Children's outdoor sports games. Fun outdoor games for kids for an outdoor summer party

A selection of games for organizing children's outings

"HELLO".

Everyone stands in a circle facing each other, shoulder to shoulder. The driver walks along the outside of the circle and touches one of the players. The driver and the player who was hit run in different directions along the outside of the circle. Having met, they shake hands and say: “Hello!” You can also say your name (this is discussed in the terms of the game). Then they run further, trying to take an empty place in the circle. The one who is left without a place becomes the driver.

"TRAFFIC LIGHT".

On the site you need to draw two lines at a distance of 5 - 6 meters from each other. The players stand behind one line. The driver stands between the lines approximately in the middle with his back to the players. He names some color. If the players have this color in their clothes, they pass by the driver without hindrance. If the player does not have this color, then the driver can insult the running player. The salty one becomes the driver.

"PATH".

The participants of the game line up in a chain one after another. The one who is first in this chain becomes the driver. Everyone walks like a snake along the path behind each other, with the driver overcoming various obstacles. At the driver’s signal, the first player becomes at the end of the snake, and the driver becomes the one who was the first player.

"ENCHANCED CASTLE".

The players are divided into two teams. The first one must disenchant the “castle”, and the second one must prevent her from doing this. The “castle” can be a wall or a tree. Near the “castle” there are the “main gates” - the guys from the second team are blindfolded. The players who must disenchant the “castle” begin to move along the site at the command of the leader to the main gate. Their task is to quietly reach the gate, go through it and touch the “lock”. In this case, the game is considered over. But the task of the second team is to harass those who are moving towards the “castle”. Those who are insulted are eliminated from the game. At the end of the game, the teams change roles.

"NEST".

Children squat in a circle, holding hands - this is a “nest”. There is a "bird" sitting inside. Another “bird” flies outside - the leader gives the command “The bird flies out!” The "nest" crumbles, and everyone flies like birds. The leader commands: “Into the nest!” Everyone crouches down again. The one who didn't have time becomes the leader.

"A HARE WITHOUT A LAIR."

The participants of the game stand in pairs facing each other, raising their clasped hands up. These are "hare houses". Two drivers choose - “hare” and “hunter”. The “hare” must run away from the “hunter”, while he can hide in the house, that is, stand between the players. The one to whom his back is turned becomes a “hare” and runs away from the “hunter”. If the “hunter” makes fun of the “hare”, then they change roles.

"SANTIKI-FANTIKI LIMPOPO".

The players stand in a circle. The driver moves away from the circle a short distance for a few seconds. During this time, the players choose who will be “showing the movements.” This player will have to show various movements (claps hands, patting the head, stamping the foot, etc.) All other players repeat the movements after him. The driver's task is to determine who will show the movements. The movements begin with ordinary claps. At the same time, throughout the game, the guys utter the words in unison: “Santiki-candy wrappers lim-po-po...”. At a moment unnoticed by the driver, the one showing changes his movement, everyone must quickly change their movement too, so as not to let the driver guess who is leading them. The game continues until the shower is discovered.

"CRAVES AND SPARROWS".

At a distance of 1-1.5 m, draw two parallel lines. Measure 4-5 m from them and draw two more lines. The first two lines are the starting lines, the second are the “houses”.

The teams line up with their backs to each other near the first lines, that is, at a distance of 1 - 1.5 m. There are two teams, one of them is “sparrows”, and the other is “crows”. The leader stands between the teams and calls out the words: “sparrows” or “crows”. If the leader said “crows,” then the crows chase the sparrows, which are trying to escape behind the second line. If the presenter says “sparrows,” then the sparrows run and catch the crows. The game ends when there is not a single player left on the team.

"SEINE".

The game takes place on a limited area, the boundaries of which cannot be left by any of the players. Two or three players join hands, forming a “net”. Their task is to catch as many “swimming fish” as possible, that is, the rest of the players. The task of the “fish” is not to get caught in the “net”. If the fish was unable to evade and ended up in the “net”, then it joins the drivers and itself becomes part of the “net”. The “fish” do not have the right to tear the “net”, that is, to untangle the hands of the drivers. The game continues until the player who turns out to be the most agile “fish” is determined.

"TRAPS".

Six players stand in pairs, holding both hands and raising them. These are traps, they are located at a short distance from each other. Everyone else joins hands, forming a chain. They must move through traps. At the leader’s command (clap, word, etc.), the traps “slam shut,” that is, the guys forming the traps give up. Those players who fall into traps form pairs and become “traps” themselves. The winner is the one who does not fall into any of the traps.

"WATER".

The driver stands in a circle with his eyes closed. The players walk in a circle saying:
"Water, water,
Why are you sitting under water?
Look out for a little bit
For one minute
1, 2, 3".

The circle stops. The “water man” points his hand at one player and approaches him without opening his eyes. His task is to determine who is in front of him. The “merman” can touch the player standing in front of him, but he cannot open his eyes. If the driver guessed right, they change roles, and now the one whose name was named becomes the driver.

"SQUIRRELS ON THE TREE".

All players are “squirrels”; they must stand near a tree and hold on to it. A "dog" - the driver - is running between the trees. “Squirrels” run from tree to tree, and the “dog” must catch someone, or another option: the “dog” must take the place of one “squirrel”.

"FLASHING LIGHTS."

All players stand in pairs in a circle, one player behind the other. Everyone's hands are down. The driver also stands on the line of the circle. He doesn't have a partner behind him. He must look into the eyes of one of the players standing in the circle and wink at him. The one who was winked runs from his place and stands behind the driver. But he may not succeed because the player behind him can hold him back. If he manages to do this, everyone remains in their place. If the player manages to escape, then the player left without a pair becomes the driver himself.

"SALKI."

One driver is selected who must catch up and harass the players. The taunted player also becomes the driver, and he must run and hold on to the part of the body for which he was taunted with one hand. The winner is the one who is not caught by the driving players.

"CATCH THE DRAGON'S TAIL."

The players stand in a line, holding each other's shoulders. The first participant is the “head”, the last one is the tail of the dragon. The head should touch it.

"SCHOOL OF SCOUTS".

(Mini-blue lightning)

One of the participants is the commander (leader), the rest are “scouts”. Before the start of the game, the commander gives the command to form a line and introduces the children to the tasks that they will have to complete.
"PARACHUTERS" - children stand on a log, squat, then raise their arms up, stand up and jump from the log.
"ALIEN PATROL" - To avoid the enemy, everyone hides behind trees and bushes and silently moves a distance determined by the leader.
"CHASE" - scouts flee from the enemy, turn into bunnies, and jump. Dogs chase after them, children also become dogs, bark loudly, growl, chase away other people's dogs.
"RETURN" - the scouts have successfully completed the mission and are returning home. First, they float along the river (pretend to row boats), then fly on an airplane and, choosing a place to land, settle down at the “airfield”.

"Blind's buff with a bell."

The driver's eyes are closed. One of the participants spins it on the spot. At the same time, you can say a tongue twister: - “What are you standing on?” -"On Bridge". - "What are you eating?". "Sausage." - “What are you drinking?” -"Kvass". - “Look for mice, not us.”
After these words, the children scatter around the room. "Zhmurka" must guess by touch if he catches someone.

"Velcro".

Participants in the game run at the command of an adult. Two drivers, holding hands, try to catch the fleeing participants of the game. At the same time, they say: “I’m a sticky stick, I want to catch you!” Each caught “Velcro” participant is taken by the hand, and he, too, becomes a driver along with them. Then a fourth player joins them, and so on.

"GLUE RAIN".

Children stand one after another in a line. Each participant holds onto the shoulders of the person in front. In this position, like a snake, they overcome various obstacles, carry out the tasks of the leader,
FOR EXAMPLE:
- Go over the bump
- Go through the log
- Jump over a puddle
- Go around the "wide lake"

When completing tasks, children should not be separated from each other.

"FISHERMAN AND FISHES".

A large circle is drawn on the site. One of the players, the “fisherman,” is in the center of the circle, he squats down. The rest of the players, the fish, circle around the circle and say in unison: “Fisherman, fisherman, catch us on a hook.”
At the last word, the fisherman jumps up, runs out of the circle and begins to chase the fish, which scatter throughout the area. The one who is caught becomes a fisherman and goes to the center of the circle.

"FIND THE KERCHIEF."

All participants stand in a circle. The driver is selected and stands in the center of the circle. One of the players is given a small handkerchief. He passes it to another person standing nearby, but so that the driver does not notice. Whoever the driver notices has a scarf, he becomes the driver.

"THE CAT IS COMING."

For the game, a platform is outlined, in the corner of which the “cat’s house” is marked, and on the sides - “mouse holes”. The role of the cat is played by the presenter. The game begins with a saying that the teacher says:
Mice, mice, come out,
Play, dance,
Come out quickly
The mustachioed villain cat is sleeping!

“Mice” crawl out of their “holes”, run, jump, and repeat the words in chorus:
Tra-ta-ta, tra-ta-ta
No mustachioed cat!

