The role of Tatar folk holidays and games in physical education. Tatars, Tatarlar, international Tatar portal tatarlar.info - Tatar folk games

Games for children senior group DOW

Russian folk game "Bees"
Rules: two players stand motionless, depicting a beehive. Others, holding hands, huddle around them and say in recitative:
A small cup in the beehive,
Tasty porridge in it,
I want to eat
Yes, I do not want to climb
Bees are angry, biting,
They fly terrible
buzz well,
They lead far.

One of the children is a "womb", he comes up to the hive and asks:
Bees are gray, blue-winged,
Fly across the open field
Fall on the damp earth
Fly, fly for sweets.
The bees answer:
We flew across the field
They murmured in Turkish, they collected honey,
And in the hive a pattern was embroidered:
No needles, no knots, no loops, no silks -
For the needs of the people!

The “womb” approaches the hive and knocks the children to the ground, runs away, hides.
Children-"bees":
bees are flying,
Noses are needles.
Sat down the hill
Sat under the tree.
Not five or six
There are a thousand of them.
They feed people
The huts illuminate
They don't bark, they don't beat,
And they bite painfully.
Then the “bees” “fly”, look for the “womb”, buzz in her ears.

Tasks: to develop the dexterity of children, to cultivate interest in their native nature.

Russian folk outdoor game "Running along the trunk"
Rules: the players gather at a fallen tree trunk (gymnastic bench), climb on it, move back and forth from one edge to the other.
Gradually increase speed and move from step to run, while speaking in recitative:

White birch,
Black Rose,
fragrant lily of the valley,
fluffy dandelion,
blue bell,
Turn around!
Don't stop!

Who loses his balance and slides off the trunk, you are out of the game. Whoever lasts the longest is the winner.
Tasks: to develop dexterity, balance, competitive excitement.

Tatar folk outdoor game "Earth, water, fire, air"
Rules: the players gather in a circle, in the middle -
leading. He throws the ball to someone by saying one of four words (earth, water, fire, air).

If the leader says "land", then the one who caught the ball must quickly name an animal;
if "water" - name the fish; "air" - a bird; "fire" - wave your hands. Everyone turns around. Whoever makes a mistake is out of the game.

Tasks: to develop the ability to understand nature, to experience positive emotions from communication with nature.

Tatar folk outdoor game "Swallow"
Rules: draw a circle with a diameter of 1 meter. By lot, a “swallow” and a “watchman” are chosen. The "swallow" sits in the center of the circle, crossing and tucking his legs under him, the "watchman" walks around - guards. The rest try to touch the swallow with their hand. "Watchman" catches. If he succeeds, then the one caught becomes a "watchman". "Swallow" changes after the change of 2-3 "watchmen".

Tasks: to continue to develop dexterity, interest in native nature.

Tatar folk outdoor game "Tangled Horses"
Rules: the players are divided into 3-4 teams, line up behind the line in columns. Opposite put flags-racks.
On a signal, the first players jump around the flags, return, then the second ones jump, etc. The team that finished the relay first wins.

Tatar folk dance game "Tatar fence"
Rules: they choose the leader according to the counting rhyme, the rest, holding hands, pass under the clasped hands, gradually “braiding” the wattle fence. While singing:
Wey, you wey
My cabbage!
Wey, you wey
My fork!
How do I, cabbage,
don't curl
How do I, species,
don't curl up.
Evening on the cabbage
Evening at the fork
Frequent heavy rain.

Repeated several times, the main thing is not to disengage your hands. Tasks: to cultivate respect for the native nature, interest in Tatar games.

Bashkir folk outdoor game "Swallows and hawks"
Rules: players are divided into two teams, stand in two rows with their backs to each other. In the water row - “hawks”, in the other - “swallows”. Choose a leader. He walks and says the beginning of words (LA- or Ya-), he does not pronounce the ending. Then the group, whose name (beginning) is pronounced, scatters in different directions, another group catches up with them. Those caught are considered captives of those who catch.

The team with the most players at the end of the game wins.

Tasks: to continue to develop interest in native nature, in the Bashkir games.

Russian folk dance game "Wreath"
Rules: go in a circle, saying:
The dawn breaks from the star,
At dawn the sun will shine.
We will go for a walk in the green garden,
We will pick flowers, we will wrap wreaths.
We are going to the birch tree, we are going.
Let's bow and go away.

