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» Mobile games of the peoples of the world. Mobile games of different nations

Mobile games of the peoples of the world. Mobile games of different nations

10 or more people play.
Chairs according to the number of players are set in a circle, backs inward. The players (firefighters) walk around these chairs to the sound of music (beats of a tambourine, drum). As soon as the music stops, the players must place a piece of clothing on the chair they are standing next to. The game continues. When each participant removes 3 objects (they end up on different chairs), an alarm sounds: "Fire!". Players must quickly find their belongings and put them on. Whoever gets dressed the fastest wins.

African tags in a circle

Tanzania


10 or more people play.
Inventory: a leaf from a tree.
Players stand in a circle facing the center. The driver walks behind them and touches the palms of the players with a sheet. Then he puts the leaf in someone's hand and runs. The sheet player is behind him. If the driver runs a circle and is not caught up, he will stand on free place, and the player chasing him becomes the new driver.

Trains

Argentina


7 or more people play.
Equipment: whistle.
Each player builds a depot for himself: draws a small circle. In the middle of the site is a driver - a steam locomotive. He does not have his own depot. The driver goes from one car to another. To whom he approaches, he follows him. This is how all wagons are assembled. The locomotive suddenly whistles, and everyone runs to the depot, the locomotive too. The player left without a place becomes a driver - a locomotive.

Buffaloes in a paddock

Sudan


10 or more people play.
Players stand in a circle and hold hands. Two or three players stand in the center. These are buffaloes. Their task is to break out of the circle. They are trying to break through the circle with a running start, raising their hands up. Rough tricks are not allowed. If they fail to break through in one place, they try to break through in another. If they succeed, those players who failed to restrain them become buffaloes.

sick cat

Brazil


More than five people play.
One player is a healthy cat trying to catch everyone else. Each player who has been tarnished must place his hand exactly on the spot where he was tarnished. He also becomes a cat, but sick and helps a healthy cat when catching. A sick cat can only stain with a healthy hand. The player who is not tarnished wins. He becomes a healthy cat for the next round.

tightrope walkers

Uzbekistan


5 or more people play.
On the playground, the guys draw a straight line 6-10 meters long. You have to move along it like a tightrope. You are allowed to hold your hands out to the sides. Those guys who go off the line lose - "fly off the rope."

Rules:
1. One of the players is watching the tightrope walkers.
2. The one who stepped off the "rope" becomes an observer.

Potyag

Belarus


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

Rule:
They start pulling exactly on the signal.

world peoples peoples game game game game game game game different games games games games games games games

Children's play in the UK

CAPS AND HATS

The participants in the game put their caps or hats against the wall in one continuous row. A perpendicular line is drawn from it, the length of which is about 5.5 m. From this distance, you need to try to throw the ball into any hat other than your own. If the first player does not hit, then the one whose hat was not hit takes the ball. Now it's his turn to throw. If he hits any hat, then one pebble is placed in it. If it does not hit, the pebble is placed: in his own hat. Then the next player throws, and so on. The one with three pebbles in the hat is out of the game. The last one left wins.

Instead of hats, you can use special dents in the floor. Then the ball should not be thrown, but rolled on the floor.

FORTY WAYS TO GET TO THE PLACE

Ten or more children participate in the game. The players are divided into two or three teams, lined up in a row one after the other. On a signal, the players standing first run to the wall and back, touching the next player in their team with their hand. Now it's his turn to run. But he should not repeat the movements of the previous participant in the game. For example, if the first player just ran, then the second one can run and wave his arms, the next one can jump on one leg or jump, etc.

The team that finishes first wins.

MY GRANDMA'S CHEST

All players sit in a circle. One of the players starts the game. He says: "I put blouses in my grandmother's chest." The second player says, "I'm putting blouses and shirts in Grandma's chest." The third says: "I put blouses, shirts and vegetables in my grandmother's chest." Guess what the game is about? Everyone must repeat the names of the items said by the previous players and add their own. Anyone who forgets the name of the subject or mixes up the order of their statements is out of the game. The winner is the one who can list all the named items in order.

TRIPLE RUNNING

All participants in the game are divided into two or three teams, and in each team - into pairs. Then the legs of each pair of players must be tied with a rope as follows: the left leg of one player is tied to the right leg of the other. Draw a mark line at a distance of 15 meters. On a signal, the first pair of each team runs to this line, touches it, returns, passing the baton to the next pair, etc. The team that finishes the game first wins.

WHO IS ABSENT

The participants of the game sit on chairs forming a circle. The host leaves the room. At this time, one of the players hides, and the rest change places. Then the leader is called. He must look closely at the players and determine who is missing as quickly as possible. It's not as easy as it seems. If the host calls the one hiding, then the latter becomes the leader, etc. The game is repeated, and each time the players must change places. The winner is the one who guessed "who is not" the fastest.

COMPETITION IN OVERCOMING OBSTACLES

Throughout the game, its participants perform various actions with a book under their arm. First, they go to one end of the room and there they try to tie a small string on their left hand, all the while making sure that the book does not fall out of their right hand. Then you need to go to the other end of the room and try to put beads on your neck there. Whoever drops the book loses one point. You can come up with other tasks: pick up a handkerchief from the floor, take a candy from a plate and put it in your mouth, etc. The one who can complete all the tasks without dropping the book wins.

CELLS

Take a piece of paper and put as many rows of dots on it as you want. Then each player takes turns drawing a line, connecting two points horizontally or vertically. Try to connect the dots so that you get small cells. The player who drew the last line, forming a cell, enters the first letter of his name there. In this case, he is given an extra turn. The one with the most marked cells wins.

NEW YEAR GIFTS

This game is good to play on new year holiday.

Place the prizes for the participants in this game in the large box on the table. The players line up in a row a few meters from the table. On a signal, everyone must jump to the table on one foot, find a bundle with their name and jump back to their place. The first person to do all this gets an additional prize. And the one who forgets about the need to jump on one leg on the way back receives a simple gift in the form of chalk or orange peel.

SAUSAGE

All participants in this game sit in a circle and ask the facilitator the following questions: “What fruits do you like?”, “What does your nose look like?”, “What do you wear in the morning when it’s cold outside,” etc. For each question, the facilitator must answer: "Sausage", If he laughs or even smiles, he is out of the game. Then the next participant in the game takes his place.

The winner is the one who never smiled or laughed. It's not as easy as it might seem.

READ THE LIPS

All participants in the game line up in one line. The one who stands first comes forward and turns to face those standing. With a silent movement of his lips, he gives a command to English language, for example: “Jump!”, Dance!”, “Run!”.

Then the next one in the line quickly joins the first one and also, with a movement of the lips, reproduces the command that, as it seems to him, the first one gave. The rest of the players do the same.

Finally, all the players carry out the command that each of them gave. Those who made a mistake must pay a phantom, and the first player stands at the end of the line.