But then the teacher gives a signal: “The cat is coming!” All mice should freeze and not move. The “cat” goes around the “mice” and takes into his house those who move. The brave “mice” behind the cat can move, but must freeze as soon as the cat turns in their direction. The teacher says: “The cat is gone!” and the mice come to life again.

"Handkerchief - FLYER."

The driver is selected, he counts: 1, 2, 3! - everyone participating in the game scatters in different directions. One of them has a handkerchief tied in a knot in his hand. The driver tries to catch up with the player who has the handkerchief in his hands and stain it. Players can throw the handkerchief to each other while running. If the handkerchief falls to the ground, the game ends. It continues again as soon as the handkerchief is lifted from the ground.

"ICEBERGS".

The presenter draws three circles of different sizes (large, medium, small) on the asphalt or lays out whatman paper on the floor so that all participants in the game can fit in them. All players move freely and chaotically around the court. At the command of the “Icebergs” leader, everyone must fit in the allocated space. Whoever steps on the edge is eliminated from the game. As the game continues, the available area gradually decreases, leaving the smallest circle at the end.

Outdoor games

“The guys have a strict order.” Players playing in a line. At the teacher’s signal, they scatter around the playground (hall) and say (sing): “The guys have strict order, they know all their places. Well, trumpet more cheerfully: Tra-ta-ta, tra-ta-ta!” Signal from the teacher. The players quickly line up at the indicated location. Construction locations change during the game. You can build not only in a line, but also in a column. The game can be played with music.

“Tag (catching up).” The players sit freely on the court (in the hall). One of the participants is the driver. At the signal, the driver tries to catch up with those running across and spot them. The one who is caught becomes the driver. He stops, raises his hand and says loudly: “I am a tag (catching up)!”, after which the game continues. Options: with a large number of players, several drivers (two or three) stand out; a player who has crouched cannot be tagged (“Tag with crouching”); the player, fleeing from the driver, takes someone by the hand - he cannot be stained (“Salki - give me your hand”); the players jump on one leg (“Tag with jumping on one leg”).

"At the bear's side." On one side of the site is a bear's den. On the other are children. The children go to the den with the words: “I take mushrooms and berries from the bear in the forest, and the bear looks and growls at everyone.” After these words, the bear begins to catch the children; the children try to run away. Those caught go to the den. The bear changes when there are four or five caught in the den.

Option: game with two or three drivers.

"Smart guys." The players hold hands and form a circle. In the center of the circle is the driver. At the teacher’s signal, the children say: “We are cheerful guys, we love to run and play, so try to catch up with us!” One, two, three – catch!” After the word “catch,” the children run to the boundaries of the playground, and the driver catches. The one who is caught becomes the driver.

Options: children scatter around the playground; the caught one helps the driver; those caught are counted; those caught take one step back; While pronouncing words, the players move in a circle to the right or left.

"Owl." An owl stands out. Her nest is off to the side of the site. Playing on the playground - the owl is in the nest. At the teacher’s signal, “The day is coming - everything comes to life!” children walk and run, imitating the flight of butterflies, birds, and beetles. After the words “Night comes - everything freezes!” The players stop in the position in which the signal caught them. The owl goes out to hunt: the ones that move, he takes to his nest. Again the teacher says: “The day comes - everything comes to life.” The owl goes into the nest, the players come to life. The owl changes after 2-3 games.

"We are funny guys." Players playing on one side of the court (hall). The driver is in the center. The children say together: “We are cheerful guys, we love to run and play, well, try to catch up with us!” After these words, the children run to the other side of the playground, and the driver tries to disgrace them. The caught one helps the driver during the next dashes, but does not salvage, but only delays.

Options: those caught actively help the driver and also stain; the one who is caught becomes the driver, and the driver becomes an assistant; the one caught becomes the driver, and the driver joins the players.

"Two Frosts" All players are on one side of the court (hall). Two drivers, Frosts, stand in the middle of the site facing the players and say: “We are two young brothers, two daring Frosts.” "I am Frost Red Nose." "I am Frost Blue Nose." - “Which of you will decide to set off on the little path?” The children unanimously answer: “We are not afraid of threats, and we are not afraid of the frost,” and run to the other side of the playground (hall). Frosts stain those running across. Frosts change after two or three runs.

Options: those caught are counted; those caught are frozen (they stand in the place where Frosts stained them), frozen ones can be frozen by touching them with your hand during the next dashes; frozen, without leaving their place, they freeze those running close to them (they touch them with their hands).

"Behind me". The players stand in a circle. The place of each is indicated by a circle (cross, flag). Driving around. He walks around the circle and, touching the players (of his choice), says: “Follow me!” The players, invited by the driver, follow him and follow all the movements (arms to the sides, up, sit down, etc.). The driver, having gathered a large group of participants, takes them away from the circle, continuing to perform various movements, and then suddenly says: “Take your places!” Everyone rushes to the circle and tries to take any designated place. The player left without a place will be the new driver.

"Wolf in the Moat" In the middle of the site (hall) two longitudinal parallel lines are drawn at a distance of 50–70 cm from one another - a ditch. The driver in the ditch is a wolf. The goats are on one side of the site (hall) and, at the teacher’s signal, they run across to the other side, jumping over the ditch. The wolf, without running out of the ditch, catches (spots) the goats. The caught goats are counted. The wolves change after two or three runs.

Options: there may be two or three wolves in the ditch; goats jump over the ditch back and forth until a new signal; the caught goats remain in the ditch.

"Passing balls." The players are divided into two groups. Each group is built in one line. The ranks are located opposite each other at a distance of 6–10 m. The first players in each rank have a ball. At the teacher’s signal, the ball is passed from hand to hand along the rank. The last one in the line, having received the ball, hits it on the floor and passes it back. The first players, having received the balls, raise them up. The team that finishes the pass first wins. During the game, the teams change places and balls.

Options: each team lines up in a semicircle; the first players, having received the ball, pass it to the teacher; the players may not stand, but sit; the ball is passed in only one direction, and the latter lifts it up.

"Jumping sparrows." There is a circle marked on the ground (on the floor). In the center of the circle the leader is a crow. Behind the circle line, all the players are sparrows. They jump into the circle, jump around the circle, jump out of it. The crow tries to make fun of the sparrow when he is in a circle. The one who is caught becomes the driver.

"Recognize by voice." All players walk or run around the site. The driver stands in the center. At the signal from the teacher or one of the students, “One-two-three, quickly run into the circle!” The players, holding hands, form a circle around the driver and walk to the right (left) in a circle with the words: “Guess the riddle, who named you, find out!” After this, everyone stops, the driver closes his eyes, and one of the players, as directed by the teacher, calls out the driver’s first and last name. If the driver finds out who said his first and last name, then this player replaces the driver - and the game is repeated.



"Ball for the neighbor." Children stand in a circle at a distance of one step from each other. Driving around. The players pass the ball to the right, then to the left, but always to their neighbor. The driver's task is to touch the ball. If the driver touches the ball, then the player who had the ball becomes the driver.

Option: two drivers and two balls.

"Cat and Mice" The players, holding hands, form a circle with two or three goals. A cat and five or six mice are selected. The mice run away from the cat, and the cat catches them. Mice can run through the gate and under the hands of those standing in a circle, but the cat can only run through the gate. Children help mice escape from the cat by lowering their hands in front of him and squatting. When the cat catches three or four mice, a new cat and new mice are chosen - and the game continues.

Relay race “Who is faster?” The players are divided into two teams, standing in columns one at a time. A line is marked in front of the columns, and large medicine balls lie 15–20 m away from them. At the teacher’s signal, the first numbers run to the large balls, run around them to the right (left), return and pass the balls to the second, and they themselves stand at the end of the column, etc. The team that finishes the run first and passes the ball to the teacher wins.

Options: not two columns, but three or four; the player runs around not only the ball, but also the column in depth.

"Mousetrap". The players are divided into two groups. One group joins hands and forms a circle - a mousetrap. The rest - the mice - are behind the circle. The children, pretending to be a mousetrap, walk in a circle and say: “Oh, how tired of the mice, they are divorced - it’s just passion! They gnawed everything, ate everything, they climb everywhere - what a misfortune! Beware, you cheaters, we will get to you!” The children stop, raise their clasped hands up and continue: “Let’s set a mousetrap, we’ll catch you all!” The mice run into the circle and run out of it. At the teacher’s signal “Clap!” the mousetrap slams shut (children lower their hands down), and the mice that did not have time to run out of the circle are considered caught; they stand in a circle and join hands. The game continues until two or three mice remain. After this, the groups change roles.

“Class, attention!” The players stand in the same line. The teacher, facing the players, gives commands. The command needs to be executed only if the teacher began it with the word “class”. The one who made a mistake takes a step forward, but continues to play. Two errors are noted in the game: the first – the player executed the command without the preliminary word “class”, the second – the player did not carry out the command, although it was given correctly. If the player who made a mistake and took a step forward makes a mistake again, then he takes another step forward. At the end of the game, students who did not make mistakes are marked.