In pairs they go to the birch, putting wreaths on their heads. They walk around the birch, hang their wreaths on it and sing:

You are already green, my wreath,
There is a pink flower in the field.
I will put you, wreath,
To the birch.

Tasks: to cultivate positive emotions, melodiousness, the ability to coordinate movements with the text.

Junior groups

Russian folk, outdoor game "Little legs - big legs"

Big feet.
We walked along the road:
Top-top-top.
small feet
Run along the path:
Top-top-top.

Russian folk game-fun(verbal)

This finger wants to sleep
This finger went to bed
This finger curled up
This finger is already asleep.
The fingers are up. Hooray!
It's time for them to walk.

Tasks: to teach to control your body, to promote speech development.

senior groups

Russian folk outdoor game "Santa Claus"
Rules: "Santa Claus" is chosen according to the counting rhyme, he stands in the center of the circle drawn in the snow (on the floor). Children go in a circle and say:

Santa Claus, Santa Claus
Overgrown through the oak
He brought gifts.
Frosts crackling,
snow loose,
The wind is blowing.
The blizzards are circling.
The cold brought a cold
He built a bridge on the river.

The children scatter, "Frost" catches (whoever he touches, he "for ice cream", sits motionless in a circle). When three of them are frozen, they prepare a "payoff" - they make a snowman. Everyone walks around the woman and says:
Santa Claus, Santa Claus brought a snowy Baba. Baba, white woman, Get a snowball.
Then everyone throws snowballs at the woman, destroying her.

Tasks: to continue to develop dexterity, interest in Russian games, creativity in complicating the rules of the game.
Russian folk dance game "Churilki" (from the word "chur")
Rules: according to the counting rhyme, two are chosen, one is blindfolded, the other is given bells. Everyone walks around them, singing:
Tryntsy-bryntsy, bells,
Gilded ends.
Who plays the bells
That blind man's buff will not catch.
Or:
Bells, bells
They called, fools.
Guess where the call is from?

After that, the player with bells begins to ring, and the blindfolded child begins to catch him. As soon as he catches, two others are appointed. The game continues.

Bashkir folk dance game "White bone"
Rules: the leader is chosen according to the counting rhyme. The participants stand in a line. The leader sings:
White bone - a sign of happiness is the key,
Fly to the moon
To the white snowy peaks.
Resourceful and happy
Who will find you in time.
Throws a bone for a line.

Nobody looks back. When the bone falls, the host says:

Look for a bone - you will find happiness soon,
And the one who is faster and more dexterous will find it.

You need to find and quietly bring the bone to the leader. If someone notices this, touches the shoulder, takes the bone, runs to the leader. Whoever manages to convey the bone makes a wish - the participants fulfill it.

Tasks: to develop dexterity, patience, resourcefulness, active interest in folk games.

Junior groups

Russian folk game-fun "Ladushki-palms"
Rules: children perform movements, imitating the teacher:

Palms, palms,
loud crackers,
Where have you been?
What did you take out?

We dug in the sand
They put pies,
Yes, yes, yes, yes, yes
They put pies.

The paws are tired
The paws fell asleep
Yes, yes, yes, yes, yes
The paws fell asleep.

The lads got up
The patties were playing
Yes, yes, yes, yes, yes
The patties were playing.
Tasks: to evoke positive emotions, to amuse, to amuse.

senior groups

Russian folk word game "Nonsense"
Rules: the driver is chosen according to the counting rhyme.
Everyone thinks of some object.

The host asks questions (about actions): “What did you wash your face with today?”, “What did you eat today?”

The one whose answer is more suitable becomes the leader.

Russian folk outdoor game "Storm of the snow fortress"
Rules: a snow fortress 1.5 meters high is being built. FROM inside shaft - defenders on it.
In the corners - shields, in front of the fortress - three lines of defense (indicated by flags, lines):

Russian folk outdoor game "Golden Gate"
Rules: choose two drivers according to the counting rhyme. They agree on which of them is the Sun and which is the Moon. They join hands (facing each other), the rest in a string, holding hands, go through the gate. Drivers say:

Golden Gate
They don't always miss.
Saying goodbye for the first time
The second time is forbidden
And the third time we will not miss you.

They catch the one who did not have time to pass, they ask quietly on whose side he would like to stand. Stands behind either the "Sun" or the "Moon". When everyone has made a choice, the teams arrange a tug of war with a rope or holding hands.

Tasks: to cultivate a benevolent attitude towards others, to promote socialization.

