenuity, dexterity and perseverance. They are usually held outdoors in an open area. Children of all ages can participate in such games - from preschoolers to high school students. Their rules are simple and clear.

The plot of the game is very simple: one driver is chosen, who must catch up and knock down the players who have scattered around the court. But this game has several complicating options. 1. The tagged player becomes the driver, while he must run, holding on to the part of the body for which he was tagged. The first player the driver touches becomes the leader himself. 2. The salted player stops, stretches his arms to the sides and shouts: "Tea-tea-help out." He is "bewitched". Other players can “disenchant” him by touching his hand. The driver must "bewitch" everyone. To do this faster, there may be two or three drivers.

This game is probably familiar to you, however, it has many different options. The basic rules are: one person drives, while others hide. The driver must find all the players and knock them out before they have time to hide "at home". The driver, selected with the help of a rhyme, stands in the agreed place with his eyes closed. This place is called "kon". While the driver is loudly counting up to 20-30, all the players are hiding in a certain area. After the end of the count, the driver opens his eyes and goes in search of those who have hidden. If he sees one of the hidden players, he loudly calls his name and runs to the horse. As a sign that the player has been found, you need to knock on the horse against a wall or tree. If the found player runs to the horse and knocks there before the driver, then he is not considered caught. He steps aside and waits for the end of the game. The driver must "catch" as many hidden players as possible. The next time the driver becomes the player who was found and “caught” last (or, according to the decision of the players, the first). Every time the driver moves far away from the horse, the hidden players can sneak up to the horse and knock. In this case, they will not be considered detected.

Two lines are drawn on the site at a distance of 10-15 meters - two "houses". In one there are geese, in the other their owner. Between the "houses", "under the mountain", lives a "wolf" - a driver. The “master” and the “geese” conduct a dialogue between themselves, known to everyone from early childhood: - Geese, geese! - Ha-ha-ha! - Do you want to eat? - Yes Yes Yes! - So fly! - We are not allowed. The gray wolf under the mountain does not let us go home! After these words, the "geese" try to run across to the "owner", and the "wolf" catches them. The caught player becomes a "wolf".

The players line up in pairs, holding hands. The driver stands in front of the column a few steps away, with his back to the players. He says: Burn, burn bright, To not go out. And one, and two, and three. Last couple run! On the word “run”, the last couple should quickly run around the column and stand in front. And the driver seeks to get ahead of them and take one of the places of the first pair. The one who did not have enough space becomes the driver. Instead of the words “last pair”, the driver may say: “Fourth pair” or “Second pair”. In this case, all players need to be very careful and remember what they are in the column in a row.

Two lines are drawn on the site at a distance of 6-8 meters from one another. Behind one line is the driver - "bear", behind the other is the "house" in which children live. Children go out of the "house" to the "forest" to pick mushrooms and berries. They come to the bear's lair with the words: In the bear's forest Mushrooms, I take berries. And the bear does not sleep, Everything looks at us. On the last words, the “bear” jumps out of the “lair” and tries to overpower the children running away to their house. A player tagged with a "bear" becomes a "bear".

The leader is chosen - "monk" and the leader - "seller". All other players think in secret from the “monk” of the color of paints. Colors must not be repeated. The game begins with the driver coming to the “shop” and saying: “I, a monk in blue pants, came to you for paint.” Seller: "For what?" The monk names any color, for example: "For blue." If there is no such paint, then the seller says: “Go along the blue path, you will find blue boots, wear it and bring it back!” "Monk" starts the game from the beginning. If there is such a paint, then the player who guessed this color tries to escape from the "monk", and he catches up with him. If you caught up, then the “paint” becomes the leading one, if not, then the colors are guessed again and the game is repeated.

The game takes place on a small limited area where there are no dangerous obstacles. The driver is blindfolded, or he just closes his eyes. He must, with his eyes closed, touch one of the players. The players run away from the driver, but at the same time they do not go beyond the site and be sure to give a voice - they call the driver by name or shout: "I'm here." The salted player changes roles with the leader.