"Prohibited movement." The players and the teacher stand in a circle. The teacher explains that he will perform different movements, and the students must perform them with him, but one movement is forbidden and cannot be performed. For example, it is prohibited to perform the “hands behind the head” movement. The teacher begins to make different movements, all students repeat them. Suddenly the teacher performs a prohibited movement. The student who repeated it takes a step forward and then continues to play. Prohibited movements should be changed after four to five repetitions. It is very good to perform movements in the game to music.

“Get to your places quickly.” Students stand in a line. At the teacher’s command “Disperse!” The players scatter around the playground, run, jump, and play. Suddenly the command “Get to your places quickly!” is heard. - and all students take their places in the line. The teacher marks those who quickly took their place in the ranks.

"Cosmonauts". Rockets are marked on the floor in the hall (on the site) in 4–6 places. On the side of the rockets there is a route inscription, for example: ZLZ ("Earth - Moon - Earth"), ZVZ ("Earth - Venus - Earth"), ZMZ ("Earth - Mars - Earth"). Each rocket has 3–6 seats. The whole hall is a rocket launcher. In all rockets there are 3-4 fewer seats than there are players. The players, holding hands, walk in a circle with the words: “Fast rockets are waiting for us for walking around the planets, we’ll fly to whichever one we want!” But there is one secret in the game: there is no room for latecomers!”

After the word “no,” everyone scatters and tries to take a place in one of the rockets. Latecomers stand in the center of the circle. The game is repeated several times. Those players who have completed the most flights are noted.

"Equestrian athletes." Stalls are marked at a distance of 2 m from the wall and 1 m from one another. There should be 2-3 fewer of them than the players. The players stand in a circle with their right (left) side towards the center, representing themselves as horses. Dressage of sports horses is staged. At the command “Horse step!” the horses walk, raising their knees high, reaching the palms of their hands, bent at the elbows. Command "Turn!" - and the horses turn in a circle, continuing to move in the opposite direction. Team "Trotting!" - the horses are running; "Step of the horse!" - they're coming again. This is repeated 2-3 times. At the command “Into the stalls!” everyone runs, trying to take the designated place. Those left without a stall lose.

The participants of the game again stand in a circle, this time with the other side towards the center - and the game is repeated.

"Through the hummocks and stumps." On one side of the hall (area) is the children’s camp (4–6 m from the wall). Behind the camp line the forest begins. On the floor (on the ground) there are hummocks and stumps located (marked). On the opposite side there is a tall tree with wild bees in its hollow (you can use a boom stand or a jumping stand).

All players are in the camp. Three bees (leaders) stand behind a tree. At the teacher’s signal, the children, raising their knees high, walk along the hummocks and stumps and say the words: “We came out to the forest lawn, raising our legs higher, through the bushes and hummocks, through the branches and stumps. Whoever walked so high did not stumble or fall. Look - the hollow of a tall Christmas tree, angry bees are flying out! The bees begin to circle around the tree and, imitating flight with movements of their hands, bent at the elbows, they say: “Zh-zh-zh” - we want to bite.” The players say: “You can’t catch up with the fleet-footed ones! We are not afraid of a swarm of bees, we will quickly run home!” After the word “home” the guys run away over the bumps and stumps. Bees sting (spot) those running away. Those stung are counted, and new drivers are selected. The game repeats itself.

"Swan geese". On one side of the site (hall) there is a pen for swan geese. On the opposite side is a mountain, behind which there is a wolf. The rest of the site is a field. Among the participants in the game, the poultry bird and the wolf stand out, the rest are geese and swans. Before the game begins, the swan geese settle down in a pen, the wolf goes over the mountain, and the hen goes into the field. The birder addresses the geese-swans: “Geese-swans!” They answer her: “Ha-ha-ha.” The birder asks: “Do you want to eat?” - "Yes Yes Yes!" “Then fly into the field,” says the birdwoman. Geese-swans fly into the field and nibble the grass. After 20–30 seconds. the birdwoman says: “Geese-swans, gray wolf under the mountain.” Geese-swans ask: “What is he doing there?” “He’s nibbling the geese,” answers the poultry lady. “Which ones?” - “Grey ones, white ones, all kinds. Fly home quickly!” With these words, the geese-swans fly home (to the enclosure), and the wolf, running out from behind the mountain, tries to catch them. Those caught are taken behind the mountain. The game continues two or three times, after which a new wolf and bird are selected.

Option: instead of the poultry house, there is a shepherd who has a gun (three small balls). A location is determined for the assistant shepherd. When the wolf runs out from behind the mountain, the shepherd, without leaving his place, shoots at him (throws balls). The shot wolf is replaced by another.

"Jumping on stripes." On the ground (floor) there are five strips 6–8 m long, 40 cm wide. The distance from the first strip to the second is 40 cm, from the second to third – 60 cm, from the third to fourth – 85 cm, from the fourth to fifth –115 see. All players are divided into two or three teams. Each team stands in a line close to the first stripe, 3-4 m from it. By order of the teacher, one player from each team comes out and stands on the first stripe. At the first signal they jump to the second stripe, at the second – to the third, at the third – to the fourth, at the fourth – to the fifth. Whoever jumps to the fifth stripe gets four points, to the fourth - three points, to the third - two, from first to second - one. After the first group of jumpers, the second group stands on the first stripe, and those who jumped stand on the left flank of the line. The team with the most points wins.

"The Fox and the Chickens." The most prominent participants are a fox, a rooster and a hunter. The rest are chickens. Three or four gymnastic benches are placed in the hall. These are roosts. The fox goes to the far corner of the hall. The hunter (with two balls) is in the opposite corner. The rooster and chickens walk around the hall, collect grains, flapping their wings (arms). The fox, at the teacher’s signal, begins to sneak up on the chickens. The rooster, noticing the fox, gives the signal “Ku-ka-re-ku!” All the chickens fly up (jump) onto their roosts. The rooster is the last to fly. The fox, breaking into the chicken coop, tries to grab and take away with him any chicken that did not have time to fly up to the roost or jumped off it. If the fox manages to grab the prey and it begins to take it away, the hunter shoots the fox. The fox was shot. Another fox is chosen instead of the one that was shot, and the game continues. During one raid, the fox can only drag away one chicken. The fox must leave the hen house at the teacher's signal. In the conditions of the site and natural terrain, ordinary benches, logs, stumps, hummocks, and fallen trees can be used as perches.

Option: only the rooster and the hunter are appointed in advance, and the fox is appointed as the teacher while the chickens are walking, and this is done unnoticed by others. The rooster watches everyone closely. Suddenly an exclamation: “I am a fox!” The rooster cries: “Ku-ka-re-ku!” The chickens fly to roost, and the hunter saves the chickens with well-aimed shots.

"Hares, a watchman and a bug." Among the players, the watchman and Zhuchka stand out. The rest are hares. The site is marked with: on one side – hare holes, on the other – a vegetable garden, and behind the garden – a watchman’s house. In the middle of the site at a height of 40–60 cm, a rope is stretched - a fence (the rope is hung on the jumping posts so that when it touches it, it falls down). Before the start of the game, the hares are in the holes, and the guard with the Bug is at home. At the teacher’s signal, the first eight to ten hares run out of the holes, jump over the rope (fence) and find themselves in the garden, where they begin to eat cabbage, move their ears (imitative movements with their hands), and jump from one place to another. At the teacher’s conditioned signal, the guard shoots the hares (claps his hands three times). At the first clap, the hares run home, climbing or crawling over the fence, without touching the rope. After the third clap, the Bug catches up with the hares and bites them (touches them with his hand). The caught hares remain in place. Hares that have run beyond the line of burrows cannot be overtaken. The teacher remembers those caught and allows them to join the hares. After this, the game is repeated, but another group of hares is sent to the garden. The Watchman and the Bug can switch roles. When all groups of hares have visited the garden, new guards and Bug are allocated.

"Sharp on target." The players are divided into two teams. By lot, one of the teams goes to the firing line (marked line) and lines up. Each team member receives one (maybe two or three) small ball (medicine, tennis). At a distance of 5–8 m from those playing in a line parallel to the team, 10–12 towns are placed at a distance of 50–80 cm from one another. At the teacher’s signal, all team players throw balls in one gulp, trying to knock down as many towns as possible. Downed towns are counted and put in place. The shooting team collects the balls and passes them to the other team, which also tries to shoot down more towns. The volleys are repeated several times. The team that knocks out the most towns wins.

Option: towns are painted in two colors. Each team tries to throw in their own towns. After the salvo, each knocked down town is placed one step further, each knocked down enemy town is placed one step closer. The winner is the team that, after all the volleys, leaves its towns behind by the greatest number of steps.

"Tags with ribbons." All players, except the driver, are freely located on the court. Each person has a colored ribbon behind their belt, one end of which (20–30 cm long) hangs freely. At the teacher’s signal, the driver catches up with those running away, trying to grab the ribbon. If he succeeds, he fastens the ribbon to his belt and becomes a runaway. The player left without a tape is driving. He raises his hand and says: “I am a tag.”

