Games of the Peoples of the USSR (collection). Children's game - "Geese-Swans Game geese swans game rules

This game helps develop reaction and attention.

The goal of the game "Geese-Swans":

run across the platform, escaping from the "wolf".

You will need a play area to play. You can play with a group of five people, but it’s more interesting when there are more players. Children from 5 years old can play.

Rules of the game:

  1. At the beginning of the game, a “goose house” is drawn with chalk or a stick - the house in which the geese live and where the owner is waiting for them. On the other side of the site they draw a “field” where the geese go for a walk. A circle is drawn between the “goose coop” and the “field”; this is the “wolf’s lair”.
  2. Using a counting rhyme, a wolf is selected (if the company is large, there may be several wolves) and the owner of the geese. The remaining players become geese. When playing with adults, the role of the owner is taken on by an adult, who is also the host of the game.
  3. The owner says to the geese: “Geese, fly into the field, take a walk, don’t fall into the clutches of the wolf.” The "geese" players run, waving their arms, into the "field".
  4. Then there is a dialogue between the owner and the geese: - Geese, geese! - Ha-ha-ga! - Do you want to eat? - Yes Yes Yes! - Well, fly home! - The gray wolf is under the mountain and won’t let us go home. - What is he doing? - He sharpens his teeth and wants to eat us. - Well, fly as you want, just take care of your wings!
  5. The geese spread their winged arms and “fly” home to the goose barn, and the wolf growls and tries to catch them. Caught geese are eliminated from the game, after which the game continues. The winners are those players who have never fallen into the clutches of a wolf.

Options:

When all the “geese” have been caught and are sitting in the “wolf’s” den, the owner calls the “wolf” to take a steam bath. The wolf walks, imitates washing in a bathhouse, after which the owner says to him: “Little wolf, I’ll throw you a cow!” The owner throws the stick far away, and while the “wolf” runs after it, the “geese” “fly” home to the owner. At the end of the game, you can celebrate and praise the most agile geese, who have never fallen into the clutches of a wolf.

There are several more options for rhymes for this game:

  • - Geese, geese!
  • - Ha-ha-ga!
  • - Do you want to eat?
  • - Yes Yes Yes!
  • - So fly home!
  • - Geese, geese!
  • - Ha-ha-ga!
  • - Do you want to eat?
  • - Yes Yes Yes!
  • - Bread and butter?
  • - No no no!
  • - And what?
  • - We want sweets!
  • - Well, fly as you want, just take care of your paws!
  • - Geese, geese!
  • - Ha-ha-ga!
  • - Do you want to eat?
  • - Yes Yes Yes!
  • - So fly home!
  • - Gray wolf under the mountain. He won't let us go home!
  • - What is he doing?
  • - He sharpens his teeth and wants to eat us.
  • - Well, fly as you want, just take care of your paws!
  • - Geese, geese!
  • - Ha-ha-ga!
  • - Do you want to eat?
  • - Yes Yes Yes!
  • - So fly home!
  • - The gray wolf under the mountain does not let us go home.
  • - Don’t be afraid of the wolf, scatter as quickly as possible.
  • - Geese, geese!
  • - Ha-ha-ha
  • - Do you want to eat?
  • - Yes Yes Yes!
  • - Fly home!
  • - Gray wolf under the mountain!
  • - We ate quickly

And they flew, flew, flew...!

  • - Geese, geese!
  • - Ha-ha-ha
  • - Do you want to eat?
  • - Yes Yes Yes!
  • - Well, fly if you want. Just watch out for the wolf! The gray wolf under the mountain will not let you go home!

This game is also known as "Geese-geese Ga-Ga-Ga!" and just "Geese"


SWAN GEESE

Have you guys noticed how many different Russian fairy tales about animals there are? I can tell you that there were a lot of such games too. Animals, birds, fish, and even one reptile crawled into this small book.
This is explained by the fact that fairy tales, like games, were not invented just like that, out of nothing, but they reflected the life of the people, their way of life and customs and, of course, the surrounding nature. In the old days, most Russian people lived in rural areas; even by the end of the eighteenth century, when many cities had already appeared, 96% of the population lived in villages. But Russia is a forested country, and since childhood the children have heard conversations about wolves and bears, foxes and hares. And we ourselves saw animals more often than you and I, and sometimes even heard the mournful howl of a wolf outside the outskirts on a winter night. And pets generally lived nearby. Therefore, the games very accurately reflected the habits of animals. And since in fairy tales animals often talked to people, there were similar conversations in games. “Geese and Swans” is one of these conversational games. As far as I was able to find out from old books, this game called “Gray Wolf” already existed at the beginning of the last century. And the conversations were the same, only at the very beginning I added a few words from memory. Apparently, the guys came up with them later, but in the thirties of our century we already played like that.
This game is suitable even for preschoolers from the age of five. You can play from six to twenty people; however, more is possible - up to thirty, but here the geese will not be so interested.
“Geese and Swans” is a summer game, and it is most pleasant to play it in the fresh air - in the yard, on a lawn or other flat place where you can run. And it is desirable that there is grass on which geese always graze.
The size of this “field” is forty paces long and at least twenty paces wide. But if you are already ten years old or when a lot of players gather, then choose a larger place for the game - fifty steps in length and twenty-five steps in width,
Before the game, at one end of the field you need to mark the “house” where the owner lives with her geese. Separate this place from the field with a line drawn on the ground. Then, twenty-five steps from the house, that is, a little further from the middle of the field, on its edge under an imaginary “mountain”, mark a “lair” where the wolf will sit. And then, about ten steps from the lair to the end of the field, there will be a pasture for the geese. Obviously, it can not be outlined, but simply placed along the edges of the field along a stone or stuck in a stick. Part of the field behind them will be pasture. The entire field between the house and the pasture must be level so that you can run on it without danger. However, you can make it simpler: walk as much as necessary, marking the house, den and pasture with any three objects, and immediately play.

Now let's get to the game itself.
First, let's do the math and choose the main characters - the wolf and the mistress. If more than ten people gather to play, then to save time, let the first one to come out be the wolf, and the second one be the mistress (or master) of the geese. All those who remain will be “geese-swans”.
The housewife leads the geese into the house, and the wolf goes “downhill” to his lair and sits there for the time being.
Then the conversations begin.

