Outdoor games are one of the ways of physical development of a child. They allow you to remove physical fatigue from the muscles, to achieve an emotional switch from one type of activity to another. Outdoor games are especially loved by children, because they are an important source of joyful emotions. Games stimulate active work, thoughts, contribute to the expansion of horizons, the improvement of all mental processes, form positive moral qualities in children.

Don't miss the ball

The participants of the game stand in a circle and put their hands on each other's shoulders. The driver stands in the middle of the circle, the ball is at his feet. The driver's task is to kick the ball out of the circle with his foot. The task of the players is not to let the ball out of the circle, to hit it to the center of the driver. You can't separate your hands. It is not allowed to go beyond the line either to the driver or to those standing in the circle. If the ball sent by the driver flies over the hands or head, the blow is not counted. But when the ball flies between the legs, the driver wins. He stands in a circle, and his place is taken by the one who missed the ball.

Forest, swamp, lake

They draw a circle of such a size that all the players fit in it, and 3 more circles at an equal distance from the first. The players become the first, and the rest receive the names: “forest”, “swamp”, “lake”. The host calls the animal, bird or fish (you can agree and name the plants). Quickly counts up to the set number. Everyone runs and everyone stands in the circle that, in his opinion, corresponds to the habitat of the named animal or bird, then they return and start all over again. The word "frog" allows you to stand in any circle. Those who never make a mistake win.

You can't change the circle. If a latecomer fails to step into that circle with at least one foot, he receives a penalty point. Also the one who did not have time to reach the circle.

Chain

We determine the size of the territory on which the game will take place. At the beginning of the game, the leader is one person. He catches up with the fleeing participants. Having caught up with someone, he takes his hand, and together they catch up with the next one, and so on, until a chain is formed. If there are many players, you can form 2 chains. That is, when a chain of four people is formed, they are divided into pairs.

ball game

Participants are divided into 2 teams, they are given identification marks so that they can recognize each other. The task of each team is to throw the ball to each other 10 times without dropping it. Players from the other team try to pick up the ball. If the ball falls or hits the other team, the game and score starts over.

Passengers-tickets

The group is divided into 2 equal teams, forming pairs. One is passengers (inner circle) and the other is "tickets" (outer circle). The leader stands in the center, and at his command, movement begins. The passengers turn to the right and run in a circle, while the "tickets" turn to the left; while everyone sings the song "We are going, we are going, we are going to distant lands." Suddenly, the leader shouts: "Controller!". "Tickets" stop on the spot, and passengers try to stand in front of the "tickets" (looking for a couple). The host, meanwhile, is trying to get ahead of someone and take an empty seat. The one left without a seat becomes the leader.

Fast in a circle

Sit in a circle and have the leader sit in the center with your eyes closed. Pass an object around. When the leader says “stop!”, the object is no longer passed on, and the person who holds it receives from the leader any letter from the alphabet, except for complex ones. When a letter is given, the object begins to move in a circle until the leader stops it again. The person who has the object in his hands must, until the object goes around the circle, name 8 objects starting with the letter given by the presenter. If the player fails, he goes to the center and the game continues.

jumpers

Take an empty large egg carton. On the bottom of each recess, write the numbers from 1 to 30. Place the target card on the floor (no carpet on the floor!). Divide the players into 2 teams. Draw a line one and a half to two meters from the target and give each team 4-5 balls. The goal is to hit the cells and score as many points as possible, but the ball must hit the floor once before hitting the target.

Wolves and sheep

From the group (36 people) 9 sheep and 3 wolves are selected. The rest stand in a circle, holding hands - this is a fence. The sheep are inside the circle, and the wolves are outside. The facilitator scatters leaflets with green paper (instead of grass) outside the circle. The essence of the game is that the sheep must collect all the grass outside the circle and bring it into the circle. The wolves catch the sheep that have left the circle. The fence lets the sheep through and keeps the wolves out. The sheep that the wolf bit down is out of the game. You can change wolves and sheep. The game continues until all the grass has been collected or all the sheep have been caught.

Three, thirteen, thirty

Players form a circle, standing apart from each other at a distance of arms extended to the sides. The driver becomes in the middle of it. If he says: "Three" - all players must raise their hands to the side, at the word "thirteen!" - raise them up, at the word "thirty!" - put them on your belt (you can think of other movements). The driver quickly calls any of the 3 numbers indicated above. The one who makes a mistake takes a step back, but continues to play. The one who remains in his place to the end wins. The driver can draw out the words: "Three-and-and-and ...".

Snake

Divide into two teams (at least 20 people each). Teams line up. An object is placed in front of them at a short distance. On a signal, the first player from each team runs to this object, runs around it, returns to his team, takes the other player by the hand and runs with him. When they return to the team, they take two players, then four, then eight ... The chain must not break!

"Lying" snake

(It is better for the leader to stand at the beginning of the "snake", so it is safer). Gather big teams and put them on the start. The task is to form a "snake" that will stretch throughout the room (gym, field), and again come back. At the command of the leader, the first player from each team lies face down and stretched his arms towards the start. As soon as the first player lies down, the second runs up, grabs the feet of the first and lies down in the same way. When the whole team lay down, making up part of the “snake”, the first player gets up, runs to the tail of the snake and everything starts all over again. The game continues until the whole team returns to the start.

pressure points

Using tape, make 2 parallel lines on the floor, 2 paces apart. This is a neutral zone. Teams stand in a line facing each other. One team "invites" the other to the neutral zone, dragging by the arms. The one who is pulled out becomes a member of another team. Teams can try anything to lure them into the neutral zone. The only condition is that they must not move back from their line.

Circle transmission

Teams choose a captain and stand at the back of each other's heads, forming two circles. Captains receive a volleyball. At the signal of the leader, each captain raises the ball over his head, passes it to the one standing behind, and the ball passes in a circle from hand to hand. When, having gone around the circle, the ball returns to the captain, he passes it to those in front (i.e. in the opposite direction). Then, at the sign of the captain, everyone turns to face the center and passes the ball in the opposite direction. When the ball returns to the captain, he lifts it over his head.

Changing places

Two teams of 8-10 people stand in ranks along the line facing each other, at a distance of 10-12 m, and diverge to the width of outstretched arms. At the leader's signal, they run towards each other, trying to be behind the opposite line as quickly as possible, turn around and stand in line. The team that does it faster wins. By repeating the game, you can change the methods of movement: jumping, on one leg, with a rope.

amoeba flight

This game requires serious teamwork. Divide the group into 2 teams. The players of each team stand close to each other. Tie each team with a rope. Set a distance of 15 meters, or have the task run around the box, get over obstacles and come back. Everyone starts running at the signal of the leader, while they can collide, and the box can fall. To avoid injury, participants must remove their shoes.

Loaded

Divide the group into 2 teams, no more than 12 people. Prepare and place at one end of the room two tables with items so that each team member has at least one item. Teams line up at the other end of the room. At the signal of the leader, one player from each team runs to “his” table and chooses any object at random. Then he runs back and passes the item he took to another player. He runs to the table, also chooses an object, returns and passes it to the next one, and so on, until one of the teams clears their table of objects and transfers them to their corner. If something falls, you need to stop and pick it up.

