Card file "Moving games of different nations." Moving games "Games of different nations"

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Card file "Moving games of different nations." Moving games "Games of different nations"

Moving games in English in the summer camp

Author: Chertoprudova Natalia Vladimirovna, English teacher MBOU "Northern School №2 C. Northern Orenburg region
I work as a teacher of English in school. In July, I have to work in a school summer camp. In my change there will be 33 children. It is good that all of them are peers, guys who have completed 2 and grade 3. I decided to combine useful with pleasant and prepared several moving games in English. They can be held while walking in the fresh air or in the game room, if the weather does not allow you to go out. They can be filled with small pauses between large events. All these games do not require their large preparation.
The purpose of these games is: to remember and repeat the studied vocabulary, develop memory, linguistic guessed, develop dexterity, speed, coordination of movement, shine guys and just have fun!

1. The game of attention "Simon Says"
Children become a circle. The presenter says such a phrase: "Simon Says:" Stand Up (Sit Down, Run, Touch Your Nose, Jump, Swim, Fly, Climb, Skate, SWIM, Fly, Climb, Skate, and the like) "and accompanies words by imitating named actions. Participants must perform Commands, only if there is an introductory phrase "Simon Says". Inattentive drop out of the game. When the outstanding becomes more than half, the game stops or changing the presenter.

2. "SEA - Ground"
Blacks with a chalk circle or put hoops to the ground. "Sea - SEA" is the center of the circle, "Earth - Ground" - outside the circle. The presenter gives such commands:
- SEA! (Children jump quickly in the circle). - Ground! (Children as quickly as possible jumped out of the circle).
If there are a lot of children, you can arrange a competition - who jumped out of the circle, becomes the lead.

3. "Movers"
We remember the fizminuts who used in school in the lessons: First, the teacher speaks loudly and cheerfully and performs various teams with children.
Look Up, Look Down, Look Left, Look Right, Clap Up, Clap Down, Clap Left, Clap Right, Turn Around and Sit Down Touch Something ... Brown! Then the teacher chooses the lead and leading gives the team, and the children perform them. If someone incorrectly completed movement, comes out of the game.

4. "EATABLE - UNEATABLE"
Leader throws the ball with the ball, calling inedible or edible items in English. When the lead calls something edible, the child tries to catch the ball, and if the inedible is to discard.
Edible objects who know second-graders (or may guess): Milk, Cake, Jam, Sweets, Banana, Apple, Fish, Soup, Cola, Lemonade, Coffee, Lemon, Cheese, Sandwich, Chocolate.
Tech-graders know: Honey, Orange, Cabbage, Porridge, Bread, Carrot, Ham, Meat, Ice-Cream, SAUSAGE, TEA, Juice, Egg, Tomato, Butter, Potato, Biscuit, Salad, Yoghurt

5. "Imitators"
The first version of the game, cheerful and noisy: The lead calls any animal, a bird or a sports game, and the children are trying to depict the named voice and gestures. Whoever works better, the winner.
Possible commands:
1) Birds: Duck, Cockerel, Hen, Parrot, Penguin (this word they do not yet know, but I think they guessed!), Goose (also guess).
2) Animals: Cat, Dog, Cow, Pig, Rabbit, Frog, Snake, Lion, Mouse, Fish, Bee.
3) Play Football, Play Basketball, Play Hockey, Ski, Skate, Swim, Play Tennis, Play Badminton, Ride A Bike, Play Volleyball, Play Chess.
The second version of the game, more relaxed: make cards in advance with these words, mix them and folded into the bag (box, baseball cap). The guys are in turn fit to the lead, choose the "role", depict it. The goal of the rest is to guess and call the word correctly. The game will allow not only to recall the studied words, but will also help the development of imagination, acting abilities.

6. "Colors"
Lead calls in English color, for example, Red. Children should find on their clothes, on the street or in the room named color, touch it and repeat its name.

7. "BOB, BE NIMBLE"
Two guys stretch not tight and not very high rope. The guys are trying to jump over the rope. Before jumping over the rope, children tell such a poem:
Bob, BE Nimble, Bob, Be Quick, Bob, Jump Over My Brown Stick. Next, the rope is raised higher. And the game continues. You can arrange a competition, who can jump over the rope at the highest height.

8. "Two Little Black Birds"
The presenter shows hands and comments on his actions, the guys repeat.
Two Little Black Birds Sitting On The Wall, (hands bent in the elbows, elbows are spread to the sides, four fingers of each hand touch the thumb, forming the head of two birds)
One Named Peter, (first bird bowl) One Named Paul, (second bird bow)
Fly Away, Peter! (We remove one hand behind my back - one bird flew away) Fly Away, Paul! (We remove another handle behind your back - another bird flew away)
Come Back, Peter! (Return one hand attentive) Come Back, Paul! (Return another hand attentive position)

9. "Sovka"
You can play the same as the Russian game, and you can say to children that they can play the role of different animals. The guys must depict those animals, which calls leading.
Choose a leading and summistry. The leading announces children: "Day! Birds, Fly! " Children fly, imitating birds. Driving: "Night!" Children fiece in place, as if fell asleep. Sovice flies out of his shelter and takes the one who moved. Driving announces children: "Day! Dogs, Run!" Children run, imitating dogs. Driving: "Night!" Children fall asleep, and Owl is looking for a sacrifice.

10. "Rain."
We play on the large platform. In the center of the site 2-3 "rain". On one side of the site - "Domik", on the other side - children. Children scream: Rain, Rain, Go Away. Come Again Another Day. Little Children Want to Play. Rain, Rain, Go Away. After these words, children run home. "Rains" try to touch running away. The one who wet rain is squatting and waiting for what order will give him a "rain" (Run! Swim! Jump!, Etc.)
11. Similar game "What's The Time Mr. Wolf? " Children in the role of sheep (Sheep) stand behind the line (house) at one end of the site. Driving (wolf, mr.wolf) rises to another end of the room or platform back to other children. Lamb Choir ask the Wolf question: What's the time, mr.wolf? Driving loudly calls any number from 1 to 10, for example: IT's Four O'Clock. Children must come to the wolf on the number of steps, how many hours were named in response, and count out loud: one, Two, Three, Four. So continues until the wolf respives: it's Dinner Time! In this case, driving turns towards children and trying to catch up with them. Caught baby becomes driving.

12. "DUCK, DUCK, GOOSE"
Players sit in a circle. One person - driving - remains behind. When the game begins, he starts walking and, slightly touching the heads of people in a circle, senses: "Duck", "Duck" or "Goose". That person who was told "Goose" should jump and catch up with a leading. If the water was caught, he sits in a circle, and the one who caught him becomes watering. Another version of the game: the leading says "Goose" and continues to move in a circle. "Goose" should stand and run in the opposite direction. The leading trying to take the vacant place. The one who remains without a place becomes the lead.

13. "I Spy with My Little Eye"
This game can be played both on the site and in the game room. In addition, it is great for speech development. The presenter makes some word that is located on the site / in the room / in the visibility range (how to agree) and tells the players only the first letter (or sound) from this word. For example: I Spy with My Little Eye Something Beginning WITH B - I see something that begins with the letter ... Players are guessing: -is it a ball? -No, it isn't. - Is IT A BIKE? -No, it isn't. - Is IT a Balloon? -Yes, IT IS! You Guessed IT! NOW YOU THINK OF A WORD. - Yes! Guess! Now you make a word!
Another game version. You can give players not the first letter or sound, but the color of the specified object. Then the speech will sound like this: I Spy with My Little Eye Something Blue - I see something blue.