The hostess asks:

Geese, geese?

The geese answer in unison:

Ga-ga-ga.
Do you want to eat?

Here the geese switch to human language and begin to say:

Yes Yes Yes!
Well, fly... -

The hostess allows it and, waving a twig, drives the geese into the field.
Geese, flapping their wings, joyfully run past the wolf into the pasture. And the hostess returns home.
The geese wander around the pasture and graze for a while, shouting and talking to each other: “Ha-ha? Ga-ga-ha? - and looking warily at the wolf sitting in the lair.
After about a minute the hostess calls them:

Geese-swans, home!

The geese stop and answer:

We fear!
Why?
Gray wolf under the mountain!
What is he doing?
The geese are nipping.
Which ones?
Gray and white.

Here the hostess begins to get angry at the timid geese and sternly orders:

Geese-swans, home!

There is nothing to do, and the geese, with their wings spread, fly towards the house. But the wolf, having heard the owner’s words, immediately jumps out of the den and rushes to intercept - to catch the geese.
Usually he fails to grab more than one goose, but the rest run home safely.

The wolf takes the prey to its lair and remains there. And the hostess starts a conversation with the geese again, sends them out to graze, and then calls them home. So time after time the wolf catches the geese and drags them to him.
How long does the game last and how does it end?
It all depends on how many guys are participating in the game. If there are only seven or eight of you, then the wolf must catch all the geese. And when there are a lot of players, you should agree in advance how many geese the wolf will catch - for example, five or seven. Older guys, of course, are able to catch more, but then the first geese caught will be bored sitting for a long time in the wolf’s den, not taking part in the game. Therefore, the wolf's appetite must be limited. The younger guys usually only catch three geese.
As I already said, the wolf is chosen by counting, and it may turn out that the not very agile or even the smallest of you will become the wolf. But let him play anyway. Only if he, having run out to catch three times, does not catch anyone, then to continue the game he should change places with the hostess. Well, when the wolf is strong, let him first chase the older guys, and not catch only the kids.
The game ends when the wolf catches the agreed number of geese.
If you haven’t played enough yet and want to repeat the game, then the first goose caught becomes a wolf, and the former wolf becomes the mistress so that he can rest. Let the hostess become a goose and run around.
The game is simple and there are no tricks here. And the rules are also simple, although there are quite a few of them - there were as many as six.
First. Until the hostess says the word “home,” the geese should not leave the pasture, much less start running toward the house. You can only stand at the edge of the pasture and get ready. The wolf also has no right to run out of the lair prematurely.
Second. After the word “home”, all geese must immediately run to the house, because the wolf can catch geese even in the pasture.
Third. When the geese come running home, that is, cross the house line, it is no longer possible to catch them. But since no lateral lines are indicated here, both the geese and the wolf can run a little to the right and to the left. But in general there is no need to run there.
Fourth. Whomever the wolf has grabbed must not escape; and the clothes of the targets will not be torn.
Fifth. No matter how much the owner “sicks” for her geese, she is not allowed to leave the house during the wolf hunt. Let the wolf chase its prey without interference.
Sixth. Each person can be a wolf only once per game. That is, if the former wolf, having become a goose, is again caught first, then the second goose caught becomes a wolf.
However, I was lying a little when I wrote that there are no tricks. There are no common ones for everyone. But for one goose, one was too small. Before running home, geese usually gather at the edge of the pasture away from the wolf. And one of them slowly takes a position at the edge where the wolf sits. For what? But here’s why: when the geese run home, the wolf will rush across to the other edge of the field to catch them in the thick of them. And this cunning goose will run to the house past the empty wolf’s lair without any hassle.

Well, now I’ll tell you a little more about the old days.
Previously, it was more difficult for the wolf to play; he always had to catch all the geese. But in the Olonets province (this is a forested region where Lake Onega and the Onega River are), the game did not end there yet. The guys there had such a sweet and cute ending to the game that I really want to quote it here verbatim: “When he catches everyone, then the owner drowns the wolf in a bathhouse, bringing for this purpose chips, stones and the like. Then he asks the wolf to go to the bathhouse. The wolf goes and in the bathhouse shows that he knows how to steam, and wash, and so on. Upon leaving the bathhouse, the owner takes a stone or a stick and, showing it to the wolf, says: “Little wolf! I’ll throw you a cow!” - throws a stone or a stick, the wolf runs after it, and the swan geese run away to their owner.”
Isn't that interesting? If you liked it, play it too, just like the guys in the Russian North played a long time ago...
Material copied from the site.

One of the most famous children's games, which has become a “children's classic”. This game is also known as " Geese-geese Ga-Ga-Ga!" and just " Geese»

Rules of the game Geese-swans

To play, you need a large area and a group of children of at least 5 people. It’s even more interesting to play with a group of 10-30 players, so the game is good for kindergartens and public holidays.

At the beginning of the game, a chalk or stick is used to outline "gooseneck"- the house in which they live geese and where awaits them master.

On the other side of the site is outlined "field"- Geese go there for a walk.

Between "goose man" And "field" a circle is drawn - "den", will live there wolf.

When playing with adults, the role of the owner is usually taken by an adult, who is also the host of the game.

The owner says to the geese:

- Geese, fly into the field, take a walk, don’t fall into the clutches of the wolf.

The boys are running, waving their arms, "field".

- Geese, geese!
- Ha-ha-ga!
- Do you want to eat?
- Yes Yes Yes!
- Well, fly home!
- The gray wolf is under the mountain and won’t let us go home.
- What is he doing?
- He sharpens his teeth and wants to eat us.
- Well, fly as you want, just take care of your wings!

Geese spread their arms like wings and fly home to the gooseyard, and wolf growls and tries to catch them. Caught geese are eliminated from the game and the game continues. The winners are those who have never fallen into the clutches of a wolf.

The ending in this game may be different. When all the geese are caught and sitting in the wolf's den, the owner calls the wolf to take a steam bath.

The wolf goes to the owner to steam, pretends to wash himself, and then the owner says to him:

- Little wolf, I’ll throw you a cow!

The owner throws a stick to the wolf somewhere far away, and while the wolf runs after it, the geese run home to the owner.

At the end of the game, you can celebrate and praise the most agile geese, who have never fallen into the clutches of a wolf.

