Let's remember the games of our yard together. The best games of Soviet children Creative game “The sea is worried - one, the sea is worried – two”

In the 21st century, children quietly disappeared from the courtyards of big cities - now they play computer games or spend time well-mannered in specially organized children's clubs. Along with the children, the culture of yard games and yard socialization (with all its features) disappeared. And while kids can still be found on the playgrounds under the supervision of relatives, schoolchildren are almost completely invisible. "Gazeta.Ru" looks around the empty spring courtyards and remembers the disappeared games that in many ways made us the adults we have become.

Rubber bands

wikipedia.org

How to play. The main attribute of this game for girls is the elastic band. The ideal number of players is 3-4 people. Each participant performs jumping figures and combinations at different heights: from ankle level (the “first” jumpers) to neck level (the “sixth” jump). Jumping through a rubber band stretched at hip level had the mysterious name “pozhepe”. As soon as the jumper makes a mistake, another participant takes her place, and the girl who made the mistake puts on an elastic band. If there are four players, the pairs switch places when both players from one pair alternately make mistakes.

What develops: vestibular apparatus, coordination, attentiveness. Teaches you to train, win, lose with dignity, jump the highest and be friends with girls, even if at the moment they are rivals.

Classics

wikipedia.org

How to play. Requires crayons, an asphalt pad and a pebble (or washer). You draw small cells with numbers in a certain sequence, and you can jump even alone. The main thing is to hit the cage with a stone, jump to it on one or two legs and return back the same way. The luckiest player is the one who manages to go all the way from one to ten. There can be any number of hopscotch players.

What develops: dexterity, accuracy, ability to concentrate and knowledge of numbers if the players are very young.

Boyars

wikipedia.org

How to play. Participants in this ancient Russian-folk game are divided into two equal teams and stand in ranks opposite each other, holding hands, at a distance of 10-15 m. The teams move towards each other, pronouncing in turn a long speech: “Boyars, we have come to you, dear ones, and we have come to you. ..” The dialogue ends with the words: “Boyars, open the gates, give us the bride forever.” The one who is chosen as the bride must then run away and break through the enemy’s chain. If the attempt is successful, the player returns to his team; if not, he remains in another. The losing team starts the next round. The goal of the game is to gather as many participants as possible into a team.

What develops: the ability to be part of a team and win in a “one against all” situation.

If you drive more quietly, you will continue - stop

How to play. The driver’s task is to stand with his back to the participants at the finish line (the greater the distance between the driver and the participants, the better) and say loudly: “The slower you go, the further you go, stop.” While the driver is talking (and he can do this at any pace), the participants try to run as far as possible towards the finish line. As soon as the driver falls silent, you need to freeze in place. Anyone who did not have time to stop or made an accidental movement is eliminated from the game. The winner is the one who gets to the finish line first and touches the driver.

What develops: coordination, ability to run quickly and react to changing circumstances.

Sorcerers

wikipedia.org

How to play. Participants run away from the driver (this game is a type of tag). The driver catches up with the player and touches him - he gets dirty. The saluted person spreads his arms, and any other participant can run up, touch him and “help him out.” The driver’s task is not to move far from the person who has been greased and not to let anyone get one step closer to him. The summer option for sorcerers is to run around with “sprinklers” and pour water on each other from holey bottles. Usually, five minutes after the start of the game, everyone is wet, but very cheerful.

What develops: the ability to run quickly, think quickly and enjoy life to the fullest.

The sea is agitated once

How to play. The presenter turns away from the players and says a little rhyme:
The sea is agitated once
The sea is worried two
The sea is worried three,
Marine figure, freeze in place!
While he speaks, the participants move chaotically in any order, depicting the movements of waves with their hands. As soon as the driver falls silent, you need to freeze in some figure. The driver approaches one of the players and touches him. The player depicts his figure in motion, and the driver guesses what it is. The player whose figure was not guessed becomes the driver himself.

What develops: imagination, spontaneity and artistry.

Cossack robbers

wikipedia.org

How to play. Players are divided into two teams - “Cossacks” and “robbers”. They agree on what territory they will play on. This could be a yard, an entrance, a street, several courtyards. The "robbers" guess a secret word. The “Cossacks” move to the side so as not to see the “robbers”. The “robbers” run away, marking the direction of their movement with arrows on the asphalt (walls of houses, curbs, trees, etc.). They begin to run in a group, and then scatter in all directions, trying to confuse the “Cossacks” with arrows. The task of the “Cossacks” is to find the “robbers” using the arrows. The “Cossack” brings each “robber” to the “prison” and guards him, trying to find out the secret word, for example, using nettle torture. The “Cossacks” win as soon as they find out the secret word or find all the “robbers”.

What develops: basic skills of scouts, the ability to navigate the terrain and not give up “our own.”

12 sticks

wikipedia.org

How to play. The game is reminiscent of classic hide and seek. 12 small sticks are placed on a “lever” (for example, on a board and a pebble placed under it) so that stepping on the lever can scatter the sticks. The driver’s task is to collect the sticks, place them on the lever, and pronounce eyes closed count and go in search of hidden players. As soon as the driver discovers the player, he runs to the “lever” and breaks the sticks, calling the name of the one found. The player becomes the driver. If the one found manages to get ahead of the driver and reach the sticks first, the driver does not change.

What develops: the ability to competently hide and quickly run when necessary.

Bouncers


wikipedia.org

How to play.“Bouncers” - two players - stand on both sides of the court. The remaining players are in the center. The task of the “bouncers” is to throw the ball to each other and hit any of the “central” players. The players' task is to dodge the flying ball. The one who was hit leaves the game. Other participants can “save” the eliminated player by catching the ball in the air (the main condition is not from the ground, otherwise you will also be thrown out). When there is only one participant left in the team of “central” players, he must dodge the ball as many times as he is old. If he manages to do this, all those who dropped out return to their original places.

What develops: the ability to dodge fast-flying objects, think about your neighbor and endure pain.

I know 5 names

How to play. The first player takes the ball in his hands, says: “I know one girl’s name,” hits the ball on the ground with one hand and says the name. Then he continues with different variations: “I know one boy’s name,” “I know one color,” “I know one animal,” “I know one city.” When all the combinations have been used, the player recites the same counting rhymes, only on the count of two: “I know two girl names” - and then in a circle. The game continues until ten. If, while hitting the ball, the player did not have time to say his name or hit the ball, the turn passes to another participant. When the ball, having passed through all the participants, returns to the first player, he continues to play from the phrase on which he made a mistake. The winner is the one who first gets to ten in this speech.

What develops: multitasking, erudition, the ability to correct your mistakes and move on.

Edible-inedible

How to play. All players sit or stand in a row. The driver throws the ball to one of the participants and at the same time names an object. If the item is "edible", the player catches the ball. If not, he repels. The driver’s task is to confuse the player, for example, in the chain “apple-melon-carrots-potatoes” he suddenly says “iron”. If the player makes a mistake and “eats” the “inedible”, then he himself becomes the driver. The faster the driver throws the ball and names objects, the more exciting and interesting it is to play.

What develops: sense of humor, ability to listen carefully and react quickly.

Knives

wikipedia.org

How to play. Players mark a circle on the ground. Then, one by one, they try to get into the enemy’s outlined territory with a knife and thus win back as much as possible from him. more land. The knife can be thrown from the shoulder, with a flip, from the nose and even from the head. There are many versions of the game “knifes” under different names: “earth”, “cities”, “benches”, “grandparents”, “tanks”, “ships”, “football”, “ sea ​​battle" The knife can be stuck into the ground, sand and even a wooden bench.

What develops: ability to handle edged weapons, attentiveness and caution.

ring-ring

How to play. Players sit in a row and cup their hands. The driver holds a small object in his fist or folded palms, for example a coin, button, ring. He goes around each player in turn, putting his own into his “boat” and saying the rhyme: “I wear and wear a ring and give it to someone.” The driver’s task is to discreetly place a “ring” on one of the players and say “Ring, ring, go out onto the porch!” After this, the player who got the item jumps up and tries to run away. The task of the other participants is to detain the escaping person.

What develops: the ability to monitor the manipulations of others, to act quickly and decisively.

Will you go to the ball?

How to play. The driver says the rhyme:
Don't say yes or no
don't call it black and white
Will you go to the ball?