14. "London Bridge"
The game is a little reminds of our "streams". Two players are taken by arms and form an arch (bridge). The rest run under this bridge and kill the words of the popular child's song London Bridge:
London Bridge Is Falling Down, Falling Down, Falling Down. London Bridge Is Falling Down, My Fair Lady
In the words "My Fair Lady", players lower their arms and as if to enter into an embrace of the one who was running under the bridge at this time. This person gets into place of one of those standing. Next time, the new player will change someone who stood as a bridge longer.

15. "Change Your Places"
This game needs to prepare cards, for example, letters of the alphabet, images of animals or products. Children become a circle, everyone gets a picture and remembers what the thing is called. Driving becomes in the center of the circle and calls two subjects. Guys who have these cards must quickly change places. Drinking tries to take the freed place. One who remained without a place - becomes leading.
Pictures can be taken from the lotto.

Kids of any country of the world just adore to play games. Regardless of nationality and religion, perhaps the only thing that binds everyone in the world of children is love for games. These games can be the most diverse, because each nationality has its own traditions, their historic heritage. But it is very good that we are all different that we have something to surprise each other. Let's see what kind of people of the world for children play kids from other countries and other continents? Perhaps we will also be interested in playing them.

In Germany, kids love to play the game "Auto racing". This is a kind of competition between the guys, in which two participants bind each of their typewriter, one end to 10 m rope, and the other to the chopstick. The task of each of the guys, by teammate, the first to pull the machine, winding the rope on the wand.

Children in Malaysia like the live and perky game "Turtle nest". In it, a member of the game (turtle), chosen by reader, puts several large pebbles into the center of the circle, symbolizing this masonry of eggs. The rest of the kids are around the "turtle nests", behind the circumference spent on Earth. Kids depict predators whose goal is to steal the "eggs" from the "Turtle". True, it should not be caught in the "Turtle" in the hands, otherwise they will turn into a turtle.

In Uzbekistan, for example, they love the funny game "Rattle". For this game on Earth, a narrow strip is drawn or a wooden timber is placed. The kids must pass along the entire bar, but it's not easy to do it, because the second player moves to one player along the same brus. Fallen from a bar or touched the earth drops out of the game. And then the moments when the kids will try to break down on a narrow path, promise to be very funny.

The game "Find a handkerchief", in which the Austrian kids play is an analogue of our favorite game "Hot - cold", with a little, but funny supplement. In the game, drive hides a handkerchief on a certain outlined territory, and the rest of the kids are looking for it. Driving guides players, uttering "cold", "warmer", "hot", at a distance or approaching the scarf. At the same time, the leading looks on a specific player, giving it to understand that this particular player is close to the goal. But he can deceive! Ah, in fact, near the handkerchief, the player who drows out even looked! I found a handkerchief in no hurry to notify everyone else, but quietly takes out it and concerns them one of the participants. The one who touched the scarf, and will become new leading.

Each of us, I think I have seen the rope tightening competition. The kids in Belarus invented their analogue of this game called "Floy". Moreover, for the game, it does not need a rope at all, because the kids, sharing two teams, simply adapt to each other, bent into the elbow. Ahead of the chain of each team is the strongest and militant participants. The task of each team to drag rivals through the line to its territory.

In Sudan, children play the active game "Buffalo in Pan." From the company of the kids selected two participants who become "buffalities". They become in the "Pagon", that is, to the center of the circle formed from the other participants holding hands. The task of "buffaloes" break out of the circle. They may try to break the circle from running, together or separately, but, without applying coarse techniques, since the "buffalo" hands should be raised up.

In fact, the games of the peoples of the world for kids are very much and there is no possibility to describe each of them. The main thing is that they are all different, but, nevertheless, they cause the guys the same feeling of delight and fun, from the game process.

Moving games of different peoples.

Kalmytskaya Folk Game "Circling around Kolyka" (Gus Erglgen)

A small peg is driven into the ground, one of the players holds his right hand and starts spinning clockwise. At the same time, the player is trying to get his left ear with a right-handed ear.

The game requires a big dexterity and flexibility.

Rules of the game: Asserting five or six more circles are considered winners.

We draw the clock, we will arrow and you.
Who will pass the circle faster, the place is first will take.

Bashkir folk game "Yurt" (Tirma)

The subgroups of children of four people form a circle near the rolled handker, which lies on the ground. Holding hands, children go around a variable step under national music. Music ends, and children must deploy scarves. For four end, raise it high above your head.

Wins a group of children, the first to build a yurt.

Circling dry sand, kids are circling in a dance.
House build no boards, so forces on the outcome.
But they thought up and mig for the construction all took.
Who will quick to build yurt? Want first? Shell!

Dagestan Folk Game "Blind Bear" (Sokujur Ayuv.Betsab qi.)

Playing children are freely placed on a limited area. Each player has two sticks: one smooth, the other with the teeth. Players choose a leading bear to whom the eyes tie. They are driven by a gear stick - a smooth and sound. The bear goes to the sound, trying to stain someone from playing children. The one whom the bear will burn, becomes leading.

Evil dogs on the bear pounced,
He spins and roars.
Though blind, but try to get caught,
Immediately in the shred ruins.

Tatar folk game "Fox and chick" (Telki Ham Thavucklar)

At one end of the site are in the chicken coop of chickens and roosters. On the opposite - fox. The chickens walk on the site, pretending that the grains be cooled. When fox sneaks to them, roosters shout ka-ka-ku. On this signal, everyone runs to the chicken coop, the foxes rush behind them, who tries to stain any of the players.

Kura walks on the meadow, next to them a rooster.
It goes the birth gait, golden scallop.
Fox burst unnoticed, rushed on chickens, those in a moment
They shouted into the chicken coop run straight.
Who is not deft, not in a hurry, does not run away from the fox.

Belarusian folk game "Mill" (Mlyn)

All players become in a circle at a distance of at least 2 m from each other. One of the players gets the ball and transmits it to another, that third, etc. round. Gradually, the transfer rate increases. Each player tries to catch the ball.

Rules of the game. The player who missed the ball or threw him wrong, dropping out of the game. Wins the one who remains in the game last.

Mill spinned, sprinkle wings.
Mill-loot, knots slowly.
But sukhov fits, it will work faster.
Blowing, blowing the breeze, quickly catches the ball player.
Who did not catch his ball, he probably tired.
He will take a look at the other on the others.

Chechen folk game "Buzza" (Bobesch)

Two girls sit against each other's chairs. Feet stretch forward, socks up, socks connect and turns the bridge. The duck is chosen, the rest of the children are duck. Soil is called his ducklings. Ducklings are lined with each other after duck and step over the bridge, trying not to hurt him. The one who comes to the bridge comes out of the game, the rest are moving to the other side. The duck again builds his own ducks, and they step over the bridge, but the bridge is higher (the girls put the leg to the leg and connect them). Play can from 10 to 12 people.