“Who will throw next?” All participants are divided into three or four groups and line up one after another. Each player in the first row has a small medicine ball (a bag of sand, a hockey ball or a tennis ball). The judges are located away from the throwing line. Throwing lines are drawn from the throwing line, located 2 m from the first rank: the first at a distance of 10 m, the second at a distance of 12 m, etc. At the teacher’s signal, the players in the first rank take turns throwing the balls . The judges determine the distance of each throw in points: a ball thrown over the first line is worth one point, for the second – two points, etc. The team that scores the most points wins. Balls thrown by the first line are collected by players in the same line and passed to the next line.

Variations: Throws must be executed in a certain way; throws are made through a rope stretched at a certain height (2–3 m); each throws two balls (right and left hand).

"Ball to the average." The players form several circles. In the middle of each circle, the driver throws the ball to his teammates in turn, and they pass it back. Having received the ball from the last player, the driver raises the ball up. The team that finishes passing the balls first wins.

Options: passing the balls continues two or three times in a row; players, except the driver, sit on the floor; construction - two semicircles, leading in the middle.

"White bears". An ice floe is indicated on the site (in the hall). There are two bears on it. The rest of the players are bear cubs. At the teacher’s signal, the bears, holding hands, begin to catch the cubs. The one who was caught with his free hands is considered to be caught. The detained bear cub is taken to the ice floe. When there are two bear cubs on the ice floe, they also join hands and begin to catch, etc. The game continues until all the bear cubs are caught. When the game is repeated, the driver is assigned to the one who could not be caught for the longest time. He also chooses a second bear for himself.

"Hares in the garden." On the site (in the hall) two concentric circles are designated, one large (diameter 8–12 m) is the vegetable garden, the other small (2–4 m) is the watchman’s house, the one who runs it. Hares jump in a circle, around a circle, and jump out of it. The watchman runs around the garden and tries to catch the hares. Those caught are taken to the house. When three or four birds are caught, a new driver is assigned.

"Calling numbers." All players are divided into two teams, stand in ranks facing each other and are counted in numerical order. The distance between the ranks is 6–10 m. Medicine balls lie 8–10 m to the side of the ranks. The teacher calls a number, for example eight. The number eights of both teams run to the medicine balls, run around them and return to their places. The first one to arrive brings his team a point. Then another number is called, and so on until all players are called. The team with the most points wins.

Options: teams stand in columns; not only the ball is run around, but also the line or column; participants move by jumping on two legs, on one leg, in a squat, overcoming obstacles.

"Empty place". The players form a circle. The driver walks in a circle (from the outside) and touches one of the players, after which he runs in a circle in any direction. The player touched by the driver runs in the opposite direction. Each of them tries to run to the empty space that has formed. Whoever arrives first stands in a circle, the latecomer leads.

Option: players jump on two legs or on one leg.

"Guess who?" The children sit in a semicircle; the driver stands in front with his back to them with his eyes closed. At the teacher’s direction, one of the players quietly approaches the driver and touches him, after which he quickly, but just as quietly, returns to his place. As soon as the player touches the driver, the teacher begins to count: “One, two, three!” After the word “three,” the driver opens his eyes, turns around and tries to find out who approached him. If he finds out, he stands in a semicircle, and the person identified will be the driver.

Option: all players are sitting.

"What changed?"

The players sit on benches. The driver, with his eyes closed, stands 5–6 m away with his back to them and slowly counts to five (up to eight to ten is possible). At this time, children change seats, change places, take different poses (tilt their heads, bend one leg and straighten the other, etc.). The driver, having finished counting, turns to the players and tries to remember the players’ positions or positions. Then he turns his back to the players. They're changing things again. Turning around again, the driver tries to determine the changes that have occurred. If he notices changes, he sits on the bench and a new driver is appointed.

Option: change not the pose, but the arrangement of objects.

"Seine". Two of the players are fishermen, the rest are fish. Fishermen hold hands and catch fish, surrounding them with their free hands. The caught fish join the fishermen - the net increases. Fishing continues until two or three uncaught fish remain. The seine should not break during fishing.

"Change of places." On the site (in the hall), circles are drawn in random order at a distance of 3–5 m from one another. Each of the participants stands in a circle, the driver walks among them. At the teacher’s signal, the players change circles, and the driver tries to occupy a circle. The one left without a circle becomes the driver.

Options: players change circles without a signal from the teacher; all the circles are located in a circle, and you can only change with a neighbor; the circles are located in a circle, but you cannot change with a neighbor; the circles are located on two sides, each circle on each side has its own number, the same numbers change at a signal; the same, but the named numbers change (for example, fifth and eighth); All players are divided into three or four groups, each group forms a circle, in each circle there are numbers, and the same numbers change at a signal.

“Guess whose voice it is?” All players, except one, holding hands, form a circle. In the center of the circle is the driver with his eyes closed. Children, holding hands, walk in a circle to the right (left) and say: “Here we have built a circle, let’s turn around at once (the children turn and go the other way). How about we say: “Skok, skok, skok,” guess whose voice it is?”

The words “skok, skok, skok” are said by one student at the direction of the teacher. When all the words have been said, the driver opens his eyes and tries to guess who said the words “skok, skok, skok.” If he guesses right, then the one who spoke becomes the driver.

"Pine cones, acorns, nuts." The players become threes and, holding hands, form a circle. Each of the three has a name: cone, acorn, nut. One of the players is the driver. He is outside the circle. The teacher says the word “nuts” (or “acorns”, “cones” and everything with this name changes places, and the driver tries to take someone else’s place.

Options: the words are spoken not by the teacher, but by the driver; the players stand not in circles, but in columns; the players stand in ranks.

"Calling numbers." The players, except the driver, form a circle and are counted in numerical order. The driver is in the center of the circle, he has a small ball. At the teacher’s signal “Start the game!” The driver hits the ball on the floor and calls the number. All players scatter, and the named player becomes the new driver. He runs towards the ball and tries to grab it as quickly as possible, after which he says: “Stop!” All participants stop and the driver throws the ball at someone. Players dodge without moving. If the driver hits the player, they change roles and the game continues. If the driver does not hit the player, then he again runs after the ball, and the players scatter.

Salki “feet off the ground”. All players run freely around the site (hall), the driver catches up. To escape persecution, players can take any position as long as their feet do not touch the ground (hang on a rope, sit on a bench, mat, kneel, etc.). Players whose feet are off the ground cannot be salted (spotted). The one whom the tag catches up with becomes the driver, he raises his hand and says: “I am a tag!” - and the game continues.

"Third wheel". All players stand in twos, behind each other’s heads, in a circle, facing the center. There are two drivers behind the circle: one runs away, the other catches up. The runner, escaping pursuit, stands in front of any pair. The player standing in the back pair runs away, and the one who is catching up rushes after him. If the driver insulted the one running away, then the person running away will be the driver.

"Planting Potatoes" Two teams sit on benches placed along the sides of the site (hall), facing each other. There is a playground between them. For each team there is a starting line, and circles 2–3 m from it. In each circle there is one bag with four potatoes (chocks, balls). Four nests for planting potatoes are marked at a distance of 10–15 m. There are two players on the starting line, one from each team. At the teacher’s signal, they take bags of potatoes, run to the nests and plant potatoes, one potato in each nest. Having finished boarding, they return, place the bags in circles at the starting line and go to their places. During the run of the first players, the second numbers go to the starting line. When the first ones put the bags, the second ones take them and run to collect the potatoes in the bags. Having collected, they return, put the bags of potatoes in circles and go to their places, etc. The team that finishes planting the potatoes first wins.

"A hare without a home." The players, except for two, become pairs (facing each other), join hands and position themselves on the court. One of the free players is a hare, the other is a wolf. The hare, fleeing persecution, stands in the middle of the pair. The one to whom the hare turns his back becomes homeless. If the one chasing has stained the one escaping, they change roles.

"Musical Snakes" The players are divided into three teams and line up in columns one at a time. Each column (snake) has its own melody (march, waltz, polka). The melody before the game is repeated once or twice. Then, at the teacher’s signal, one of the melodies is performed. The snake, to which this melody refers, walks to the music in different directions, making different movements. After the music stops, it stops in the position in which the last musical phrase found it. The same happens with the second and third snakes. The game can be repeated. At the teacher’s signal, the snakes quickly line up in their original places. The team that lines up first wins.

Options: the snake moves in a given way; At the second signal, the snake lines up in a column according to its height; The snake lines up according to its height.

"Figures". One of the players is the driver. At the teacher’s signal, all the children scatter around the hall (playground) and play. At the second signal, the players stop, take some pose (figures of athletes, animals, working people, etc.) and freeze in this pose and do not move. At the third signal, the driver walks among the figures and touches with his hand the player who has moved. After this, the game starts again, but the one who was touched by the driver becomes the driver. The former driver joins the players. After each game, the teacher should pay attention to the most successful poses taken by the students. At the end of the game, you should note the children who took difficult poses and never moved.