Alyonushka and Ivanushka are chosen, they are blindfolded. They are inside the circle. The players stand in a circle and hold hands. Ivanushka must catch Alyonushka. To do this, he can call her: "Alyonushka!" Alyonushka must necessarily respond: “I’m here, Ivanushka!”, But she herself is not in a hurry to meet Ivanushka and, sensing his approach, runs off to the side. The movements of the drivers are comical and sometimes unexpected. It happens that Ivanushka takes one of those standing nearby for Alyonushka and rather grabs him. They explain the error to him. As soon as Ivanushka caught Alyonushka, other guys take their place and the game starts all over again.

The players are divided into two groups. One depicts the Cossacks, the other - the robbers. The Cossacks have their own house, where during the game there is a watchman. His duties include guarding the captured robbers. The game begins with the fact that the Cossacks, staying in their house, give the robbers the opportunity to hide. At the same time, the robbers must leave traces: arrows, conventional signs or notes indicating the location of the next mark. Traces may be false, in order to intimidate the Cossacks. After 10-15 minutes, the Cossacks begin searching. The game ends when all the robbers are caught, and the one who was seen by the Cossacks is considered to be caught. The game is best played on a large territory, but limited by any signs. At the end of the game, the Cossacks and the robbers change roles.

A fishing rod is a jump rope. One of its ends is in the hand of the "fisherman" - the driver. All players stand around the "fisherman" no further than the length of the rope. The "fisherman" begins to spin the "fishing rod", trying to hit the legs of the players with it. "Fish" must protect themselves from the "fishing rod", jump over it. So that the "fish" do not interfere with each other, there should be a distance of about half a meter between them. "Fish" should not leave their seats. If the "fisherman" managed to catch the "fish", that is, touch the "fishing rod", then the place of the "fisherman" is taken by the caught "fish". The following condition must be observed: the rope can be twisted in any direction, but it cannot be lifted from the ground higher than 10–20 centimeters.

Two people are selected for the game: one is a “cat”, the other is a “mouse”. In some cases, the number of "cats" and "mice" is even greater. This is done in order to spice up the game. All other players stand in a circle, holding hands, and form a "gate". The task of the "cat" is to catch up with the "mouse" (that is, to touch it with your hand). In this case, the "mouse" and "cat" can run inside the circle and outside. Those standing in a circle sympathize with the "mouse" and help her in any way they can. For example: having passed the “mouse” through the “gate” into the circle, they can close it for the “cat”. Or, if the “mouse” runs out of the “house”, the “cat” can be locked there, that is, lower your hands, closing all the “gates”. This game is not easy, especially for the "cat". Let the “cat” show both the ability to run, and its cunning, and dexterity. When the "cat" catches the "mouse", a new pair is selected from among the players.

The driver and the players are on opposite sides of two lines, which are drawn at a distance of 5-6 meters from each other. The task of the players is to reach the driver as quickly as possible and touch him. The one who did this becomes the leader. But it is not easy to reach the driver. The players move only under the words of the driver: “You go quieter, you will continue. Stop!" At the word "stop" all the players freeze. The driver, who had previously stood with his back to the players, turns and looks. If at this moment one of the players moves, and the driver notices this, then this player will have to go back beyond the line. The driver can make the frozen guys laugh. Whoever laughs also goes back to hell. And then the game continues.

The players are divided into two teams and stand, holding hands, facing the opposing team, at a distance of 5-7 meters. One of the teams starts the game with the words: "Ali Baba!" The second team answers in chorus: “About what, servant?” The first team speaks again, naming the name of one of the players of the opposing team, for example: “Fifth, tenth, Sasha here for us!” The named player leaves his team and runs to the opposing team, trying to break the chain with a run, that is, to disengage the hands of the players. If he succeeds, he takes the player who unhooked his hands to his team. If the chain is not broken, then he remains in the opposing team. The teams start the game in turn. The team with the most players after a certain amount of time wins.