Rules of the game. Purchase should be carefully lifting legs.

Duck called ducklings and put everyone in a row.
Mask-rus-rus follow me and do not go from the road.
And they went the path item is important with children bravely.
There is a pavement ahead through fast rods.
It is necessary to go through that bridges, and not just bypass.
Do not stumble, do not fall, so it is possible and the abyss.

Tatar folk game "Skok-Croskok" (Kuchtem-Kuch).

On Earth, the large circle of 15-25 m with a diameter of 15-25 m, inside it - small circles dia.

30-35 cm for each participant of the game. Walking stands in the center of the Big Circle. Ring says: "Cross!" After that, the words players quickly change in places (circles), jumping on one leg. Driving tries to take the place of one of the players, jumping also on one leg. The one who will stay without a place becomes leading.

Rules of the game. You can not push each other from the circles. Two playing children can not be in the same circle.

We will take our mugs, we will be comfortable in them,
But, having heard "Crosok", quickly throw ride.
On one leg, I want to jump in another circle.
You have to get ahead of everyone, I do not want to drive.

Tajik Folk Game "Meal Game" (Guungakbozy)

Players sit in a circle. Choose leading. He also sits in a circle along with children. Driving slowly pushes a player's shoulder with the right (or left) side from himself. He, in turn, conveys this movement to a neighbor in a circle, and it continues until the movement returns to the water.

Meaning of the game: Make a neighbor to speak or laughing. If he laughed or spoke, it comes out of the game.

Rules of the game: the losers should sing or dance at the end of the game.

We will play with you, you are a little and I dumb.
Words in the "Silent" game do not need to play and so we are happy.

Bashkir folk game "Sticky hemp" (IEBESKEK Builder).

Three four players are squatting as far as possible from each other. They depict sticky hemp. The rest of the players run on the site, trying not to fit close to hemp. Penchis must try to touch the children running.

Rules of the game. Hemps should not get up from the places.

At the gland, the river suddenly appeared hemp.
Someone poured them with a resin, filled top to bottom.
Bypass them, nor touched, neither
We will find a penene dry, destroyed on it.

Yakut folk game "White Shaman"

Playing go in a circle and perform different movements. In the center of the circle - leading. This is a white shaman - a kind man. He becomes kneels and beats in the tambourine, then comes to one of the players and gives him a tambourine. The received tambourine should repeat the rhythm lost to the rhythm.

Rules of the game. If the tambourine received incorrectly repeats the rhythm, it comes out of the game.

Above the water is the fog, the bellows in the tambourine beats the shaman,
That will be faster, it will suddenly silenced.
Let the motive try to try another.
You take and repeat, begin "times, two, three".

Jewish folk game "Find Afikoman"

Children playing in Easter evening playing this game. At the beginning of the evening, the father takes one piece of mattsy and clears it into two parts. A smaller piece is called Atikoman. Father tells the children that he will hide atcoman now, and they will have to look for him, finding a prize will receive. Children are looking for Atikoman during the evening.

Rules of the game. All children take part in the game. Found atcoman receives a prize at the end of the evening.

I break the pellet, the hidden is smaller from you.
Look for her a little, where she lies now.
Who will find Afikoman, he will receive a prize in his pocket.

Azerbaijani folk game "Day and Night" (Gedja Ve Gunduz).

At some distance from each other two lines are held. The same line builds boys, in another - girls. Leading between them. The team of boys - "Night", and the team of girls is "day". On the team "Night!" Boys catch girls, on the team "Day" girls catch boys.

Rules of the game. Available children go to the opponent's team.

The night will pass, the day will come. The light will come, retreat the shadow.
Catch up the sun's sun and can not catch up with them,
To complete the lukshko of these lights to gather.

Russian folk game "Winning"

Children are built in two ranks opposite each other, chanting their hands in the cross position on the cross. At the signal, the first rank goes to the meeting of the second Sherge, which stands on the spot, and bowed to her. Then departs at the initial position. Also makes the second rank. At the signal, children begin chaotic moving around the site, and then sit down. At the signal, children should be built into the ranks.

Rules of the game. The team wins that quickly and correctly build.

There is an old game, called "woven".
We are hunting to play it, it's not lazy to play her.
Once a woven, two wovers, with the sun in the shadow.
Sit down, rest and play again.

For children prepared to school group

Kovalenko love Josephovna,

educator

MBDOU. kindergarten "Snow White"

p. Solnaya Surgut district



Bubrenitsy

Children get up in a circle. Two overlook the middle - one with a bubbling or a bell, the other - blindfolded. All sing:

Thrints-balls, bubrenitsy,

Removed uniforms:

D Igi-Digi-Digi-Don,

Guess where the ringing!

After these words "Zhmurka" catches a unlocked player

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

Mother Spring.

All children say:

Mother's spring is coming

Take the gate.

The first March came,

Spent all the children;

And behind him and April

Opened the window and the door;

And how did May come

How much do you want to walk!

Spring leads to a chain of all children in the gate and turns into a circle.

Leaf

One of the players is driven, it is called a flaw. Running running for the participants of the game, trying to nominate someone, saying: "On you a flaw, give it to another!" The new water catch up with the players and tries to convey to someone from them to the leap. So play in the Kirov region. And in the Smolensk region in this game, the watering of the participants of the game and the caught asks: "Who was?" - "Aunti" .- "What ate?" - "Klecksky" .- "Who gave?" The caught calls by name of one of the participants of the game, and the named becomes leading.

Rules of the game. The leading should not pursue the same player. Participants of the game carefully monitor the shift of leading.

Ball up!

The participants of the game get into the circle, leading in the middle of the circle and throws the ball with the words: "The ball up!" Playing at this time try to run away as far as possible from the center of the circle. Driving a ball and shouts: "Stop!" Everyone must stop, and leading, without going off the place, throws the ball in the one who is closer to him. Spotted becomes leading. If he missed, it remains again leading: goes to the center of the circle, throws the ball up - the game continues.

Rules of the game.

Driving throws the ball as high as possible. It is allowed to catch the ball and from one rebound from the ground. If someone from playing after the word: "Stop!" - continued to move, then he must make three steps towards the leading. Playing, running away from a leading, should not hide for objects found on the way.



"Lenok"

On Earth, circles are drawing - nests, which in terms of one less than players. Everyone becomes a circle, take hands. The leading in a circle makes various movements, everyone repeats them. By team "Say

linen!" Players occupy nests, the one who did not have time to take the nest is considered to be "planted": his "plant" in the nest to the end of the game. Then the nest is cleaned on Earth, and the game continues. Win the one who will take the last free place.

Kittens (katya)

Description. On Earth (Semi) draw line - "Street", meters in Six-eight in front of her - Circle ("House").

After that, the cat is selected. She enters the "house", playing - "kittens" - fit on it for 2 steps, and "Cat" asks: "Kittens guys, where were you?"

The subsequent conversation can undergo, for example, as follows: "Kittens":

What did you do there?

"Kittens":

Flowers tearned!

And where are these flowers?