Option: the driver becomes not the one who moved, but the player whose figure the driver liked the most.

"Exhibition of paintings". Of the players, four stand out: the director of the exhibition, three visitors. The rest disperse randomly around the hall (area), unite in groups of two, three, four people, conceive the image of some picture (“Three heroes”, “Troika”, “Crow and the Fox”, “Turnip” “Arrived at vacations”, etc.). After one or two minutes, the teacher gives the order: “Prepare the exhibition!” The players are located along the walls (the boundaries of the site) and occupy the appropriate places to depict the pictures. At the director’s signal (for example, three clapping hands, three hits with a stick on the floor, counting to three), the inspection of the paintings begins. After 30–40 seconds. the director gives the second signal, and everyone says: “The exhibition is closed!” The display of paintings stops; after a brief discussion, visitors name two or three paintings that they liked more than others. The best paintings are shown again, and all the players watch them. After this, the game is repeated, but others are appointed as the director and visitors of the exhibition.

"Fleet-footed teams." All players are divided into two, three or four teams. The teams are located around the playing area so that everyone can be clearly seen (you can sit on the benches). A common starting line is designated, on which one player from each team stands. 12–16 steps from each player who stands at the start, there is a circle marked with a wooden stick in it. At the teacher’s signal, the players run to the circles, take the sticks, knock them three times on the ground (floor), put down the sticks and circles and return back. The first to arrive brings his team one point, the second to arrive two points, etc. After the first players, the second, third, etc. stand up. The team with the fewest points wins.

Option: players run to the circles and back not in a straight line, but running around the towns, lumps, and clubs placed along the way.

"Parachutists". The players are divided into two to four teams of paratroopers. According to the number of teams, gymnastic benches are placed - airplanes (at a distance of 1.5–2 m from one another). At one end of each bench there is a circle with a diameter of 30–40 cm; this is the landing site. A judge (from students who for some reason are not practicing) stands at each landing site.

At the first signal from the teacher, the teams enter the benches one by one and board the planes. At the second signal, the parachutists begin to jump from the plane one by one, trying to land accurately. The judges evaluate the accuracy and correctness of the landing. The landing is considered accurate and correct if the parachutist jumped into the designated circle, maintained stable balance, straightened up in the main stance and left the circle. For each correct landing, the team gets one point. The winning team is the one with the most points.

"Line relay" The players are divided into two, three or four teams. Teams are located along the boundaries of the site (hall), closer to one of the sides, so that all participants can clearly see the entire course of the game. A common starting line is drawn on the site (in the hall). At a distance of 15-20 m from the starting line, two-three-four (according to the number of teams) large medicine balls are placed, the distance between the balls is 2-3 m. The players standing first in the teams go to the starting line and receive a small medicine ball. At the teacher’s command “Attention, march!” they run to large medicine balls (each player to his own ball), run around them on the right side, and return to the starting point, where the next player is waiting for them. There, the first player passes the ball to the second, who, just like the first, runs around the big ball and comes back, trying to pass the baton (small ball) to the next player as quickly as possible. The game continues until all players on each team have finished running. The team that finishes the runs before the others wins.

"Hit the ball." The players are divided into two teams and stand in ranks, facing each other. The distance between the ranks is 8–10 m. There is a volleyball on the stool in the middle. Each player has a small ball. At the teacher’s signal, players of one team take turns throwing, trying to knock down the volleyball. If any of the participants succeeds, the team gets a point. After one team finishes throwing, the players of the other team throw. The team with the most points wins. Options: the player who hits the ball has the right to re-throw; players throw balls not one at a time, but in groups of two, three or four; throws are performed simultaneously by the entire team.

“I passed it on - sit down.” All players are divided into two, three or four teams and line up in columns one at a time. Facing their teams, 2-3 meters away from them, captains stand with balls in their hands. At the teacher’s signal, the captains throw the balls to the players standing first. Those, having received the balls, pass them back and sit down. Captains throw balls to second players, etc. Having received the ball from the last player, the captain raises the ball up and all players stand up. The team that completes the task first wins.

"Day and night". Two teams stand in the middle of the court with their backs to each other at a distance of 1.5–2 m. One team is day, the other is night. Each team has a house on its side of the court. The teacher suddenly says: “Day.” Or: "Night." The respective team quickly runs away to their home while the other team catches up with them. Then everyone returns to their original places, and the teacher or assistants count the caught players. The game is repeated, the teams run away and catch up not in turn, but at the teacher’s call, which is always unexpected. The team that catches the most opponents wins.

Options: the players do not stand with their backs to each other, but sideways, facing each other; The teams are called crows and sparrows.

"Ball race in columns." The players are divided into two, three or four teams and stand in columns one at a time. Those standing in front each have a volleyball. At the teacher’s signal, the balls are passed back to the right. When the ball reaches the person standing behind him, he raises the ball up and says: “Yes!” The first team to complete the pass gets a point and the game starts again, but the ball is passed to the left. The team with the most points wins.

Variation: The ball is passed overhead, back and forth.

"Crucian carp and pike." On one side of the site there are players (crucian carp), in the middle of the site there is a driver (pike). At a signal, the crucian carp run to the other side, and the pike catches them. Those caught (three or four) join hands and form a net. Now the crucian carp should run to the other side of the site through the net (under the arms). The pike stands behind the net and lies in wait for them. When there are eight to ten crucian carp caught, baskets are formed - circles through which the crucian carp must run. If there are more caught crucian carp than uncaught crucian carp, then a versha is formed - a corridor of caught crucian carp, through which the remaining ones must run. The pike, located at the exit from the top, catches them. Whoever is caught last is the winner.

“Who will overtake?” All players are divided into four or five teams and line up on the same line in ranks, holding hands in teams. At the teacher’s signal, all teams jump on one leg to the designated line. The team that reaches the boundary first wins.

"Invisible". The game is played on terrain with bushes, trees, and hummocks. All players stand in a circle, with their backs to the center. In the center is the driver. At a signal, children disperse in different directions for 100–150 steps, stop and turn to face the driver. At the second signal (whistle, bugle, drum), the players, using bushes, trees, and terrain, approach the driver, trying to be unnoticed. Third signal The teachers and players stand up to their full height and reveal themselves. The students who come closest to the driver and are not noticed by him win.

"Moving target" The players stand behind the circle line. In the center of the circle is the driver. One of the players has the ball. Those standing behind the circle line throw the ball at the driver, trying to hit him, or pass the ball to a friend so that he can make the throw. The driver runs and dodges. The player who does not hit the driver with the ball takes his place.

Option: the player who hits the driver with the ball takes his place.

"Labyrinth". All players, except two, line up in rows of five or six people at arm's length, both along the line and in depth. Holding hands, participants form streets. On one of the streets there is a person escaping, on the other there is a person catching up. At the teacher’s signal, the one who is catching up tries to make fun of the one running away. Both have the right to run only in the streets. During the game, conditional signals are given (for example, “Turn!”), according to which the players lower their hands, turn to the right (left), forming new streets, and the game continues. When the one catching up insults the one running away, they change roles.

Option: when the one catching up with the runner, a new pair is allocated.

Relay races with jumping, climbing and climbing. They are conducted in the same way as running relay races, but various obstacles are placed along the way that must be overcome by the participants (bench, hoop, rope or bar, ditch, etc.).

"Hunters and Ducks" All players stand in a circle. After counting on the first and second numbers, the second numbers - the ducks - enter the circle, the first - the hunters - remain in place. One of the hunters has a volleyball. At the teacher's signal, the hunters try to hit the ducks with the ball. The knocked out duck leaves the circle. The game continues until all the ducks have been salted. After this, the teams change roles. The team that spends the least time on the hunt wins.

Option: a certain time is given for the game (in this case, the hit ducks are not eliminated from the game, but the number of hits is counted).

"Race of balls in ranks." The players are divided into two to four teams. Teams stand in ranks on the sides of the site (hall). The distance between players is 3–4 m. The right flank of each team has the ball. At the signal, the right-winger throws the ball to the player standing next to him, who throws it to the next one, etc. The last player standing, having received the ball, runs to the right flank. The game continues until the right-winger comes running to his place. The team that finishes the game earlier wins.

Option: the last player, having received the ball, takes it to the right flank by hitting the floor.

"Overtake the ball." The players stand in a circle (facing inward). One of the players has the ball. Behind him, behind the circle, is the driver. At the teacher's signal, the children quickly pass the ball around the circle. The ball must be in the hands of each player. The driver runs in a circle in the same direction where the ball is being passed, and tries to overtake him before the ball gets to the player who started the pass. If he succeeds, a new driver is assigned and the game continues.