Mines

Blindfolded, you need to reach the designated place without hitting the placed objects (shoes, watches, dishes, etc.). Note: If you want to cheer up the participants, for the second or third time, when everyone has already seen what these objects are, ask someone to take off the clock and put it on the field. Then blindfold the participants and replace the clock with… eggshells, positioning them so that they are more likely to be stepped on. It is difficult to convey the feelings of a person who knows that there is a clock on the playing field and hears a crunch under his own foot ...

Keep the ball flying

Everyone stands in a circle, holding hands. The task is to prevent the balloon from falling to the floor by pushing it with all parts of the body. After the ball has fallen once, it cannot be pushed with the feet, and so on until nothing can be pushed. You can complicate it like this: pay off for the first or second, the first push, and the second hold them back. Or in another way: some hold their ball, others hold the other, while you need to keep yours in the air and prevent others from doing the same.

hide and seek reversed

One participant is hiding, everyone else is looking for him. The one who finds the hiding person hides with him, and so on until only one seeker remains.

burning forest

The task is to run from one edge of the field (on which the line is drawn) to the other. In the center of the field there are 3-4 drivers who salute those who run. The tagged ones stop where they were tagged, spread their hands to the sides, depicting a burning tree (you can’t leave the place). The rest keep running back and forth. Their task is complicated by the fact that you can not touch the "burning trees". The one who touches stops and "burns". The game can continue until there are 2-3 “unburned” participants left. They will be the winners.

Salky coins

Two teams, lined up in a line, stand opposite each other, at a distance of two meters. One of them is “eagles”, the other is “tails”. The leader tosses a coin and shouts out what has fallen. If heads, "eagles" run after "tails", and vice versa (usually confusion). The team that is chasing must tag as many people from the other team as possible, and then the taged ones go to their team. You can salivate until the player has reached the predetermined border. The game continues until everyone is on the same team, but this rarely happens, so play until you're exhausted.

relay races

  • With a bouncy ball. Divide the participants into two teams. Each give a stick and a balloon. The task of each player is to run to the place where the baton is passed and not to let the ball fall to the ground with a stick.
  • With cotton. For this relay, special tubes are being prepared, bent at one end. It is necessary to reach the place of transfer of the baton as soon as possible without dropping the cotton wool. To do this, you need to constantly "draw in air through a tube, at the end of which there is a piece of cotton wool.
  • With a ball. The task for the player is to reach the transfer point by jumping with the ball between the legs.
  • Taking the legs of another ... in your hands.
  • Crab (crawling).
  • Throw pebbles into a glass.
  • Bag jumping.
  • Steeplechase (the whole team holds on to a piece of toilet paper that must not be torn).
  • Drink all the water in the bottle through a straw, running up in turn.
  • Pass the matchbox with your nose.
  • Soap relay (soaping your hands, shoot soap as far as possible).
  • Who gurgles longer (take a little water in your mouth and, at the signal of the leader ... gargle).
  • There is a spoon in the hand, a potato in the spoon (you can use 2 sticks instead of a spoon).
  • And for the benefit of posture (keep a bag of sawdust on your head).
  • Race on a blanket (one sits, two carry).
  • With balloon(two players run from start to finish, holding a balloon with their foreheads).
  • Saddle the horse (one gets down on all fours, the other sits on his back. The horse carries the rider to the finish line, and the rider holds a racket in his hand, there is a badminton shuttlecock on it).
  • Snake (one lies face down, all the others run over him, leaving him between his legs, return, the second lies headlong at the feet of the first, everyone runs in the same way - until everyone subsides).

Progressive relay

For several teams of 6-8 people, place chairs at different ends of the room, hall, etc. On each chair, place a stack of cards with tasks for the number of players in the team. At the leader's signal, the first player from each team runs to a chair, takes a card, reads and completes the task. Then he quickly returns to the team, takes the second player by the hand, they run together to the chair, take another card, read and complete the task, etc.

Sample tasks:

  • sing "A Christmas tree was born in the forest";
  • jump up 5 times;
  • take off and then put on your shoes.

Fun starts

Note: according to this principle, you can connect any games from the kind of relay races by dividing the squads into teams; you can combine relay races thematically by inventing a name, presenters, heroes of the game.

1. One person from the group must jump on one leg.
2. Throw a plate from the starting line so that it hits a target. If the plate does not hit the target, then you need to throw it again from the place where it fell. After hitting the target, the plate is taken to the box. Requires one hit per group.
3. For counselors: hit a target from a bow (at a shooting range). For girls-counselors - hit the target bigger size; for boys - a smaller target.
4. Hit the basketball basket 3 times from the marked line (one or more people participate).
5. Near the dining room, one person should get an apple from a bowl of water with his mouth.
6. One person from the group must jump without breaking 10 times on the rope without stopping.
7. Flowers. Teams fill the vase with water with a spoon, and the last participant puts a flower.
8. shrubs. Pass the twig blindfolded. (Everyone stands at arm's length from each other)
9. Hedgehog with an apple. In turn, moving on all fours, the guys must carry one apple on their backs. Who will fill the basket faster?
10. Grape. A bunch of grapes from the land of Canaan. Who will inflate balloons faster and more and make a bunch of grapes (20 balloons per squad).
11. Growers. Quickly move this bunch together and not burst. For a certain distance.

The group that completes the tasks first and runs to the flagpole will win.

Children love to run, jump, compete.

Outdoor games develop not only dexterity, endurance, speed of reaction, but also many of the games we offer develop attention, logical thinking the ability to switch quickly.

Swan geese

The game develops reaction and endurance of your child.

On one side of the site, a line is drawn that separates the "goose". In the middle of the site, 4 benches are placed, forming a road 2-3 meters wide. On the other side of the site, 2 benches are placed - this is a "mountain". All players are in the "goose house" - "geese". Behind the mountain, a circle “lair” is outlined, in which 2 “wolves” are placed.

On a signal - “Geese-swans, in the field”, “geese” go to the “field” and walk there. At the signal “Geese-swans home, the wolf behind the distant mountain”, the “geese” run to the benches in the “goose house”. Because of the "mountain" the "wolves" run out and catch up with the "geese".

Players who are never caught win.

Age: from six years old

The game develops: attentiveness, endurance, coordination, dexterity, thinking, reaction

Number of players: 4 or more

Place of play: street

alphabetically

To better remember the names, to train attention and the ability to quickly switch from one task to another, you can play such a game in a company of up to 15 people.

The host invites the guys for a certain amount of time (for 10, 15 or 20 seconds) to change places like this:

- so that all names are arranged alphabetically;

- so that everyone stands by the color of their hair (brunets on the left, blondes on the right);

- so that everyone stands in height (left - small, right - large).

Note. These exercises can be even more fun if there are wide benches, sofas, or very stable sturdy chairs. Then the guys must complete the tasks, standing on the benches, and cross without stepping on the floor.