Russian folk outdoor game "Sheep"
Rules: they choose the drivers according to the counting rhyme: one is “shepherd”, the other is “devil”, the rest are “sheep”. "Sheep" sit on the ground in a row. The "shepherd" walks and says:

I pass, I pass the sheep,
I pass day and evening
And when the night comes
The devil will come and steal the sheep.

"Damn" says: "Shepherd, go home, your mother bought you a new one."
The “shepherd” goes home, asks the “mother” what she bought him. "Mother" scolds: "What could I buy you?" At this time, the "devil" takes 1-2 sheep. "Shepherd" counts lambs, is missing, afraid to say "mother". He continues to graze, again the “devil” comes, again sends the “shepherd” home, again steals the “sheep” until he drags everyone. Then the “shepherd” confesses to “mother”, the two of them go to look for the sheep: “Knock-knock, are there any new sheep?” They come to hell. "Damn" says no, but the "sheep" bleat. "So you're lying to us?" And the “hell” replies: “I don’t know how they got here.” Then the mother and son make the gate, the "sheep" pass, the "devil" runs away.

Tasks: to consolidate the knowledge of children about ancient professions (shepherd), to develop dexterity.

Russian folk outdoor game "Cabbage"
Rules: hats, scarves, scarves, belts are folded in the middle (this is “cabbage”). The “owner” is selected, he depicts what he is talking about:

I'm sitting on a rock
I am amusing small pegs,
I am amusing small pegs,
I city the garden.
So that the cabbage is not stolen,
Did not run into the garden
wolf and birds,
Beaver and martens
Bunny eared,
The bear is fat.

Children try to run into the garden, grab the "cabbage" and run away. Whoever the "owner" touches with his hand does not participate in the game. The player who took away more "cabbage" is the winner.

Russian folk outdoor game "Grandfather Mazai"
Rules: they choose “grandfather Mazai”, the rest agree on what movements will show:

Hello, grandfather Mazai!
Get out of the box.
Where we've been, we won't say
And we will show you what we did.

Children depict actions (fishing, mowing, picking berries, washing). If he guesses correctly, the children scatter, "Mazay" catches them. Whom he caught - that "Mazay".

Tasks: to develop the plasticity of the body, a sense of humor.

Russian folk outdoor game "Mill"
Rules: one child (axis) becomes in the middle, the rows of children (four people each) hold his hands or belt. Children spin around with the words:

Over the river on the mountain.
Where the wind blows and roars
The wings of the mill turn on it
Up - down, up - down.
Russian folk outdoor game
"To the mill"

Rules: playing in a circle, go and sing:

Mill on a hummock
She loosened her mustache.
It stands on seven legs
Looks at the wind
Knocking and rattling.
Like a hundred horses running
There is dust all around.
flapping its wings,
Like she's scared
And he can't get up.
Only the grain gnaws
And rubs, and crumples,
Little does not swallow
Another satiety happens.

Inside the circle, two couples stand with their backs to each other, firmly holding hands, bent at the elbows. One bends down, the other is on his back with his legs up (until one of the couples stops, gets tired).

Tatar folk outdoor game "We sell pots"
Rules: children are divided into two groups (“pots” and “owners”). The “pots” are on their knees, the “owners” are behind the “pots”, hands are behind their backs. The leader behind the circle touches the "owner" - the "pot". The "master" and the driver run in a circle towards each other. Whoever quickly takes a place behind the “pot”, he won. The rest becomes the leader.

Tasks: to replenish children's knowledge about the professions of the past, to cultivate a respectful attitude towards a working person.

senior groups

Russian folk outdoor game "At grandfather Tryphon"
Rules: children stand in a circle and say:
Grandpa Tryphon had seven children,
Seven, seven, seven sons. .
They drank, they ate
Everyone looked at each other.
Seven, seven, seven sons
Together they did this:
(leader shows a figure, everyone repeats)

Russian folk outdoor game "Chepena"
Rules: Chepen is chosen according to the rhyme. He stands in a circle and says:

Left foot, chepena (jumps on the left foot to the left). Goy-goy, Chepena (players repeat).
Right foot, chepena,
Let's go ahead, chepena,
We all dance, chepena.

Those who err must give a fant, they begin to dance.

Tasks: develop a sense of humor.