The number of questions and answers depends on the fantasy and the intelligence of playing. "Kittens" can give a few answers, but the "cat" chooses one and depending on its content asks a new question. As soon as the "kittens", when responding, allow pause, "Cat" screams: "Oh, you are deceivers!" - And trying to catch any of them. To escape, "kittens" should escape to the street, i.e. to become a line, holding hands. The one who "cat" cares, she takes into the "house". After some time, the rest of the "kittens" are suitable for "home", and everything starts first.

Millet (millet)

Description. By lot or simply, at will, choose the "host" (or "hostess") and become one of the ranks, holding hands. "The owner" passes along the Sherngi, stops near anyone and says:

Come to me millet.

I do not want!

Is there a porridge?

Right now!

Oh, you, Lodody! - exclaims the "master" and runs to anyone's rank.

"Lododar" also runs the ranks for this end, but behind the backs of playing. Which of them will grab the hand of the extreme in Sherge, he becomes close to him, and the remaining role is changing with the "master".

1. After the words "Ah, you, Lododr", the owner has the right to make some fraudulent movements and only after that run to any end of the Shero. Competing with him, the player must run certainly to the same end.

2. If the runners are captured by the hand of the extreme player at the same time, then the leader continues the former "master".

Forest, swamp, lake (forest, Balot, Easy)

Description. Draw a circle of such a size so that all playing, and 3 more circles fit in it approximately equal to the distance from the first (when holding a game in the hall, it can be three opposite corners, limited by lines). The first circle (or angle) is playing, and the remaining circles receive names: "Forest", "Boloto", "Lake". The lead calls the beast, bird, fish, or any other animal (you can agree to call both plants) and quickly consider it to a conventional number. Everyone is running, and everyone becomes in that circle, which, in his opinion, corresponds to the habitat, called animal or bird, etc. I (for example, in a circle, meaning the forest, if the wolf is called, in a circle, meaning the lake, if the pike is called ). The word "frog" allows you to become in any circle, because the frogs live in the lake, and in the swamp, and in the forest. We defeat those. Whoever was never mistaken for a certain number of horses.

Hound (Hort)

Description. On Earth draws a "cage" - a circle with a diameter of 3 * 5 m. Children are becoming around it - "Hares", who are chosen by the "Hare King" on the persuade. He is part of the middle of the "cells" and says, pointing at each word in turn for each playing:

Hare, hare, where have you been?

In a swamp.

What have you been doing?

Grass blind.

Where did you hide?

Under the deck.

Who burned?

Who catches?

In the last word, all players are running out, and the one. Who fell away the word "Hort", begins to catch them and takes off the caught in the "cage" where they should be until the end of the game. So continues until then. Until all the "hares" are shifted.

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

2. The "hare" is considered caught if "Hort" grabbed him by the hand or touches his shoulder.



Wolf and kids (VKOV Toshenat)

Children are played 7-12 years old (5-10 people), at the size of approximately 20x20 m.

Description. At the site draws a circle with a diameter of 5-10 m (depending on the number of players), and around it at a distance of 1-3 m - the circles with a diameter of 1m- "houses" (one less than the number of "goats"). Consider the "wolf". It becomes between the big circle and the "houses". "Cats" are in a big circle. Corresponding to three, they run out of the circle to take the "houses". "Wolf" at this time does not sail them. One of the "goat" does not get a "house". He runs away (between the "houses" and the big circle) from the "Wolf", who seeks to rally. Osalil - changing roles, did not stand - will remain a "wolf", and the game begins first.

1. After the "Three" account, all the "goats" must be bred from a large circle.

2. If a "goat" pursued by the "wolf" 3 times the big circle and the "wolf" will not catch it up, then the "wolf" should stop the chase and stay in the same role to the next con kinder.

Bell (Dzvon)

(This game has other names: "bell", "ringing")

This game is recorded in Ukraine in the last century P. Ivanov (in the Kharkiv region) and P. Chubinsky (in Poltava region). Nowadays, the existence of the game was found in Vinnitsa and Ternopil regions usually play boys and girls 10-15 years old (sometimes older), 10 and more people.

Description. Holding hands playing form a circle. Driving, selected by read, becomes inside the circle. Laying on the hands of the circle components, he tries to disconnect them, saying: "bov". It repeats it until someone opens his hands, after which it runs away, and two who open hands are catching (salyat) it. Catching becomes leading.

Color (copier)

Description. Agrees about the boundaries of the site. Consider choose a leading. Playing form a circle. Driving, closing the eye, becomes back to a circle, 5-6 m from it. He calls any color, such as blue, red, green, blue, white. Then turns to players. Those who have clothing called color or some other item are enough for these items so that they have seen leading. Who does not have them, run away from the leading. If he shifts and sustate someone, then the outstanding becomes leading, and the former leading rises with everyone together in the circle. Play several times.

Heron (Chapel)

Description. By reading is chosen by the leading - "pin". The rest are "frogs". While "Heron"

"Slise" (it is worth leaning forward and leaning hands on straight legs), the remaining players jump on squatting, trying to imitate the movements of the frog. Suddenly the "Heron" "wakes up", makes a cry and starts to catch (squeeze) "frogs". The outstanding replaces the "pin". They usually play 5-6 times.

Toweliko (Rusk)

Description. According to leading "times. two. Three "right and left pairs disconnect their arms and run towards each other to change places, and the middle pair catches without disconnecting the hands, any of the runners (Fig. 2). A couple, one of the players whose players are caught, changing with them place and role. If you did not manage to catch anyone, they will lead again.

Chrome duck (swing swing)

Description. The "lame duck" is selected, the rest of the players are placed arbitrarily on the site, standing on one leg, and bent in his knee the other leg hold the back of the hand. After the words: "The sun flares up, the game begins." - "Duck" jumps on one leg, holding another leg with his hand, trying to nominate someone from the players (Fig. 3). Abandoned helps her to sire other, the latter shameless player becomes a "chrome camp".

Square (square)

Description. Usually the order of the game is determined in this way: "Chur, I first!" - "I am the second!" And so on. Sometimes distributed to read. Each player must perform the following exercises:

1) jump into the center of the square (Fig. 4, a), then the legs on the side of the journey to the walls of the square, not advancing the hell, again jump into the center, then jump forward through the line, without turning, further jump into the center and the line of the square . A player who made a mistake is dropped out of this Kon and waits for the next turn. The exercise without error proceeds to the following exercises;

2) jump in the center on two legs; leap legs to the sides to the walls of the square, not advancing them; again to the center; jump turn 90 degrees, legs to the sides; jump into the center and beyond the square (Figure 4, b);

3) jump on one leg to the center of the square; leap legs on the sides and turn, becoming legs at the corners of the square (Figure 4, B); again jump on one leg to the center and a jump with a turn, becoming legs into other angles; Jump in the center on one leg and jump from the square.

In this game, the number of jumps and a combination of jumps on one and two legs is strictly not regulated. Playing usually negotiate how much and what jumps make a player in each series of movements. One of them wins, who will first fulfill all types of jumps that have agreed in advance.

Sometimes they play inventiveness: each of the players in turn offers their own option, the rest should repeat it. The winner in this case is considered to be playing who will offer the most difficult or interesting option.