How to play. Each player chooses a name for himself - the name of the flower and tells it to the “gardener”-driver and other players. The driver says a little rhyme: “I was born a gardener, I’m seriously angry, I’m tired of all the flowers, except...” And calls the “name” (name of the flower) of one of the players. A dialogue takes place between the driver and the player. The player says the name of one flower from those on the team. The participant whose name was announced must respond. The dialogue continues. The one who made a mistake: for example, did not respond to his name, mixed up the name of the flowers, gives away a forfeit (any of his things). At the end of the game, forfeits are played out. The “gardener” turns away, they take out the thing and ask the driver: “What should this player do?” The “gardener” assigns a task (jump on one leg, squat, sing, recite a poem, etc.) - the player “works off” the forfeit and takes his item.

What develops: memory, attention, courage and willingness to be responsible for one’s actions.

Kiss meow

wikipedia.org

How to play. The driver and one of the players stand in front of the other participants: the driver with his face, the player with his back. The driver points to one of the participants and asks: “Kitty?” If the player with his back turned responds “Shoot,” the driver continues to choose. As soon as the player says “meow,” the driver asks him: “What color?” The player chooses a color and turns to face the other participants. Depending on the chosen color, the player and the team member complete the task. The player has no right to refuse the task. White is the scariest color. The two should retire in the entrance. What they do there - history is always silent. Green - three questions to which the player can only answer “yes”. Usually the questions are tricky like: “Do you love him?” Red - kiss on the lips. Pink is the same, but on the cheek. Yellow - three questions in private. When choosing orange, you need to walk hand in hand, preferably past adults. Blue - kiss the hand. Purple—commit a bad deed. For example, stepping on your foot, pulling your hair, or taking away your jewelry.

What develops: the ability to communicate with the opposite sex, control your impulses and find socially acceptable forms for your desires.

And I’m in the “house”!

- How many rubies do you have?
– 50!
- Wow! Pokezh, what kind of mill do you have?

I overheard this dialogue the other day with the neighbor boys. They sat on a bench and pointed at each other's phones. Looking around, I didn’t see any children playing “Dog” or drawing a field for “The slower you go, the further you will go.” Modern children, alas, prefer to tap on the keyboard and sit on VKontakte.

The yard games that we played for days on end (until they were driven away) are gradually becoming a thing of the past. But most of them not only develop agility, endurance and strength, but also teach such important things as cohesion and mutual assistance.

I invite you to remember our favorite yard games and introduce your children to them.

Hide and seek

One-two-three-four-five, I'm going to look.

A simple game - you can play anywhere, anytime. It’s especially exciting in the evening when it gets dark.

Rules

First, a driver is chosen. To do this, in childhood we knew a billion rhymes. Then the driver stands facing the wall (tree, pole...) and counts out loud to 20 (50, 100...). The players are hiding.

The players' task is to hide so that the driver does not find them. The driver's task is to find everyone who is hiding.

When the driver finds one of the players, he needs to run headlong back to the wall (tree, pillar...) to “catch” him. If the player came running first, then with the words “Knock-knock I” he takes himself out of the game. Whoever the leader catches first becomes the leader in the next game (“The first chicken closes his eyes”).

Code phrases:

  • “Axe-axe, sit like a thief and don’t look out into the yard,” the “caught” players shouted to their comrades when “danger” approached (sit and don’t stick your head out).
  • “Saw-saw, fly like an arrow,” they shouted to indicate that the driver was far from the wall and they could get out of the shelter.

Number of players: the bigger, the better.

Tag / Catch-up


Salki - they are catch-up, they are patches, they are lyapki, they are kvach. According to Wikipedia, this game has about 40 (!) names (almost every region of the former Union has its own).

At the same time, the game is simple. The essence of ordinary tag is to catch up (“tag”) players (if you are driving) who are running in different directions.

Rules

The driver is selected using a counting table (where would we be without it?). Players stand in a circle and at the command “I am a tag!” scatter in all directions. (The playground was often specified: “Don’t run beyond the fence,” “Don’t run beyond the swing.”)

The driver's task is to catch up with one of the players and touch him with your hand. Whoever is touched becomes a “tag”, and the driver turns into an ordinary player.

There is a variation of the usual tag, when the driver, having caught up with one player, does not become a player himself, but continues to catch up with other guys along with the first “greased” one. Then together they catch the second, third, etc., until they catch everyone.

Number of players: from 3 and more.

Salk variations:

  • Tag with a “house” is the same, only a zone is selected (sandbox, circle on the asphalt, etc.) where players can run and take a break; they can’t “salt” there, but they can’t sit in the “house” for a long time either.
  • “Above your feet” - to avoid getting “salted”, you need to jump on something and lift your legs up (“Above your legs from the ground” / “Legs in the air”), however, according to the rules, you can’t lift your legs for a long time either.
  • “Tea-tea, help me out!” - in this version of the salok, the “greasy” one can stop, shout this magic phrase and his friends will come running to his rescue, but the driver is on the alert, and there is a possibility that a second and third will be added to one “victim”.
  • Sifa - in this version, “salat” is not done with your hand, but with a “sifa” (a rag, twisted rope and any “stinky” thing you find in the yard); whoever is hit becomes a sifa, that is, a leader.

This game, beloved by many, also has many names: “Tsar”, “Pop”, “Klek”, “Sticks”, “Banks” and others. The rules seem complicated, but only at first glance. Each yard had its own variation of the game. But, in general, its essence boils down to the following.

Inventory:

  • sticks (bits, pieces of reinforcement, but the most chic thing is a broken hockey stick);
  • tin can (plastic bottle, wooden block, etc.);
  • chalk (to outline the area).

First you need to prepare the playing area (about 10 by 6 meters). Lines are drawn parallel to the short side of the site every meter and a half: 1st line – pawn (soldier); 2nd line – queen; 3rd line – kings; 4th line – aces, etc.

From the beginning of the site to the last line is the rank zone; from the last line to the end of the court is the baker’s zone (king, priest, etc.).

At a distance of 5 meters from the last line, a circle is drawn in which the ryukha is placed (sometimes on a brick).

Rules


First, a “Baker” is selected and the order of churning the ryukha is established. To do this, players place one end of the stick on the toe of the foot, and rest the other on the palm, after which they push the stick into the distance with their foot. Whose stick flew the farthest, knocks down the ryukha first; whose closest is that “Baker”.

The “baker” takes a position “behind the can”, the players are at the first line. Next, the batsmen take turns trying to knock out the ryukha. After this, the “assault” begins - the players run for their bats and return back to the “rank zone”. At this time, the “baker” runs after the ryukha, sets it in place and protects it. But his main task is to prevent the stick from being “stolen” from his territory. In addition, he tries to touch the players with his bat and then knock down the ryuha himself. The one touched by the Baker becomes the Baker in the next horse, and the old Baker becomes the player.

For each shot down, the player rose in rank. In other words, he moved further across the field and approached the ryukha. In addition, each “title” has its own characteristics and privileges. For example, the Ace is invulnerable and cannot lead.

Number of players: not limited.


Many people think that the “classics” were invented in the USSR. In fact, it's very ancient game. Already in the Middle Ages, boys (originally the game was for boys) jumped on numbered squares. In Russia, hopscotch was widely played already at the end of the 19th century.

Rules

A rectangular field with 10 squares and a semicircle (“cauldron”, “water”, “fire”) is drawn on the asphalt with chalk. There are several options for jumping and marking the site. But, as a rule, players take turns throwing a cue ball (pebble, candy box, etc.) into the first square. Then the first player jumps from square to square and pushes the cue ball behind him.

  • No. 1 – one leg;
  • No. 2 – one leg;
  • No. 3 and 4 – left at 3, right at 4;
  • No. 5 – with both legs (you can take a break);
  • No. 6 and 7 – left at 6, right at 7;
  • No. 8 – one leg;
  • No. 9 and 10 – left at 9, right at 10.

Then turn 180% and back in the same manner. Did you step on the line or did the cue ball hit it? Did you stand on both legs? The move moves on to another.

Number of players: not limited.


Playing this game, it was possible to get hurt by the ball, but the excitement was off the charts. Moreover, it does not require anything other than a ball.

Rules

“Bouncers” are selected (usually 2 people on each side). They stand opposite each other at a distance of about 10-15 meters. The “knocked out” stand in the center of the site.

The task of the “bouncers” is to hit all the players with the ball (if you are touched by the ball, you leave the field). The task of the “knocked out” players is to be agile and fast and to dodge the ball.