Russian folk outdoor game "In the ring"
Rules: children sit, palms folded. The leader puts his palms in the palms of everyone. One imperceptibly puts a “ring” (pebble), says:
I'm walking along the bench
Why am I burying the ring?
In mother's teremok,
Under the father's castle.
You can't guess, you can't guess.
I can't tell you, I can't tell you.
Those seated answer:
We've been wondering for a long time
We have been looking for a ring for a long time.
All behind strong locks,
Behind oak doors.

One of the players guesses who has the ring hidden. If he guesses, these two run in different directions. Whoever sits first in an empty seat is the leader.

Tatar folk outdoor game "Temerbay"
Rules: children in a circle, in the center - "Temerbay", he says:

Five children at Temerbay
Friendly, fun play.
We quickly swam in the river,
Splashed. Splashed.
And beautifully dressed up
And neither eat nor drink,
They ran into the forest in the evening,
looked at each other,
They did it like this:
(the driver makes movements, everyone repeats).
Then the driver chooses someone instead of himself. Tasks: to cultivate a respectful attitude towards elders, to consolidate the knowledge that there used to be large families with many children.

Tatar folk dance game "Yurt"
Rules: children are divided into four subgroups, each forms a circle in the corners of the playground. In the center of each circle is a chair, on which is a scarf with a national pattern. All four circles go and sing:

We are all guys
Let's all gather in a circle.
Let's play and dance
And rush to the meadow.

To the national music they go in one common circle. At the end of it, they run to their chairs, take a scarf, pull it on, and you get yurts. The team that first "built" the yurt wins.

Tasks: to consolidate the knowledge that the yurt was the dwelling of many nomadic peoples, to cultivate interest in folk history.

Russian folk outdoor game "Malechin-Kalechina"
Rules: choose a driver. Everyone picks up a small stick and says:

Malechina-kalechina,
How many goals are left until the evening?
Before the winter (summer) evening?

After that, put the stick on the palm or finger. The driver considers whoever lasts longer will not drop. You can walk, sit.

Russian folk dance game "Twig"
Rules: they go to the center of the circle, singing:

There is a branch on the tree
I'll rip her off.
To whom should it be given?
No one, no one -
Only to a dear friend.

The chosen one with a twig dances an impromptu dance. Tasks: to develop expressiveness of speech, to learn to control the body.

Russian folk outdoor game "Kostromushka-Kostroma"
Rules: they choose “Kostroma” according to the counting rhyme, she sits down in the center of the circle, takes a nap. Children walk in a circle:
Kostromushka-Kostroma
She slept on the couch.
An owl flew to her.

They stop and talk to Kostroma:

Kostromushka, are you alive?
Alive.
On what?
On a string.

(And dozes again.)

They dance again, then the answer is: "On a string." The next time it is silent. Children scatter, "Kostroma" catches children. Whoever catches - that "Kostroma".

Tasks: to consolidate the knowledge that in the old days they loved to dance, to evoke positive emotions, to explain the meaning of the words "zavalinka", "Kostroma".

Russian folk dance game "And we waited for Maslenitsa"
Rules: children walk in a circle, singing;

Oh, how we waited for Maslenitsa,
They waited, they waited, they waited.
Peas were laid with cheese.
Watered, lyuli, watered.
Oh, look, yes, our Maslenitsa
Went out to the yard.
And we welcome her together.
Our Maslenitsa comes for only seven days,
Our Maslenitsa dear
It didn't take long for us to come.
We thought - for seven weeks.
It turned out - for seven days.

Tasks: to introduce the Russian folk spring holiday Maslenitsa, its history.

Russian folk outdoor game "Standart"
Rules: Requires a ball used in tennis.
The driver is chosen by counting. He tosses the ball and shouts: "Standard". Everyone runs around the site in different directions. The leader catches the ball and stains the escaping with the ball. Whom he has stained, he is the leader. If it was not possible to tarnish, then the role of the leader is played by the same child.

Tasks: to develop an optimistic attitude in children.

Russian folk outdoor game "Kondals"
Rules: the players stand in two lines at a distance of 10 meters, firmly holding hands. There is a roll call of the ranks.

First line:
"Kondals-raskondals, unchain us",

The second line answers: “Which of us?” (They name the children.)

The first child from the first line runs, seeks to “break”, open the hands of the second line. If he succeeds, he leads the chosen children into his line, if not, he himself remains in that line.

Tasks: to introduce the meaning of the word "condals", to promote the development of strength, ingenuity, to help imbue with a sense of the overall result.