Gray Wolf (Sarah Bure)

One of the players are chosen by a gray wolf. Seeded squatting, gray wolf is hiding behind a feature at one end of the site (in the bushes or in thick grass). The remaining players are on the opposite side. The distance between the lines of 20-30 m. In the signal, everyone goes into the forest to collect mushrooms, berries. To meets them leading and asks (children in chorus respond):

You, friends, where are you hurrying?

In the forest dense we go

What do you want to do there

There are raspberries

Why do you need raspberries, children?

We prepare jam

If the wolf in the forest will meet you?

Gray wolf will not catch us!

After this roll call, everyone is suitable for the place where the gray wolf is hiding, and the choir say:

I will collect berries, and welcome jam,

Cute my grandmother will be treated

Here are many raspberries, all and not collect,

And wolves, the bears do not see at all!

After words, not to see the gray wolf gets up, and the children quickly run behind the line. The wolf chases them and tries to stain someone.

He takes the prisoners in the lair - where he hid himself.

Sell \u200b\u200bpots (Chulmack Wen)

Playing are divided into two groups. Children-pots, put on their knees or sitting on the grass, form a circle. Each pot is a player

Host a pot, his hands behind him. Walking is behind the circle. The drive comes to one of the owners the pot and starts the conversation:

Hey, friends sell a pot!

Buy

How much give you rubles?

Three Give

Driving three times (or so much for how much agreed to sell the pot of his owner, but not more than three rubles) concerns the hand of the host pot, and they start running in a circle towards each other (the circle ride three times). Who will get faster to a free space in a circle, he takes this place, and the lagging becomes leading.

Skok-Croskok (Kuchm-Kuch)

On Earth draw a large circle with a diameter of 15-25 m, inside it - small circles with a diameter of 30-35 cm for each participant of the game. Walking stands in the center of the Big Circle.

The leading says: "Cross!" After that, the words players quickly change in places (circles), jumping on one leg. Driving tries to take the place of one of the players, jumping also on one leg. The one who will stay without a place becomes leading.

Clappers (Abacle)

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

Choose leading. It comes to standing by the city and says words:

Clap and clap - the signal is such a run, and you for me!

With these words, driving easily slaps someone around the palm. Drinking and stained run to the opposite city. Who will faster will be faster, he will remain in the new city, and the lagging behind it leads.

Log place (Bush URS)

One of the participants in the game is chosen by leading, and the rest of the playing, forming a circle, go holding hands. Driving goes around in the opposite direction and says:

How the forty arking nobody in the house is not mixed.

Like goose gogoral,

You slam down on the shouldch-run!

Having said the run, driving a slightly hit on the back of one of the players, the circle stops, and the one who hit, rushes from his place in a circle to meet with water. The circumferent circle earlier takes free space, and the lagging behind it becomes leading.



Kurai (Dudge)

The game is carried out under any Bashkir folk melody. Children, holding hands, form a circle and move in one direction. In the center of the circle one child, he is Kurachist, in his hands he is kray (long shoe), he goes in the opposite direction. Children walk in a circle, run, perform grandpanes to words:

"Out of our Kurai,

We gathered all here.

Praying with a kuraist.

They ran away who is where.

Hai, Hai, Hai, Hai! On green, in the meadow

We drunk under the courage

Children scatter by the scene on the site, perform the movements of the Bashkir dance under the words: "You are dried up, cheers play, those who are better than dancing, choose"

Child-Kuraist chooses the best performer of movements, he becomes leading.

Rules: Slimming only after the end of words.

Muyush Alyush (corners)

At the four corners of the site are four stupa, they are four children. In the center there is a leading. He is about the queue comes to the sitting and

specifies each question:

Mistress, you can escape your bath?

1 Playing answers: "My sauna is busy."

2 Playing answers: "My dog \u200b\u200bwas silent"

3 playing answers: "The stove collapsed"

4 Playing answers: "There is no water"

The leading goes to the center of the site, claps in your hands three times and shouts hop, hop, hop! During this time, the owners quickly change places. The leading should have time to take a free stool.

Rules: Change only after cotton leading. The game can be carried out with a large number of children: in this case, the educator should put as many chairs as playing and make additional answers for the "hosts".

Children stand in a circle in a circle: ahead girl behind the boy driven, in his hand, who has a belt (rope), walks around and pronounces the text:

"Summer has passed, autumn came,

Ducks flew away, geese flew away.

Nightingale sang.

Raven!

Sparrow fly! "

The child who was chosen by "Sparrow" runs away from leading in a circle, and he tries to catch up and cautiously. If the leading osal is, it takes place by playing, and the outstanding becomes leading.

Rules: Do not touch the running hand, but only a belt. To run away after the word "fly".

Children stand in two ranks on the spot Fay opposite each other. The first team of the choir asks: "White poplar, blue poplar, what is in the sky?"

The second team of the Choir replies: "Motion birds."

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

The first team asks: "Give us sugar."

The second team asks: "Why do you need?"

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

The second team asks: "Who choose from us?"

The first team call the name of one of the players from the opposite team. The chosen child runs towards the rivals, who stand, closerly hands hard, and tries to break the opponent's "chain". If he breaks the "chain", then takes the rivals playing from the team to his team, if not, it remains in this team. The team in which the most players turn out to be won.

Kugarssen (Pigeons)

Two parallel lines are drawn on the site at a distance of 5-8 meters, circles ("sockets") are drawn along these lines. Children stand in circles ("nests") opposite each other. The driven - "shepherd", with closed eyes goes between Shero and pronounces three times:

"Gur-gur, pigeons for all of us one nest"

With the end of words, children change places ("nests") - run into opposite "nests". The shepherd opens his eyes and tries to take an empty "nest". The child's "dove" remaining without a "nest" becomes a "shepherd". Rules: It is possible to change places only when the shepherd utters the text three times.

Ena changed EP (needle and thread)

Children are divided into two teams, line up in the columns each other on one side of the site. Before each team at a distance of 5 meters, a landmark (cube, tower, check box) is put. At the signal, the first players ("needles") ride landmarks, return to the team. They are engaged in the next Iphoc ("Thread"), they ride a landmark together. Thus, all team players ("Threads"), in turn, engaging, each friend, ride landmarks. The team wins ("needle with thread"), all players whose players caught and cut the landmarks first.

Rules: playing during running is not allowed to draw hands. If it happened, then the broken rules team starts the game again.



Predator in the sea (Sweetkan Kaiak Tinesre)

The game participates up to ten children. One of the players is chosen by a predator, the rest are fish. For the game you need a rope with a length of 2-3 m. At one end it makes a loop and put on the column or peg. The player performing the role of a predator is taken for the free end of the rope and runs in a circle so that the rope is stretched, and the hand with a rope was at the knee level. When the rope approaches, the children need to jump through it.

Rules of the game. Both rope fish come out of the game. The child performing the role of a predator starts running on the signal. The rope must be constantly stretched.

On the site drawn or twisted in the snow two lines at a distance of 10 - 15 m from each other. Consider the leading - shark is selected. The remaining players are divided into two teams and become face to each other behind the opposite lines. At the signal, playing simultaneously run from one line to another. At this time, shark salait ranging. An account is announced out of each team.

Rules of the game. The run begins on the signal. The team is losing, in which the agreed number of players, for example, five. Awned not drop out of the game.