When there is only one player left in the “kicked out” team, he must dodge the ball as many times as he is old. If successful, the team returns to the field.


Cult yard game. It’s hard to find a child from the 1980s-1990s who didn’t jump in rubber bands. The owner of a new elastic band (it was in short supply) was considered a “major” in the yard and was especially popular.

Rules

Simple and complex at the same time. On the one hand, you don’t need anything other than 3-4 meters of elastic. On the other hand, you can get confused in the levels and exercises (in childhood everyone knew them by heart). Two players pull the rubber band between them, and the third one jumps.

  1. elastic band at ankle level for holding (lightness!);
  2. elastic band at knee level (almost everyone managed);
  3. elastic band at hip level (somehow they managed it!);
  4. elastic band at the waist (almost no one succeeded);
  5. elastic band at chest level and elastic band at neck level (beyond fantasy).

At each level you need to perform a certain set of exercises: runners, steps, bow, envelope, boat, etc.

Number of players: 3-4 people (four usually play in pairs).

The game is also considered girly. The boys rarely jumped, but they loved to watch the girls. :)

The red seal is for no one to run away.

This is a fun game that combines the adventurism of tag and the excitement of hide and seek. There is an opinion that the game originated in the 16th century, when the Cossacks protected civilians from wandering robbers.

Rules

The rules of the game vary by region and are often greatly simplified. One thing remains the same - the players are divided into two teams (“Cossacks” and “robbers”). “Atamans” are immediately selected and the “battlefield” is determined (they do not play outside of it). The Cossacks choose a headquarters, and the robbers come up with passwords (one is correct, the rest are false).

The task of the robbers: to capture the headquarters of the Cossacks. The task of the Cossacks: to catch all the robbers and “extort” the correct password.

At a signal, the robbers scatter and hide, leaving arrows on the asphalt so that the Cossacks have clues where to look for them. At this time, the Cossacks are setting up a “dungeon” and figuring out how they will “torture” the prisoners (tickle, scare with insects, “sting” with nettles, etc.). After some time, the Cossacks set off to look for the robbers. If they succeed, then they put the robber in a “dungeon”, from where he has no right to escape. The robbers, in turn, try to get close to the “headquarters” and capture it.

Number of players: from 6 people.


Not a single summer was complete without a ball. One of the favorite outdoor ball games for Soviet children is “hot potato.” Its essence is as follows.

Rules

Players stand in a circle and throw a “hot potato” (ball). If someone hesitates and does not hit the ball in time, he sits in the “cauldron” (center of the circle). While sitting in the “cauldron” you can try to catch a ball flying over your head, but you cannot get up from your haunches. If the player in the “cauldron” managed to catch the ball, he frees himself and other prisoners, and the player who unsuccessfully threw the ball takes their place.

In addition, players throwing “hot potatoes” can specifically free someone from the “cauldron”. To do this, when hitting the ball, he must hit the player sitting in the center of the circle.

Number of players: no less than 3.


This game, as a rule, was played by older children, because it is quite traumatic, somewhat uncultured, but wildly fun.

Rules

Players are divided into two teams - elephants and horsemen. The elephants become a chain, bending in half and putting their head under the armpit of the one in front. Riders take turns trying to ride the “elephant” from a running start.

The elephants' task is to stand under the weight of the riders. The riders' task is to jump as close to the "elephant's head" as possible.

If one of the riders could not stay on the “elephant” and fell, and also if all the riders sat down and the “elephant” took them to the finish line, then the elephants won. If the "elephant" fell apart, the riders won.

Number of players: from 3-5 people in each team.


This is one of the variants of games with a ball and a wall, where for fun you need, in fact, a wall, a ball and jumping ability. It was mostly girls who played it, although boys, having had enough of the “war game”, were not averse to jumping near the wall.

Rules

A line is drawn on the wall (the higher, the more interesting) - you cannot throw the ball below it. The players line up in a row, one after another. The first player throws the ball, it hits the wall, bounces, hits the ground, and at this moment the player must jump over it. The next player picks up the ball, repeating the same thing - and so on in a circle.

Anyone who does not jump over the ball receives a “letter” as punishment (l - i - g - y - w - k - a). Collected all these letters? You are a frog!

Number of players: not limited.

What games did you play in the yard?

Active recreation on fresh air- a great alternative to gadgets. Live communication and interaction skills with peers are something that is useful to learn at any age. Let's remember the games that you can play in the yard, those that are familiar to more than one generation of children. Dear adults, take the initiative! Remember what you played as a child and tell your children about it. Games are like fairy tales, they need to be passed down from generation to generation.

polzavred.ru

In the yard, at the camp, on a hike, at the dacha - wherever a group of children gathers, you can organize team or collective games: calm or very active, on the grass or in a gazebo, with or without attributes. We are sharing a LARGE list of outdoor games for kids to play in the summer. We have chosen the MOST POPULAR ones, which have been tested by more than one generation of children and still have not lost their relevance. We are sure you can continue this list - and your children will have enough entertainment for the whole summer!

1. Ring ring

www.kis-brys.ru

A leader is chosen, and everyone else sits opposite him. As a “ring” you need to find a small object: a button, a pebble, a ring, etc. Players fold their palms into a boat shape. The “ring” is hidden in the presenter’s “boat” and he runs his hands over the slightly open “boats” of the players, imperceptibly tossing the ring to one of them. The main thing is to do everything very professionally, like an actor, so that none of those sitting would guess at what exact moment the “ring” from the hands of the presenter migrated to the palms of the lucky player. The one who has the ring must also maintain intrigue... After all the players go through the procedure, the presenter says: “Ring, ring, go out onto the porch.” At this moment, the one who actually has the “ring” must quickly get up and run forward so that the others do not have time to catch him. If he succeeds, he becomes the new presenter.

Warm childhood memories of this popular game They take you back to a time when rings on girls’ fingers were very rare; holding someone else’s ring in your hands is already cool in itself! In this simple game You can play with both toddlers and school-age children; it is almost universal for both boys and girls. A small machine can also be used as a “ring”, for that matter.

2. Kalim-bam-ba

All players are divided into two teams. The players of each team join hands and stand in a chain facing their opponents at a distance of 10-12 meters. The teams begin to shout out the following words in turn:
- Kalim-bam-ba!
- What is a servant for?
- Sew the sleeves!
— To what numbers?
- For fifths and tenths, we bring Masha (Olya, Tanya, Sveta, Sasha, Andryukha...) here!

The one whose name was called runs towards the opposing team and tries to unclasp the opponents’ hands. If he succeeds, he can take into his team any of the two guys who unclasped their hands, usually the one who is stronger. If it is not possible to break the chain, then he goes to the opposing team. They play until one or two people remain in one of the teams (as agreed).

An analogue of this game is “Chains”. The dialogue could be like this:
- The chains are forged, break us!
-Which of us?

Perhaps remember how “Ali Baba, sew on the sleeves”:
- Ali Baba!
- Why a servant?
- Sew on the sleeves!
- Which sides?
… etc.

Be sure to teach your children to play this game. She teaches us to stand for each other and act united.

3. Returners

To play you will need a whistle. At the request of the leader, the children line up. At a signal, players scatter in different directions within the specified territory, run around the clearing, dance, and take various poses. When the whistle blows, the players must return to their original place and line up again. You can, for example, count to three: those who do not have time are eliminated. The game is repeated 3 times.

The idea is good for camp teachers when they need to quickly organize children and bring them all together.

4. Frog

Players stand opposite the wall (usually the end wall of a house where there are no windows or doors) one after another (in a column). A mark is drawn on the wall with chalk. Usually they start from 1-1.5 meters.

You need to throw the ball above this line and while it is flying back from the rebound, have time to jump over it. The ball must hit the ground and pass between the player's legs. If successful, the player goes to the end of the queue. If during a jump the ball is touched with their feet or they are unable to jump over it, the player goes to the end of the line, receiving one letter from the word “frog”. When everyone jumps once, the mark is set higher and the jumping starts again. The game continues until one of the players collects the entire word “l-i-g-u-sh-k-a”.

To be honest, in our childhood we called everything by its proper name - “goat”. Perhaps it is under this code word that this game and the hysteria of your grandmother-neighbor will emerge in your memory, who was hit with a ball against the wall by the restless children of the yard all day long.