This game requires a plank and twelve sticks. The plank is placed on a flat stone or a small log to make it look like a swing. Twelve sticks are placed on the lower end of the board, and one of the players hits the upper end so that all the sticks scatter. The driver collects sticks, and the players at this time run away and hide. When the sticks are collected and laid on a plank, the driver goes to look for those who have hidden. The found player is out of the game. Any of the hidden players can sneak up to the "swing" unnoticed by the driver and scatter the sticks again. At the same time, hitting the board, he must shout out the name of the driver. The driver collects the sticks again, and all the players hide again. The game ends when all the hidden players have been found and the driver has managed to save his wands. The last player found becomes the leader.

This game is also a good mindfulness test. It is very simple, its rules are easy to explain. With your right hand, point to the floor and say: "Gender." Then point to your nose (it's better if you touch it), say: "Nose", and then raise your hand up and say: "Ceiling." Do it slowly. Let the guys show with you, and you will call. Your goal is to confuse the guys. Say: "Nose", and show yourself at this time to the ceiling. The children must listen carefully and show correctly. It’s good if you cheerfully comment on what is happening: “I see someone’s nose has fallen to the floor and is lying there. Let's help find a broken nose." The game can be repeated many times with a faster pace. At the end of the game, you can solemnly invite the owner of the "highest nose in the world" to the stage.

Take small sheets of paper, write the name of the animal on each. Distribute the sheets to the children and ask them to draw the animal they received. While they are doing this, arrange chairs in a circle, one chair less than the children. Children take chairs, and one of the players becomes a tamer of wild animals. He slowly walks in a circle and names all the animals in a row. The one whose animal is named gets up and begins to walk slowly after his tamer. As soon as the tamer utters the words: “Attention, hunters!”, All the players, including the tamer, try to take empty chairs. The one who did not have enough space becomes a tamer of wild animals.

The game requires a large basin of water. Several apples are thrown into the basin, and then the player kneels in front of the basin, holding his hands behind his back, and tries to catch the apple with his teeth and get it out of the water. Since children will almost certainly splash water and splatter themselves during play, it is best to play outdoors and dress the children in something that does not shed or get wet.

This is a rather old game, traditionally using an object that the children may have never seen before. A clothespin can be replaced with a coin, candy, or other small item. Children take turns kneeling on a chair and trying to throw a small object (which you choose to play) into a box or basket. The one who was able to throw more items into the basket won. If candy is used in the game, the child takes everything in the basket as a prize at the end of the game.

This game is best played outside, in a spacious and level place, and it is desirable that more people play. Children choose a leader, and the rest sit on the ground in a circle. The leader begins to walk slowly from the outside of the circle, touches each player with his hand and says the word "duck" or "goose". If the player was called a duck, he continues to sit quietly, if a goose, he jumps up and catches up with the leader until he has time to take the free place of the goose. If the leader succeeds, the goose leads the next horse.

As a preparation for the game, take a button, thread a fishing line or wire through it, and make a ring large enough for the children to sit around this ring and grasp it with their hands. One of the players is the leader, he is outside the circle. On a signal, the children begin to pass the button to each other along the wire in such a way that the presenter does not guess who has it at the moment. Whoever is caught with a button in his hand - he leads the next horse.

The children choose a leader, he leaves the room for one minute, and at this time the children appoint a “chief”. When the leader returns, at his command, the “main” begins to make various movements, for example, shake his head or stomp his foot, and the children must repeat these movements after the “main”. They must do it in such a way that the leader does not guess who is inventing these actions. The leader's task is to try to quickly guess who is the "master", and if he succeeded, then the "master" becomes the leader in the next round.

This is a relay race, it is similar to the game "Collect the box." Children are divided into two or more teams, each team is given a plastic cup of water. At a certain distance from the start, a large pot or bucket is installed. On a signal, the participants of both teams start the relay. They run with a glass of water in their hands to the pan and pour water into it. The players then run to their teams as quickly as possible and pass the cups to the next player. The cup is filled with water from a hose or other source (both teams use the same hose for more fun) and the player runs back to the pot. The first team to fill the bucket with water wins.