Moon or Sun (Uyokp Hevel)

Choose two players who will capture. They agree among themselves, which of them is the moon, and who the sun. For them, one approach the rest, standing before that aside. Quiet so that others do not hear, everyone says that he chooses: the moon or the sun. He is also quietly spoken, in whose team he should get up. So everyone is divided into two teams, which are built into the columns - players behind their captain, clasping standing ahead for the waist. Teams are dragging each other through the line between them. Talking is having fun, emotionally even when the teams are unequal.

Rules of the game. The team is considered to be the team, the captain of which crossed the line when dragging.

The game involves two teams. Players of both teams are built by the face of each other at a distance of 10 -15 m. The first team says Choir: "Tili-Ram, Tili-Ram?" ("Who are you who you?") Another team calls any player from the first team. He runs and tries to breast or shoulder break through the chain of the second team, ascended by his hands. Then the teams change roles. After the call calls, the team is dragging each other through the line.

Rules of the game. If a running manages to break through the chain of another team, he takes one of the two players to his team, between which it broke through. If the running does not break through the chain of another team, he himself remains in this team. In advance before the game starts, the number of command calls is set. The winning team is determined after the rope is dragging.

Playing get into the circle and take hands. They go in a circle under the words of one of their favorite songs. Driving stands in the center of the circle. Suddenly, he says: "Drain!" - And after that, it runs to catch the running players.

Rules of the game. The leading can make a certain number of steps (by agreement depending on the size of the circle usually three - five steps). The outstanding becomes leading. You can only run after the word is sought.



Needle, thread

Playing become in a circle, holding hands. Read the needle, thread and nodules. All of them with each other will run in a circle, they will run out of it.

Shooting on the straw-made bowls of archery on binders of straw-made grandmothers or a shield composed of knitting straw or confused rope, widespread called Surkharban, as one of the sports elements of the national holiday.

HERD

Participants of the game become a face of face to his center, hard holding hands, depict horses. In the middle of the circle are foals.

We are looking for a wand Participants of the game become on both sides of the log (benches, boards), close your eyes. The presenter takes a short wand (10 cm) and throws away to the side.

Shagai Nyaialha

Each player takes a certain amount of stones, all in turn throw them up and look, in what position they fell: a tubercock or recess, up or otherwise. Whose stones in the plug will be larger, he starts the game.

He collects all the bones and throws them from a height to the floor so that they fall the bark. Then by clicking the middle finger on one of the stones, it sends it to the next, lying with it in the same position, trying not to touch others. If it does not fall into the scheduled step or others, and also, if there is no longer the same lying in the bone, then the second is coming to the game, etc. With each successful click playing, postpones the broken step. After all the bones are knocked out, each player plays an equal to the smallest number of chosen one of the players. The game is repeated until all walks in the hands of one person.

Hongordookho

One of the participants of the game takes a complete handful of a seedy, throws them up and catches the back of the right hand, again throws up and catches palm. Caught steps are postponed to the side. The remaining bones are collected as: one shogai is thrown up, and while he flies, the playing grabs with the floor as many bones, as was caught for the first time and catches the falling step. If the player manages to catch him on the fly, he lays one bone as a win. In case of failure, the game goes to the next participant. The winner is the one who has more bones will be more.

Grandki-ankle throwing ankle (taranny bones) has many varieties: 1. Several ankles arrange in a row against each other around the edges of the table.

Wolf and lambs One player - wolf, another - sheep, the rest - lambs, the wolf sits on the road, which moves the sheep with lambs.



From the drum or from a pipe (Tebil Ohina)

The leader of the first group is suitable for the second and begins any conversation, ending with his question: "From a drum or from a pipe?" If the leader of the second group answers: "From the twin!" - That is the first group, forming a chain and imitating the sound of a twinkle "s ... at ... mm", passes under his hand stretched out, and he can change the direction of the hand and, consequently, the direction of their movement. If the leader of the second group will answer: "From the drum!" - The first group passes under his hand, imitating the sound of the drum. Passing at hand, all in the ranks are crossed several times.

Then the second group sets the question of the first group, and, depending on the answer, the second group imites the sound of either the twin, or the drum, passing under the hand of the leader of the first group.

Rule. While the whole group of the leader does not pass at hand, it is impossible to change the direction of the hand.

Children and rooster

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

Cockerel, Cockerel,

Gold scallop!

That you get up so early.

Do you want to sleep?

After that, the rooster quackets again, claps the wings and begins to catch children

she, who, coming out of his house, run on the site. If it did not work out to catch the guys, he again depicts a rooster.

Raisinka

The circle is drawn on the site (the diameter of the circle depends on the number of players) * children are divided into two equal groups. On the lot, one team enters the circle, the second remains for the circle. Multiple players of the second team give balls (raisins), but so that those who stand in a circle did not know, who has a ball. Children with balls are conditionally numbered, but the number of each player should know only a player and leading. All go in a circle. Driving calls the number of one of the players. That quickly throws the ball, trying to walked the player in a circle. Awested player drops out of the game. If the ball does not fall into the player, he himself drops out of the game, and the ball transfers to another. The game continues until one person remains in the team.

At some distance from each other two lines are held. The same line builds boys, in another - girls. Leading between them. The team of boys - "Night", and the team of girls is "day". By team

de "Night!" Boys catch girls, on the team "Day!" Girls catch boys. Awarded to the opponent's team.

For the game you need two balls of white and black (or any other color, but not identical). Players are divided into two equal commands, each of which is selected presenter. One master gives the ball white, another black.

According to the signal leading throws your balls as far as possible. On the second signal, one player from each team runs behind their ball. Winner, i.e. He who quickly brought the ball to his lead, gets a point. Wins a team who scores more points.


SHEPHERD

Purpose of the game: Development of attention, dexterity, reaction speed.

On the playground, the line is drawn - the streams, one side of which the selected shepherds and sheep are collected, and the wolf sits on another. Sheep stand behind the shepherd, clasping each other for the belt.

The wolf turns to the shepherd with the words: "I am a mountain wolf, I will take!" The shepherd replies: "I can't give a brave shepherd." After these words, the shepherd wolf jumps over the streams and tries to reach sheep. The shepherd, putting his hands to the sides, protects the sheep from the wolf, not allowing him to touch them. In the case of good luck, the wolf takes extraction with you. The game begins first, but the roles change.

Rules of the game:

Treating stick

The goal of the game: the development of force, excerpt, strengthening the muscles of the body.

Two players sit on the floor against each other, resting the feet. In the hands they take a stick (you can rope, strap, or just keep hands). At the same time, one hand is in the middle of the stick, the other with the edge. At the signal, players begin to pull each other, trying to raise the opponent of a feet.

Game Rules: Wins the player who manages to raise the enemy to his feet. The winner has the right to continue the game with the next player.

FORTRESS

Purpose of the game: Development of intelligence, dexterity, consistency of movement.

Players are divided into two teams. The lot is determined by which the team will protect the fortress, and what to attack.

The center of the game site is put on the board (stone, rug). This is the fortress.

At the signal, the defenders surround the fortress at a distance of 2-3 m and protect it from the opponents attack. The attackers diverge in different directions. The fortress fenced conquered if someone from the players comes foot on the board and will not be caught by the defender.