Another version of this game (simplified) is suitable for younger children. The principle is the same, with the only difference that the one who could not jump over the ball stands against the wall. Over time, there will be a lot of such “fines”. Their task is to try to catch the ball before it hits the wall. If it works, the penalty box gets into line and continues the game, and the one who was throwing the ball at that moment takes his place at the wall. The game ends when everyone except one (the winner) is at the wall.

5. The sea is agitated once...

pln-pskov.ru

The presenter turns his back to the players and says: “The sea worries once, the sea worries two, the sea worries three, the sea figure freezes in place!” The rest at this time move chaotically and depict the movement of waves with their hands. On the word “Freeze!” all the children freeze in their planned positions. The presenter turns around, approaches any of the players and touches him with the words “Otomi!” The selected player must show the intended figure in motion so that it can be guessed. If the leader guesses the piece, he goes to the next player and continues to guess. The one whose figure is not solved becomes the new leader.

By the way, the figures do not have to be nautical; choose and voice any theme before the start of the game.

6. Predators and Herbivores

A predator is chosen from among the players: at will or by lot. The rest are herbivores. The predator draws a large circle (about 2-2.5 m in diameter). During the game, he needs to catch as many herbivores as possible and put them in his lair - in a circle. Captives can leave the circle only in one case - if one of the herbivores walking in the wild touches their hand arm's length caught. The task of a predator is not easy: it needs not only to catch new herbivores, but also not to allow the “free” to release those already captured. The game ends when all the herbivores are in the circle, or all are free.

7. Cossacks-Robbers

Participants are divided into 2 teams and determine the territory for the game. The robbers, secretly from the Cossacks, come up with a password word. During the game, the Cossacks must try to find out this secret word.

The game begins with the Cossacks turning away and closing their eyes. At this time, the Robbers must run away and hide somewhere in a secluded place. When fleeing, Robbers draw arrows on the road, curbs or trees, indicating the exact direction of their movement, sometimes placing arrows in different directions to confuse their tracks.

While the Robbers run away and hide, the Cossacks outline a small area with chalk - the prison. After 10-15 minutes, the Cossacks set off in search of the Robbers. The Cossack, who caught the Robber, takes him to prison and tries to find out the password using comic methods in the form of tickling. Rogues who are not caught can attack the prison to free the captured crew member. The Cossacks will win if they find out the Robbers' secret word or catch them all.

Oh, Childhood! With this game, we knew all the “nooks and crannies” in the vicinity and within the radius that mom could use. One of my favorite games, and I never get tired of it!

8. Hide and seek

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A presenter is appointed, and a place is agreed upon where the players can “get caught.” The driver turns away, closes his eyes and counts to... (as agreed). The rest are hiding at this time. Having counted, the water goes in search. If he finds someone, he runs to the appointed place and “knocks” him: “Knock, knock for...” (say a name). The one who is found may try to outrun the water and get caught by himself. In this case, he is not considered caught. The game ends when everyone is caught. The new presenter becomes the one who was “caught” the very first.

The good thing about the game is that even kids can participate. If desired, you can play indoors.

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A more complicated version is “Twelve Sticks”. You need a board and 12 sticks. The board is placed on a stone to form a swing. 12 sticks are laid out on one end, and one of the players kicks the other end so that the sticks fly apart. While the water collects sticks, everyone hides. Next - according to the rules of ordinary hide and seek, only you need to “knock” with a stick in your hands on a board.

9. Pioneerball

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A ball, a field with a net or a high crossbar in the middle and 2 teams with an equal number of players (optimally 6-7 people). Players take positions on the playing field on both sides of the net. The game begins with the ball being served. The serve is made from the corner of the field. The main thing is to throw hard enough so that the ball flies over the net to the opponent's side. He didn’t get stuck in the net, didn’t fall in his own half, didn’t fly over the line, but ended up on the field on the opponent’s side. Next - depending on your luck. If your opponents do not return, the point and the right to the next serve are yours again. If the ball catches on the net, the serving team receives a losing point. If the ball is touched or dropped in your own half of the field, then a loss point is counted.

The participant or members of the other team must catch the ball and throw it back over the net. You are allowed to take no more than 3 steps across the field with the ball in your hands. A ball that flies out of the opponent's field and is not touched in flight allows the opponent to serve. The game lasts up to 15 goals.

Unlike volleyball, this is a simpler option and can be done by those who are younger and weaker.

What was also interesting about pioneer ball was the teams’ movements around the court - that is, after each point the team earned, the team players certainly changed places, the movement proceeded clockwise, and thus the server also changed. The whole team cared about the main thing - that everyone in it could serve, and, of course, catch.

A game of pioneer ball, as a rule, goes up to 25 points, and points are awarded to a team if the ball, after the opponent’s serve, fell outside the playing area without hitting the players of the receiving team. If this happened, the opponent received a point.

10. Edible-inedible

A ball and a sense of humor are what you need for this game. The host throws the ball to the player and names something edible or inedible. The player’s task is to catch the ball only on edible items and throw away inedible items. If a player catches something inedible, he himself takes the place of the leader. Sometimes it turns out very funny.

11. Classics

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On the asphalt, cells with numbers or a snail are drawn with chalk. The player must throw a pebble (bat) on the number 1, jump with one foot on the square with the pebble, bend down, pick up the stone and then continue jumping over all the numbers to the end. It is important not to lose your balance or step on the line. The other one does the same. Next, the first player throws the pebble again, this time on the number 2. Now the player needs to immediately jump from the start to the cell with this number. This continues with all the written numbers. If a thrown pebble or the jumper’s foot hits the line, then you must skip the move and try again after the opponent from the place where you made a mistake. The first one to complete all the numbers in this way wins.

The traditional hopscotch field consists of 10 numbered rectangles arranged in a column, pairs 3-4 and 6-7 are drawn side by side so that you can stand with two feet, a semicircle with 9-10 is at the exit for a turn in reverse side. This is perhaps the most famous option, but there are others.

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A type of classics that is not known to everyone is “Name Classics”.

A field is drawn. The first player jumps back and forth on one leg, stepping into each rectangle. If he does this without errors, he can write his name on any rectangle. If he makes a mistake, it is the other player's turn. The idea is that you need to jump over rectangles named after other players, but you can stand on your own (where your name is written) with both feet. The game continues when all the rectangles are occupied, but now if someone makes a mistake, he leaves the game. The game ends when one player remains - the winner.

12. I know five...

The game teaches you to perform several tasks at the same time and concentrate your attention. You need to hit the ball on the ground with the words: “I know five...”. After this, name five names of boys, girls, names of cities, colors, countries, planets. If a player cannot think of a word, he gives the ball to the next player.

13. If you drive more quietly, you will go further

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Draw start and finish lines. All participants stand at the start, the driver has his back to them at the finish line. The driver says: “You drive more slowly, you will continue, stop!”, You can do it at any pace. While he speaks, the participants try to run to him. After the word “stop”, everyone freezes and does not move. If you move, you're out. The participants’ task is to run up to the driver and touch him before he says “stop.”

14. Kitty-kiss-meow

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Two people come forward and stand with their backs to each other, the rest of the players sit in one line. The one who faces everyone (the driver) points to one of the participants and asks: “Kiss?” If the player with his back turned answers “Race!”, the driver continues to choose. When the player says “Meow!”, the one who was chosen awaits the “verdict” - what task to complete. The driver asks the one who has his back to him: “What color?” The player names a color and turns to face the others to complete the task with the participant he chose.

Each color involves performing certain actions (which ones are agreed upon in advance). For example, white - two people must go into the entrance together and stay there for 5 minutes. What they do there - history is always silent. Green - three questions that can only be answered “yes”. Usually the questions are tricky, like: “Do you love him?” Red - kiss on the lips, pink - the same thing, but on the cheek, blue - kiss the hand. Yellow - three questions in private. Orange - walk hand in hand, preferably past adults. Purple - step on a foot, etc.

In fact, the game is very good, popular in adolescence, when it is important to learn how to establish relationships with the opposite sex.

15. I was born a gardener

Players choose the name of the flower and say it out loud. The driver, who is also the “gardener,” says a little rhyme: “I was born a gardener, and I’m seriously angry. I’m tired of all the flowers, except…” And he names the name of the flower of one of the players. The participant whose flower was named must respond. If someone hesitates and does not react, or mixes up the name of the colors, he must give away a forfeit (any of his things).

At the end of the game, forfeits are played out. The “gardener” turns away, they take out the thing and ask: “What should this player do?” The “gardener” assigns a task: jump on one leg, sing, squat, recite a poem, etc. The player picks up his item only after completing the “gardener” task.