The game is designed for kids, it is better to play it outside, where there is a lot of space. Children choose a leader. His task is to come up with and perform actions that would be difficult for the rest of the players to repeat, for example, jump over something, jump 50 times on one leg, etc. Whoever failed to repeat after the leader is out of the game . You can also introduce a rule that the children take turns driving, then no one drops out of the game, everyone plays just for fun.

Children sit in a circle. One of the players receives a piece of paper with a sentence written on it, or one of the adults says this sentence in his ear (if the child cannot read). Next, the player whispers in the ear of the neighbor what he heard or read, he whispers to the next, and so on, in a circle. The last player says the sentence aloud, and then you read the original version. What happens to children is usually very different from your version!

This is a very simple game, and, most importantly, no one loses in it. The task of the players is not to laugh. Children sit or stand in a circle, and one of the players says, as seriously as possible: “Ha!”. The next one says “Ha ha!”, the third one says “Ha ha ha!” and so on. Anyone who says the wrong amount of "Ha" or laughs is out of the game. The game continues, and those who have dropped out are trying to do everything to make the remaining players in the circle laugh (but without touching them). Whoever laughs last wins.

The players stand opposite each other, feet shoulder-width apart, the right foot of one participant is next to the right foot of the second participant. They then clasp their right hands and, on cue, start pushing or pulling each other in an attempt to make the other lose balance. Who first moved from the original position - lost.

This game is played by 8 or more people. You must have 1 coin of 10 rubles or 1 ruble (for small ones). Children are divided into two teams and sit opposite each other at a long table. One team receives a coin and the children pass it to each other under the table. The commander of the opposite team slowly counts to ten (you can do it to yourself), and then says: “Hands up!” The players of the team that passed the coin should immediately raise their hands up, with their hands clenched into fists. The leader then says "Hands down!" and the players must place their hands palm down on the table. The one who has the coin tries to cover it with his palm. Now the players of the opposite team confer, decide who has the coin. If they guessed correctly, the coin goes to them, if not, it remains with the same team. The team that correctly guesses who has the coin the most times wins.

There are many variations of this game. Give the children five playing cards, nuts in their shells, straws for drinking water, etc. and have them hit the hat with these items while standing at a certain distance from the target.

Three circles with a diameter of 1, 2 and 3 steps are drawn from one center on the floor. In circles write the numbers 10, 5 and 3; the smaller the circle, the larger the number. The player becomes the smallest circle. They give him a matchbox and blindfold him, placing a strip of clean paper under the bandage. The player walks in any direction for 8 steps and, turning around, takes the same number of steps back. Stopping, he places the box on the floor and removes the bandage from his eyes. What number indicates the circle in which the box is placed, so many points are given to the player. The box may be on the line between the circles, then the winnings are equal to the smaller of the two numbers. If the player, returning, strongly deviates to the side and puts the box outside the circles, 5 points are reset from his account. Each participant in the game, when his turn reaches him, if he wishes, has the right to indicate in advance in which circle he will put the box. Under this condition, in case of luck, the player is credited with a number of points twice the number that indicates the circle; if the player makes a mistake and puts the box in the wrong circle that he indicated, then not a single point is counted to him.

Five or six bags 6 × 9 cm in size are sewn from dense matter. The bags are tightly stuffed with uncrushed peas and sewn over the edge. A stool is placed on the floor and a line is marked 4–5 steps from it. From the line, the player throws three bags, one at a time, so that the bag falls on the stool and remains on it. Each time the player manages to do this, he gets 1 point. The organizer of the game stands near the stool and, if there is a bag left on it, immediately removes it. The player who scores 10 points first wins.