Age: from six years old

The game develops: attentiveness, coordination

Number of players: 5 or more

Place of play: indoor

Hurry up to pick up

With this game you can have fun in a team.

A participant with a volleyball in his hands becomes a circle with a diameter of 1 meter. Behind the player are 8 tennis (rubber) balls.

On a signal, the participant throws the ball up, and while he is in the air, he tries to pick up as many balls as possible and, without leaving the circle, catch the ball.

The participant who managed to pick up more balls wins.

Age: from six years old

The game develops: attention, coordination, agility, reaction

Number of players: 2

Place of play: street

Items needed: balls

Cones, acorns, nuts

A mobile game that children really like.

Children stand in threes and, holding hands, form a circle. Each of the three has a name: "cones", "acorns", "nuts". The leader is outside the circle.

The host says the word "nuts" (or "bumps", "acorns"), and all the players who have this name change places, and the host tries to take someone's place.

If he succeeds, then he becomes a nut ("acorn", "cone"), and the one who was left without a place becomes the leader.

Age: from six years old

The game develops: attentiveness, coordination, dexterity, thinking, reaction Number of players: 7 or more

Place of play: street

Birds, fleas, spiders

The group is divided into two teams. Each team, secretly from the other, decides who it will be - "birds", "spiders" or "fleas". Two teams stand in a line in the center of the hall, face each other with a gesture denoting the chosen animal.

Spiders run away from birds, fleas from spiders, birds from fleas. The one who did not have time to reach the opposite wall goes to another team.

Age: from six years old

Purpose of the game: relaxation, concentration

Number of players: 10 - 30

Place of play: spacious safe room

Target

This is an interesting game that develops dexterity, accuracy and coordination. Children stand behind the circle line. In the center of the circle is the leader. One of the players has a ball. Those outside the circle throw the ball at the leader, trying to hit him, or pass the ball to a friend to make a throw.

The leader runs around dodging the ball. The player who did not hit the leader with the ball takes his place.

Age: from six years old

The game develops: attentiveness, endurance, coordination, dexterity, accuracy, reaction

Number of players: 3 or more

Place of play: street

Items needed: ball

Give me a hand

Before the game, children choose a territory beyond which they cannot run out.

One leader is selected - a tag, the rest of the players freely move around the site.

Salka begins to catch players who run away from him, with the children eager to join hands with the closest player.

Hand in hand, they stop facing each other. In this case, the tag does not have the right to tag them.

If the tag caught up with a single player, they switch roles.

Age: from six years old

The game develops: alertness, endurance, agility, reaction

Number of players: 4 or more

Place of play: street

Jumpers - sparrows

Great children's game. First, a circle is drawn on the asphalt with chalk.

In the center of the circle is the leader - the "crow". Behind the circle are all the players who are "sparrows".

They jump into the circle and jump inside it. Then they also jump out of it.

The "crow" tries to catch the "sparrow" when it jumps inside the circle.

If the “sparrow” is still caught, then he becomes the leader and the game starts all over again.

Age: from six years old

The game develops: attentiveness, dexterity, thinking, reaction

Number of players: 3 or more

Place of play: street

british bulldog

Playing affects the stamina and reaction of the child.

Children assign two catchers ("bulldogs"). The Bulldogs stand on one side of the court, and everyone else on the opposite side. At the signal of one of the "bulldogs" all players must run to the other side. But so that the player is not caught by the "bulldogs".

The game continues until all the runners turn into bulldogs.

Age: from six years old

The game develops: endurance, reaction, strength

Number of players: 4 or more

Place of play: street

homeless hare

Interesting game for younger kids school age. A hunter and a homeless hare are selected from among the players. The rest of the players are hares, draw a circle for themselves, and stand inside.

The homeless hare runs away, and the hunter catches up with him. The hare can escape the hunter by running into any circle, then the hare that was standing in the circle must immediately run away, because he becomes homeless, and the hunter will hunt him. As soon as the hunter catches the hare, he himself becomes a hare, and the former hare becomes a hunter.

Age: from six years old

The game develops: mindfulness, endurance, thinking, reaction

Number of players: 3 or more

Place of play: street

White bears

Polar bears is an outdoor collective game for children of primary school age. Develops active creative motor actions motivated by the plot of the game.

On the edge of the site, which is the sea, a small place is outlined - an ice floe, on which the driver stands - the "polar bear". The rest of the "bears" are randomly placed throughout the site.

"Bear" growls: "I'm going out to catch!" - and runs to catch "bear cubs". Having caught one "bear cub", he takes him to the ice floe, then catches another.

Two caught "bear cubs" join hands and begin to catch the rest of the players. Having caught someone, two “bear cubs” join their free hands so that the caught one finds himself between the hands, and shout: “Bear, help!”.

"Bear" runs up, taunts the one he has caught and takes him to the ice floe.

The next two caught also join hands and catch the rest of the cubs.

When all the "bears" are caught, the game ends.

The last player caught wins and becomes the polar bear.

Note. The caught "bear cub" cannot slip out from under the hands of the couple surrounding it until the "bear" has taunted it. When catching, it is forbidden to grab the players by the clothes, and those who run away run out of the boundaries of the site.

Age: from six years old

Game development t: dexterity, reaction, fantasy

Number of players: 7 or more

Three, Thirteen, Thirty

Three, Thirteen, Thirty is a game that develops the attention and quick reaction of children well. It can be used at school for physical education minutes for elementary school students.

The participants in the game stipulate in advance: which of the numbers - which action means. Players are built in a line at a distance of arms extended to the sides.

If the driver (teacher) says "three" - all players should raise their hands up, with the word "thirteen" - hands on their belts, with the word "thirty" - hands forward, etc. (You can come up with a variety of movements). Players must quickly execute the appropriate moves.

Age: from six years old

The game develops: attentiveness, reaction

Number of players: 7 or more

Fun and dynamic mobile games for children of preschool and primary school age, games for endurance, coordination of movement and utilization of excess energy in children of this age.

Fishing rod

A fun children's game with a skipping rope for endurance and coordination of movements. It can be played by a very large group (10-20 people).

Before the start of the game, a leader is selected. All the guys stand in a circle, and the driver in the center of the circle with a rope in his hands. He begins to rotate the rope so that it slides on the floor, making circle after circle under the feet of the players.

The players jump up and down to make sure she doesn't hit any of them. A player is considered caught if the rope touched him no higher than the ankle. Players should not approach the driver while jumping.

The one who touches the rope becomes in the middle and begins to rotate the rope, and the former driver takes his place.

Notes. Of the additional items, you will need a jump rope (you can also use a rope with a bag of sand tied to the end).

You can use another version of this game, which will be competitive in nature - the player who hits the rope is eliminated from the game. The winners are the last 2 - 3 players who did not touch the ropes.

Age of players: from six years old

The game develops: attentiveness, endurance, reaction

Number of players: 6 or more

Items needed: jump rope

Waves in a circle

Waves in a circle - dynamic, fun game. Good for developing reactions and utilizing the excess energy of children.