16. Traffic light

The “traffic light” - the driver - is selected using a counting machine. Two lines are drawn on the road at a distance of approximately 30 m from one another. The players stand in a row behind one line, and the “traffic light” is in the middle of the road, with their backs to the others. “Traffic Light” names any color and turns to face the others. Children must find the named color on themselves (on clothes, shoes, hats). If you find it, then, holding it with your hand, you can safely cross the road. If you don’t have that color on you, you’ll have to quickly run to another one so that the “traffic light” doesn’t touch the “violator.” You cannot run beyond the boundaries of the road. The one who was caught became a “traffic light” himself.

Another variation of this game is “Song Traffic Light”. The difference is that “traffic light” does not name a color, but any letter. Players must remember and sing lines from the song that begin with the named letter.

17. Pavement sign, stop!

Perhaps some adults will remember this game as “Let's go, let's go,” “Camel.”

The rules are simple. The players stand in a line, and the leader stands with his back to them and slightly in front. At the signal, everyone runs away. The presenter shouts: “Pavement sign, stop!”, everyone freezes. The driver shouts to one player, but does not turn around, i.e. he does not see how far this player is from him. Then he announces how many steps of a certain type are needed so that he can reach this player.

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The driver turns and tries to get to the named player using the announced combination of steps. You can only move in a straight line. After taking all the steps, he tries to touch the player. If it works out, the driver and the player change roles. If not, then the whole procedure is repeated from the beginning.

18. Rubber bands

Favorite game of girls of all times. Eh, there were times when every girl carried a couple of meters of elastic in her pocket, and it didn’t matter that it was pulled out of her dad’s family panties).

About 2-2.5 meters of linen elastic were tied into a ring with a knot. Two stretched the elastic band, putting it on their legs, the third jumped, performing various combinations. If I made a mistake, they swapped places. If you did it, the level became more complicated and the whole combination was repeated. And so on until the most difficult level, which was called “up to the neck” - the elastic band was held on the necks. There was also a level “on the ears”, but few people reached it.)

There were different combinations of jumps: “wide” - when two legs are held in an elastic band; “narrow” - rubber band for those holding it on only one leg; three-two-one jump.

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Yard games are something that should be passed down through generations. We should not deprive our children of the Court, tying them to ourselves for the sake of safety and isolation from the bad influence of their peers. To prevent this very “bad influence” from happening, you need to teach children to communicate in real life, and not in the chat of their favorite “shooter”. So many good ones fun games the past generation can remember, so let our children know about them too! Have a great summer, our Fidgets!

Dear readers! Tell us in the comments what yard games your children play, what you yourself played as a child. Let's replenish game piggy bank website so that our children’s leisure time is useful, educational and varied. We are waiting for comments, we will be happy to share the nostalgia for the games of our childhood.

What to play with children in the yard. Classics. Shtander. Pebbles. Rubber bands and other games for children in the yard with detailed illustrations and videos.

What to play in the yard? There are many traditional interesting games which are not known to everyone. Today I want to talk about games in the yard that have stood the test of time, which our mothers, we played, and, I hope, our children will play.

1. Hopscotch is the most famous game in the yard.

What does playing hopscotch develop?

Playing hopscotch develops eye, coordination, and sense of balance. And also, like any other game with rules, it naturally and easily teaches the child to manage his behavior in accordance with the rules. And here the child has no protest, because the rules are dictated not by adults, but by the game itself. It is the ability to manage one’s behavior in accordance with the rules, the ability not only to win, but also to lose, that is very important for preparing a child for school.

What you need to play hopscotch:

  • A small area of ​​asphalt in the courtyard of a house.
  • Chalk to draw shapes.
  • Flat heavy washer. It can be a flat pebble or a shard. You can make a special puck for playing hopscotch with your own hands. To do this, you need to take a flat metal box from a monpensier, fill it with sand or something heavy, and seal it with glue (a glue gun). Sometimes stores sell ready-made heavy metal washers for playing hopscotch. They are very convenient, but, unfortunately, they are now difficult to find on sale

What are the classics? How to play hopscotch?

The simplest type of game in the yard is hopscotch. And the simplest type of classic is the snail. Snail hopscotch can be played by even one player, trying to move the ball around in a circle in the right cells. Or you can compete in pairs, threes, fours or fives to see who can complete the snail the fastest without making mistakes. More than 5 players for preschoolers should not be taken into the game because... children preschool age cannot wait long for their turn.

1.1. Classics “Snail”

The Snail classics consist of regular squares and shaded squares.

Rules for the game of hopscotch "Snail"

  • You cannot step on the shaded cells.
  • You cannot hit the shaded cells with a pebble.
  • If you land on a shaded square with your foot or a pebble (puck), you will have to start all over again.
  • If you get your foot on any of the snail's drawn lines, you'll have to start over.

If a child plays alone, then if he makes a mistake, he returns and starts all over again. You can set a timed task - in how many minutes will you be able to complete the snail without making mistakes?

If a group of players is playing, then in case of any mistake, the right to play passes to the next player in line.

The snail can be either very short - counting to 10 (for preschoolers), or very long with big amount cells – up to 30 cells (for schoolchildren).

The undoubted advantage of the classic “Snail” is that they do not require a large area.

Playing Snail Classics is very simple. We gather in the yard and set the order by counting or drawing lots.

Whoever plays first starts.

  • He throws a pebble (puck) into the first square and jumps on one leg into this cell so as not to touch a single line.
  • Then he tries to move the puck with his toe so that it moves to the next cell. If a pebble lands on one of the lines while moving, you will have to start all over again. And give way to another player.
  • When you reach the “fire” - the shaded cell, you need to drive to jump over. To do this, you need to push the puck with your toe and move it forward, passing the shaded fire square. After the puck, you need to jump into this box yourself. If the puck or foot touches a shaded square or any line of the snail, you will have to give way and start all over again.

Player's task- carry the pebble without mistakes or spades to the middle of the snail and return back. In the middle of the cochlea you can change the leg.

You may ask, what should I do if I am walking in the yard alone with my child, and there are no other children. Like what? Play with him! Become a gaming partner. And good for health! And the baby will receive incomparable pleasure! I am still grateful to my mother, grandmother, grandfather for the pleasure and creativity with which they played with me in my childhood! Including in the yard and even hopscotch!

1.2. More complex classics for children to play in the yard.

Variants of the classics are presented in the pictures. There are a lot of them! You can start playing them when the “snail” has already been mastered.

The general rules of playing these classics are as follows. A figure is being drawn on the asphalt in the yard. You can draw a figure with a stick on the ground, but in this case the lines will be erased when using spades, and they will have to be constantly updated. Each compartment in this figure is a class. Everyone takes turns trying to go through all the classes (like at school, only very quickly).

How to play hopscotch with preschoolers:

Classics for playing with preschoolers are shown in the picture above.

What the player does:

  • Throws the puck in first grade. If he got into the department with the number 1 (i.e., first class) and the puck did not touch any lines, then you can continue.
  • The player jumps into first grade , trying not to touch a single line of this figure. If you hit the line, you will have to pass the move to another player. If you don’t hit any lines, you can continue further.
  • Next, you need to knock a pebble out of the first class with your toe and jump out of this class yourself. The main thing is not to touch a single line again with either the puck or your foot. So the first grade has been completed. If there was a mistake, you will have to start over (if you are playing alone) or pass the move to another player.
  • Next the player passes second class . He throws a pebble (puck) into the second class so that the pebble does not touch any lines. He jumps on one leg first to the first class, and then to the second class, without touching the lines of the figure.
  • He knocks the puck out with his toe and jumps out himself. Our player has already completed two classes.
  • Also covered third class.
  • And then the tasks change. Let's pass fourth, fifth, sixth and seventh grades. The player takes the puck in his hands and jumps into fourth grade . The child stands so that one of his legs is in the fourth grade and the other in the seventh (check when you draw hopscotch to make sure it is convenient for the child to do this). Then he jumps over so that one leg is in the sixth grade and the other in the fifth grade.
  • IN different options During the game, it happens that you need to repeat the previous movements three times while holding the puck in your hand. Sometimes a semicircle is drawn on the side of the classics - a place to rest. You can jump there once per game and rest a little.
  • Let's go back. The player throws a pebble at the seventh grade and jumps into it. With the toe of his foot, the child tries to push the puck and move it to the sixth grade. If this is successful, the puck hits the right class, and neither the puck nor the feet hit the lines, then the child jumps to the sixth grade. Then he moves the puck to the fifth grade, and after it jumps to the fifth grade. And so he reaches the first class, knocks the puck out of him and jumps out of the classics himself. All classes completed!
  • Now our player is waiting for an “exam” - just like at school. The “exam” can take place in different ways. For example, you can put a puck on the toe of your shoe and go through all the classes without dropping the puck or stepping on or off the lines. If this succeeds, then the game of hopscotch is over. The player can leave the game (other players are passing through at this time different classes) or start playing again.