There are several more options for rhymes for this game:

- Geese, geese!
- Ha-ha-ga!
- Do you want to eat?
- Yes Yes Yes!
- So fly home!

- Geese, geese!
- Ha-ha-ga!
- Do you want to eat?
- Yes Yes Yes!
- Bread and butter?
- No no no!
- And what?
- We want sweets!
- Well, fly as you want, just take care of your paws!

- Geese, geese!
- Ha-ha-ga!
- Do you want to eat?
- Yes Yes Yes!
- So fly home!
- Gray wolf under the mountain. He won't let us go home!
- What is he doing?
- He sharpens his teeth and wants to eat us.
- Well, fly as you want, just take care of your paws!

- Geese, geese!
- Ha-ha-ga!
- Do you want to eat?
- Yes Yes Yes!
- So fly home!
- The gray wolf under the mountain does not let us go home.
- Don’t be afraid of the wolf, scatter as quickly as possible.

- Geese, geese!
- Ha-ha-ha
- Do you want to eat?
- Yes Yes Yes!
- Fly home!
- Gray wolf under the mountain!
- We ate quickly
And they flew, flew, flew...!

Geese, geese!
- Ha-ha-ha
- Do you want to eat?
- Yes Yes Yes!
- Well, fly if you want.
Just watch out for the wolf!
Gray wolf under the mountain
He won't let you go home!

Jamilya Kurbanova
Summary of the outdoor game “Geese-Swans” with children of the senior group

Tasks: Practice running with dodging and catching. Strengthen the ability to perform the actions of the assumed role. Coordinate words with game actions.

To develop dexterity, intelligence, and speed of reaction in children.

Cultivate a sense of purpose and a positive emotional attitude.

1. Preparation: Prepare illustrations based on fairy tales.

Choose a rhyme to choose a wolf.

Prepare a wolf mask.

Activate children's speech words: shepherd, lair.

2. Inventory and equipment: Illustrations based on fairy tales, wolf mask.

3rd place carrying out: gym.

4. Familiarity with the rules:

Geese"are arriving" home, without being caught by the wolf, the wolf catches the geese. The one who is touched by the wolf is considered caught. It's enough to touch, no need to grab with your hands.

5. Beginning games: You can seat children on a bench (so they won't be distracted).

6. Move games: Guys, you probably know a lot of fairy tales. What fairy tales do you know? (Children's answers).

Could you recognize the fairy tale from the illustration? (I show an illustration from a fairy tale « Swan geese» ). Who remembers the name of this fairy tale? (Children call). Who remembers what happened in this fairy tale? (Children's answers). Who stole Vanya? (Children answer). Why do you think this happened? (Children's answers). That's right, sister Alyonushka didn't follow. Tell me, can such a story happen to geese? Who can steal them? (Children's answers). Would you like us to compose our own fairy tale? (Children's answers). Let's imagine that you and I geese, here (one side of the hall) our home, and here (at the other end of the hall) standing, shepherd. A shepherd is a person who watches over the geese and guards them. For example, it will be Danila. And here, there will be a lair of a wolf. The lair is the wolf's home. Roma will be the wolf.

The shepherd is a covenant, home of the geese. Speaking words: Geese, geese!

Geese answer - ha, ha, ha!

Shepherd. Do you want to eat?

Geese. Yes Yes Yes!

Shepherd. So fly!

Geese. We are not allowed,

Gray ox under the mountain

Doesn't let us go home...

Shepherd. So fly as you want

Just take care of your wings!

Geese, with their arms outstretched, fly home, and the wolf runs out and trying to catch(grunt) geese

After two times games, a new wolf and a shepherd are selected using a counting rhyme.

7. Management of the course games:

Directions: Run arms to the sides (geese flying) .

The wolf may just grunt and not grab with his hands.

8. What to do with dropouts players: I associate some with the shepherd (they repeat his words with him, others with the wolf (if "wolf"– a weak child, but wanted to be a wolf).

9. End games: calm walking.

10. Summarizing.

Guys, did you like the story we came up with and lost?

What do you think needs to be done to avoid being caught by a wolf? (Children's answers).

Tell me, which of the wolves was the fastest and most agile, and caught the most geese? (Children's answers).

Can I play this game while walking?

Teacher's conclusion: Guys, I really enjoyed your participation in the game.

Russian folk game: Geese-swans - page No. 1/2

Russian folk game:

Swan geese

Participants in the game choose a wolf and an owner, the rest are geese-swans. On one side of the site they draw a house where the owner and geese live, on the other - a wolf lives under the mountain. The owner lets the geese out into the field to take a walk and browse some green grass. Geese go quite far from home. After some time, the owner calls the geese. There is a roll call between the owner and the geese:


  • Geese-geese!

  • Ga-ga-ga.

  • Do you want to eat?

  • Yes Yes Yes.

  • Swan geese! Home!

  • Gray wolf under the mountain!

  • What is he doing there?

  • Ryabchikov is pinched.

  • Well, run home!
The geese run into the house, the wolf tries to catch them. Those caught leave the game. The game ends when almost all the geese are caught. The last remaining goose, the most agile and fastest, becomes a wolf.

Rules games. The geese should “fly” all over the site. The wolf can catch them only after saying: “Well, run home!”
Russian folk game:

By the bear in the forest

The bear chosen by lot lives in the forest. Children go to the forest to pick mushrooms and berries and sing a song: At the bear's sideI'll take mushrooms and berries!The bear is disgustedFrozen on the stove!

When the players have said their last words, the bear, which had been dozing until now, begins to toss and turn, stretch, and reluctantly leaves the den. But then the bear suddenly runs after the players and tries to catch someone. The one who is caught becomes a bear.

Rules games. The bear leaves the den only after the last words of the opening have been uttered. Children, depending on the bear’s behavior, may not immediately run to their home, but tease it with a song.

Russian folk game:

Common blind man's buff

One of the players - the blind man's buff - is blindfolded, taken to the middle of the room and forced to turn around several times, then asked:


  • Cat, cat, what are you standing on?

  • In a kneading bowl.

  • What's in the kneader?

  • Kvass.
Catch the mice, not us.

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

Rules games. If the blind man's buff comes close to any object that can be hit, the players must warn him by shouting: “Fire!” You cannot shout this word in order to distract the blind man's buff from a player who cannot run away from it. Players are not allowed to hide behind any objects or run very far. They can dodge blind man's buff, crouch, walk on all fours. The blind man's buff must recognize and call the caught player by name without removing the bandage.