Chairs are set tightly to each other in a circle. There are as many chairs as there are players. One of the players (leader) stands in the center of the circle. The rest of the players sit on chairs, and one of the chairs remains free. The driver must have time to sit on a free chair while others move back and forth, interfering with him. When the driver manages to take a seat on the chair, the player who did not have time to interfere with him becomes the new driver.

The driver can give commands to the participants “Right” (players must move clockwise one place), “Left” (players must move counterclockwise one place) or the “Chaos” command. With the “Chaos” command, the participants must quickly change places, the leader tries to sit on any free chair. The player who occupies the chair, which got free before the "Chaos" command, becomes the driver.

Notes. You can complicate the game by turning the chairs outward. At the same time, the driver runs outside the circle and the “Chaos” command is forbidden to him.

Age: from six years old

The game develops: attentiveness, dexterity, reaction

Number of players: 5 or more

Place of play: indoor

Items needed: chair

Liberators

Liberators is a dynamic game that develops the hearing, attentiveness, coordination and reaction of the leading player and the dexterity and reaction of the other players.

Form a circle of chairs to limit the movement of the players. The participant with their hands and feet bound (the prisoner) sits in the center of a circle formed of chairs. Next to him is a blindfolded player (guard). The rest of the participants in the game (liberators) are trying to free the prisoner, that is, they are trying to untie him. The guard must place. Hitting any participant, he takes him out of the game, he must go behind the circle of chairs. The player who manages to free the captive without being caught becomes the guard himself the next time.

Age: from six years old

The game develops: attentiveness, coordination, dexterity, sense organs, reaction

Number of players: 5 or more

Place of play: indoor

Items needed: chair, bandage

Most flexible

The most flexible is an active, fun game for a large group of children. The game helps to develop flexibility and coordination of movements.

The host pulls a rope (or rope) between two poles or trees at the height of the players' chests. Players must pass under it by arching backwards without hitting the ropes.

Each time the players pass under the rope, it drops 30 centimeters lower. The participant who touches the rope is out of the game.

The last one left wins.

Age of players: from six years old

The game develops: coordination, agility

Number of players: 2 or more

Items needed: jump rope

Invisible hat

Cap of Invisibility is a dynamic ball game.

Players stand in a circle looking at the back of each other's head, and the ball lies down in the middle of this circle. After that, the players begin to pass the hat (the player who has the hat passes it to the player in front).

So they pass the hat around in a circle until someone decides that it’s time for his neighbor to become invisible - the player with the hat, unexpectedly for the person in front, puts a hat on his head with the words “Beware of the invisible!” After that, all the players scatter, and the invisible must run to the ball, grab it and shout "Stop, don't move!". After that, all players stop, and the invisible person tries to hit any player with the ball from his place.

If the invisible man hit any player, then he throws his hat and runs away, and the player (whom the invisible man hit) becomes invisible himself (i.e., runs to the ball, puts on a hat and tries to hit another player, and so on). If the invisible (it doesn’t matter which one) misses, then the game starts again.

Notes. Standing in a circle is not allowed to turn back.

Age: from six years old

The game develops: reaction

Number of players: 5 or more

Place of play: street

Items needed: ball, hat

Colour

A simple outdoor game for children six to twelve years old. It can be attended by 10 or more people.

Before the game, you need to choose a driver and agree on the boundaries of the playing area, beyond which you cannot run.

The players stand in a line, and the driver closes his eyes and stands with his back to the players 5-6 meters away from them. Then he loudly names any color (for example: red) and quickly turns to the players.

Those players who have clothes (or an element of it) of the named color, or some other item, grab these items. And those who don't have them run away.

The task of the driver is to catch up and touch the escaping (i.e., to touch). After that, the touched player becomes the leader and everything repeats again.

During the game, you can not run out of the established area.

It is necessary to grab the named color so that the driver sees it.

Colors during the game should not be repeated.

Age of players: from six years old

The game develops: attentiveness, reaction

Number of players: 7 or more

Place of play: street.

Hunting

Hunting is an active game for the development of dexterity, emancipation, coordination of movements for children over six years old. Suitable for a large company

children and adults, for parties and holidays.

Names of all players participating in the game are written on the cards. The cards are shuffled and distributed to the players. The players dance to the music while keeping an eye on whoever's name is on their card (loot) as inconspicuously as possible. As soon as the music stops, the hunter must seize his prey. But each prey player, in turn, must grab the other player for whom he is the hunter.

After that, the cards can be collected, shuffled and the game can start again.

Age of players: 6 years and older

The game develops: dexterity, emancipation, reaction

Number of players: 4 or more

Items needed: paper, music, pencil

Tens

This ball game is widely played by children, especially girls. It is played by 2-3 girls of 6-12 years old. The game is played against a flat wall.

The players take turns to “pass 10 classes”, that is, complete 10 tasks and “pass the exam”.

"Tens". The player hits the ball 10 times in a row against the wall, gently hitting it with his fingers, as in a game of volleyball.

"Nines". The player hits the ball 9 times in a row against the wall, hitting the ball with his palms from below.

"Eights". The player throws the ball 8 times under the right foot on the ground so that it bounces to the wall, and catches it in his hands.

"Sevens". The player repeats the previous exercise 7 times, but under the left leg.

"Sixers". The player stands facing the wall and throws the ball 6 times from behind between the legs on the ground so that it bounces to the wall and catches it in his hands.

"Five". The same as in the previous exercise, but standing with your back to the wall. The exercise is repeated 5 times.

"Fours". The player throws the ball against the wall 4 times so that it bounces off the wall to the ground, hits the wall again from the bounce, and then catches it.

"Thresh." With palms folded like a boat, the player hits the ball 3 times against the wall.

"Two". With two fists put together, the player hits the ball against the wall 2 times in a row.

"One". The player hits the ball against the wall with a straight finger 1 time.

"Exam" - the player performs an element of each exercise 1 time and should not talk or laugh. This ends the first con.

The second round begins with nines, the third with eights, and so on. The winner is the one who finishes the tenth round first.

At the end of each exercise, the player must catch the ball in his hands, preventing it from falling to the ground.

If during the game the player drops the ball or makes a mistake, then he concedes the ball to the next player and finishes this round when his turn comes again.

Age of players: from six to fifteen years old

The game develops: attention, coordination

Number of players: 2 or more

Place of play: street

Items needed: ball, wall

Belous O.I., educator MBDOU d/s No. 30 st.

1. Ringleader

The players form a circle facing the center. The driver steps aside, because he should not see who will be chosen as the ringleader. The task of the ringleader is to show various movements, which should immediately, keeping up with him, repeat the rest of the players: clap, squat, jump, threaten with a finger, etc. The driver is called into a circle. And he begins to walk inside it, looking closely at who commands the players. The ringleader must change movements imperceptibly, choosing the moment when the driver is not looking at him. If the driver guessed the ringleader, then he changes roles with him.

2. Mousetrap

The players are divided into 2 unequal subgroups: the smaller (for example: 2 people) form a circle - a "mousetrap", the rest of the "Mice" are behind the circle. The players - "mousetrap" - join hands, raise their hands up, forming a collar. "Mice" begin to run into the "mousetrap" and run out of it. Children forming a "mousetrap" pronounce the words:

How we got tired of mice

All? bitten, everyone? ate

We will put a mousetrap

And we'll make you all run!