Rules for playing hopscotch:

  • The next time the game starts with the class in which the player made a mistake.
  • An error is considered: 1) hitting the puck in the wrong class, 2) stepping on any line of the classics figure, 3) hitting the puck on any line of the classics figure.

Another option for playing hopscotch in the yard:

  • The players do not knock the puck beyond the boundaries of the classics, but move it sequentially from class to class (as is done in the snail classics).
  • In hopscotch, after the last class, there is a semicircular "house". You can relax in it, standing on two legs before heading back to first class. You can get into the house by jumping over the fire.
  • If a player accidentally hits the fire with his foot or puck, he will have to take an additional exam. What this “exam” will be like in the game is up to the players themselves to decide. Exam options - jump (without a stone) on one leg all classes without mistakes, while other players make you laugh - make faces, sing funny songs. Or, holding an item (cap, box) under the knee of a bent leg, jump all classes (without a puck) on the other leg back and forth. If this is successful, then another attempt is given to throw the puck into the house. If this fails, then the player gives way to the next player.

If you know other types of hopscotch games or remember how you played hopscotch as a child, then I will be very glad if you share your experience in the comments.

2. Playing in the yard: playing with pebbles.

You can make shapes from pebbles (you can also use twigs and sticks). You can also play a game that develops hand coordination. My grandmother taught me to play this game when I was four years old. And I've been playing it ever since :). You can play it not only in the yard, but also in the forest, on the beach, or on the road.

How to play the game "Pebbles".

Find light, flat, small stones. Place one pebble in your palm. Toss it up. While the pebble is in flight, you need to quickly turn your hand over, palm down. Moreover, calculate it so that the pebble lands on the back of the hand and remains on it.

Now your hand “looks” palm down. You again make a sharp movement with your brush, throwing the pebble into the air. And while the pebble is flying, you need to quickly turn your hand so that your palm faces up again. And so that the pebble “lands” exactly on your palm.

If you succeed, you have passed the “first class”.

In second grade, you place two pebbles on your palm and try to repeat all the actions so that the pebbles do not fall.

In third grade, you place three pebbles on your palm. And so on.

We managed to hold up to 8 pebbles in our palms at the same time (of course, with training during regular games).

In this game you need to compete not with other players, but with yourself. Yesterday I was barely able to throw one pebble and hold it in my hand. And today it’s three!!! This is a success! I'll try four tomorrow! Try it - it's not as easy as it seems at first glance! But very exciting and useful for development!

Other games with pebbles in the yard, at the dacha, on the beach.

1. Marine figure (forest figure, city figure, etc.)

The child lays out a figure on the theme from pebbles of different sizes and shapes (the pebbles should lie next to the baby). He is given 2-3 minutes for this. At the end of time, the adult says: “One, two, three - a sea (forest, air, city, etc.) figure, freeze in place!” and tries to guess who it is with the help of questions.

Even if you immediately guessed who it was, still ask questions. Using a sample of your questions, you will help your child learn to conduct dialogues and arrange questions in a logical sequence. For example, ask your child: “Is this living or nonliving? Does it eat fish? Is it big size? Is it grey?

2. Lay out a chain - a riddle made of pebbles.

Collect a bunch of different pebbles. Put them in sequence: big - small - big - small. Or gray - white - gray - white. Or smooth - angular, uneven - smooth - uneven. Or oval - round - oval - round. In this case, all the pebbles should be different from each other. For example, in the sequence “gray – white – gray – white...” the pebbles may lie like this:

  • Gray large oval
  • White big round
  • Gray small round.
  • White large oval.
  • Gray small uneven shape.
  • White small oval.

In order to “solve” your riddle from the pebbles, that is, to understand the pattern of the sequence, the child will have to analyze the situation and identify the essential feature from the unimportant. Ask your child to extend the row of pebbles further and see if he can really understand the pattern. Help your child with questions and clarifications, praise him!

After several of your riddles (of course, you don’t have to do them in one day!), the baby will be able to tell you similar riddles himself. Be sure to show him how interested you are in solving his riddles! Bring joy to both yourself and your child!

3. We play “Stander” in the yard!

Shtander can be played with children 6 years old and older.

All players stand in a circle. One of them is the driver (let's call him Roma). Roma has the ball in his hands. Roma throws the ball and shouts out one of the players’ names (for example, Roma shouted: “Sasha!”). All players begin to scatter in different directions, except for the player named Sasha. The player named by name (Sasha) quickly runs up and catches the ball. As soon as Sasha catches the ball, he tries to throw the ball at the scattering children and “stain” them by hitting them with the ball. The players try to run up so that it is difficult to hit them with the ball.

If Sasha hit a player with his ball (for example, Sasha hit Lena and stained her), then Lena either leaves the game or is assigned a forfeit (what the task will be is discussed before the game, it can change - crow, gallop on one leg, sing a song, ask a riddle, etc.). If Sasha threw the ball and didn’t hit anyone, then Sasha is assigned a forfeit to win back, i.e. fine (what the fine will be - the forfeit is also discussed before the game)

The player named by name (Sasha) has the right to either simply throw the ball at the running children or stop them. If he wants to stop them - to “freeze” them, then as soon as he catches the ball, he loudly shouts: “Stander!” And all players must freeze in place. Sasha begins to aim the ball at one of the players (for example, he wants to stain Seryozha). Seryozha, as soon as he sees that Sasha wants to tarnish him, can duck to the side, crouch, but cannot leave the place where he was “frozen.”

It’s good to play stander in the evening, when it’s not so hot. When I was a child, Shtander was one of our favorite games. school age in summer time. We played Shtander both in the yard and on summer holidays. You can play too. And if you know other rules of the game “Stander”, I would be grateful if you share them in the comments to the article.

4. Games in the yard with a skipping rope (with jumping ropes).

Surely many adults have already forgotten that you can not only jump rope, but also play different games. I have described options for playing with a jump rope with children in the yard below. And You will find many games with a jump rope in the yard in this wonderful video!

4.1. Repeat the movements.

To play, all players must have their own jump rope. The presenter jumps rope. Every ten jumps he jumps differently (on two legs, on the right, on the left, with arms crossed, with two turns of the rope in one jump, with stepping from foot to foot as if walking, with high knees, etc. ). All other players, like a mirror, repeat these movements after the leader. If the player makes a mistake, he leaves the game.

4.2. A crocodile was walking.

They play in turns, i.e. One rope is enough for all players. The first player begins to jump rope and say the words of the rhyme: “A crocodile was walking. He smoked a pipe. The phone fell and wrote.” On the last word of the rhyme, the player throws the rope to the ground. The rope falls, forming an intricate pattern of loops. Next, you need to stand with one foot in one of the largest loops and stand on it while other players count to 10 (at school age you can count up to 20) or until they read the rhyme to the end. One player can make people laugh while everyone else reads the rhyme. The task is to stand on one leg without paying attention to anyone.

This game teaches the child to control his behavior, concentrate, and develop a sense of balance.

There are no winners in this game. All players play with pleasure. It is always interesting and unexpected what kind of pattern will come out of a fallen jump rope. Sometimes there are such small loops that it is unclear how you can stand in them. Sometimes big loops. It's fun to make other players laugh. The game is fun for everyone!

Rules for playing with a jump rope:

  • If the child was unable to jump the rope to the end of the entire rhyme (the rope got tangled), then he immediately gives way to the next player.
  • If the child could not stand on one leg, then he immediately passes the move to the next player.
  • If the child was able to do everything without mistakes, he gets the right to play a second time, and then In any case, he gives way to the next player.

4.3. Game with skipping rope "Alphabet".

You can play the alphabet game with schoolchildren in the yard. With each jump you need to name a letter of the alphabet in order. The method of jumping should be complex, requiring coordination of movements - for example, with the arms crossing over one jump.