"Dodge the ball." All players are divided into three teams. The site (hall) is divided along the length into three equal parts. Players from one team are randomly placed in each part. One of the players of the team occupying the middle court. At the teacher’s signal, the players from the middle team throw the ball at the players from the extreme teams, trying to hit more opponents. Players from the outer teams, receiving the ball, try to harass the players from the middle team as much as possible. The hits are counted. Teams change places twice (after 3-4 minutes). Thus, each team will visit all three sites. The total is calculated. The team with the most hits wins.

"Ball race in a circle." The players form a wide circle and settle for first or second. The first numbers are one team, the second numbers are another. The two players standing next to each other are captains. They have a ball in their hands. At the teacher’s signal, the balls are passed in a circle, in different directions, through one, to the players of their team. Each team strives to pass the ball as quickly as possible so that it returns to the captain as soon as possible.

Option: at the beginning of the game, the children standing opposite have the ball, and the balls are passed in one direction.

"Catching up on the march." Two teams line up on opposite sides of the court, facing each other. The boundaries of the site are marked. At the teacher’s direction, one of the teams approaches the other, maintaining alignment in the line, then, at the teacher’s signal, runs away to its side, and the standing team catches up. The greasy ones are counted. Then the other team goes, etc. The team that catches more players from the other team wins.

Relay race “Rope under your feet”. Two teams are located in columns, one at a time. In front of them (2 m) is the starting line. The first numbers stand near the line with short jump ropes in their hands. At the teacher’s signal, they run forward, run around the counter (15–20 m from the starting line and return back, where the second numbers are already waiting for them. The first number gives the second one the end of the rope, and they, moving along the sides of the column, pass the rope under the feet of the players The players jump over, then the first number stands at the end of the column, and the second runs to the counter, runs around it and with the third carries the rope, etc. The team that finishes the dashes first wins.

« Pioneer ball." The players are divided into two teams and located on both sides of the volleyball court. A volleyball net or rope is stretched between teams at a height of 2 m. Each team has a ball (volleyball). The task of those participating in the game is to throw the ball to the opponent’s side. Each team tries to do this so that both balls are on the opponent’s field at the same time. You are allowed to run with the ball all over the court, you can hit it, pass it to each other, and the ball can touch the ground. Errors: the ball, after being thrown, went beyond the opponent’s court and passed under the net. The game continues until 10 points. A point is counted when there are two balls on the court and for mistakes made.

Relay race "Typesetter". Two teams sit on benches. For each, a typesetting canvas is hung on the gymnastics wall or fence, and a set of letters lies on the floor or in a box. The teacher explains the task of typing. Then one player from each team goes to the starting line. At the teacher’s signal, they run to the typesetting canvas and the cash register, find the desired letter, insert it into the typesetting canvas, return back and touch the player’s hand. The second ones do the same. The team that finishes the set faster wins (for example, “Pioneer is an example to all the guys”).

Option: the player, having placed his letter, looks for the next one and upon returning passes it to the next player.

Relay race with dribbling the ball. The players are divided into two or three teams and line up in a column behind the starting line, one at a time. The first players of each team have a ball in their hands. At the teacher's signal, they dribble the balls, hitting them with one hand. Having reached the post, the players run around it to the right (left), return back and pass the ball to their friend by hitting the ground. He takes the ball and performs the same task, etc. The team that finishes the relay earlier than the others wins.

Option: dribble the ball with your right (left) hand, avoiding obstacles (posts, clubs).

“Don’t give the ball to the driver.” The players form a circle. The driver in the circle. Players throw the ball in different directions. The driver tries to catch the ball or touch it with his hand. If he succeeds, then the player who last had the ball becomes the driver, and the former driver takes his place.

Variation: throw the ball in a certain way.

"The odd one out for a walk." Players playing in pairs, holding hands, walk in a circle. Two drivers: one runs away, the other catches up. The runner, fleeing persecution, takes the hand of one of the pair, and the other becomes redundant and runs away. If the person catching up with him makes fun of him, they change roles.

“Gain time with long throws.” The players are divided into two teams, each team, in turn, into two groups. Stand on the starting line: on the right is a group of one team (2-3 m apart from each other), and on the left is a group of another team. These are runners. The throwers stand 2 m behind them, and the throwers of the other stand behind the runners of one team. Each thrower has a small ball (medicine, simple rubber or tennis), the teams' balls must be of different colors. At the teacher's signal, throwers throw the balls as far as possible. Runners rush forward to get the balls, take the balls of their team's color and quickly return to the start line, which has now become the finish line. The team whose runners reach the finish line with the balls faster wins one point. Then the players change places and the game continues.

"Climbers". An obstacle course is set up in the hall depending on the availability of equipment. It may include: a gymnastic wall - a rock along which you need to climb to the top; a conventionally marked ditch that you need to jump over; a series of hummocks - you need to cross the swamp along them; a rope stretched on racks - you need to jump over or crawl over it, and other obstacles. Students are divided into two, three or four groups of climbers (depending on the number of students in the class). By lot, the first group sets out on the route, the rest carefully observe. After completing all the tasks, the first group sets off on the route with the second, then the third, etc. The teacher evaluates the actions of each group, announces the places of the groups, notes the best performance and failures. Overcoming obstacles can be voluntary or on assignment, in accordance with the completed program material.

Children's games outside are one of the most useful pastimes. They help improve the child’s health and positive mood. Also, since many of these games are team games, they develop healthy collectivism in children, a willingness to come to the aid of others and, if necessary, subordinate their desires to common interests. These qualities will be very useful to them in adulthood.
Scientists have proven that children's play outside, physical activity and fun in movement activate brain development and, in particular, the growth of connections between neurons. The flow of information between cells increases, thinking improves. In addition, being in the fresh air, the child, by running and jumping, increases the supply of oxygen to the brain, which can be compared to fuel for our body.
These games can be played almost anywhere. In the courtyard of a multi-storey building where there are playgrounds for children, in a park, at a school stadium, a vacant lot, during a picnic. In the latter case, adults can also participate in the games along with children.
There are a great many varieties of children's games on the street.

PASS THE BALL

The driver is chosen according to the counting rhyme. All other players stand in such a way that a circle is formed. The distance from one player to another should be no more than one step.
The driver is behind the circle. One of the players is given a volleyball. The players pass the ball to each other. The driver, running in a circle, tries to touch the ball with his hand. If he succeeds, he stands in a circle, and the one who had the dirty ball in his hands drives.

The winners are those participants who have never been a driver or who have been in this role less than others. The role of the first driver is not taken into account when calculating the game results.

Rule: It is not allowed to drop the ball or throw it over one or more players. In such cases, the player who made the mistake becomes the driver.

To complicate the game, you can arrange the children in a circle at a distance of arms outstretched to the sides. Then the ball is not passed, but thrown. The driver can touch the ball both in the hands of the players and on the fly. If the driver touches the ball on the fly, then the one who last threw the ball goes to drive.

SNAKE

Children take each other's hands to form a chain.

One of the children is chosen as the leader. He should be at the beginning of the chain. At the teacher’s sign, the leader runs, dragging all the participants in the game with him, describes various figures as he runs: in a circle, around trees, making sharp turns, jumping over obstacles, moves the chain like a snake, twisting it around the end player, then develops it. The snake stops and spins around the leader.

Rules:

1. The players must hold each other’s hands tightly so that the snake does not break.

2. It is necessary to accurately repeat the movements of the leader.

3. The leader is not allowed to run fast.

You can play snake at any time of the year on a spacious area, lawn, or forest edge. The more players there are, the more fun the game is. To make it lively, it is necessary to teach children to come up with interesting situations.

For example, the leader says the name of the last player, the named child and the one standing next to him stop, raise their hands, and the leader guides the snake through the gate.

You can run away at the leader’s signal, then quickly restore the snake.

BEES

All players, except the three drivers, stand behind the conventional line.

A jumping stand is placed 15-20 m ahead, which acts as a Christmas tree. Behind the counter there are three drivers, the so-called bees.

Having learned the verses, the players come forward from behind the line, raising their knees high with the words:

“We went out to the forest lawn, raising our legs higher, through bushes and hummocks, through branches and stumps. Those who walked so high did not stumble or fall.”

Having spoken the words, they stop near the tree;

“Look - the hollow of a tall Christmas tree (they show by raising their legs and standing on their toes, like a tall Christmas tree). The angry bees are flying out!”

The “bees” begin to circle around the tree and, imitating flight with the movements of their hands, bent at the elbows, say: “J-z-z, we are biting bees.”

The rest of the players say: “We can’t catch up with the fleet-footed ones, we’re not afraid of a swarm of bees, we’ll run home now.”

After the last word is said, they run over the line, the “Bees” run after them, trying to smear or “sting”.

Those who have been insulted to the point of being stung are considered “stung.” Then new “bees” are assigned according to the counting rhyme. The former join the rest of the players.
The game is repeated several times. The winner is the one who has never been “stung” or to whom this has happened the least number of times. He is proclaimed the most fleet-footed.

TAKE A SEAT

Using a counting rhyme, a driver is selected. All other players stand in a circle. Starting the game, the driver runs past the players, spots one of them and continues to run further in a circle.