At the last words, the children lower their hands, the “mousetrap” “slams”. Those who did not have time to run out of the circle are considered caught and stand in a circle, in a "mousetrap".

3. Sentry

"Sentry" - sits on the ground in the center of the circle. He is blindfolded. The rest of the children stand outside the circle. The teacher points to one of the players. He begins to cautiously approach the "sentry". Hearing steps or a rustle, he must indicate with his hand where these sounds come from. If he points out correctly, he changes places with the walking one. If not, then the movement continues. The one who manages to cross the circle continues.

4. Together along the path

On the floor of the room with a colored cord, a line is indicated. Mother and child stand one behind the other at the beginning of the line. Mom invites the baby to "walk along the path". At the same time he pronounces the words:

Friendly along the path

together along the path

Our feet are walking

One, two, one, two -

Our feet are walking.

Over bumps, over pebbles,

Over bumps, over pebbles...

In the hole - boom!

The child follows the mother along the line. To the words "over bumps" they jump together on two legs, slightly moving forward, hands on their belts; to the words "into the hole - bang!" they squat down, put their hands on their knees. When the mother says: "We got out of the hole", the child gets to her feet with her.

5. Planes

A circle is laid out on the floor of the room with a cord - this is an airfield. Mom explains to the baby that now they will turn into airplanes together. Then she says:

Airplanes are flying

And they don't want to land

In the sky they rush merrily,

But they won't collide with each other.

Airplanes, which are depicted by the child and mother, with their arms apart, begin to "fly" outside the circle. After 30 seconds, mom says:

Suddenly a big cloud flies

Everything became dark around.

Airplanes - your circle!

After these words, mother and child run in a circle - "airplanes land on the airfield".

6. The cat came up to the stove

Mother and child hold hands, forming a circle. Mom reads a poem, shows movements, after her movements and words are repeated by the child.

The cat went to the stove

The cat went to the stove

(Walk in a circle holding hands)

He found a pot of porridge

I found a pot of porridge there,

(They walk in a circle in the other direction, holding hands)

And on the stove kalachi,

Oh delicious and hot!

(Stop, turn to face the center of the circle, clap their hands)

Pies are baked in the oven

(Bend forward, arms forward, palms up)

They are not handed out.

(They straighten up, hide their hands behind their backs)

For this game you will need balloons and adult lungs. Blow up some balloons. Give the task to the players so that the balls always fly and do not fall to the floor. Let them blow on them or throw them up with their hands.

8. Blow on the ball.

Another game with balloons. The number of balloons is inflated, how many players there will be. Children stand in a line and each is given a ball with the name of the player. The task is to blow on the ball to the finish line. The first one wins. This game is excellent at developing children's lungs, so it can be played as often as possible and not only in kindergarten but also at home.

9. Get dressed.

This is team game. Divide the children equally into two teams. Put one jacket and one hat on two chairs. Each of the players, on a signal, must run up to a chair and put on. Dressed, undressed and stepped aside. Then the next player runs up and does the same. The winner is the team in which all the players put on the fastest. Such a game is more suitable for middle and older groups, since the kids are unlikely to be able to put on a jacket or other clothes themselves.

10. Boots.

It seems to me that such a mobile game is suitable for junior groups. Again, the children are divided into two teams. Each team is given a pair of boots and not just boots, but adults. Children should fit right into their shoes. Also, children are given one flag each. A chair is placed in front of each team at a distance of approximately 5 meters. The first players from the team must run to their chair, go around it in a circle and go back, passing the flag to the next player. The team in which the last player completed this relay race first wins.

This ball game is about manual dexterity. More suitable for medium and senior group. Children stand in a circle and throw the ball to each other. The most awkward player who did not catch the ball is penalized. Punishment - stand on one leg and catch the ball. If he does not catch the ball, then his punishment is aggravated - to stand on one knee. At the next failure, he will need to get on two knees. But if the punished player catches the ball, then all previous failures are forgiven.

12. Overtake.

This is an active endurance game in kindergarten. Children line up in a straight line. At the same time, they should squat down, and keep their hands on their sides. Task - you need to jump to the finish line, for example, to the opposite wall. The one who jumps first wins. And anyone who stumbles during the race is out of the game.

13. Crows and sparrows.

In this game, children are divided into two teams. One team is called sparrows, the other is called crows. The teacher explains the task to each team. For example, the “sparrows” team, as soon as they are called, should lie on the floor, and the “crows” team should stand on the chairs. All movements are performed quickly. The one who messed up is out of the team and the game. Those who have more players left in the team at the end of the game win.

14. Put on a hat.

This is a very fun music game. Children stand in a circle. The teacher turns on the music and gives them a women's hat. The children pass it on to each other. The teacher suddenly stops the music, and the player who has the hat in his hands must quickly put it on his head and walk in a circle with a woman's gait. If he hesitates, he is out of the game. By the way, instead of a women's hat, you can use a cowboy or military cap. Then here you will need to portray a cowboy or a soldier.

Of the children, the two most dexterous are chosen. Their task is to catch other players. To do this, they must join hands to form a circle. (ring) and catch other children with this ring. The caught player steps aside.

16. Fishing.

The players become in a circle. The leader is in the center of the circle. He must take a thick rope or rope and twist it along the bottom, trying to touch the legs of other players with it. The players, in turn, jump up so that the fishing rod does not hit them. Whoever fails is out of the game.

17. Herringbone.

This game is suitable for children's New Year's parties. The teacher says: “We decorated the Christmas tree with different toys, and different Christmas trees grow in the forest: wide, low, high and thin. At the word "high" players raise their hands up, "low" - squat and lower their hands, "wide" - expand the circle, "thin" - narrow the circle. The next time the teacher says these words out of order, but randomly, trying to confuse the children.

19. Beasts.

Outdoor games in kindergarten should be not only for dexterity, but also for attentiveness. For example, the game "Beasts". Children choose their driver, who will play the role of the Owl. The duties of an owl include only hunting. All other children are forest animals. The teacher says "day". The players begin to run around the room and have fun, but with the word "night" they freeze, and an owl comes out to hunt. Everyone who moves or makes any sound becomes the prey of an owl, that is, leaves the game.

20. Frozen.

Children stand in a circle with arms outstretched in front. Pre-selected two drivers run in a circle in opposite directions and try to touch the palms of the participants. Those who are touched are frozen and out of the game.

21. Bunny.

One of the players becomes a bunny and gets up in an educated round dance. Children lead a round dance and sing:

Zainka, dance,

Grey, jump.

Turn around, turn sideways

Circle, turn sideways!

Is there a place for a hare to jump out,

There is a gray where to jump out!

An impromptu bunny needs to try to jump out of the round dance.

22. Guess what kind of animal.

The driver sits with his back to all the children. Each player takes turns approaching him and making a sound, imitating any animal, such as a cow. The driver guesses what kind of animal it is.