Russian folk game:

Eagle owl and birds

Before starting the game, children choose for themselves the names of those birds whose voice they can imitate. For example, dove, crow, jackdaw, sparrow, tit, goose, duck, crane, etc.

The players choose an owl. He goes to his nest, and those playing quietly, so that the eagle owl does not hear, figure out what kind of birds they will be in the game. Birds fly, scream, stop and crouch. Each player imitates the cry and movements of the bird he has chosen.

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

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

Lifesaver

Children choose a driver with a counting rhyme:

I'll buy myself a pipe"

I'll go outside!

Louder, pipe, doody,

We're playing, you drive!

The driver closes his eyes and stands facing the wall. A magic wand made of wood (50-60 cm long, 2-3 cm in diameter) and brightly colored so that it is clearly visible in the green grass is placed near the wall next to it.

The driver takes a stick, knocks it on the wall and says: “The stick came, but didn’t find anyone. Whoever he finds first will go for the wand.” After these words, he goes to look. Noticing one of the players, the driver loudly calls him by name and runs to the wand, knocks on the wall, shouts: “I found the lifesaver... (Player name)". This is how the driver finds all the children. The game repeats itself. The first one found when repeating the game should lead. But the player who has been found can run to the magic wand before the driver with the words: “Help stick, help me out” and knock on the wall. Then throw it as far as possible from the wall and, while the driver is looking for the stick, hide. The driver again quickly runs for the wand and repeats the actions described above.

Rules games. You can't peep when children are hiding. The driver must speak the words slowly so that all the children have time to hide. The driver should look for children all over the site, and not stand near the lifesaver. Children can run from one hiding place to another while the driver looks for the magic wand and puts it in place.

Option. Children can help out the player they found. One of the players quietly comes out of hiding, quickly runs to the magic wand and says: “Help wand, help me out... (calls by the name of the one whomhelps out)"- knocks it on the wall. Then he throws the stick as far as possible. While the driver is looking for her, the children are hiding.

Russian folk game:

Mail

The game begins with a roll call between the driver and the players:


  • Ding, ding, ding!

  • Who's there?

  • Mail!

  • Where?

  • From the city...

  • What are they doing in the city?
The driver can say that in the city they are dancing, singing, jumping, etc. All players must do what the driver said. And the one who performs the task poorly gives away a forfeit. The game ends as soon as the driver collects five forfeits. Players whose forfeits are from the driver must redeem them. The driver comes up with interesting tasks for them. Children read poems, tell funny stories, remember riddles, and imitate the movements of animals. Then a new driver is chosen and the game is repeated.

Rules games. The participants in the game can come up with tasks themselves.
Russian folk game:

Bees and swallow

The players - bees - fly around the clearing and sing:

The bees are flyingThe honey is being collected!Zoom, zoom, zoom! Zoom, zoom, zoom!

The swallow sits in its nest and listens to their song. At the end of the song, the swallow says: “The swallow will get up and catch the bee.” With the last word, she flies out of the nest and catches the bees. The caught player becomes a swallow, the game is repeated.

Rules games. Bees should fly all over the site. The swallow's nest should be on a hill.

Russian folk game:

Kite

The players choose a kite and a hen, the rest choose chickens. The kite digs a hole, and the hen with her chicks walks around him and chants the words: I walk around the kite,I carry three pieces of money,For a pretty penny, For a little owl.

The kite continues to dig the ground, it walks around the hole, stands up, flaps its wings, and crouches. The mother hen with her chicks stops and asks the kite:

__ Kite, kite, what are you doing? __ I'm digging a hole.

What do you need a hole for?

I'm looking for a pretty penny.

What do you need a penny for?

I'll buy a needle.

- Why do you need a needle?


Sew a bag.

Why a bag?

Place pebbles.

Why do you need pebbles?

To throw at your children.

-- For what?

- They're creeping into my garden!

- You should make the fence higher


If you don’t know how, then catch them.

The kite tries to catch the chickens, the hen protects them, chases the kite: “Shi, shi, villain!”

The caught chicken leaves the game, and the kite continues to catch the next one. The game ends when several chickens are caught.

Rules games. Chicks should hold each other tightly by the waist. Anyone who cannot stay in the chain must try to quickly get into his place. The hen, protecting the chickens from the kite, does not have the right to push it away with her hands.

Russian folk game:

Geese

A small circle is drawn on the site, and a wolf sits in the middle of it. The players, holding hands, stand in a large circle. Between the circle where the wolf sits and the round dance, the goslings stand in a small circle. Those playing in a round dance walk in a circle and ask the goslings, who also walk in a circle and answer questions:


  • Geese, you are geese!

  • Ga-ha-ha, ha-ha-ha!

  • You gray geese!
    Ga-ha-ha, ha-ha-ha!
    Where have the geese been?
    Ga-ha-ha, ha-ha-ha!
    Who the geese did you see?
~~ Ga-ha-ha, ha-ha-ha!

With the end of the last words, the wolf runs out of the circle and tries to catch the gosling. The geese scatter and hide behind those standing in the round dance. The wolf leads the caught gosling to the middle of the circle - to the lair. The geese stand in a circle and answer: We saw a wolfThe wolf carried away the gosling,The best best wishes,The biggest one.


  • Ah, geese, you geese!

  • Ga-ha-ha, ha-ha-ha!

  • Pinch the wolf
    Help the gosling!
Geese flapping their wings, screaming ha-ha They run around in circles, pestering the wolf. At this time, the caught goslings try to fly away from the circle, but the wolf does not let them in. The game ends when all the caught geese leave the wolf.

The game is repeated, but those playing in a round dance become geese, and the geese stand in a round dance. The wolf is chosen.

Rules games. Round dance of geese and goslings walk in a circle in different directions. Everyone should pronounce the text together. A caught gosling can leave the circle only when one of the players touches the wolf with his hand.