If a player makes a mistake in the alphabet or gets confused in the jump rope, then he must immediately name a plant (animal or city) with that letter while the players count to three. If he was able to do this, then he can start jumping again. If not, then he passes the rope to the next player.

You can simplify this game with preschoolers by naming numbers. And make the jumping method simple, without unnecessary movements.

4.4. Game "Fisherman and fishes".

This game can be played by two or three people. But it's more fun to play it big company adults and children. To play you will need a jump rope or rope. All players stand in a circle. A fisherman stands in the center of the circle. In the hands of the fisherman is a jump rope, folded into several folds - this is his “fishing rod”. He starts fishing. The fisherman lowers one end of his fishing rod to the ground (the handle of the rope is in the fisherman’s palms, and a part of the rope, reminiscent of a rope, is directed towards the children - the line of the fishing rod). The fisherman spins his fishing rod in a circle, trying to touch the children’s legs with the rope (jump rope). Children jump up when the fishing rod approaches so that the jump rope does not hit them. If the jump rope touches the child’s legs, then he is “caught” and he is out of the game.

The fish's task is to stay in the game until the end (so that the fisherman does not catch them).

5. Games in the yard. We play with a stick. Malechina-kalechina

To play you will need a stick 20-30 cm long. Every player needs a stick.

The leader and players are selected. Each player takes a stick. And everyone, including the presenter, says in unison:

“Malechena - crippled,
How many hours
It remains until evening
Before winter?

After this, all players place the stick vertically on their palm and try to hold it in this position, without helping with the other hand or holding it with anything. As soon as all the children put their chopsticks on their palms, the leader begins to count: “One, two, three... ten!” The one who holds the stick on his palm the longest wins.

If the children succeed in this easily, then the leader can complicate the task in the game - ask them to walk while holding the stick, sit down and stand up, turn left, right, around themselves.

Rule of the game:

It is even more difficult to hold two sticks at once - one on the right hand and the other on the left palm.

6. Rubber bands - a favorite game in the yard from our childhood

With the help of this wonderful detailed video You and your children will be able to remember all the figures of the rubber band game or learn how to play it!

To play you will need three players. Two of them are holding a rubber band, and one is jumping. If the jumper makes a mistake, he gives way to the next player and changes places with him. Now another player is jumping, and the first one is holding a rubber band.

What movements can be done in this game, the levels of the game, a detailed video recording of each exercise you will see in this video for children

What to do if there are no three players? In my childhood, we solved this issue very simply - we hooked an elastic band to a fence or a tree or any metal structure for climbing in the yard or even a slide. Then you can play together, or even alone. We jumped in rubber bands not only in the yard, but also at home (but this is only possible on the first floor, so as not to disturb the neighbors) - then we attached the rubber band to two chairs, and we could even play with one. Heavy objects, such as books, were placed on chairs to weigh them down.

We also played rubber band “as one pair”. If someone made a mistake, then the next player had to first perform the movement for him - “help out” him. And only then perform your movements. If the second player also made a mistake, then the turn passed to the third player. And the third player helped out both the first and the second, and then jumped for himself. Sometimes it was necessary to help out in the second circle. This is a game option for schoolchildren if there are not enough players.

Usually the same movements in the rubber band game are repeated. But first, the elastic band is tightened at the level of the feet, then at the level of the shins, then at the level of the knees, and even more difficult - at the level of the hips. And the most difficult level is the belt level. This is a list of levels for children aged 6-7 years and older.

Here's another video with rubber band jumping figures!

If you liked these games in the yard, and the article was useful to you, I would be grateful for your comment on the article.

My son is growing up, and I am sad to see that today’s children are completely different from us. We read books, went to the cinema together, and then acted out battle scenes, we communicated more, became friends. We also ran in the yards and played, and there are many reasons why modern children go out with their peers so little, this is a crime situation, and studies, which children are overloaded with, and computers, but... I feel sorry for them, they are deprived amazing adventures and memories that will last a lifetime.

1. Hali-halo

Rules of the game
To begin with, the driver is chosen using a counting rhyme. The driver picks up the ball and asks the rest of the guys a word. Usually they say which category the invented word belongs to and its first and last letter. For example, the driver thought of the word bed. He says it's a piece of furniture, it starts with the letter K and ends with a soft sign. Children begin to guess the word. As soon as the driver hears the correct answer, he shouts “Hali-halo”, throws the ball up as high as possible, and runs away.
The child who guesses the word correctly catches the ball and shouts “Stop.” The driver stops. The player must guess how many steps there are to the driver. But the steps are not easy. Each company can come up with its own steps.
Types of steps in the game hali-halo:
Giant - the largest steps, the entire width.
Normal - a normal baby step.
Lilliputian - very small steps.
Frog - in squatting jumps.
Umbrellas - the child spins towards the driver.
Bricks - step heel to toe.
Camel - step and spit (the main thing is not to hit the driver).
The child with the ball takes the specified number of steps and throws the ball into the ring, which the driver makes with his hands. If the ball hits the ring, the player becomes the driver and the game continues.

2.Hide and seek

Rules of the game
One person drives, the rest hide. According to pre-agreed conditions, the water counts up to a certain number, turning towards the wall, during which time everyone hides without going beyond the boundaries of the agreed territory.
Well, the catchphrase of water: one two three four five I’m going to look.

3. Blind Man's Bluff

Rules of the game
Several people play Zhmurki. With the help of a counting rhyme or by lot, the driver is selected. Players cover the water with a tight blindfold (no peeking is allowed in this game), spin it in place and “scatter” to the sides. Zhmurka must catch and identify a player. If you guess correctly, the caught player becomes the driver.

4. Cossack robbers

Rules of the game
The players are divided into two teams (the more participants, the more interesting the game). Each team has its own distinctive insignia (armbands, ribbons or badges).
An area is designated (the boundaries of the territory where you can hide and run away).
It is determined by lot which team will be “Cossacks” and which team will be “robbers”.
At the signal, the “robbers” run to hide. At this time, the “Cossacks” choose a place for the “dungeon” where the captured “robbers” will be brought. The “dungeon” should not be very large so that it can be conveniently guarded. Its boundaries are clearly marked (with chalk, pebbles, etc.).
After an agreed period of time, the “Cossacks” go to look for “robbers” hiding in the agreed territory. They must catch up with those whom they saw and “stain” (touch with their hand). The “stained” robber is considered caught; he must obediently go with the “Cossack” while he holds him. But if the “Cossack” accidentally unclenched his hands, the “robber” can run away.
The caught "robbers" are taken to the "dungeon".
"Robbers" can help out their comrades. To do this, you need to quietly run up to the “Cossack” leading the “robber” and “tarnish” him. Then the “Cossack” is obliged to let the “robber” go, and both “robbers” run away to hide again. But if the “Cossack” turns out to be more agile and manages to “sully” the second “robber” earlier, he takes both of them prisoner.
"Robbers" can free their comrades from the "dungeon". To do this, it is necessary to touch the prisoner before the “Cossack” guarding the “dungeon” touches the liberator.
The goal of the game is to catch all the “robbers.”

5. Lapta

Rules of the game
I know two versions of the game. One is simplified (for children), the other is for adults. As a child, at the dacha, of course, we played a simple game:
On a flat lawn, at a distance of 15-20 m from each other, two lines were drawn: one was called a city, the other was a horse, or a house.
Then, using a counting table or lot, the striker was determined; he stood outside the city limits, the rest were located in the field behind the law.
The batter throws the ball and hits it hard with the bat. The field players, watching the sword, wait for it to cross the horse so that they can catch it without letting it fall to the ground. If they succeed, the striker goes into the field, and the player who took possession of the ball takes his place. If the field players, having gaped, did not have time to catch the ball, the kick is repeated.
It happens that the batter misses the ball. The rules allow him to repeat the kick. After the third miss, the striker gives up his place to another player.

6. Bouncers

Rules of the game.
A minimum of 3 people are required to play dodgeball. Of these, 2 are bouncers (bouncers) and one is a driver. The players are divided into two teams.
Two players from one stand at a distance of approximately seven to eight meters opposite each other. They have the ball. Two players from the other team move between them. The task of the former is to throw the ball with each other, hit their opponents and knock them out of the game. In this case, you need to throw so that the ball, without hitting the target, can be caught by a partner, and does not fly away to nowhere every time.
The task of the second is not to let yourself be knocked out. If you catch a flying ball, one life is added to you. You get, for example, five lives and to knock you out of the game, you need to be hit six times. If the ball bounced off the ground and hit a player, it didn't count. The place of the eliminated players was taken by other team members. When everyone was eliminated, the teams swapped places.