23. Guess who it is.

The driver again sits with his back to the rest of the children. Those in turn come up to him and say any word. The task of the driver is to guess the name of the speaker.

24. Three.

Two participants are selected. Before each put one symbolic prize. The host calls the numbers in a spread, for example, 1, 5, 9, 15, 20, 33, 39, 65, etc. e. As soon as the number 3 is pronounced, the players must grab their prize. The one who gets there first wins.

25. Air, water, earth.

Such a game is not only mobile, but also focused on children's ingenuity. The players sit in a circle. The host walks in front of them and says "earth, air, water" each time changing the arrangement of words. Stopping near any child, the leader pronounces a word, for example, “earth”. And the child in response must portray any animal walking on the ground. With the word "water" the player depicts a fish, and with the word "air" - a bird.

26. Feed the rabbit.

A rabbit with a carved mouth is drawn on thick paper. The players line up. The first is given a carrot and blindfolded. The task is to put a carrot in the rabbit's mouth. If he fails, he is out of the game. After completing the task, the player passes the carrot to the next.

27. Get into the hole.

You need to play this outdoor game in kindergarten on the street during a walk. The teacher digs 3 identical holes in the sand at a distance of 0.5 m. The player takes a couple of steps away from the hole and throws a small ball into it. If he hits, then he goes to the second hole, and then to the third. Then everything repeats, but in reverse order. But if the player does not hit the first hole, then he leaves the game.

28. Travel.

With different colored crayons, the presenter draws winding and intersecting “paths” on the asphalt. Players must choose a "path" for themselves and go through it to the finish line, never leaving the race.

29. Steal a carrot.

The teacher draws a circle with a diameter of 8 m. Puts 10 cubes in the circle. In this game, the circle symbolizes the garden, and the cubes symbolize the carrot. One guard is selected from the players. His task is to protect the carrots. The rest of the players become hares. They should try to steal those carrots from the garden circle. Whoever the "watchman" catches is out of the game. The winner is the most dexterous, that is, the one who stole the carrot and was not caught by the "watchman".

30. Trap.

A game of skill and speed! Several participants join hands and form a circle. The rest depict birds and insects, for example, butterflies, bees, flies, mosquitoes, titmice, etc. The host gives a signal and the “trap” opens - the children in the circle raise their hands up. At this time, all birds and insects can walk, run and jump in a trap. The following signal is emitted and the trap closes. All those who did not have time to run out of the "trap" are trapped and stand in a circle, replacing other participants, and they become birds. There are no winners in this game. Here, the main thing is fun and laughter!

31. Over the bumps through the swamp

The teacher assigns the children to teams. In front of each of the teams, bricks are placed at a certain distance. The goal of the game is to walk through the bricks of a given area without touching the floor with your feet. The team whose last player reaches the goal first wins.

32. Make a figure

The children run away. At a certain signal from the educator, they must take some kind of pose that would display an animal or a flower, a tree, geometric figure etc. The children whose figures most correspond to the given one win.

33. Find the color

Children stand in a circle and, at the command of the host, look for objects of the named color in order to touch them. The loser is the one who touches the right thing last. He is out of the game.

34. Living - non-living

The host calls living and inanimate objects, and the children answer in chorus only "living", and they are silent to "inanimate". The kids who make the fewest mistakes win.

strong grip

Players in pairs stand with their backs to each other in a circle with a diameter of 1.5 meters and grapple with arms bent at the elbows. Giving the torso forward, everyone tries to force the opponent to tear his legs off the floor. The one who wins more wins the fight once.

Option 1. Players, standing with their backs to each other, raise the stick up, holding it with their hands. The task is to lean forward and try to lift the opponent off the ground. The one who is in the air or releases the stick loses.

Option 2. The players sit down opposite each other on the ground (resting their feet on the partner's feet) and take up the gymnastic stick. On a signal, both begin to pull the stick in their direction. The winner is the one who manages to lift the opponent, keeping him in this position for 5 seconds.

Pole duel

On a pole 2.5 meters long, two marks are made 70 centimeters from the center. Participants enter a circle with a diameter of 3 meters and take hold of the ends of the pole so that left hand located at the mark, and the right one is closer to the end of the pole. In this case, the end of the pole should protrude out from under the right shoulder.

On a signal, the players try to push each other out of the circle. It is forbidden to intercept hands and kneel. The fight consists of two rounds. During the second round, the participants change the position of the hands.

Get the town

Two participants stand opposite each other and take the ends of the gymnastic stick. A town is set up two steps away from each. The winner is the one who, having pulled the opponent, will get the town. Whoever releases the stick loses.

Fighting cocks

A circle with a diameter of 2 meters is drawn on the ground. The two teams line up opposite each other. Choose captains who send one of their players to the circle. Each of them bends one leg, puts his hands behind his back, and on a signal, the participants in the duel begin to push each other out of the circle with their shoulders and torso, trying not to stand on the other leg. You can't take your hands off your back either.

The game continues until everyone is in the role of roosters, the captains are the last to fight. The team with the most winners wins.

The fight ends in a draw if both players (in a pair) are outside the circle.

Fight in the squares

Draw three squares with sides 1, 2, 3 meters. The size of the first 3 * 3 meters, the second 2 * 2 meters. The captains call 4 players to the large square, who, on a signal, take the same position as in the previous game, and try to push each other out of the square with their shoulders.

The winner stays in the square. The three losers move to the next square and continue the fight in the same way. The remaining two finish the duel in a small square. The player who remains in the first square receives 4 points, in the second - 3, in the third - 2, the player who left - 1 point.

After that, a new four players enter the fight, and the winner is also determined.

The strongest participants can then meet in the final duel.

Rough pushes are prohibited, you can not remove your hands from behind your back and stand on both legs.

Option. If there are many people who want to play, you can draw several series of squares. Then 8-12 people will be able to start the fight at the same time.

Pull in a circle

Outline two concentric circles (one inside the other) with a diameter of 1 and 2 meters. The players surround a large circle, hold hands and, on command, go to the right or left. At the second signal (whistle), everyone stops and tries to draw their neighbors beyond the line of a large circle (do not separate your hands!). Whoever gets into the space between the circles with one or two feet is out of the game. The separated hands are both out of the game. Then, on a signal, the game resumes. When there are few players left, they stand around a smaller circle and continue the competition.

The remaining last two or three players are considered winners.

Option. Five maces (towns, pins) are placed on the platform in the form of an asterisk. The players, holding hands, walk in a circle. On a signal, they try to pull the neighbor to the middle so that he knocks down the mace with his foot. The one who did this in the same way as the unhooked hands leaves the game, which continues until the sole winner is revealed.

As the game progresses, one club is removed from the court, and the last two fight around two or three clubs.

Movable ring

A thick rope or rope 3-5 meters long is tied with free ends and placed in the middle of the site. Players are divided into four weight categories. The first four approach the rope from different sides and raise it with their hands, forming a ring. Three steps behind each player's back, a ball or town is placed.