The stained one quickly runs in the opposite direction from the driver. Whichever of them is the first to reach an empty space in the circle takes it, and the one who is late becomes the driver.

Rules:

1. Children only run in circles.

2. Those standing in a circle should not delay those running.

3. If children run to a free place at the same time, then they stand in a circle and a new driver is chosen.

You can play on any site. It is desirable that it be large and there are no obstacles for running.

The participants of the game stand in a circle at a distance of one step from each other, everyone’s hands are lowered. If there are a lot of children, you can organize two circles of players.

FIG.

According to the counting rhyme, the driver is chosen, he is also called the tag,

All participants in the game scatter around the site, and the tag catches up with them. Whoever he touches with his hand becomes a tag.

Rules:

1. During the game, children need to carefully monitor the change of drivers.

2. Fifteen should not run after only one player.

There are several variations of this game.

You can play tag with the house.

Then two circles are drawn along the edge of the site - these are “houses”. Children, running away from the driver, can run into the “house”. Here they will be safe, since the tag has no right to mess around in the “houses”. But if he insults the player on the playing field, he becomes a tag.

Options:

1. To avoid staining, you need to sit down or stand on some object.

2. When the tag catches up with the player, he can jump on two legs like a bunny, and he can no longer be spotted.

3. The player, when he is stained, if he is fast and dexterous, can immediately return the stain to the driver, and the former driver becomes the stain.

4. Everyone playing, except for tag, chooses a name for themselves from the world of birds, plants, and animals. Fifteen does not stain the one who said his name in time.

5. Interrupted tags. In this game, Fifteen needs to loudly say the name of the player he wants to stain. But if, during the pursuit, the tag sees that another participant in the game is next to him, he changes his decision, calling him by name and tries to catch up with him and stain him. The Tainted One leaves the game.

According to the rules, the tag first calls the player by name, and only then catches up with him and tags him. In the game, the tag can change its decision many times.

6. Circle tags. The participants of the game stand in a circle, each marking their place with a circle. Two players stand behind a circle at some distance from each other, one of them is a tag, he is catching up with the second. If the runner sees that the tag is catching up with him, he calls one of those close to him in the circle by name. He leaves his place and runs in a circle from the tag, and the player takes his place. A free circle can also be occupied by a tag, then the tag becomes the one who is left without a place. He catches up with the player who ran out of the circle.

Rules:

1. It is not allowed to run through the circle.

2. The player running away from the tag can run no more than one circle.

3. If the tag hits the runner, then they change places.

During the game, children must be very attentive: if the player is lazy, he will let his friend down. Children stand in a circle at a distance of one step from each other, facing the center. A tag can be replaced if it has run two laps and has not stained or taken up an empty seat. The game will become more fun if the runners quickly change places.

THIRD WHEEL

Children stand in pairs one after another, facing the center of the circle.
Two people start the game, one of them is the driver, he stands 3-4 steps behind the one who is running away from him. The runner counts loudly to three and after the word “three” runs away from the driver. In order not to be insulted, he stands in front of some couple. Before getting up, he shouts as he runs: “The third wheel.” The one who stands last in this game runs away from the driver. If the driver manages to smear the runner, then they change roles.

Rules:

1. During the game it is prohibited to run through the circle.

2. The runner must not run more than two laps.

3. As soon as the runner runs into the circle, he must immediately stand in front of some pair. Anyone who breaks this rule becomes the driver.

If the driver managed to make fun of the runner and they switched roles, then the runner can stand in front of one of the pairs after a short run. Sometimes the driver does not manage to catch up with the players running away from him for a long time, since they are stronger than him and run faster. In this case, you need to replace him, but not reproach him, but positively evaluate his efforts.

When adults go out into nature, into the forest or to barbecue for just a few hours, they want to leave all their seriousness for this time and arrange games in nature for a cheerful company of adults.

Of course, outdoor games require certain preparation and fresh ideas, but you can limit yourself to the usual set:

  • playing cards;
  • fun with the ball;
  • famous game "crocodile".

But vacationers will enjoy much more fun, playful games for fresh air, which will captivate everyone present at the picnic.

Web

For this competition you will need a rope that needs to be pulled chaotically between the trees to form something like a web. After this, participants must quickly make their way through the “web” without touching it.

Silent system

The presenter must line up the participants and explain to them the rules of the game. So, the leader, passing behind the line, will slap each participant on the back with his palm a different number of times (which is his ordinal number). Then, at a signal, the participants must silently, without uttering a sound, line up in the designated order. The joke is that the host can assign the same numbers to two participants and skip some. This is where there is confusion with the rows. It is useful to film such games in nature for a cheerful company, since later the participants themselves will find it amusing to look at themselves from the outside: winking, inarticulately mooing, jostling one another. Fun fun!

Boar hunting

This game can be added to outdoor games for a group of adults with great success, in which you first need to recruit two teams of hunters and a “boar prey.” Hunters' weapons can be stickers, and each team has its own color. They need to be glued to the target - a cardboard circle drawn in circles, tied to the “boar” just below the back. The fleeing “boar” must dodge, and the hunters’ goal is to hit as accurately as possible. After the agreed time has passed, the game stops and the winning team is determined which hits the target more often. She gets the prize or comes up with a punishment for the losing team. This and other fun competitions in nature will amuse any company, turning an outing into nature into a great vacation.

Swamp

In this game, each participant, in addition to a good mood, will need a piece of cardboard or paper. Nearby, it is necessary to fence off the territory of a conditional “swamp” with branches and other available materials, which the participants must overcome. But they cannot walk straight through the swamp, but only over hummocks, which are pieces of cardboard. The game is quite simple, but requires a certain dexterity, and participants who stumble and “drown” will cause everyone to laugh.

Sardines

This is the name of the game, which is a classic game of hide and seek turned inside out. If in the latter one driver is looking for all the other hidden participants, then in the “sardines” everyone is looking for one. Moreover, the one who found the hidden person joins him, and so on until the last participant has to look for everyone else. Of course, the hiding place must be large enough to accommodate all the players hiding in it.

Gift hunters

A similar game is perfect for a barbecue picnic by the lake. Its participants need to be divided into several teams, which will be united by the goal of finding hidden treasures faster than others:

  • beverages;
  • fruits;
  • snacks.

A dozen notes are made, each of which indicates where to look for the next one. In this case, some of the notes need to be hidden, and the other can be placed in the exchange office. To get it there, you will have to complete a pre-conceived task, which can be very unusual and fun. From this fun you can make an interesting corporate game in nature that can unite a new team.

Rip off your hat

Anyone looking for outdoor games can play this simple yet fun game in any outdoor area or park. Participants in the game must form a circle, in the center of which two players are launched who have:

  • one arm is tied to the body;
  • a hat is put on his head.

In the game, everyone strives to remove the hat from their opponent’s head and not allow theirs to be stolen. Noise and fun for 20 minutes are guaranteed.

Deliver the egg

This fun game is good for a picnic and will require you to form two teams of participants. A member of each team must bring a raw egg, which lies in a spoon clamped between his teeth, to a real or mock frying pan and hand it to the cook. Of course, you cannot pick up the egg.

Video about outdoor games for a group of adults

Hat

Participants are divided into pairs or teams, they are given an arbitrary number of pieces of paper on which they write phrases or individual words. The pieces of paper are rolled up and put into a hat. The first team is determined by lot. One participant must make a guess and the other must guess the word. In a minute, you need to explain to your team as many words from the pieces of paper as possible, without naming them directly or using the same root words. The game continues until all the papers with riddles are finished. The results are then tallied and the team that guesses the most words wins.

Ball games

Comic football variant

Outdoor games for teenagers can be interesting not only in classic football, but also in its parody form. For example, you need to divide the participants into two teams, mark the goal, because goals will have to be scored here too. Then the players of each team are preliminarily divided into pairs and the right leg of one player is tied to the left of the other. And so the players, hobbled in this way, try to take possession of the ball, bring it to someone else’s goal and score a goal. More often than not, they fall onto the grass laughing.

"Blind" football player

Another variation on the football theme. You can safely play it in the forest, since even the semblance of a football field is not required. A participant who is ready to look funny is chosen as a “blind” football player who is blindfolded. The ball is then placed in front of him, and the player himself is spun. Next he must hit the ball blindly. The first participant can be chosen by drawing lots, and the winner can nominate another “victim” as a prize. It turns out to be a kind of active ball game in the air.

What games do you like to play outdoors? Tell us about it in

Upholstery in pairs

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

The winner is the team that manages to pull the rope to its side the most number of times. The rules prohibit players from letting go of the rope. Before the game, the team captain may, at his discretion, place participants to the right and left of the rope. The hands of the players standing in front should not be closer than 50-60 cm from the central ribbon.

Second option. The rope is placed in the middle. Both teams line up 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 to the rope. The players' task is to grab the rope by the middle, ends and other parts.