The game requires silence.

BLOW OFF THE PAPER BAG

This is a relay game. The players are divided into two teams with the same number of players in each. You need two ropes and two paper bags (the rope is about five meters long).

Pull the rope through the paper bag, tie the ends of the rope to the chairs, pull it well. Line up both teams in a row in front of the stretched ropes. On a signal, the first participants in the game begin to blow into the open part of the bag as hard as possible so that it moves quickly along the rope. When the bag reaches its end, the same players move it back. The rest of the players do the same. The team that finishes the game first wins.

SAY FAST

All participants in the game sit in a circle. The facilitator stands in the middle and asks questions. The players must answer his questions with words that begin with the letter "P" or "C" (you can pick up other letters of the alphabet). You need to answer quickly while the leader counts to ten. For example, he might ask, "What's your favorite food?" The answer should be: "Sugar" or even "Salt". And to the question: “I saw a strange animal in your garden yesterday, who was it?” - the answer may be: "Pig".

Anyone who cannot answer a question quickly must pay a forfeit.

HOW ACCURATE ARE YOU

For this game, many objects need to be placed on the table: loose matches, notebooks, flowers in a vase, pins, needles, etc. For a few seconds, the players look at the objects, then they close. The participants in the game are given a piece of paper and a pencil. Everyone should write how many matches, notebooks, flowers, pins and needles were on the table. The one with the most accurate answers wins.

SIMON SAYS

The participants in the game choose a leader. He must stand on a chair or table so that he can be seen. The rest of the players stand in a row facing the leader. The host starts the game with the words: "Simon says:" Hands up. Each participant in the game must execute this command: raise their hands up. Commands must be followed if they begin with the words "Simon says." If the command begins without these words, it does not need to be executed. If a player makes a mistake, he is out of the game. The winner is the one who has never made a mistake. The leader has the right to give one command and execute another.

PATIENCE AND A LITTLE EFFORT

All participants in the game sit at the table. In front of each is a plate with grains of rice and a needle. On a signal, the players begin to remove grain by grain with a needle from the plate.

The one who completes this task first wins.

PIG TAIL

On the big sheet draw a pig on thick paper and hang the drawing on the wall. The participants in the game are blindfolded, they approach the sheet and blindly, each in turn, try to draw the pig's tail. The one who manages to draw a tail on right place, wins. You can offer to draw a blindfolded pig. Whoever does it best wins.

DO THE REVERSE

Any number of players can take part in the game. Everyone sits in a row. The leader stands in the center in front of them. Whatever commands he gives, you need to do the opposite. For example, he says: “Get up”, but you need to sit down; if he says, "Cry," then one should laugh, etc. Those who make mistakes are out of the game. The most attentive wins.

CALLER

Any number of players can take part in the game. Everyone is blindfolded, except for the leader. He must constantly move around the room with a bell in his hand. The rest of the players try to catch him by the ringing of this bell. Sometimes they catch each other and are convinced that they were mistaken only when they hear the ringing of a bell in the distance. This is a very fun game, but it requires caution.

TOM AND KITTY

This game is very popular in England and USA.

All players stand in a circle, except for two. The two - a blindfolded boy called "Tom" and a girl with the code name "Kitty" - stand inside the circle. The essence of the game is that "Tom", Catching "Kitty", called her real name. To do this, he constantly asks: "Kitty, where are you?". She must each time answer: “I am here,” and quickly move within the circle. You can't go outside the circle. If "Tom" caught "Kitty" and correctly called her name, he returns to the rest of the players, and Kitty is blindfolded. The participants in the game choose a new "Tom", and now "Kitty" asks: "Tom, where are you?" for the same purpose

The game can be made even more fun if two "Toms" and two "Kitties" participate in it. Then each of the "Toms" catches his "Kitty".

DRAW TO MUSIC

The participants of the game are sitting at the table, in front of them are sheets of paper and pencils. One of the players is standing at the table. At the sound of music, the players begin to draw. When the music is turned off, they should stop drawing and quickly switch places. The player who was standing at the table is also trying to take a seat at the table. If he succeeds, someone else stays at the table. The game is repeated. The winner is the one who has never been left without a place. When the game is over, don't forget to take a look at the drawings. We are sure they will entertain you!

POTS

This is a very fun and at the same time difficult game. The winner must receive a prize.

Line up the pots according to the number of players on the floor. Place a spool in each pot. The participants in the game should line up in front of the pots. On a signal, the players should run to the pots, kneel down, scoop up the spool with a teaspoon with one hand and run back. The one who runs first wins.

DANCE WITH A BROOM

This game is good to play at school parties. Everyone dances in pairs. One of the boys is dancing with a broom. When the music stops, everyone should change partners. The player who danced with a broom, having found a pair, drops it. The one who was left without a partner dances with a broom. The game is repeated several times.

Would you be interested to know what children in other countries of the world play? I have always been interested in this question, so I began to collect information about it. So I have accumulated a small selection of foreign games. It is interesting that many of them have domestic counterparts - and this once again proves that people are not so different from each other. At least in games. **Greece: "Amalgata"** This game is reminiscent of our popular entertainment "The sea is rough once", only in a Greek way. Before starting the game, it is advisable to read the book "Myths Ancient Greece or at least tell some of them to a child. _Accessories:_ scarves, hats, brooches, sticks... - for players' outfits. _Rules of the game:_ The driver stands in the center of the site. He is blindfolded. He counts and the rest of the players walk around. After a while, the driver stops counting and says loudly: “Amalgata!”. It means "statue" in Greek. He removes the bandage from his eyes and carefully looks at the players. At the same moment, all players must freeze in the pose of some ancient Greek hero. The leader approaches each “statue” and looks closely to see if it is moving. If only the "statue" shakes or smiles, it is out of the game. The most persistent player becomes the winner and becomes the leader in the next game. **Israel: "Go-gos"** Go-gos in Israel is called apricot pits. They can be excellent projectiles for shooting at the shooting range. _Accessories:_ apricot pits, shoe boxes with holes of various sizes cut into them. _Rules of the game:_ Before starting the game, you need to cut several holes in the lids of the boxes. One is the largest, the second is medium, the third is small (slightly larger than the bone itself). Each hole in the box has its own value: large - 10 points, medium - 15 points, small - 20 points. Boxes need to be placed on the ground or floor, and after one and a half meters from them, draw a restrictive line. All players stand behind the line and throw bones. The goal of the game is to get into the hole and score as many points as possible. The winner is the one who has more well-aimed hits and, accordingly, points. **Argentina: "Tu-tu train"** A fun outdoor game, suitable even for those groups in which children do not know each other. _Accessories:_ a few (according to the number of players) pieces of chalk and a whistle. _Rules of the game:_ First, each player builds a personal depot: for this, he draws a small circle with chalk and stands in its center. The child will be a wagon in the depot. In the middle of the playing field is the driver. He has a whistle in his hand. This is a steam locomotive. The locomotive does not have its own depot. He starts the game, slowly walks from one depot to another, and the wagons (children) cling to him. When the entire train is assembled (all the children stand behind each other), the locomotive speeds up. It is important for the wagons not to break away from the locomotive and keep up with it, no matter how fast they go. Suddenly, the "locomotive" whistles, at this moment the "cars" should scatter around the depot. "Steam locomotive" also runs and occupies someone's depot. The player who did not have time to get into his depot circle is considered a loser and now he becomes a "locomotive". **Korea: "Bon Juggler"** At first glance, this is pretty simple game. However, the further, the more difficult, but also more interesting to play it. _Accessories:_ 5 small smooth stones. _Rules of the game:_ The first player throws pebbles on the ground. He tries to throw them so that they lie as close to each other as possible. Then he picks up one pebble, throws it up. Following this, the player picks up the second stone. He holds it in his hand and catches the first pebble on the fly. So the player has two stones in his hand. He tosses one of them again and at this time he takes the third pebble. So he continues to throw stones until he has 5 stones in his hand. The second part: at this stage, the player must pick up two stones from the ground during the flight of the first pebble. At the next stage - 3 stones, then - 4. As a result, the player throws all 5 stones into the air and tries to catch them with his palms folded in a boat. How many pebbles the kid caught, so many points are counted to him. The one with the most points wins. This game exists in other countries under the name "Five stones" (Five stones, Batu Seremban). Sometimes, instead of stones, specially sewn bags of rice or beans are used:

**Chile: "Let's go, Guaraca!"** What kind of character - Guaraca - no one knows. However, this is not so important, the main thing is that the game is fun. _Accessories:_ handkerchief. _Rules of the game:_ Players sit in a large general circle. The driver runs around (with outside circle) with a handkerchief in his hands. The players do not look at the driver and shout loudly in chorus: “Forward, Guaraka!” Purpose of the game: The driver must discreetly put a handkerchief on the back of one of the players. If the player does not notice this, the driver runs another circle and the player is out. If the player notices a handkerchief on his back, he must quickly jump up, catch up and besiege the driver. If he manages to do this, then in the next game he himself becomes the driver. If not, then the same child continues to drive. **Pakistan: "Up and Down"** If the company stayed too long in one place, then the guys can be entertained by fun game. _Accessories:_ open space with large quantity small obstacles (bumps, stumps, bumps ...) _Rules of the game: _ Everyone gathers on the same platform, the driver says: “Top!” and all the guys should stand on some kind of hill. The driver commands: "Down!" This means that you can not stay on the hills, you have to go down to flat surface. After each command, the children move around the playground and no one knows where the “up” or “down” command will find him. The player who failed to complete the command in time becomes the driver. **Sumatra: "Insect, elephant, man"** We have an analogue of this game. It's Rock, Paper, Scissors. _Rules of the game:_ We call three fingers on the hand: the little finger is a bug, the index finger is a man, the big one is an elephant. You need to clench your hand into a fist and, at the expense of the leader (one-two-three), throw one of these fingers forward. Elephant stronger than a man so he wins. A man is stronger than an ant, and an ant is stronger than an elephant. Depending on this, it is determined who won. You can count points for each win or just play at will. _ **Read also:**

For preschool children

Kovalenko Lyubov Iosifovna,

educator

MBDOU Kindergarten"Snow White"

Solnechny, Surgut district



BELLS

Children stand in a circle. Two people go to the middle - one with a bell or a bell, the other - blindfolded. Everyone sings:

Tryntsy-bryntsy, bells,

The daredevils called:

Digi-digi-digi-dong,

Guess where the call is coming from!

After these words, the "blind man's blind man" catches the dodging player

Two children with green branches or a garland and form a gate.

MOTHER SPRING

All children say:

Mother spring is coming

Open the gate.

The first of March has come

He spent all the children;

And then April

Opened the window and the door;

And how May came -

How much do you want to play!

Spring leads a chain of all the children through the gate and leads them into a circle.

Lyapka

One of the players is the driver, he is called a lyapka. The driver runs after the participants in the game, tries to knock someone down, saying: "You have a blooper on, give it to another!" The new driver catches up with the players and tries to pass the blooper to one of them. This is how they play Kirov region. And in Smolensk region in this game, the driver catches the participants in the game and asks the caught one: "Who had it?" - "At the aunt." - "What did you eat?" - "Dumplings". - "To whom did you give?" The one who is caught calls by name one of the participants in the game, and the one named becomes the leader.

Rules of the game. The driver must not chase the same player. The participants in the game carefully observe the change of drivers.

BALL UP!

The participants in the game stand in a circle, the driver goes to the middle of the circle and throws the ball with the words: "Ball up!" The players at this time try to run as far as possible from the center of the circle. The driver catches the ball and shouts: "Stop!" Everyone should stop, and the driver, without leaving the spot, throws the ball at the one who is closest to him. The stained becomes the driver. If he missed, then he remains the driver again: he goes to the center of the circle, throws the ball up - the game continues.

Rules of the game.

The driver throws the ball as high as possible. It is allowed to catch the ball with one rebound from the ground. If one of the players after the word: "Stop!" - continued to move, then he must take three steps towards the driver. The players, running away from the driver, should not hide behind objects encountered on the way.



"LENOK"

Circles are drawn on the ground - nests, which are one less in number than the players. Everyone stands in a circle, holding hands. The leader in the circle makes various movements, everyone repeats them. At the command "Plant

linen!" players occupy the nests, the one who did not have time to occupy the nest is considered "planted": he is "planted" in the nest until the end of the game. Then one nest is removed on the ground, and the game continues. The one who takes the last free place wins.

Kittens (Katsyanyatki)

Description. On the ground (floor) they draw a line - “street”, six or eight meters in front of it - a circle (“house”).

After that, "cat" is selected. She enters the “house”, the playing ones - “kittens” - come up to her for 2 steps, and the “cat” asks: “Kittens-children, where were you?”

The subsequent conversation can go, for example, like this: "Kittens":

And what did they do there?

"Kittens":

Flowers tore!

Where are these flowers?

The number of questions and answers depends on the imagination and ingenuity of the players. “Kittens” can give several answers, but “cat” chooses one and, depending on its content, sets new question. As soon as the “kittens” pause when answering, the “cat” shouts: “Oh, you are deceivers!” - and tries to catch one of them. To escape, the "kittens" must run out into the street, that is, stand on the line, holding hands. The one whom the "cat" catches, she takes to the "house". After some time, the rest of the “kittens” approach the “house”, and everything starts all over again.

MILLET (MILLET)

Description. By lot or simply by choice, they choose the “owner” (or “hostess”) and stand in one line, holding hands. The “master” passes along the line, stops near someone and says:

Come to me to weed millet.