On a signal, each player tries to be the first to reach the ball and touch it with his foot (take the town with his hand). The one who succeeds wins and steps aside. The remaining three players again take the rope and pull it in three different directions, trying to complete the same task. The winner takes 2nd place. The 3rd place is also played out: two players pull the rope in opposite directions. The objects behind the backs of the players are rearranged each time, for which marks can be made on the court.

Then the second, third, fourth groups compete, etc. In the final, the winners meet, and in the repechage matches, the rest of the participants in the game.

Padding in pairs

The site is divided in half. Two more lines are drawn to the right and left, 3 meters from the middle line and parallel to it. Two teams of equal strength line up facing each other. On a signal, they come to the middle line and take right hand each other by the wrist, and the left one is placed behind the back. On a signal, the players seek to pull the opponent over the line that is behind their backs. The succumbing player remains on the opponent's side until scoring. The team that manages to pull more players to their side wins.

Option. The game can be made more difficult by tugging with both hands, as well as introducing new rules: the one who pulled the player can take a teammate by the belt and help him in a duel with an opponent.

The rules of the game do not allow unhooking (pulling out of the opponent's hands) one's hands. Whoever does this twice is considered the loser.

tug of war

A rope is laid along the platform. Its middle is marked with a colored ribbon. Two parallel lines are drawn on the ground 2 meters from the middle of the field. Two teams stand along the rope from different sides. On a signal, the players take the rope with their hands, lift it from the ground and, on a signal, begin to pull it in their direction. When the rope is pulled over the line of one of the teams (a colored ribbon crosses it), the game stops. Players change sides of the court. The duel is repeated.

The team that managed to pull the rope to their side the most times wins. The rules forbid the players to let go of the rope. Before the game, the team captain may, at his discretion, arrange the participants to the right and left of the rope. The hands of the players standing in front should not be closer than 50-60 centimeters from the central ribbon.

Option. The rope is placed in the middle. Both teams line up in 15-20 steps parallel to the rope, turn their backs to it and perform various hand movements until the signal. When the whistle blows, everyone turns and rushes towards the rope. The task of the players is to grab the rope (by any means) and carry it over the line of their house. During the game, a struggle unfolds. The rules allow players to grab the rope by the middle, ends and other parts.

The team won if the entire rope was behind its home line (where the team originally stood).

Breaking the chain

Five to seven players, holding hands, form a circle. The same number of players in the circle. At the command of the leader, those in the center begin to break through the circle, separating the hands of the members of the other team. After the last player breaks the chain, the players switch roles. The team that completes the task faster wins.

Pair leapfrog Players are built in pairs behind a common line, which is the start and finish. Two couples compete at the same time. In front of each of them, a turn mark is placed at an equal distance (a stone, a stick stuck in the ground, a town). One in a pair takes a standing position, bending over for leapfrog.

At the signal of the leader, the second player performs a vault over the first, takes a step forward and assumes the same position. So they move forward to the turn and back. The pair that returned to the original line earlier competes with the next pair. Players who manage to win three pairs win.

With a burden on the back

Those playing in pairs stand behind the common line, one looks in the direction of running, the other turns his back to him. Partners grab each other with arms bent at the elbows. At the signal, the couples rush forward. In this case, one player, slightly bent, carries his partner on his back to the turning mark, located 10 meters away.

There they switch roles, and the second player is carrying the second player back to the finish line (which was the start) on the back of his friend. The pair that returned to the original line earlier is declared the winner. Accordingly, 2nd and 3rd places are determined. If there are many people who want to compete, then the winners among the rest can be determined only after several races.

Elephant This game is for children who are at least 12-13 years old. Participates 6-12 people and more. The players are divided into two groups: some represent an elephant, others jump on it. The running line is drawn. The team that forms a living projectile (“elephant”) becomes a column with its back to the run-up line. The guide (the strongest) rests his hands on his forward leg and tilts his head (as in leapfrog). The standing one tightly grabs him by the belt. Behind him - the third and so on (no more than 6 people). Holding each other, they form a living projectile for jumping.

The players of the other team in turn, running up, jump on the "elephant". At the same time, the first one tries to sit as far forward as possible in order to leave room for the next. It is important for the one who jumped to stay on the "elephant" without grabbing his hands. This is considered a violation of the rules, as well as an unsuccessful jump, i.e. falling from the "elephant". If there are no violations and all the players are left to sit astride the "elephant", the last of them shouts "Yes!". At this command, the players below begin to move forward to the line, which is five steps from the guide. For each player-rider who could not resist and slid down, a penalty point is awarded to the team. Then the teams switch roles.

The team with the fewest penalty points wins.

Football in a circle

The players stand in a circle at arm's length from each other. One of the players (by lot) goes into a circle, taking with him a ball (football, rubber or any other). The driver, kicking the ball, seeks to knock it out of the circle. The players hold the ball with their feet, preventing it from flying out of the circle. They pass the delayed ball with their feet between themselves, without giving it to the driver. If the driver managed to knock the ball out of the circle (he must fly no higher than the knees of the players), then the player who missed the ball to his right takes his place. Therefore, each participant in the game tries to protect the gap between himself and his neighbor on the right.

By repeating the game, we can agree that each defends the gap to the left of himself.

Option. Closer contact between the players is envisaged, that is, those standing in a circle during the game hold hands and do not separate them when beating and passing the ball.

Fight riders

The guys are divided into two teams, equal in strength, and then in teams - into pairs. In each pair, the "rider" sits on the shoulders of his "horse". The teams line up near the middle line, and on a signal, the fight of the "riders" begins. Everyone tries to grab his opponent as comfortably as possible and pull him off the “horse”, while remaining himself in the saddle. "Horses" do not take part in the struggle, they only try to stay on their feet more firmly.

If both "riders" are knocked out of the saddle, the defeat is counted to the one who touched the ground first.

Then the players switch roles.

Foot and head through the net

Two teams of 4 people each play on a volleyball field through a 100-110 cm high net. On the whistle, a player of one of the teams kicks a soccer ball with his foot (from his hands) through the net to the opponent's half.

The task of the players on whose side the ball turned out is to transport it back over the net with no more than three kicks or head kicks. During the game, it is allowed to move the foot over the net in the fight for the ball, but not touch it.

If one of the teams makes a mistake (one player touches the ball twice, touches the ball with his hands when rebounding, touches the net, hits the court line), the game stops. The team that makes the mistake loses the point or service. The score is kept like in volleyball. With a change of serve (after an error by the serving team), the players move clockwise on the court. During each set, it is allowed to make substitutions of players and take a team one 30-second break.

Three games are played up to 10 points each. After each game, the players change sides of the court.

Fifteen

This is one of the most loved and popular games. All the players scatter around the site, and the tag (leader) catches them. Whoever he stains becomes a tag. A number of additional rules and complications can be introduced into this well-known game, which will make the game more interesting and attractive. It is recommended to use only one add-on at a time, others will be useful for repeating the game. Add-on examples:

If the tag is chasing one of the players, and another player crosses the road, then he must chase him. Fifteen can only tarnish a running player. It is worth the escaping to sit down - and he is already safe. The player can save himself from the tag if he stands near the tree and hugs him with his arms. Fifteen cannot stain the player who joins hands with another player. All players, except for the tag, have a ribbon behind their collar. Fifteen, catching up with the fleeing, pulls out a ribbon from him and plugs it into his collar. The one left without a ribbon becomes a tag.