Russian folk game:

Big ball

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

Rules games. The players do not pick up the ball during the entire game; they roll it only with their feet.
Russian folk game:

Wolf

All the players are sheep, they ask the wolf to let them take a walk in the forest: “Let us, wolf, take a walk in your forest!” The wolf replies: “Walk, walk, but just don’t nibble the grass, otherwise I won’t have anything to sleep on.” At first the sheep just walk in the forest, but soon they forget the promise, nibble the grass and sing: We hiss, we nibble the grass,A green ant, for Grandma's mittens,For grandfather a caftan,To the gray wolfShovel dirt!

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

Rules games. Walking through the forest, the sheep should disperse throughout the entire area.
Russian folk game:

Bird catcher

The players choose the names of the birds whose calls they can imitate. They stand in a circle, in the center of which is a blindfolded birdcatcher. Birds walk, circle around the bird catcher and chant:

In the forest, in the little forest,Tsa green oak tree.The birds sing merrilyAi! The bird catcher is coming!He will take us into captivity,Birds, fly away!

The bird catcher claps his hands, the players stop in place, and the driver begins to look for birds. The one he finds imitates the call of the bird he has chosen. The birder guesses the name of the bird and the name of the player. The player becomes a bird catcher.

Rules games. Players should not hide behind objects encountered along the way. Players must stop in place exactly when signaled.

Russian folk game:

Wandering Ball

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

Rules games. When passing the ball, the players must not move from their place. You cannot pass the ball through one person, only to the player standing next to you. The driver is prohibited from entering the circle. The ball can be passed in any direction. The passing of the ball begins with the player behind whom the driver stands before the start of the game. The player who dropped the ball becomes the driver.
Russian folk game:

Ball

A circle with a diameter of 1 m is drawn on the site, and a ball is placed in the center of it. At a distance of 3-5 m from the circle, the players each dig a hole for themselves. The driver stands in the same row as the players, but he does not have a hole. Standing near the pits, children take turns throwing a bat into the ball. The ball needs to be knocked out of the circle, but so that it rolls out of the line.

At the same time, the one who knocked out the ball and the driver run into the field: one to get the bat, and the other to take the hole. If the driver is the first to occupy the hole of the player who knocked out the ball, then he changes roles with him.

The player who misses or hits the ball so weakly that it does not roll out of the circle leaves his stick in the field until one of his comrades makes a successful hit. Then all the players whose sticks are on the field run after them. The driver runs after the ball, places it in the center of the circle, runs to the holes and tries to take one of them. If none of the players hits the ball, then the driver rolls it along the ground into any hole. In whose hole the ball lands, he becomes the driver. If the ball does not hit the hole, then the driver remains the same.

Rules games. When throwing a bat, players should not go beyond the line. The driver should first place the ball in the center of the circle and then occupy the hole.

Russian folk game:

Posigutki

The players are divided into two teams by lot, one of them is the driver. The players of this team form pairs that stand in a corridor facing each other at a distance of 1-2 m, one pair from the other. Then the children also sit in pairs on the grass, straighten their legs, and touch each other with their feet. The players of the other party stand in single file and try to jump over their legs as quickly as possible. The drivers are trying to make fun of the jumping player. Each one who has been greased stands behind the back of the driver who has greased him. The players change places after all the children have passed, and the game is repeated.

Rules games. The one who has been insulted should not jump further than the pair of players who insulted him. The driver salutes the player only when he jumps over, and he should not change the position of his legs. Option. The players of the driving team may not sit down, stretching their legs, but hold the cord or elastic band while kneeling.
Bashkir folk game:

Yurt(Tirme)

The game involves four subgroups of children, each of which forms a circle at the corners of the site. In the center of each circle there is a chair on which a scarf with a national pattern is hung. Holding hands, everyone walks in four circles at alternating steps and sings:

We, cheerful guys, will all gather in a circle.Let's play and dance, and rush to the meadow.

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

Rules games. When the music ends, you need to quickly run to your chair and form a yurt. The first group of children to build a yurt wins.

Bashkir folk game:

Copper stump(Bakir buken)

Players playing in pairs sit in a circle. Children representing copper stumps are sitting on chairs. The host children stand behind the chairs.

To a Bashkir folk melody, the driver-customer moves in a circle at alternating steps, looks carefully at the children sitting on the chairs, as if choosing a stump for himself. When the music ends, he stops near the couple and asks the owner: I I want to ask you, Can I buy your stump? The owner answers: Since you are a daring horseman,That copper stump will be yours. After these words, the owner and buyer go out of the circle, stand behind the selected stump with their backs to each other and respond to the words: “One, two, three - run!” - scatter in different directions. The one who reaches first stands behind the copper stump.

Rulesgames. Run only when given a signal. The winner becomes the owner.
Bashkir folk game:

Throwing stick(Soyosh tayak)

A circle with a diameter of 1.5 m is drawn. A throwing stick 50 cm long is placed in the circle. A shepherd is chosen with a counting table. One player throws a stick into the distance. The shepherd runs out to pick up an abandoned stick. At this time, the players are hiding. The shepherd returns with the stick, puts it back and looks for the children. Having noticed the one hiding, he calls him by name. The shepherd and the named child run to the stick. If the player comes running before the shepherd, then he takes the stick and throws it again, and hides again. If the player arrives later, he becomes a prisoner. He can only be rescued by a player who calls his name and manages to take the stick before the shepherd. When everyone is found, the one who was discovered first becomes the shepherd.

Rules games. You can start looking for players only when the stick is found and placed in the circle. The player called by name must immediately come out of hiding. The prisoner is saved by the player who reaches the stick before the shepherd.

Bashkir folk game:

Shooter(Uksy)

Two parallel lines are drawn at a distance of 10-15 m from each other. A circle with a diameter of 2 m is drawn in the middle between them. One player is the shooter. He stands in a circle with a ball in his hands. The remaining players begin to run from one line to another. The shooter tries to hit them with the ball. The one who is hit becomes the shooter.

Rules games. At the beginning of the game, the shooter becomes the one who, after the sudden command “Sit!” sat down last. The moment of throwing the ball is determined by the shooter himself. The ball is thrown wide, the players throw the arrow. If a player catches a ball thrown at him, this is not considered a hit.
Buryat folk game:

Herd(Hureg aduun)

The participants of the game stand in a circle facing its center, holding hands tightly, and pretend to be horses. In the middle of the circle are the foals. They occasionally make sounds imitating the whinny of a horse. A stallion walks around the herd, protecting the foals from the invasion of wolves. And two or three wolves are on the prowl, trying to break the circle, grab the foal and take it to their lair to feed the wolf cubs. A stallion guarding a herd instills fear and frightens the wolves. If he insults the wolf, it is considered killed. The game continues until the stallion drives away or kills all the wolves.