I do not want!

Do you have porridge?

Right now!

Oh, you loafer! - exclaims the "master" and runs to any end of the line.

"Loafer" also runs to this end of the line, but behind the backs of the players. Whoever of them is the first to grab the hand of the last one in the line, he stands next to him, and the rest changes his role with the "owner".

1. After the words “Oh, you loafer,” the “owner” has the right to make several deceptive movements and only after that run to either end of the line. The player competing with him must run to the same end without fail.

2. If the runners grab the hand of the extreme player at the same time, then the former “owner” continues to drive.

FOREST, SWAMP, LAKE (FOREST, BALOTA, VOZERA)

Description. They draw a circle of such a size that all the players can fit in it, and 3 more circles at approximately the same distance from the first one (when playing in the hall, these can be three opposite corners of it, limited by lines). The players become in the first circle (or corner), and the remaining circles receive the names: “forest”, “swamp”, “lake”. The host calls the animal, bird, fish or any other animal (you can agree to name plants) and quickly counts up to the agreed number. Everyone runs, and everyone stands in the circle that, in his opinion, corresponds to the habitat, the named animal or bird, etc. I (for example, in a circle meaning a forest if a wolf is named, in a circle meaning a lake if a pike is named ). The word "frog" allows you to stand in any circle, since frogs live in the lake, and in the swamp, and in the forest. Those win. who has never made a mistake certain number horses.

HOUND (HORT)

Description. A “cage” is drawn on the ground - a circle with a diameter of 3 * 5 m. Children become around it - “hares”, who, by agreement, choose the “hare king”. He enters the middle of the "cage" and says, pointing at each word in turn to each player:

Hare, hare, where have you been?

In the swamp.

What have you been doing?

Sorry for the grass.

Where did you hide?

Under deck.

Who took it?

Who is catching?

At last word all the players scatter, and that one. on whom the word “hort” fell out, begins to catch them and takes those caught to the “cage”, where they should be until the end of the game. This continues until then. until all the "hares" are caught.

1. "Hares" do not have the right to run out of the "field".

2. "Hare" is considered caught if "hort" grabs his hand or touches his shoulder.



WOLF AND KITS (VOVK TA KITS)

Children 7-12 years old (5-10 people) play on a playground approximately 20x20 m in size.

Description. A circle with a diameter of 5-10 m is drawn on the site (depending on the number of players), and around it at a distance of 1-3 m - circles with a diameter of 1 m - "houses" (one less than the number of "goats"). According to the counting rhyme, they choose the "wolf". He becomes between a large circle and "houses". "Kids" are in a large circle. After counting to three, they run out of the circle to occupy the "houses". "Wolf" at this time does not salute them. One of the "goats" does not get the "house". He runs away (between the "houses" and the large circle) from the "wolf", who seeks to overpower him. Osalil - they change roles, if they don’t, they will remain a “wolf”, and the game starts all over again.

1. After counting "three", all the "goats" must necessarily run out of the big circle.

2. If the “goat” pursued by the “wolf” runs around a large circle 3 times and the “wolf” does not catch up with it, then the “wolf” must stop chasing and remain in the same role for the next round of the game.

BELL (RINGING)

(This game has other names: "Bell", "Ring")

This game was recorded in Ukraine in the last century by P. Ivanov (in the Kharkiv region) and P. Chubinsky (in the Poltava region). In our time, the existence of the game was found in the Vinnitsa and Ternopil regions. Usually boys and girls of 10-15 years old (sometimes even older), 10 or more people play.

Description. Holding hands, the players form a circle. The driver, chosen according to the counting rhyme, becomes inside the circle. Leaning on the hands of the circle, he tries to separate them, saying: "Bov." He repeats this until he opens someone's hands, after which he runs away, and the two who open their hands catch (salat) him. The one who catches becomes the leader.

COLOR (COPIER)

Description. Agree on site boundaries. According to the counting rhyme, the driver is chosen. The players form a circle. The driver, closing his eyes, becomes his back to the circle, 5-6 m from it. He names any color, such as blue, red, green, cyan, white. Then he turns to the players. Those who have clothes of the named color or some other object grasp these objects so that the driver can see. Those who do not have them run away from the driver. If he catches up and taunts someone, then the tagged one becomes the leader, and the former leader stands with everyone in a circle. Play several times.

HERON(CHAPLYA)

Description. According to the counting rhyme, they choose the driver - “heron”. The rest are "frogs". While the "heron"

"Merge" (stands leaning forward and resting his hands on straight legs), the rest of the players squat, trying to imitate the movements of a frog. Suddenly, the "heron" "wakes up", lets out a cry and begins to catch (salt) the "frogs". Salted replaces the "heron". They usually play 5-6 times.

TOWEL (TOWEL)

Description. According to the account of the drivers “times. two. three "right and left pairs separate their hands and run towards each other to change places, and the middle pair catches, without separating their hands, any of the runners (Fig. 2). A couple, one of whose players is caught by the drivers, changes place and role with them. If the drivers failed to catch anyone, they drive again.

LAME DUCK

Description. A “lame duck” is selected, the rest of the players are randomly placed on the court, standing on one leg, and the other leg bent at the knee is held behind by the hand. After the words: “The sun flares up, the game begins” - the “duck” jumps on one leg, holding the other leg with his hand, trying to taunt one of the players (Fig. 3). The salted ones help her salt the others. The last player who is not salted becomes the lame duck.

SQUARE (SQUARE)

Description. Usually the order of the game is determined in this way: "Chur, I'm the first!" - "I'm second!" etc. Sometimes they are distributed according to the rhyme. Each player must complete the following exercises:

1) jump to the center of the square (Fig. 4, a), then legs to the sides with a jump to the walls of the square, without stepping on the line, jump to the center again, then jump forward through the line without turning, then jump to the center and beyond the line of the square . The player who makes a mistake is out of this round and waits for his next turn. Having completed the exercise without error, proceeds to the following exercises;

2) jump to the center on two legs; jumping legs to the sides to the walls of the square, without stepping on them; back to the center; jump turn 90 degrees, legs to the sides; jump to the center and outside the square (Figure 4, b);

3) jump on one leg to the center of the square; jumping legs to the sides and turning, becoming legs at the corners of the square (Fig. 4, c); again a jump on one leg to the center and a jump with a turn, becoming legs in other corners; a jump to the center on one leg and a jump from the square.

In this game, the number of jumps and the combination of jumps on one and two legs is not strictly regulated. The players usually agree on how many and what jumps the player makes in each series of movements. The winner is the one who first completes all types of jumps that have been agreed upon in advance.

Sometimes they play for ingenuity: each of the players in turn offers their own version, the rest must repeat it. The winner in this case is the player who offers the most difficult or interesting option.




GRAY WOLF (SARY BURET)

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

Where are you going, my friends?