Running in a circle

The players form a circle and stand at a distance of 2-3 steps from each other. A line is drawn in front of the socks of the players. At the command of the leader, everyone turns to the right and starts running along the line on the outside of the circle. Everyone tries to catch up with the one running ahead. The one who is tainted is out of the game. The game ends when there are 3-4 players left in the circle. They are considered winners. During the run, if the game drags on, the leader (leader) can give a signal by which the players turn around and run in the opposite direction. It is recommended to do this regularly so that the players do not feel dizzy.

jumping sparrows

A circle of such size is drawn on the floor or on the court so that all the players can freely fit around its circumference. One of the players - "cat", he is placed in the center of the circle, the rest of the players - "sparrows" - stand behind the circle at the very line. At the signal of the leader, the sparrows begin to jump inside the circle and jump out of it, and the cat tries to catch one of them at the moment when he is inside the circle. The one who was caught becomes a cat, and the cat becomes a sparrow and the game is repeated again.

Passed - sit down

Participants are divided into several teams. The optimal number of team members is 6-8 people. Teams line up at the line in columns one at a time. In front of each column, facing it, at a distance of 5-6 steps, the captain becomes. The captains get the ball. On a signal, each captain throws the ball to the first player on his team. Having caught the ball, the player returns it to the captain and sits on the floor. The captains throw the ball to the second, then to the third players, etc. Having received the ball from the last player, the captain raises the ball up, and all the players of his team jump up. The team whose captain lifts the ball first and whose players jump up first wins. If during the game someone drops the ball, he must pick it up and throw it, standing in his place.

Hunters

The players run around the playground. Three hunters stand in different places, each with a small ball. At the leader's signal "Stop!" all players stop, and the hunters aim the ball at one of them from the spot. "Killed" replace hunters. Players have the right to dodge the ball, but must not move. If the player has left the place, he replaces the hunter.

Small Ball Champion Competition

This competition for children consists of a minimum of three exercises that must be shown in advance and given the opportunity to practice. A jury is created for the competition, as the child's ball handling skills are evaluated. One of the exercises can be a "demonstration performance", the child chooses or invents this exercise himself. Each exercise must be repeated three times in a row. As mandatory exercises for the competition, you can offer the following:

Throw the ball up, get down on one knee and catch the ball with both hands. Standing with your feet apart, take the ball in your right hand, take it behind your back and toss the ball so that it flies over your left shoulder. Catch the ball in front with your left hand. Hold the ball with your right hand extended forward and turned palm down. Spreading your fingers, release the ball and catch it with your left hand just above the ground, grabbing from above.

Rope Champion Competition

This competition is held by analogy with the competition "Small Ball Champion". The following exercises can be suggested as mandatory:

  • Rotating the rope, jump over it with crossed legs (or in a semi-squat)
  • Rotating the rope, jump on one leg, keeping the other stretched forward or backward
  • Spin the rope so fast and jump so high that the rope has time to pass under your feet twice during the jump.

Pull in a circle

This is a collective game, the optimal number of participants is 6-8 people. They stand in a circle and hold hands. A circle with a diameter of about 1 meter is drawn in front of the toes of their feet. Inside this circle, a smaller circle is drawn, so that there is a distance of 50-40 cm between the first and second circles. These 50-40 cm are the forbidden zone. Players walk left or right holding hands. At the command of the host "Pull!", Each player tries to pull his neighbor, located to the right or left of him, beyond the line of the large circle. However, he himself can be at any moment beyond this line, therefore, escaping, the player can step over the restricted area and find himself inside a small circle - on the "saving island". A player who enters at least one foot into the space between the large and small circle is out of the game. The same fate befell those players who unhook their hands. When there are fewer players and they cannot surround the line of the large circle, everyone stands in front of the line of the small circle and the game continues. There is no longer a "saving island" here, and everyone who crosses the line is out of the game. In the future, you can complicate the game by putting pins instead of the drawn restricted area, in this case the task is not to knock down the pins.

twelve sticks

This is a complicated game of hide and seek. First choose the driver. He takes a stone and puts a small board on it. It turns out a throwing device resembling a catapult. At one end of the board, 12 sticks are placed the size of a short but thick pencil. When everything is ready, one of the players with a strong foot steps on the free end of the flip board. The sticks scatter and everyone runs to hide. The driver collects the sticks and puts them in their original place, after which he goes in search of players. If the driver has noticed one of the hiding people, he runs to the board, touches it with his hand and loudly pronounces the name of the discovered player, after which he leaves the shelter. The driver continues to search. If during the search one of the players managed to run up to the board, ahead of the driver and break the sticks, then the driver starts collecting them again, and the rest hide. If the driver has found all the players, the game is over and with the help of a rhyme a new driver is selected to continue the game.

Defense of the fortress or We train the goalkeeper.

Players stand in a circle at arm's length from each other, draw a circle in front of their toes. In its middle is placed a tripod of sticks tied at the top. This is a "fortress". One of the players goes to the middle of the circle to protect the "fortress". On a signal from the leader, the players begin to throw the ball between themselves and, seizing the moment, throw it into the tripod. The driver protects the "fortress" by hitting the ball. He moves freely in a circle. If the ball hit the tripod and moved, but did not knock down, the game continues. The driver can again put him in the middle of the circle. if the "strength" fell, i.e. the tripod fell, the one who did it goes into a circle and becomes the "defender of the fortress." If throwing the ball, the player stepped over the line, this throw is not considered. The game can be made more difficult by placing 4-5 pins instead of a tripod, in which case the game is considered over when all the pins have fallen, while the "fortress defender" has no right to raise and put the pins back.

Second extra vice versa

Choose two leaders. The participant stands in a circle at a distance of one step from each other. One of the drivers runs away, the other catches up with him. Running around the circle is prohibited. When the evader is in danger, he can stand in front of any player standing in the circle. The one who is behind is considered to be the driver and begins to pursue the player who has just been in the role of a catch-up. The chasing player needs to be especially careful, as at any moment he can turn out to be the evader.

Double burners with ball

On the site, you need to draw two parallel lines at a distance of 30-40 steps from each other. Two leaders are chosen by lot. The rest of the participants make up two teams, and breaking up in pairs, stand behind the line on opposite sides of the site.

Drivers have one ball in their hands, they occupy the center of the site. On a signal, each of them throws his ball up twice and catches it. As soon as the balls are thrown for the first time, the first couples in the columns separate their hands and run towards each other. The task of the players of each team is to connect in new pairs with the players running towards them. Drivers try to interfere with them and try to knock out (stain) them with the ball. If the players managed to meet and they were not tarnished, then they form new pairs. If two players are knocked out, they become the leaders. In this game, two teams do not compete, but rather unite to achieve a common goal. The winners are those who have not been tarnished during the game.