The attackers make up various plans of siege, suitable for defenders and distract them every way. Thus, the attackers seek to break through to the fortress, and defenders try to catch them. Defenders left for the broken line drop out of the game. The striker who managed to break through the chain of defenders, but did not have time to put his leg on the board before it was caught, the gag leaves the game.

Rules of the game: the attacker is counted the point if they conquer the fortress. If all the defenders are caught by defenders, the players change places, but it does not receive a point. The command that dials the set number of points (for example, five) is defeated.

Fire kidnappers

Purpose of the game: Development of agility, speed; Strengthening the bone muscular apparatus of the legs.

On the playing area of \u200b\u200bthe rectangular shape (length - 30-40 m, width - 15-20 m) in each corner the circle is drawn with a diameter of 2-4 m. Circles denote the fortress. Inside the game site, the danger line (or fire lines) is still 2-3 meters long. The players are divided into teams of 10-15 people. Each team is located along its danger line. Teams choose captains and a distinctive sign (element of the national costume). A team of the first game is chosen by lot. On a certain signal, the captain of the team, a beginner game, comes to opponents, a light blow on the hand of any of the players takes fire and runs away to its border. He runs after him, trying to catch until the first player delivers the border. If the runaway player is caught, he becomes a prisoner and put him in the opponent's fortress. If it fails to catch up with the runaway, and the catching player reaches the danger line, then another player runs out of the opponent's team and tries to take captive.

Rules of the game:

The game continues until all the players of any team will not be in captivity;

The pursuer must catch up with the enemy to the danger line, from where the game began;

The pursuer, caught up with the runaway, becomes a carrier of fire. He can approach the enemy's rank and, hitting any player by hand, kill back to its border as a beginner game;

Prisoners are exempt when their friend, having received fire from the opponent, is unhindered in the fortress and concerns their hand: they all quickly run to their border.

In the middle of the playing area at a distance of 2 m two features are held. For them at a distance of 10-15 m, two more features are held. Two teams are selected: flowers and "breeches". Each of the teams stands before the inner line face to the opponent team.

The game starts "Flowers", choosing a name in advance - the name of the flower. They say: "Hello, breeze!" "Hello, Flowers!" - A breeze answer. "The breeches, breeze, guess our names," says "Flowers" again.

"The breeches" begin to guess the names of "colors". And as soon as you guess, the flowers run on the second line. "Wind" catch them up.

Rules of the game:

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

We invite teachers of the pre-school education of the Tyumen region, YNAO and KMAO-Ugra publish their methodical material:
- pedagogical experience, copyright programs, methodological benefits, presentations for classes, electronic games;
- Personally developed abstracts and scenarios of educational activities, projects, master classes (including video), Forms of work with family and teachers.

Why is it profitable to publish from us?

Games of the peoples of the world.

Sick Cat (Brazil)
Play more than 5 people.

Train (Argentina)
Play 7 or more people.

Find a handkerchief! (Austria)

Chrome duck (Ukraine)
5 or more people play.

Fishing a bag! (Game of Indians)
8 or more people play. We need a bag filled with sand (weighing 200 g or rolled cap, or a lightweight ball).

Snake bite (Egypt)
Play more than two people.

Fire team (Germany).
10 or more people play.
Chairs in the number of players are installed in a circle, backs inside. Playing (firefighters) are taking care around these chairs under the sounds of music (bubne blows, drum). As soon as the music ships, players must put on the chair, near which they stopped, the subject of clothing. Game continues. When each participant decides 3 items (they turn out to be on different chairs), the alarm sounds: "Fire!". Players must quickly find their things and wear them. Who will turn quickly faster, becomes the winner.

African salts in a circle (Tanzania)
10 or more people play.
Need a sheet from the tree. Players get up in a circle face to the center. Behind their backs, it goes leading and touching the palms of players leaf. Then he puts a leaf to someone in hand and runs. Player with a sheet - behind him. If the wheel runs the circle, and they will not catch it up, he will fall on his free place, and the player who pursued his player becomes new.

Sick Cat (Brazil)
Play more than five people.
The course of the game: one player is a healthy cat that tries to catch everyone else. Each player who was stained should put his hand exactly to the place where he was stained. He becomes also a cat, but the sick and helps a healthy cat when catching. Sick cat can only be a healthy hand. The player who was not stained, wins. He becomes a healthy cat on the next circle.
­
Rattlerock (Uzbekistan)
5 or more people play.
Game stroke: On the site, the guys draw a straight line 6 - 10 m long. You need to move along it like a rope. It is allowed to keep hands on the sides. They lose those guys who come from the line - "fly from the rope." The rules are as follows:
1. One of the players is watching the "routine".
2. The one who came down from the "rope" becomes an observer.

Sick (Belarus)
10 or more people play.
Games: Participants of the game are divided into two equal groups. Players of each group are held by each other and form one chain with the help of arms bent at the elbows. Ahead of the chain becomes stronger and deft participants - "clockwork". Becoming against each other, the "clockwork" also take each other for the arms bent in the elbows and pull each in their direction, trying them to break the chain of the enemy, or drag her for the planned line.
Rule: pull the pull exactly by the signal.

Train (Argentina)
Play 7 or more people.
Need a whistle. Each player builds himself a depot: outlines a small circle. In the middle of the site there is a leading - steam locomotive. He has no depot. Driving goes from one car to another. To whom it is suitable, he follows him. So all cars are gathering. The locomotive suddenly whistles, and everyone runs to the depot, the steam locomotive too. The player remaining without a place becomes a leading - steam locomotive.

Buffaloes in Pan (Sudan)
10 or more people play.
Games: Players get into the circle and take hands. Two or three players stand in the center. This buffalo. Their task is to escape from the circle. They are trying to break through the circle, raising the hands. Rough techniques are not allowed. If you failed to break through one place, they are trying to do it in another. If they manage it, the buffaloes become those players who failed to hold them.

One B Circle (Hungary)
5 or more people play.
Game Travel: Players are in a circle and throw a big light ball to each other while someone is not mistaken and does not drop it. This player goes into the circle and becomes in the middle. Players continue to move the ball, but try to not grab it in the center, and the ball got into it. If the central player manages to catch the ball, he can throw it into anyone. Who will get, he takes his place. The game becomes more interesting if it goes in a good pace and fast transmission manages to make a good turn and jump standing in the center.

Game b thump (yemen)
6 or more people play.
Game stroke: Players get up all together in a close circle. One stays outside. He tries to get into the circle. To do this, he must pull someone from the circle. Standing in the circle are trying to avoid it and run, like carousel horses, in a circle. If someone is pulled out of the circle, then he leads.

Ball B Palm (Burma)
Play at least 6 people. Need a ball or pebbles. Games: Players are built into the ranks at a distance of 30 - 40 cm from each other. Extracted hands with open palms hold back. One of the players is behind their backs. He has a ball or pebble in his hand. Walking along the Shero, he pretends as if he wants to lower the ball in someone's palm. Players should not look back. Finally he lowers the ball in someone's hand. A player who received a ball suddenly escaped from the rank. Neighbors on the right and left should grab it (or osal) before he moves from the spot. But at the same time they do not have the right to go from the line. If they fail to grab it, he may return to the place, and the game continues. If it is grabbed, it changes in places with the lead.