Into the dense forest we go

What do you want to do there

We'll pick raspberries there

Why do you need raspberries, children?

We will make jam

If a wolf meets you in the forest?

The gray wolf will not catch up with us!

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

I'll pick berries and make jam

My dear grandmother will be treated

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

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

After the words, the gray wolf gets up, and the children quickly run over the line. The wolf is chasing them and trying to tarnish someone.

He takes the captives to the lair - to where he hid himself.

WE SELL POTS (CHULMAK UENA)

The players are divided into two groups. Potty children, kneeling or sitting on the grass, form a circle. Behind every pot is a player

The owner of the pot, hands behind his back. The driver is behind the circle. The driver approaches one of the owners of the pot and starts a conversation:

Hey buddy sell the pot!

buy

How many rubles to give you?

Three give back

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

SKOK-JUMP (KUCHTEM-KUCH)

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

The driver says: "Jump!" After this word, the players quickly change places (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 leader.

CLAPPERS (ABACLE)

On opposite sides of the room or platform, two cities are marked with two parallel lines. The distance between them is 20-30 m. All children line up near one of the cities in one line: left hand on the belt right hand outstretched palm up.

The leader is chosen. He approaches those standing near the city and pronounces the words:

Clap and clap - such a signal I run, and you follow me!

With these words, the driver lightly slaps someone on the palm. Driving and spotted run to the opposite city. Whoever runs faster will stay in the new city, and the one who lags behind becomes the driver.

GET A PLACE (BUSH URSH)

One of the participants in the game is chosen as the leader, and the rest of the players, forming a circle, walk holding hands. The driver goes around the circle in the opposite direction and says:

Like a magpie arekochu I won't let anyone into the house.

I cackle like a goose

I'll pat you on the shoulder - Run!

Having said run, the driver lightly hits one of the players on the back, the circle stops, and the one who was hit rushes from his place in a circle towards the driver. The one who runs around the circle takes an empty seat earlier, and the one who lags behind becomes the leader.



KURAY (PIPE)

The game is played to any Bashkir folk melody. Children, holding hands, form a circle and move in one direction. There is one child in the center of the circle, he is a kurai player, he has a kurai (long pipe) in his hands, he walks in the opposite direction. Children walk in a circle, run, perform stomp on the words:

“We heard our kurai,

We have all gathered here.

Having played enough with a kuraist.

They fled in all directions.

Hey, hey, hey, hey! On the green, in the meadow

We will dance to the kurai

Children scatter around the playground, perform the movements of the Bashkir Shch dance to the words: “You, perky kurai, play more fun, Choose those who dance better”

The child-kuraist chooses the best performer of movements, he becomes the leader.

Rules: scatter only after the end of words.

MUYUSH ALYSH (CORNERS)

At the four corners of the site there are four stupas with four children on them. The driver is in the center. He takes turns approaching those who are seated and

asks everyone a question:

Hostess, can I heat your bathhouse?

1 player answers: "My bath is busy."

2 player replies: “My dog ​​has whelped”

3 player answers: “The stove collapsed”

4 the player answers: “There is no water”

The driver goes to the center of the site, claps his hands three times and shouts Hop, hop, hop! During this time, the owners quickly change places. The driver must have time to take a free chair.

Rules: change only after the driver claps. The game can also be played with a large number of children: in this case, the teacher should put as many chairs as there are players and make additional answers for the "owners".

Children stand in pairs in a circle: in front of a girl behind a boy Leading, in whose hand is a belt (rope), walks around the circle and pronounces the text:

Summer has passed, autumn has come,

The ducks have flown, the geese have flown.

The nightingales sang.

Crow stop!

Sparrow fly!

The child who was chosen as a "sparrow" runs away from the driver in a circle, and he tries to catch up and put on his belt. If the driver touches, then he takes the place of the player, and the touched one becomes the leader.

Rules: do not touch the fleeing with your hand, but only with your belt. Run away after the word "fly".

Children stand in two lines across the playground opposite each other. The first team asks in chorus: “White poplar, blue poplar, what is there in the sky?”

The second team answers in chorus: "Motley birds."

The first team asks, "What do they have on their wings?" The second team answers: "There is sugar and honey."

The first command asks: "Give us sugar."

The second team asks: “Why do you need it?”

The first team calls "White poplar, blue poplar."

The second team asks: "Which one of us do you choose?"

The first team calls the name of one of the players from the opposite team. The selected child runs towards the line of rivals, who stand with their hands tightly together, and tries to break the opponent's "chain". If he breaks the "chain", then he takes the player from the opposing team to his team, if not, then he remains in this team. The team with the most players wins.

KUGARSEN (DOVES)

Two parallel lines are drawn on the site at a distance of 5-8 meters, circles (“nests”) are drawn along these lines. Children stand in circles ("nests") opposite each other. The driver is a “shepherd”, with his eyes closed, walks between the ranks and pronounces the text three times:

“Gur-gur, pigeons, there is one nest for all of us”

With the end of the words, the children change places ("nests") - they run to opposite "nests". The shepherd opens his eyes and tries to occupy the empty "nest". The child “dove” left without a “nest” becomes a “shepherd”. Rules: you can change places only when the shepherd says the text three times.

ENA MENYAN EP (NEEDLE AND THREAD)

Children are divided into two teams, lined up in columns one after another on one side of the playground. A landmark (cube, tower, flag) is placed in front of each team at a distance of 5 meters. On a signal, the first players (“needles”) run around the landmarks and return to the team. The next ifok ("thread") is hooked to them, they run around the landmark together. Thus, all the players of the team (“threads”), catching on in turn, one after the other, run around the landmarks. That team (“needle and thread”) wins, all the players of which are hooked and run around the landmarks first.

Rules: players are not allowed to unhook their hands while running. If this happens, then the team that violated the rules starts the game again.



PREDATOR IN THE SEA (SHOTKAN KAYAK TINESRE)

Up to ten children participate in the game. One of the players is chosen as a predator, the rest are fish. To play, you need a rope 2-3 m long. A loop is made at one end and put on a post or peg. The player acting as a predator takes the free end of the rope and runs in a circle so that the rope is taut and the arm with the rope is at knee level. When the rope approaches, the fish children need to jump over it.

Rules of the game. Fish caught by the rope are out of the game. The child, acting as a predator, starts running on a signal. The rope must be constantly taut.

On the site, two lines are drawn or trampled in the snow at a distance of 10 - 15 m from each other. According to the counting rhyme, the driver is selected - a shark. The remaining players are divided into two teams and face each other behind opposite lines. On a signal, the players simultaneously run from one line to another. At this time, the shark salutes those who cross. The score of the tagged from each team is announced.

Rules of the game. The run begins on a signal. The team that has the agreed number of players, for example five, loses. Salted ones are not out of the game.