7. Square

Rules of the game
This game requires a company of four people and a ball. First you need to create a playing field. A square of arbitrary size is drawn on the ground, divided into four smaller squares, one for each participant. A circle is drawn in the center of the field for serving. The game begins with the ball being served by a player who is chosen by lot (counting table). The ball is thrown with one or two hands into the central circle, so that it bounces towards the player located diagonally. The diagonal player must return the ball after touching the ground once in his quarter. You need to hit the ball with your feet, knee, head, you cannot touch it with your hands.

8. Fanta

Rules of the game
A good old children's game. There are many options. I'll tell you about the one we played. The presenter collects one personal item from all players, and then everyone writes some task on a piece of paper. Then the pieces of paper are collected, mixed, and the presenter, without looking, first pulls out someone’s object, and then a note. The person who owns the pulled out item must complete the task written on a piece of paper. The game is great, but players should remember that they themselves may be faced with their own task. This circumstance somewhat limits sadistic habits.

9. I know five names

Rules of the game
The guys agree on the order of passing the ball and the sequence of topics.
The first player begins to tap the ball on the ground with one hand, saying:
- I know five girls' names. Anya - one, Katya - two, Polya - three, Masha - four, Nastya - five.
The player must follow the rhythm of the shots, saying one word each time he hits the ball.
If the player has completed the task, he moves on to the next topic, predetermined, for example:
- I know five names of boys (names of cities, animals, insects, birds, countries, cities, etc.)
If a player gets lost, misses the ball or thinks for a long time, then the ball passes to the next participant.
He starts over:
- I know five girls' names
To complicate the game, you can introduce conditions that names should not be repeated. When the ball returns to the first player after making a circle, he starts from the topic where he left off.
The game lasts until everyone gets bored.
The winner is the one who managed to cover the maximum number of topics

10. Salki

Rules of the game
One driver is chosen by lot or by counting. Then the boundaries of the playing area are set. Everyone scatters within this area. The driver begins to catch the players within the established limits of the site. Whomever he catches up with and salutes, he becomes a “salka” and declares, raising his hand up: “I am salaine!” He begins to catch the players, and the former “tag” runs away with everyone. The game has no definite ending.
Sorcerers
(this game is a type of tag)
Participants run away from the driver. The driver catches up with the player and touches him - he gets dirty. The saluted person spreads his arms, and any other participant can run up, touch him and “help him out.” The driver’s task is not to move far from the person who has been greased and not to let anyone get a step closer to him. The summer version of the sorcerers is to run around with “sprinklers” and pour water on each other from holey bottles. Usually, five minutes after the start of the game, everyone is wet, but very cheerful.

11. Damaged phone

Rules of the game
The old time-tested children's game of broken phone.
It can be played by one or two teams.
A driver is selected, who whispers a word or phrase in the ear of one of the players, and he tries to pass it on to the other player in the same way, and so on along the chain.
The last player says out loud what he did and compares it with the original.
Often the result is very unexpected and funny!
If two teams are playing, then the leader gives the floor to two players from both teams. The team whose result is most similar to the original wins.

12. Kitty-Frog-Meow

Rules of the game
The game requires approximately the same ratio of players of different genders. The players sit on the bench. Two participants, the leader and one of the players, stand in front of the bench with their backs to each other (the leader faces the players, the player faces his back).
The presenter points with his eyes (or discreetly with his finger) at one of the players and asks “kitty?”
If the player says "screw", then he continues to choose.
If a player says "meow", then that player is asked "what color?"
The player named a color and completed a task that corresponded to the chosen color.
The meanings of the colors were:
White meant “five minutes alone.” Those. the boy and girl left and retired for 10 minutes so that no one from the company could see them.
Green - three yes questions. Any questions were asked, but the player could only answer “yes”. Moreover, tricky questions were asked, such as “Do you love him”? The answerer blushed and stammered, but had no right to say anything else. The whole company had fun from such dialogues :)
Red meant a kiss on the lips. Color was used very rarely.
Pink - kiss on the cheek. It's easier with it, it was used often.
Yellow - three questions in private (you could ask anything and the player had no right not to answer). Of course, everyone asked tricky questions and often very personal ones, but the answers were usually kept secret.
Orange - walk a certain route arm in arm.
Blue - kiss the hand.
Purple - three minor dirty tricks (say, pulling a pigtail, stepping on a foot, taking away a hairpin). Also in front of the entire honest company.

13. The sea is agitated once...

Rules of the game
There are several game options.
1) The presenter turns away from the players and says the well-known rhyme:
The sea is agitated once
The sea is worried two
The sea is worried three,
Marine figure, freeze in place!
While he speaks, the participants move chaotically in any order, depicting the movements of waves with their hands. As soon as the driver falls silent, you need to freeze in some figure. The driver approaches one of the players and touches him. The player depicts his figure in motion, and the driver guesses what it is. The player whose figure was not guessed becomes water himself.
2) After saying the counting rhyme, the players must freeze in the position in which they find themselves. The driver turns, walks around all the players and examines the resulting figures. The first one to move takes the place of the leader, or is eliminated from the game (in this case, the winner is the player who lasted the longest).
3) You can use another version of the game, when the presenter examines all the figures and chooses the one he likes best. In this case, the winner is the player who most clearly demonstrated his imagination.

14. If you drive more quietly, the further you will go - stop!

Rules of the game
Two stripes are drawn on the ground with chalk at a distance of approximately 20 meters.
All players stand on one side; the driver stands on the other side, and turns his back to everyone. The driver says:
"If you drive more quietly, you'll go further. Stop."
The phrase can be pronounced as you like - deliberately dragging out the words, the entire sentence, or, for example, starting slowly and then ending it abruptly and quickly - in general, introducing an element of surprise into the game.
At this time, all players are trying to run as far as possible and get to the finish line; they freeze at the word “stop”. After the word “stop” the driver turns around. If he saw the movement of a player (who did not have time to freeze or stop due to the acceleration speed), he is eliminated from the game.
The winner is the one who gets to the finish line first and touches the driver - he takes his place, and the game starts over.

Rules of the game.
All players sit or stand in a row. The driver throws the ball to one of the participants and at the same time names an object. If the item is "edible", the player catches the ball. If not, he repels. The driver’s task is to confuse the player, for example, in the chain “apple-melon-carrots-potatoes” he suddenly says “iron”. If the player makes a mistake and “eats” the “inedible”, then he himself becomes the driver. The faster the driver throws the ball and names objects, the more exciting and interesting it is to play

17. Knives

Rules of the game.
Players mark a circle on the ground. Then, one by one, they try to get a knife into the enemy’s delineated territory and thus conquer as much land as possible from him. The knife can be thrown from the shoulder, with a flip, from the nose and even from the head. The knife can be stuck into the ground, sand and even a wooden bench

Each player chooses a name for himself - the name of the flower and tells it to the “gardener”-driver and other players. The driver says a little rhyme: “I was born a gardener, I’m seriously angry, I’m tired of all the flowers, except ...” and calls the “name” (name of the flower) of one of the players. A dialogue takes place between the driver and the player. The player says the name of one flower from those on the team. The participant whose name was announced must respond. The dialogue continues. The one who made a mistake: for example, did not respond to his name, confused the name of the flowers, gives away a forfeit (any of his things). At the end of the game, forfeits are played out. The “gardener” turns away, they take out the thing and ask the driver: “What should this player do?” The “gardener” assigns a task (jump on one leg, squat, sing, recite a poem, etc.) - the player “works off” the forfeit and takes his item.

20. Mother's daughters.

Rules of the game.
The game was considered a girl's game, but in certain cases boys were also allowed into it, who could, even before entering puberty, understand what marriage is and what it threatens. The game had one rule - play using maximum imagination and life experience, gleaned from your parents or in soap operas.
Throughout the game, the roles could change (“come on, now you’re a mother, and it’s as if I’m your daughter?”), randomly found children, stepmothers who suddenly showed up, or inexplicably amused lovers periodically entered the game. And animated dolls, baby dolls, plush animals. Scenes “let’s act as if we were in a store” were played out, weddings, quarrels, intrigues, fights, death! Everything is like in life.

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