Rules games. The wolf can break the circle. He must deftly lead the captured foal to his den.
Buryat folk game:

Needle, thread andnodule(Zun, utakhn, zangilaa)

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

Rules games. Needle, thread, knot holding hands. They must be let in and out of the circle without delay and the circle must be closed immediately.

Buryat folk game:

The Wolf and the Lambs(Shono ba Khurghad)

One player is a wolf, another is a sheep, the rest are lambs. A wolf sits on the road along which a sheep with lambs is moving. The sheep is in front, followed by lambs in single file. They approach the wolf. The sheep asks: “What are you doing here?” “I’m waiting for you,” says the wolf. “Why are you waiting for us?” - “To eat you all!” With these words he rushes at the lambs, and the sheep blocks them.

Rules games. The lambs hold on to each other and to the ewe. The wolf can only catch the last lamb. The lambs must deftly make turns to the side, following the movements of the sheep... The wolf must not push the sheep away.
Buryat folk game:

Looking for a wand(Modo baderhe)

Participants in the game stand on both sides of a log (benches, boards) and close their eyes. The presenter takes a short stick (10 cm) and throws it further to the side. Everyone listens carefully, trying to guess where the stick fell. At the command “Look!” players scatter in different directions, looking for a stick. The winner is the one who finds it, quietly runs up to the log and knocks with a stick. If other players guess who has the wand, they try to catch up with him and stain him. Then the stick goes to the player who caught up. Now he is running away from the others.

Rules games. The one who is salted must quickly hand over the wand.
Buryat folk game:

Shooting straw money(Surkharban)

Archery at bundles of straw heads or a shield made up of bundles of straw or tangled ropes is widely called surkharban, as one of the sporting elements of the national holiday. Another option is to shoot an arrow not at a straw head, but simply into the distance. The one whose arrow flies farthest wins.

Rules games. Observe correct shooting technique.

Dagestan folk game:

Get out of the circle

Draw a circle with a diameter of 30 cm. Draw a line at a distance of 3-4 m from it. Five or six children are playing. Each player has a flat stone with a diameter of 5 cm and twenty small pebbles (or bones). Each player places a certain number of pebbles in the circle (from two to five - according to the agreement of the players). Using a counting rhyme, they determine who should start the game. The one who is chosen throws his flat stone into the circle, trying to get into a pile of small stones. If you miss, the stone remains in place. If no one gets into the circle, then the player whose stone is closest to the circle must break the pile of pebbles by throwing his flat stone into the circle from the place where it lies. The next one, who has the stone closest to the circle, throws after him .

So, everyone throws their flat stone into the circle until all the stones are knocked out. The one who knocks the most pebbles out of the circle wins.

Rules games. The stone must be thrown only from the line or from the place where it fell. If two players have a stone fall at the same distance from the circle, the game starts again.
Dagestan folk game:

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

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

Rules games. The driver should not peep; The players should not help the driver or give him any hints.
Dagestan folk game:

Raise your handkerchief

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

Rules games. You cannot reach for a scarf and leave the circle before the music stops.

Dagestan folk game:

Squealing stick(Kaakma tayak. Digalogues t/ilchi)

The players (ten to twelve people) form a circle, each holding small sticks 10 cm long. To play, you need another large stick 50 cm long. The leader is chosen using a counting rhyme, i.e., when counting in a circle to ten, every tenth child comes out from the circle. The one who remains last becomes the driver. He closes his eyes and counts out loud to ten, while the other children hide. Before hiding, players place a long stick with one end on a stone and the other on the ground. Small sticks are carefully placed on the end of a stick lying on the ground.

After counting to ten, the driver opens his eyes and looks for the children. Each of the players tries to be the first to reach the stick unnoticed and hit its end lying on the stone, so that small sticks fly into the air. The driver tries to prevent the players from doing this. If one of the players manages to hit the stick and scatter small sticks, then the driver closes his eyes again. If the driver manages to win, then the player found first becomes the driver.

Rules games. So that no one touches the sticks, the driver, having found one of those hiding, quickly runs up to a long stick and loudly calls the name of the person found, and the discovered player stops and no longer hides.
Dagestan folk game:

Blind Bear(Sokur Ayuv. Betsab qi)

The players are freely placed on a limited area. Each player has two sticks: one smooth, the other with teeth. Players choose a leader - a bear, who is blindfolded. They move a smooth stick over a jagged stick and a sound is produced. The bear follows the sound, trying to stain one of the players. The one whom the bear spots becomes the leader.

Rulesgames. The driver should not peep. Players are not allowed to run beyond the court line. If the bear cannot stain anyone for a long time, you need to change the driver.

Dagestan folk game:

Ciku-tion

To play you need two sticks: one 70-80 cm long, the second 15-20 cm, the diameter of both sticks is 2 cm.

Using a counting rhyme, two children determine who should start the game. They draw a line on which they place a large stick. The participant who started the game throws a short stick up and hits it with a long stick so that it flies as far as possible. He places the long stick back on the line.

The second player has the right to catch the small stick on the fly. If he catches it, he replaces the first player. If he doesn’t catch it, then he must take a small stick and throw it so as to hit the long one, which lies on the line. When hitting a stick, the second player plays the game in the same way as the first. Otherwise, the game continues with the first player, who receives 1 point. Whoever scores 5 points first wins.

The winner hits the short stick with the long one 3 times, trying to make the short stick fly further from the line. From the place where the short stick fell after three hits, the loser must jump to the line on one leg, saying the saying: ciku-tion, ciqu-tion...

Rules games. If the distance to the short stick turns out to be very large, you can jump alternately on one leg or the other.

Dagestan folk game:

Running to the river

At a distance of 10-15 m from the river, a line is drawn along which the players line up. At the driver’s signal, the players run to the river, take out a stone from its bottom and, running back, give the stone to the driver.

The driver determines the first three places. Game continues.

Rules games. The driver can lengthen or shorten the distance and give various tasks.