MOON OR SUN (UYOHPA HEVEL)

Choose two players to be captains. They agree among themselves which of them is the moon and which is the sun. One by one, the others, standing aside, approach them one by one. Quietly, so that others do not hear, everyone says what he chooses: the moon or the sun. He is also quietly told whose team he should be on. So everyone is divided into two teams that line up in columns - the players behind their captain, clasping the one in front of the waist. Teams pull each other across the line between them. Tug of war is fun, emotional even when the teams are unequal.

Rules of the game. The loser is the team whose captain crossed the line during the tug.

The game is played by two teams. The players of both teams line up facing each other at a distance of 10 -15 m. The first team says in unison: “Tili-ram, tili-ram?” ("Who do you, who do you?") The other team names any player from the first team. He runs and tries to break through the chain of the second team, holding hands, with his chest or shoulder. Then the teams switch roles. After the calls, the teams drag each other over the line.

Rules of the game. If the runner manages to break through the chain of the other team, then he takes one of the two players between whom he broke through to his team. If the runner has not broken the chain of another team, then he himself remains in this team. In advance, before the start of the game, the number of team calls is set. The winning team is determined after a tug-of-war.

The players stand in a circle and hold hands. They walk in a circle to the words of one of their favorite songs. The driver stands in the center of the circle. Suddenly he says: "Disperse!" - and then runs to catch the fleeing players.

Rules of the game. The driver can take a certain number of steps (by agreement, depending on the size of the circle, usually three to five steps). The salted one becomes the leader. You can run only after the word disperse.



NEEDLE, THREAD

The players stand in a circle, holding hands. Choose a needle, thread and knot with a counting room. They all run into the circle one after another, then run out of it.

Shooting at straw headstock Shooting from a bow at bundles of straw headstock or a shield made up of bundles of straw or tangled ropes is widely used under the name surkharban as one of the sports elements of the national holiday.

HERD

The participants of the game stand in a circle facing its center, holding hands tightly, depict horses. In the middle of the circle are the foals.

We are looking for a stick The participants of the game stand on both sides of the log (benches, boards), close their eyes. The host takes a short stick (10 cm) and throws it away to the side.

STEP NYAIALHA

Each player takes a certain number of bones, everyone takes turns tossing them up and looking at the position in which they fell: a tubercle or a recess, up or otherwise. Whoever has more bones in the tubercle position starts the game.

He collects all the bones and throws them from a height to the floor so that they fall randomly. Then, with a click of the middle finger on one of the bones, he directs it to the next one, lying with it in the same position, while trying not to hurt the others. If he does not hit the intended step or touches others, and also if there are no more equally lying stones among the stones, then the second one comes into play, etc. With each successful click, the player puts aside the beaten step. After all the bones are knocked out, each player puts on the line the number of bones equal to the smallest number knocked out by one of the players. The game is repeated until all the steps are in the hands of one person.

HONGORDOOHO

One of the participants in the game takes a full handful of bones, throws them up and catches them with the back of the right hand, throws them up again and catches them with his palm. Caught walkers are put aside. The remaining bones are collected as follows: one step is thrown up, and while it flies, the player grabs as many bones from the floor as were caught the first time and catches the falling step. If the player manages to catch it in flight, he sets aside one tile as a win. In case of failure, the game passes to the next participant. The winner is the one with the most bones.

Grandma-ankles Throwing ankles (talus bones) has many varieties: 1. Several ankles are placed in a row against each other along the edges of the table.

Wolf and lambs One player is a wolf, the other is a sheep, the rest are lambs, the wolf sits on the road along which the sheep moves with lambs.



FROM THE DRUM OR FROM THE PIPE (TEBIL OYNU)

The leader of the first group approaches the second and starts a conversation, ending with the question: “From the drum or from the pipe?” If the leader of the second group answers: “From the pipe!” - then the first group, having formed a chain and imitating the sound of the pipe "z ... u ... mm", passes under his outstretched arm, and he can change the direction of the arm and, consequently, the direction of their movement. If the leader of the second group answers: “From the drum!” - then the first group passes under his hand, imitating the sound of the drum. Having passed at hand, all those in the ranks squat several times.

Then the second group asks a question to the first group, and depending on the answer, the second group imitates the sound of either a pipe or a drum, passing under the hand of the leader of the first group.

Rule. Until the entire group of the leader passes at hand, you cannot change the direction of the hand.

CHILDREN AND COCK

One of the players portrays a rooster. The rooster comes out of his house, walks around the site and crows three times. The players who are in the "houses" (circles drawn with chalk with a diameter of 1 m), in response:

Cockerel, cockerel,

Golden comb!

Why do you get up so early.

Do you let your kids sleep?

After that, the rooster crows again, flaps its wings and begins to catch children.

her, who, leaving their house, run around the playground. If it didn’t work out to catch the guys, then he again depicts a rooster.

zest

A circle is drawn on the playground (the diameter of the circle depends on the number of players) * Children are divided into two equal groups. By lot, one team enters the circle, the second remains behind the circle. Several players of the second team are given balls (raisins), but in such a way that those standing in a circle do not know who has the ball. Children with balls are conditionally numbered, but only the player and the driver should know the number of each player. Everyone is walking in circles. The driver calls the number of one of the players. He quickly throws the ball, trying to knock down the player in the circle. The offending player is out of the game. If the player who threw the ball does not hit the player, then he himself is out of the game, and the ball passes to another. The game continues until there is only one person left in the team.

Two lines are drawn at some distance from each other. Boys line up on one line, girls line up on the other. leader between them. The boys team is night and the girls team is day. By command

de "Night!" boys catch girls, on command "Day!" girls catch boys. Salted go to the opposing team.

To play, you need two balls of white and black (or any other color, but not the same). The players are divided into two equal teams, in each of which a leader is selected. One leader is given the ball white color, another black.

On a signal, the leaders throw their balls as far as possible. On the second signal, one player from each team runs for their ball. Winner, i.e. the one who brought the ball to his leader faster gets a point. The team with the most points wins.


SHEPHERD

The purpose of the game: the development of attention, dexterity, speed of reaction.

A line is drawn on the playground - a streamlet, on one side of which the selected shepherd and sheep gather, on the other side a wolf sits. The sheep stand behind the shepherd, clasping each other by the waist.

The wolf addresses the shepherd with the words: “I am a mountain wolf, I will carry it away!” The shepherd replies: "But I'm a brave shepherd, I won't give it back." After these words of the shepherd, the wolf jumps over the stream and tries to reach the sheep. The shepherd, spreading his arms to the sides, protects the sheep from the wolf, preventing him from touching them. In case of luck, the wolf takes the prey with him. The game starts over, but the roles change.

Rules of the game:

STICK DRAGGING

Purpose of the game: development of strength, endurance, strengthening the muscles of the body.