Keeping their hands behind their backs, the players become shoulder to shoulder in a circle. One of them is holding an "invisibility cap" - a cocked hat folded from a sheet of paper. The driver is in the middle of the circle. On a signal, the participants in the game begin to pass the hat behind their backs to each other, trying to do this so that the driver does not know who has it. The driver walks in a circle and vigilantly follows the movements of the players. From time to time he stops and, pointing to one of the players, says loudly: “Hands!” The one to whom the driver is addressing should immediately stretch his hands forward. If at the same time the player has the hat, he replaces the driver. In a moment of danger, you can not throw your hat on the floor. Anyone who breaks this rule is out of the game. Any participant in the game, when a hat gets to him, can put it on his head, unless the driver pays attention to him or is not very close. After showing off in a hat for a second, you need to take it off and let it go in a circle. If the driver gets dirty when the hat is on his head, you will have to give him your place, and drive yourself.

Traditionally, the game used a real potato, but it can be replaced with a tennis ball or a volleyball. Children sit in a circle, the leader is in the center. He throws a "potato" to one of the players and immediately closes his eyes. Children throw it to each other, wanting to get rid of it as soon as possible (as if it were a natural hot potato). Suddenly, the host commands: “Hot potatoes!” The one who currently has a “hot potato” in his hands is out of the game. When only one person remains in the circle, the game ends and that player is considered the winner.

This game is familiar to everyone, as a rule, two people play it. Each of the players on the count of "three" depicts a figure with his hand - a stone (clenched fist), paper (open palm) or scissors (two fingers extended by a letter). The winner is determined as follows: scissors will cut paper, paper will wrap stone, stone will blunt scissors. For each victory, the participant receives one point, the winner is the one who scored the most points.

This game, like other outdoor games, is best played on the street, with a large number of players. Children stand in a circle, hold hands, and the leader slowly walks inside the circle. Suddenly, he stops at any two players, unclenches their hands and says: “Run, otherwise you will be left without dinner!” Two players start running around the circle of children in opposite directions, and the leader becomes in the circle instead of one of the players. Whoever fills the empty space in the circle first wins, the second player becomes the leader.

This game is the opposite of hide and seek. The players close their eyes and count to 10 while the leader runs and hides. After some time, one of the players goes in search of the leader and if he does not find him in one minute, he is eliminated from the game. If he found the leader, then he hides with him. Then the next participant goes in search of the leader, and if he finds him, he also hides, if not, he leaves. The game continues until the last person leaves the game or until everyone hides with the leader, like herring in a barrel. The main thing is not to laugh!

Players are divided into two teams, each team receives a sealed envelope with a "secret" task - to find another package, it contains instructions on how to find the next one, etc. (Each group is given different tasks and envelopes). If the children are younger, the envelopes can be hidden at home or in the yard. For older children, the task can be made more difficult by hiding all but the last envelope outside the home. At the same time, the penultimate package will contain instructions on how to find the last “secret package” in the apartment.

All the guys know Yulu. With Yula, you can start a fun game. 5-6 guys become in a circle. One takes plywood as large as a notebook, launches a spinning top on it and quickly says: “I had a spinning top, spun and left.” Having said this tongue twister, you must immediately pass the plywood with the spinning top to the neighbor on the right. So the top moves from one player to another; You can pass it on only when you say a tongue twister. At one of the guys, the whirligig will fall sideways on the plywood and “freeze”. Then everyone shouts: “Yula froze!” The one who freezes the top in his hands is considered a “onlooker”, - he passes the top along with the plywood to his neighbor, and he jumps in a circle on one leg. When the onlooker gets to his place, his neighbor launches the top, and the game continues. Look, as if, passing the plywood, do not drop the top on the floor: whoever drops the top, also becomes an onlooker - he will have to jump on one leg

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

"Snow Tower" - Russian folk winter game

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

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

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

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

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

"Moroz" - Russian folk winter round dance game

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

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

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

"Winter cauldron" - Russian folk winter outdoor game

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

"Heel" - Russian folk winter game

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

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

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

"Ldinka" - Russian folk winter outdoor game

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

"Korovka" - Russian folk winter outdoor game

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

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

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

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