Dagestan folk game:

Take out your hat

Players are divided into two teams, up to ten people in each. There are caps at a distance of 10-15 m. Players on both teams form pairs and move towards the hats, performing different movements. First the first pairs move, then the second, etc. For example, the first pairs move forward, jumping on one leg, the second pairs move on all fours, the third pairs walk on their heels, the fourth pairs move forward in a half-squat, the fifth pairs move forward in a deep squat.

Rules games. Only the pair that reaches first has the right to take the hat. The team with the most caps wins. When repeating the game, it is better to change the types of movements between pairs. You can choose other movements.
Karelian folk game:

Ball

The players are divided into two teams. Players of one team draw a fortress for themselves on the court - a square, each side of which is equal to five steps. The players of the other team are in the field. They approach the fortress no closer than five steps. One of the attackers has a ball in his hands. He throws it at the defenders of the fortress. The one who was hit picks up the ball and throws it at the attackers, and they , in turn, throw the ball again at the defenders of the fortress.The one who misses is eliminated from the game.

Rules games. The attackers throw the ball from a certain distance, not closer. They can only dodge the defenders' ball within the field, and the defenders can only dodge the ball within the fortress.
Karelian folk game:Sledding tag

Several couples play. In each of them, one player carries the other, who is sitting on a sled. At the request of the players or according to the counting, a pair of drivers is selected. The drivers strive to catch up with any other pair of players and tarnish one of them. A player sitting on a sled makes a save, he does this only by touching his hand. If the player in a pair is upset, the pair becomes the leader. Game continues.

Rulesgames. You must play within the designated area. A couple that has driven beyond the boundaries of the court becomes the driver, and the game continues. You can’t pick off the players of the pair that was just leading.

Karelian folk game:

I am!(Olenpa!)

For the game, choose a platform 50-gO m long and no more than 10 m wide. An even number of children play. They are divided into two equal teams, come to an agreement and decide by lot which one will lead first.

In the middle of the site, at a distance of 2-3 m, two lines are designated, behind which two lines are built opposite each other. The players of the running team clap their hands together, turn and quickly run to their end of the court. The driving team runs after them, trying to catch at least one of the runners before they cross the line delineating the area. The player who was insulted must shout loudly: "Olenpa!"("I am!"). After that, he and his entire team turn around and catch the players of the driving team who are trying to run over the line at their end of the court.

The game continues until one of the teams manages to escape in its entirety beyond the unsalted line. She is considered the winner. Then the other team drives.

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

Stick(Chuka)

The players stand behind the stake line. At a distance of 6-8 m from it, the driver places a small stick (length 10-15 cm, cross-section 3-5 cm) vertically on the ground. The players hold sticks 1 m long in their hands, which they take turns throwing from the line at the chuka, trying to knock it down. If the chuka is knocked down, the driver must put it back in place as quickly as possible and take one of the sticks. At this time, the remaining players each try to run up to their stick and take it. The one left without a stick becomes the driver.

If none of the players knocked down the chukka, then everyone tries to take his own stick, the driver tries to take possession of someone else's stick.

At this moment, the players can act collectively against the driver: use false, distracting actions and thereby help their friend take the stick.

Rules of the game. You should be careful not to hit the driver with a stick; You can throw a stick into a chukka only when the driver has put it down and retreated to his place.

Game of the Komi peoples:

Stop, deer!

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

After the signal “Run, deer!” everyone scatters around the site, and the shepherd tries to catch up with one of the players, touch him with a stick and say: “Stop, deer!” The one touched by the wand moves aside. The game ends when the shepherd has caught five deer.

Rules games. You can run away only at the signal “Run, deer!” The greasy ones go to the appointed place. Salting must be done carefully.
Game of the Komi peoples:

Deer hunting

The players are divided into two teams. Everyone stands behind a line drawn at a distance of 1.5 m from the deer antlers (their number depends on the number of children in the team). Each child has a lasso in his hands. He tries to lasso (catch) the deer.

Rules games. The one who catches the most deer wins. Before playing this game, you need to learn the correct techniques for throwing a lasso. Throw a noose over the deer's antlers following a signal. You cannot approach the deer closer than the place marked by the line.

Options. Several people can catch one deer, that is, throw lassos on one horn. In this case, they should stand without interfering with each other. To make it more difficult, the game is played on the side of a mountain. A group of players is divided into two teams, which are located on two sides of the slide, each team has a circle. The leader pushes the sled with the horns attached to it. Children take turns catching deer in flight.

Game of the Komi peoples:

Seine(Tyv)

The players choose a fish. A bright scarf or a wreath of flowers is placed on her head and placed in the center of a round dance representing a seine. At a distance of 1.5-2 m from the round dance, four poles decorated with ribbons are installed. The fish, having made its way through the net (under the hands of the players), runs to one of the poles. The players catch up with her. If the fish is not caught and it hides behind a pole, it remains a fish; if it is caught, it returns to the round dance. The one who caught up with it becomes a fish.

Rules games. A player running out from under a net must show dexterity, not strength. You cannot break the circle.
North Ossetian folk game:

Drag

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

Rules games. You should begin to pull the rope simultaneously with the command “March!” You only need to pull forward using your body and legs. It is forbidden to rest your hands on the ground.
North Ossetian folk game:

Fight for the flags

The game involves two teams. The number of participants can be any, but equal in both teams. Each team has a flag, which is placed in a visible place and guarded by one of the players. The remaining team members are divided into defenders and attackers. The goal of the game is to capture the enemy's flag while keeping your own. During the game, you are allowed to pass the flag to another player and run away with the flag.

Rules games. The game must begin at the signal; Rough actions should not be allowed in the fight for the flag.

The winner is the one who throws the bag further.

Rules games. When repeating the game, the bag is thrown with the left hand.

North Ossetian folk game: Tohsi 1

On a flat area two circles are drawn, inscribed one inside the other. In the center of the small circle, multi-colored alchiks are placed in one row (can be replaced with pebbles), one from each player. The players stand on the line of the outer circle so that it falls in the middle of the foot. They take turns throwing the bat.

The task is to use a large alchik-bat - tokhsi - to knock the alchiks out of the large circle.

Rules games. If the boy rolls over the line, the player wins. If he misses, he does not have the right to hit a second time (he misses his turn).
Tatar folk game: We sell pots

The players are divided into two groups. Potty children, kneeling or sitting on the grass, form a circle. Behind each pot stands a player - the owner of the pot, with his hands behind his back. The driver stands behind the circle. The driver approaches one of the owners of the pot and starts a conversation:


  • Hey buddy, sell the pot!