Two players sit on the floor opposite each other, resting their feet. They take a stick in their hands (you can use a rope, a strap, or just hold hands). In this case, one hand is in the middle of the stick, the other on the edge. On a signal, the players begin to pull each other, trying to raise the opponent to their feet.

Rules of the game: the player who manages to lift the opponent to his feet wins. The winner has the right to continue the game with the next player.

FORTRESS

The purpose of the game: the development of intelligence, dexterity, coordination of movement.

The players are divided into two teams. It is determined by lot which team will defend the fortress and which will attack.

A board (stone, rug) is placed in the center of the playground. This is the fortress.

On a signal, the defenders surround the fortress at a distance of 2-3 m and protect it from the attack of rivals. The attackers disperse different sides. The fortress will be declared conquered if one of the players steps on the board and is not caught by the defender.

The attackers make various plans for the siege, approach the defenders and distract them in every possible way. Thus, the attackers tend to break through to the fortress, and the defenders try to catch them. Defenders remaining behind the broken line are out of the game. An attacker who managed to break through the defenders' line, but did not have time to put his foot on the board before being caught, is also out of the game.

Rules of the game: attackers score a point if they conquer the fortress. If all the attackers are caught by the defenders, then the players change places, but he does not get a point. The team that gets assigned amount points (for example, five).

FIRE THIEVERS

Purpose of the game: development of dexterity, speed; strengthening the musculoskeletal system of the legs.

On the playground rectangular shape(length - 30-40 m, width - 15-20 m) a circle with a diameter of 2-4 m is drawn in each corner. Circles indicate a fortress. Danger lines (or lines of fire) 2-3 m long are drawn inside the playground. The players are divided into teams of 10-15 people. Each team is located along its line of danger. Teams choose captains and distinctive sign(element of the national costume). The team that starts the game first is chosen by lot. At a certain signal, the captain of the team starting the game approaches the opponents, takes fire with a light blow on the hand of any of the players and runs away to his border. He runs after him, trying to catch until the first player reaches the border. If the fleeing player is caught, he becomes a prisoner and is imprisoned in the enemy's stronghold. If it is not possible to catch up with the escaping, and the catching up player already reaches the line of danger, then another player runs out from the opponent's team and tries to capture the catching up player.

Rules of the game:

The game continues until all the players of any team are captured;

The pursuer must catch up with the opponent to the danger line from where the game started;

The pursuer, who has caught up with the fleeing person, becomes the bearer of fire. He can approach the opponent's line and, after hitting the hand of any player, run back to his border as a starter of the game;

The captives are released when their friend, having received fire from an opponent, passes unhindered into the fortress and touches them with his hand: they all quickly run to their border.

Two lines are drawn in the middle of the playing area at a distance of 2 m. Behind them, at a distance of 10-15 m, two more lines are drawn. Two teams are selected: flowers and "breezes". Each team stands in front of the inner line facing the opposing team.

The “flowers” ​​start the game by choosing a name for themselves in advance - the name of the flower. They say: "Hello, breezes!" "Hello flowers!" the winds answer. “Winds, breezes, guess our names,” says “flowers” ​​again.

"Veterki" begin to guess the names of "flowers". And as soon as they guess, the flowers run away for the second line. "Winds" are catching up with them.

Rules of the game:

points are determined by the number of flowers caught; the winner is determined by the agreed amount of points; After one game, the teams switch roles.

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In the section of the game of the peoples of the world, the most famous and time-tested games are collected. The presented games have a wide geography and an interesting history of origin. Games of the peoples of the world help to better understand, and maybe take a different look at other nationalities. Games of the peoples of the world reflect the culture and identity of the people. It can be noted that one people is dominated by mobile, team games, and the other desktop, logical. You can also find very similar games in different peoples but with different names.

auto racing

Car racing German game for two or more people. To play, you need to take two car toys, two wooden sticks and two long cords (about 6-9 m).
Toy cars should be tied to cords. which, in turn, are tied to sticks.
wooden sticks must hold two children. The essence of the game is to, on command, wind the cord around the stick as quickly as possible, thus pulling the car towards you.

Kagome

Kagome is a Japanese children's game. One of the children is chosen as a "demon", he closes his eyes and sits down.

The rest of the children dance around him and sing a game song. When the song ends "demon" says the name of the person behind him and if the "demon" is right, that person replaces the "demon".

Stork and Frog

This Japanese game can be played by 4 or more people. To do this, you need to draw on the asphalt big lake with bays, islands and capes. Players choose one leader - "stork", and the rest all players become "storks".

“Frogs” sit in the “water”, not having the right to get out on the “land”.

The "stork" should walk along the shore and try to catch the "frog". “Stork” has the right to jump from “island” to “island”, but cannot enter “water”. The last "frog" caught - becomes a "stork".

White stick

White stick (Tajikistan) can be played by more than 10 people.
Participants must choose a leader according to the counting rhyme, divide into 2 equal teams and choose a place for a white stick. Then the host must discreetly hide the wand, and the players must look for it. The one who finds the wand carries it to the chosen place, and at this time the players of the other team try to stop him. The wand can be passed to members of your team.

Trains

Argentinean game for seven or more people. Before the game, the participants are divided into the driving "locomotive" and the rest of the players "cars". On a large platform, players, each for themselves, "build a depot" outlining a small circle.

In the middle of the site is a driver - a steam locomotive. He does not have his own depot. The driver goes from one player to another. To whom he approaches, he follows him. This is how all wagons are assembled. The locomotive suddenly whistles, and everyone runs to the depot, the locomotive too. The player left without a place becomes the driver of the locomotive.

Ball in the palm

A game from Burma played by at least six players with one ball or stone. Players line up at a distance of 30 - 40 cm from each other. Outstretched arms with open palms are held behind the back. One of the players is behind them. He has a ball or a pebble in his hand. Walking along the line, he pretends to want to drop the ball into someone's palm. Players must not look back. Finally, he drops the ball into someone's hand. The player who received the ball suddenly breaks out of the line.

Neighbors to the right and left must grab him before he moves. But at the same time, they do not have the right to leave the line. If they fail to catch him, he can return to his place, and then the game continues. If he is caught, he changes places with the leader.

A statue

A statue- Armenian game for 5 - 20 people.

Players are divided into catchers and evaders. For every 5 people, one catcher is appointed, for 20 people - four catchers. By appointment of the leader, the catchers go out of the field, and the runaways are freely located on the site. On a signal, the catchers chase the rest of the players, trying to catch one of them.

Caught must immediately stop to freeze in place in the position in which he was caught. The one who is frozen can be "freed" by any player by touching him. The game ends when all players are caught. After that, new catchers are chosen, and the game continues.

The runaway, who by inertia ran out of the field, is considered to be out of the game.

Pull out the handkerchief

Pull out the handkerchief is an Azerbaijani game played by 10 or more people.