Find a handkerchief! (Austria)
Four and more people play. Need a handkerchief.
Game stroke: Players choose a leading, which hides the handkerchief, and the rest at this time are closed. The scarf is hiding in a small area that is celebrated in advance. Hiding the handkerchief, the player says: "The scarf is resting." Everyone starts to look for, searches guides the hidden. If he says "Heat", which comes to know that he is close to the place where the shawl is, "hot" - in close proximity to him, "Fire" - then you need to take a handkerchief. When the seeker is removed from the place where the handkerchief is hidden, then leading warns it with the words "cool", "cold". The one who finds a handkerchief does not speak about it, and imperceptibly sinking to the player who is closest to him, and strikes it with a handkerchief. In the next round, he will hide a handkerchief.

Lion and goat (Afghanistan)
10-20 people play. We need a lion and goat masks.
The course of the game: Choose "Lion" and "Goat". The remaining players, holding hands, form a circle. "Goat" stands inside the circle, "Leo" - for the circle. He must catch the "goat". Playing freely skip "goat", and "Leo", on the contrary, delay. The game continues until the "lion" does not catch the "goat". In case of good luck, they exchange roles or choose another pair.

Treat over your head! (Canada)
Two people play. Need a long scarf.
Game Travel: Iva Man stand on fours face to each other and tie through both heads scarf. Both players crawl back, trying to drag the opponent behind them. Hands and knees at the same time should remain on Earth. Wins the one who put the opponent's opponent in his side. Loses the player also when he clenches the scarf from his head.

Well, repeat! (Congo)
Four or more people play.
The course of the game: Players become a semicircle, in the center it is worthwhile. From time to time he makes some movement: raises his hand, turns, leans, keeps his foot, etc. All players must immediately repeat his movements. If a player is mistaken, then the leading takes his place, and the player becomes drunk. If several people will be mistaken at the same time, then leading himself chooses who will take his place.

Balteny (Latvia)
Play five or more people. Need a stick.
Game stroke: Players lie on the grass face down (in a circle of head to the head) and close your eyes. The driving casting throws the bastings - a 50 cm-suicide stick - in the bushes or overgrown so that it can not be immediately found. On the signal of the Water, everyone is quickly jumping around and run to seek a stick. The one who found it first becomes leading.

Good morning, hunter! (Switzerland)
10-15 people play.
The course of the game: players become in a circle, choose a hunter who walks behind the players's backs. Suddenly, he touches the player's shoulder. He, to whom they touched, turns and says: "Good morning, hunter!", And immediately goes in a circle, but in the direction opposite to where the hunter is. Going around the half-round, they meet, the player again says: "Good morning, hunter!". And both run to occupy an empty place in a circle. The one who did not have time to do is becoming a hunter.

Pull the handkerchief! (Azerbaijan)
10 or more people play. We need scarves.
The course of the game: two teams are built against each other at some distance. Between them is a trait. Each from behind behind the belt shut up a handkerchief or a cake. By lot, one of the teams becomes driving. At the team, the judges are moving forward (leading standing in place), turn the hell, and here the judge shouts: "Fire!". Players run back, and the opponents (driving) seek them to catch up to pull out the handkerchief because of the belt. Then the commands change roles. The team that will capture a greater number of scarves.

Chrome duck (Ukraine)
5 or more people play.
Games: indicate the boundaries of the site. The "lame duck" is selected, the rest of the players are placed arbitrarily on the site, standing on one leg, and bent in his knee the other leg hold the back of the hand. After the words "the sun flared up, the game begins" "Duck" jumps on one leg, holding another leg with his hand, trying to nominate someone from the players. Abandoning helps her osal others. The last odd player becomes a "chrome camp".
Rule: A player who has become on both legs or jumped out of the site is considered outstanding.

Statue (Armenia)
Play 5-20 people.
Games: Players are divided into catches and runaways. For every 5 people, one catcher is appointed, on 20 people, quad cats. For the appointment of the head, the catcher go beyond the fields, and running freely located on the site. At the signal, the catcher pursue the rest of the players, seeking one of them to rally. The outstanding must immediately stop (freeze in place), in the position in which he was osal. The one who froze can "release" any player, touching it. The game ends when all players will be awailed. After that, they choose new catches, and the game continues.
Rule 1. You can defile the player by touching the palm of any place of the body, except for the head.
Rule 2. Running, on the inertia ran out beyond the field, is considered to be retired from the game.

Fishing a bag! (Game of Indians).
8 or more people play. We need a bag filled with sand (weighing 200 g for 5-6-year-olds, 400 g - for older children).
Game Travel: Players get into the circle and throw each other bag. Who can't catch the bag, he comes out of the game. Wins the one who remained in a circle.
Option: When throwing a bag, you can call the first syllable of some word, and the catching must finish this word. For example: Weight - on, CEO - current, etc.

Snake bite (Egypt)
Play more than two people.
Games: on Earth draw a circle. One player jumps into a circle, the rest surround it, putting on his knees. They try to grab a jump player in a circle behind their feet. Who succeeds, he changes with a player in a circle in some places.

Oxak-Karga (Uzbekistan)
"Karga" translated from Uzbek - "Crow", "Oxak" - "Chrome". Why chrome crow? Because the one who depicts this crows, jumps on one leg. And the second leg is bent and tied, say, belt or handkerchief. (On which leg, the crow, it does not matter).
Close the game that you want. If you are only two, just jump off. If at least three (dad, mom and me) - you can get crazy spots. Many people gathered - arrange a jump relay, crashing into two teams. In this case, the belt or scarf, which is tied up with the leg, moves from one "crows" to another.

Sugreoba (Georgia)
This is a Georgian game with jumps, for which several sticks are created like civic bits (no more than 5 cm thick). Sticks put on the ground parallel to one another at a distance of half the meter. The more sticks, the harder the game will be. Next to the first stick and the last - on the flat stone: here jumpers can rest (not long!).
A beginner game should, jumping on one leg, bypass the snake all sticks. On the way back it is necessary to jump over the sticks, putting the feet perpendicular to them. And again to the stone - but now the feet are put in parallel sticks. You finish the game, jumping from sticks on a stick.
If I got lost, I was wrong, immediately inferior to the next jumper, and myself, waiting for my turn again, you start all over again.
We told about four ways of jumping, but you yourself can come up with new; You can somehow put the sticking sticks ... In general, the program of the competition will largely depend on your desire and from your ingenuity. In any case, the winner will be the one who, with a smaller number of attempts, will fulfill all the consensus tasks without errors.

Yagulga-Taucmak (Turkmenistan)
"Get a scarf" - that's what it means translated from Turkmen. From the name of the game already in many ways it is clear its meaning. The handkerchief is suspended on the pole. Or tied to the rope, pasted, say, through the branch of the tree. In general, it is necessary to arrange so that the shawl can be raised higher and higher.
The game begins - the scarf can be reassembled, only slightly bouncing (from the runway). This is all possible. A new approach, the scarf raised higher - here you have to try to make it up to it. With each time the task is increasingly harder, and now for someone the scarfs are inexpensive. In the end, one who managed to jump above all ...