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

Empty place

These are a kind of tag games with a challenge. The players form a circle. The driver runs along the outside of the circle, touches one of the players, and then runs in the opposite direction. The called player rushes in the opposite direction. Having met, the players stop, offer both hands to each other, then squat, and, having risen, continue running in the same direction. Everyone strives to take an empty seat in the circle. The person who came running second continues to drive.

The winner is the player who did not play the role of driver during the game, i.e., who always took the first place.

Hurry up to take a seat

The players form a circle and are counted in numerical order. The driver stands in the center of the circle. He loudly calls any 2 numbers. The numbers called must immediately switch places. Taking advantage of this, the driver tries to get ahead of one of them and take his place. The one left without a seat goes to drive.

The numbers assigned to the participants at the beginning of the game should not change when one or another of them temporarily becomes the driver.

Crossing

Players from two teams line up on opposite sides of the court facing each other (behind their home lines). At the signal, players, moving forward by jumping on one (right, left) leg, cross the court and must find themselves behind the opponent’s “home” line as quickly as possible. The team whose players gather behind the opposite line first wins. The last player to finish moving is eliminated from the game. Then jumps follow in the opposite direction, and again the last one is eliminated from the game.

You can change the method of movement (jumping on two legs from a stance or from a squat, running, etc.). The game continues until the 2-3 most resilient jumpers remain on the court.

Based on the number of players on the court, it is not difficult to determine the winning team. By continuing the competition, you can identify the fastest player.

Circular tags

Two equal teams are located in circles: one is outer, the other is inner, facing the center.

At the signal, the guys move forward with light jumps (side steps) in a circle. One circle is to the left, the other is to the right. At the same time, the players in the inner circle hold hands.

When the whistle blows, everyone stops. The players in the outer circle must quickly sit down, and the players in the inner circle must quickly turn around, unclasping their arms, and scold those who did not have time to sit down. The one who has been slandered becomes a chain of the inner circle. The game continues, only the circles move in the opposite direction.

You can play until most of the players in the outer circle are defeated. After this, the participants in the game change roles. According to the rules, players in the outer circle should not move more than 1 step away from the inner circle (otherwise it will be difficult to score).

The winner is the team whose players manage to knock down more players in an equal number of attempts.

Day and night

Two teams stand in the middle of the court with their backs to each other at a distance of two steps. One team is given the name "day", the other - "night". Each team has a “house” on its side of the court, 10-12 meters away.

The host of the game suddenly pronounces the name of one of the teams, for example “day”. This team quickly runs away to their “home”, and the players of the other team catch up with them and spot them. The affected players are counted and released to their team.

Everyone takes their place in the ranks, the game is repeated. It is important that there is no strict alternation of teams, then the players are extremely attentive. Before the signal to run, you can ask players to do simple exercises to distract their attention.

The game is played several times, after which the total number of players caught in both teams is calculated for an equal number of runs.

Players are only allowed to hit up to the home line. Those caught continue to participate in the game. During the running game, one participant can shoot not only the one standing opposite, but also his neighbors.

Jumpers and tags

The tag team lines up on the first line, and the jumping team lines up on the second line, 3 meters ahead. At the signal, the jumpers run away and jump over a “ditch” located at a distance of 15-20 m from the second line, 80-100 cm wide. The tags try to jump them to the “ditch”. The one who succeeds brings his team a point. Then the teams change roles. The team with the most points wins.

Drag over the line

The teams stand in ranks opposite each other. A line is drawn between them. At the signal, players take the hands of the opponent standing opposite them and try to pull him to their side. Whoever succeeds in this earns his team a point. The team with the most points wins. The game can be played on skates; The game is played on skates, and the opponent is pulled by holding the ends of the stick.

Four racks

Two teams play. One is located in the “city”, the other in the “field”. In four places of the “field” four racks are placed at a distance of 10 m from one another. The players of the “city” team take turns throwing the ball into the “field” with a rounder and run, touching each of the four posts with their hands, and then return to their “city”. In case of danger, the running back can stop at one of the posts, waiting for the next ball to be served. Players from the “field” team try to catch the kicked ball on the fly or pick it up from the ground and hit someone running across with it. When this is successful, the teams change roles. Each player who returns safely to the “city” brings his team a point. The team that scores the most points during the game wins.

Shootout

The site is divided by a line across into two equal parts. At a distance of 2-2.5 m from each of the short sides of the site, another line is drawn. Thus, the site is a field consisting of four stripes: two wide stripes - “cities” and two narrow ones - places for “captivity”. Two teams of players are each placed in their own “city” in random order.

The leader goes to the middle of the court and tosses the ball. The players try to take possession of the ball without leaving their “cities”, and a shootout begins between the teams. The players of each team throw the ball at the opposing players in order to knock them out of the “city” and take them “captive”. Each player hit by the ball becomes a prisoner and moves to a strip located behind the “city” of the other team. The prisoner can pick up or catch a ball that flies into his lane and throw it at a player of the opposing team. Prisoners can be released. To do this, you need to throw the ball to any captive so that he can catch it from the summer. If the prisoner catches the ball, then, holding it in his hands, he freely moves to his “city”. From there, he can throw the ball at an opponent or another captive to help them out. Teams prevent prisoners from catching the ball and try to intercept or delay it. The team that manages to capture all or more of the other team's players wins.

The pursuit

At opposite ends of the track (circle), two starting lines are drawn on which the teams line up. Two players start running from their line towards each other. The winner is the one who runs to the opponent's line first, for which he earns his team a point. The team with the most points wins.

Throw the puck first

Two teams line up on the skating rink in columns. At the signal, the first team players rush to the puck, which lies 15-20 m from the line and 5-10 m from the goal. The player who shoots the puck earns the team one point, and if he hits the goal, he earns two. The following players do the same. The team with the most points wins. -

Pushers

One player from each team goes out into a circle with a diameter of about 1 m and tries to push the opponent out of the circle with shoulder pushes. The one who succeeds brings the team a point. The following players do the same. The team with the most points wins. The game can be played in several circles.

Wheel

The players are divided into 3-4 groups of 5-7 people in each and choose a driver. A circle with a diameter of 1.5-2 meters is drawn on the ground. Each group lines up in a column, one at a time, behind a guide that fits into the circle. The columns stand on different sides of the circle in a radial manner, like spokes in a wheel. The driver stands aside.

At the signal, he runs in any direction around the “wheel”, stands at the back of the head of the last player in any “spoke” and touches him. He also transmits a signal to the one standing in front, and that one further, and so on until the first player of the “spokes”, who shouts: “Yes!”, runs out behind the “wheel” and runs around it in a circle from the outside, returning to his place. All the players in this column (and the driver) run after him, trying to overtake each other. The last player in the column becomes the driver.

It may also be the previous driver, who continues to drive, standing next to another “spoke” and running around the “wheel” with it.

However, if the driver fails three times in a row to get ahead of the runners and take a place in the “spoke,” he is replaced by a new player, and he stands at the head of one of the columns.

Fishing in pairs

The court (volleyball or smaller), bounded by lines, serves as the place where the players are located. A driver is selected, who stands outside the court before the game.

At the signal, he runs inside the court and pursues one of the players. Having captured him, he makes the caught one his assistant. Holding hands, they run to catch the new player, trying to surround him with their free hands. The one who is caught moves aside and waits for a couple of players to catch another one running around the court. After this, a second pair is formed, which also catches the remaining players. Each time, a new pair is made from two caught by catchers.

The game continues until there is one uncaught player left on the court.

The rules of the game prohibit players from running outside the area and breaking free after the catchers clasp their hands around the caught one. You cannot grab clothes or hands; in this case, the person caught is released. If running players break the rules, they are considered caught.

Fishing with a chain

The playing area is the same as for the game described above. However, the rules are different.

The game is also started by the driver, who chases the players running freely in the field. Having caught up and surrounded (surrounded) the player, he takes him by the hand, and the two of them begin to pursue the others. The third player joins them (stands in the middle), and the fishing continues. Each time, the player who is surrounded by catchers is considered to be caught, and the outer ones must close their hands. The chain of hunters increases, and it becomes more and more difficult to escape from them. The last two participants who are not caught are considered the winners.

Walk quickly

The driver turns to face a wall or tree, covers his face with his hands or elbow and says: “Walk quickly, if I look around, freeze... one, two, three, four... Stop!” The driver can say the word “stop!” after any number. and quickly look back. The rest of the guys, located behind the line 15-20 steps from the driver, quickly move towards the driver during the counting. When the driver shouted “Stop!” and turned to face the players, they froze in place. A player who did not manage to stop in time or moved after stopping is sent back over the line by the driver.

After this, the driver closes his eyes and repeats the recitative. Everyone again moves forward from their places, including those starting to move from the line. This continues until someone comes close to the driver, touches him with his hand and, turning in a circle, rushes over the line as quickly as possible. All players do the same. The driver runs after them, trying to make someone look crazy. The salted one becomes the new driver. If it was not possible to catch up with anyone, the driver returns to his original place, and the game continues with the same driver.



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