  • Buy it.

  • How many rubles should I give you?

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

Rules games. You are only allowed to run in a circle without crossing it. Runners do not have the right to touch other players. The driver starts running in any direction. If on starts running to the left, the spotted one must run to the right.

Tatar folk game:

Who is first?(Uzysh uyena?)

The players line up on one side of the court, and on the other side a flag is placed to indicate the end of the distance. At the signal, the participants begin running a race. Whoever runs this distance first is considered the winner.

Rules games. The distance from one end of the site to the other should be no more than 30 m. The signal can be a word, a wave of a flag, or a clap. When running, you should not push your comrades.

Tatar folk game:

Gray wolf(Sary bure)

One of the players is chosen as a gray wolf. Squatting, the gray wolf hides behind the line at one end of the area (in 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. At the signal, everyone goes into the forest to pick mushrooms and berries. The leader comes out to meet them and asks (the children answer in unison):


  • Where are you going, friends?

  • We are going into the dense forest.

  • What do you want to do there?

  • We'll pick raspberries there.

  • Why do you need raspberries, children?

  • We'll make jam.

  • What if a wolf meets you in the forest?
    The gray wolf won't catch us!
After this roll call, everyone comes up to the place where the gray wolf is hiding and says in unison:

I'll pick berries and make jam,

My dear grandmother will have a treat.

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

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

After the words not in sight The gray wolf gets up, and the children quickly run over the line. The wolf chases them and tries to tarnish someone.

He takes the prisoners to the lair - to where he himself was hiding.

Rulesgames. The person representing the gray wolf must not jump out, and all players must not run away before the words are spoken. not to be seen. You can catch those running away only up to the house line.
Tatar folk game:

Jump-jump(Kuchtem-kuch)

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

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

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

Timerbay

The players, holding hands, make a circle. They choose a driver - Timerbai. He stands in the center of the circle. The driver says: Timerbai has five children,They play together and have fun.We swam in the fast river,They got dirty, splashed,Cleaned up nicelyAnd they dressed up beautifully.And they didn’t eat or drink,They ran into the forest in the evening,We looked at each other,They did it like this!

With last words like this The driver makes some movement. Everyone must repeat it. Then the driver chooses someone instead of himself.

Rulesgames. Movements that have already been demonstrated cannot be repeated. The movements shown must be performed accurately. You can use various objects in the game (balls, braids, ribbons, etc.).
Tatar folk game:

Chanterelles and chickens

At one end of the site there are chickens and roosters in a chicken coop. On the opposite side there is a fox.

Hens and roosters (from three to five players) walk around the site, pretending to peck various insects, grains, etc. When a fox creeps up on them, the roosters shout: “Ku-ka-re-ku!” At this signal, everyone runs to the chicken coop, and the fox rushes after them, which tries to stain any of the players.

Rules games. If the driver fails to stain any of the players, then he drives again.
Tatar folk game:

Guess and catch up

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

Rules games. If the driver does not understand your friend, you can repeat the game again with him. As soon as he catches the player, the driver sits at the end of the column, and the caught one becomes the driver. The game has a strict order.
Tatar folk game:

Ball in a circle

The players, forming a circle, sit down. The driver stands behind a circle with a ball, the diameter of which is 15-25 cm. At a signal, the driver throws the ball to one of the players sitting in the circle, and he moves away. At this time, the ball begins to be thrown in a circle from one player to another. The driver runs after the ball and tries to catch it on the fly. The player from whom the ball was caught becomes the driver.

Rules games. The ball is passed by throwing with a turn. The catcher must be ready to receive the ball. When the game is repeated, the ball is passed to the one who was left out of the game.
Tatar folk game:

Tangled horses

The players are divided into three or four teams and line up behind the line. Flags and stands are placed opposite the line. At the signal, the first team players begin jumping, run around the flags and run back. Then the second ones run, etc. The team that finishes the relay first wins.

Rules games. The distance from the line to the flags and posts should be no more than 20 m. You should jump correctly, pushing off with both feet at the same time, helping with your hands. You need to run in the indicated direction (right or left).
Tuvan folk game:

Shooting at a target(Kary adary)

The players are divided into two teams. A stump (chair, any wooden object) is placed in a free place. A bun rolled from goat fluff or sheep wool is placed on the stump so that if it is hit by a blunt arrow or ball, it will roll away. A line is drawn at a distance of 4-5 m from the stump. Players take turns hitting the target. The one with the most hits wins.

Rules of the game. Hit the target with a bow or ball strictly from the line.

Tatar folk game:

The players line up in two lines on both sides of the court. There is a flag in the center of the site at a distance of at least 8-10 m from each team. At the signal, the players in the first rank throw the bags into the distance, trying to throw them to the flag, and the players in the second rank do the same. The best thrower from each line is revealed, as well as the winning line, in whose team the largest number of participants will throw the bags to the flag.

Rules games. Everything must be thrown at the signal. The team leaders keep score.
Udmurt folk game:

Water( By murt)

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

Rules games. The merman catches without going beyond the circle line. Those who are caught also become traps. They help the merman.
Udmurt folk game:

Gray bunny

A square (6X6 m) is drawn on the site - this is a fence. A bunny sits on one side of the fence. The dogs (ten players) are located in a semicircle 3-5 m away from the opposite side of the fence. Those participating in the game say: “Little bunny, little bunny, why did you come into the garden? Why did you eat my cabbage? At the last words, the bunny jumps from the fence and tries to run away. The dogs catch him, surrounding him with clasped hands.

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

Udmurt folk game:Catch-up

The players stand in a circle. One of them recites a rhyme:

Five beards, six beards,Seventh- grandfather with a beard.

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

Rules games. When three or four players are defeated, everyone gathers in a circle again and a new leader is chosen with a counting rhyme.
Udmurt folk game:

Moose hunting

The players are divided into two teams. Everyone stands behind a line drawn at a distance of 1.5 m from the elk antlers (their number corresponds to the number of participants in the team). Each player has a lasso in his hands. Everyone is trying to lasso the elk (throw a lasso over the horns). Those hunters win who caught more moose, i.e. threw the lasso more times.

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