Scarves are used as inventory. Two teams line up opposite each other at some distance. A line is drawn between them. Each has a handkerchief or scarf tucked into his belt behind his belt. By lot, one of the teams becomes the leader. At the command of the judge, the children move forward (the drivers stand still), cross the line, and then the judge shouts: “Fire!” The players run back, and the opponents (drivers) try to catch up with them in order to pull a scarf from their belt. Then the teams switch roles.

shpen

Pin, this is a Belarusian game where, in the center of the field, a wooden bar-pin is installed, the driver becomes next to it, and around the rest of the players with bats in their hands.

Their task is to throw the bat and hit the peg with it so that it rolls as far away from the center as possible. If one of the players succeeded and the peg rolled far away, the driver must run up, take it and set it again in the center of the field. At this time, the players run after their bats and pick them up.

The driver, having installed the peg, should try to capture any of the bits, ahead of its owner. If he succeeds, he becomes a player, and the player who did not have time to return his bat becomes the driver. (Sticks flying into the peg can hit the driver, so he needs to be careful not to get hit by the bit).

Steal the banner

An Italian game in which two teams are each placed at their own line at some distance from each other, the leader stands in the middle. He holds a scarf and calls out numbers. The players whose numbers he called run towards him. The one who snatches the headscarf from the leader and is the first to return to his place earns a point.

Calabash

Peru

A Peruvian game in which players draw circle houses for themselves, and the driver remains "homeless". Everyone yells "Calabaza!" (Go home!) and scatter in their circles. "Homeless" refers to one of the players: "Do you sell eggs?" He replies: "I - no, but he may be selling" and points to a friend, to whom the "homeless" is heading. In the meantime, the players should change places. If the driver manages to occupy someone else's house, then he becomes his master, and the one who remains outside the circle leads.

Alone in a circle

This is a Hungarian game in which players form a circle with a diameter not exceeding 10 m. The leader becomes the center of the circle. Players throw a small ball to each other. The driver tries to intercept him. At a convenient moment, any of the players can throw the ball at the driver.

If the driver fails to dodge the ball, he remains in the center of the circle.

If successful, he leaves the circle, and his place is taken by the player who threw the ball.

If the driver managed to intercept the ball thrown at him, or during the transfer from player to player, he can throw the ball at any player.

If it hits, the player will take his place, if not, it remains to drive on.

Oksak hag

"Karga" in translation from Uzbek - "crow", "oksak" - "lame". Why is the crow lame? Because the one who depicts this crow jumps on one leg. And the second leg is bent and tied, say, with a belt or a scarf. (On which leg the crow limped is not important). Play the game the way you want. If there are only two of you, just jump in a race. If at least three (dad, mom and me) - you can get crow tags. A lot of people have gathered - arrange a jump relay, breaking into two teams. At the same time, the belt or scarf with which the leg is tied up passes from one “crow” to another.

Sahreoba

This is a Georgian jumping game that will require several sticks like city bats (no more than 5 cm thick). Sticks are placed on the ground parallel to one another at a distance of half a meter. The more sticks, the harder the game will be. Next to the first stick and the last - on a flat stone: here the jumpers can rest (not for long!). A beginner in the game must, jumping on one leg, bypass all the sticks with a snake. On the way back, you need to jump over the sticks, placing your feet perpendicular to them. And again to the stone - but now the feet are placed parallel to the sticks. End the game by jumping from stick to stick.

If you get lost, make a mistake, you immediately give way to the next jumper, and you yourself, having waited for your turn again, start all over again. We have talked about four ways to jump, but you can come up with new ones yourself; you can somehow put the sticks in a different way ... In general, the competition program will largely depend on your desire and on your ingenuity. In any case, the winner will be the one who, with fewer attempts, will complete all the agreed tasks without errors.

Quint

This is a Lithuanian game in which five people participate. A rectangular square with a side of 10 m is drawn on the ground or asphalt. Four participants stand in the corners of the square. In the center of the square, a circle with a diameter of 1.5 m is drawn, the fifth player, the fifth, becomes it. Corner players throw the ball at him, and the fifth tries to dodge the ball without leaving the circle. The player who got into the fifth takes his place.

Fire brigade

This is a German game, for 10 or more people. Chairs according to the number of players are set in a circle, backs inward. The players (firefighters) walk around these chairs to the sound of music (beats of a tambourine, drum). As soon as the music stops, the players must place a piece of clothing on the chair they are standing next to. The game continues. When each participant removes 3 items (they end up on different chairs), an alarm sounds: “Fire!”. Players must quickly find their belongings and put them on. Whoever gets dressed the fastest wins.

Salki in a circle

This game is played in Tanzania by 10 or more people. You need a leaf from a tree. Players stand in a circle facing the center. The driver walks behind them and touches the palms of the players with a sheet. Then he puts the leaf in someone's hand and runs. The sheet player is behind him. If the driver runs a circle and is not caught up, he will stand in an empty place, and the player chasing him becomes the new driver.

Good morning, Hunter!

This is a Swiss game, for 10-15 people, in which players stand in a circle, choose a hunter who walks behind the backs of the players. Suddenly, he touches the player's shoulder. The one who has been touched turns and says: “Good morning, hunter!”, and immediately goes in a circle, but in the opposite direction to where the hunter goes. Having bypassed half a circle, they meet, the player again says: “Good morning, hunter!”. And both run to take an empty place in the circle. Anyone who did not have time to do this becomes a hunter.

sick cat

This is a Brazilian game for five or more people, where one player is a healthy cat trying to catch everyone else. Each player who has been tarnished must place his hand exactly on the spot where he was tarnished. He also becomes a cat, but sick and helps a healthy cat when catching. A sick cat can only stain with a healthy hand. The player who is not tarnished wins. He becomes a healthy cat for the next round.

tightrope walkers

This Uzbek game is played by 5 or more people. On the site, the guys draw a straight line 6 - 10 m long. You need to move along it, like on a tightrope. You are allowed to hold your hands out to the sides. Those guys who go off the line lose - "fly off the rope." According to the rules, one of the players follows the "rope walkers" and the one who got off the "rope" becomes an observer.

Potyag

This Belarusian game is played by 10 or more people. The participants of the game are divided into two equal groups. The players of each group hold on to each other and form one chain with their arms bent at the elbows. Ahead of the chain are becoming stronger and more dexterous participants - "clockwork". Standing against each other, the “clockwork” also take each other by the arms bent at the elbows and pull each in their own direction, trying to break the enemy’s chain with them, or pull it over the intended line. According to the rules, they start pulling exactly at the signal.

Prela-burned

Belarusian folk game. The leader, together with the driver, hide in different places toys, accompanying the actions with the words: Prela-burned over the sea flew, And as soon as she arrived, she sat down somewhere, Whoever finds it first will take 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 items only after the spoken words. During the unfolding of toys, everyone should stand with their eyes closed and not peep. Hide toys quickly.