Russian folk outdoor game "Five glass pieces"
Rules: You need 5 plexiglass plates. A square with a side of 1 meter is drawn according to the scheme

A line is drawn at a distance of 2 meters, 5 plates are stacked one on top of the other in the middle of the square, two teams playing in a circle. With the help of a draw, they choose who will stand at the line, the team is built in a column. The other team - the defenders of the square - stand near it. One at a time, the throwers throw a rubber ball, trying to break the glass tower. You can’t step over the line (for this they put columns on horses). The defenders collect the pieces of glass and lay them out in segments. Those who threw, scatter. The defenders gather in a circle, hide the ball in their clothes, the throwers try to put the pieces of glass back into the tower, This is prevented by the defenders. The one who has the ball stains the throwers with it (he is out of the game), the ball can be passed to each other among the defenders. When the throwers manage to collect the tower, they won, they earned I point. The teams change places and the game continues. Which team has the most points wins.

Tasks: to teach to obey the rules, to be able to feel the state of peers, to develop dexterity, accuracy, intelligence.

Bashkir folk game "Khakystash" ("Bishtat") (a game with pebbles for girls)
Rules: the order is set by the counting rhyme, if the pebble to be caught on the fly falls, the player is out of the game, passes the pebbles to the next one. There are two parts to the game.
The first part - the beginner throws 5 pebbles up, scattering them on the ground. The fifth of the fallen is thrown up again and the first of those scattered on the ground is picked up, thrown up, before falling, all the remaining pebbles are caught. Then again all the pebbles crumble, and you need to catch them in two pieces.
The second part - all the pebbles are thrown, you need to catch them with the back of your hand and throw them up again, catch one at a time. Whoever completes the first and second parts wins.

Tasks: to promote the development of speed of hand movements, to develop attentiveness, the desire to achieve singing.

Bashkir folk outdoor game "Equestrian competition"
Rules: players stand in pairs on the starting line so as not to interfere with each other. The “horse” player - hands back, down, joins hands with the rider. Whoever comes running first (rider) must jump up, get a patterned scarf hanging on a rack.

Objectives: to continue to introduce national traditions through games (cattle breeding is a traditional pastime

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Compiled by:

Physical education instructor

Petukhova Elena Vasilievna

RME Volzhsk

We sell pots (Chulmakuens)

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

Hey buddy sell the pot!

buy

How many rubles to give you?

Three give back

The driver three times (or as much as the owner agreed to sell the pot for, but not more than three rubles) touches the owner of the pot with the hand, and they start running in a circle towards each other (they run around the circle three times). Whoever runs faster to a free place in the circle takes this place, and the one behind becomes the driver.

Rules of the game. It is allowed to run only in a circle, not crossing it. Runners are not allowed to hit other players. The driver starts running in any direction. If he started running to the left, the stained must run to the right.

Gray wolf (Sory bure)

One of the players is chosen as a gray wolf. Squatting down, the gray wolf hides behind the line at one end of the site (in the bushes or in thick grass). The rest of the players are on the opposite side. The distance between the drawn lines is 20-30 m. On a signal, everyone goes to the forest to pick mushrooms and berries. The host comes out to meet them and asks (the children answer in unison):

Where are you going, my friends?

Into the dense forest we go

What do you want to do there?

We'll pick raspberries there

Why do you need raspberries, children?

We will make jam

If a wolf meets you in the forest?

The gray wolf will not catch up with us!

After this roll call, everyone goes to the place where the gray wolf is hiding, and in unison they say:

I'll pick berries and make jam

My sweet grandmother will have a treat

There are a lot of raspberries here, you can’t collect all of them,

And wolves, bears are not to be seen at all!

After the words cannot be seen, the gray wolf gets up, and the children quickly run over the line. The wolf is chasing them and trying to tarnish someone.

He takes the captives to the lair - to where he hid himself.

Rules of the game. The one representing the gray wolf must not jump out, and all players must run away before the words are spoken not to be seen. You can catch the fleeing only up to the line of the house.

Skok-jump (Kuchtem-kuch)

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

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

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

Flappers (Abakle)

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

The leader is chosen. He approaches those standing near the city and pronounces the words:

Clap yes, clap - such a signal

I run and you follow me!

With these words, the driver lightly slaps someone on the palm. Driving and spotted run to the opposite city. Whoever runs faster will stay in the new city, and the one who lags behind becomes the driver.

Rules of the game. Until the driver has touched someone's palm, you cannot run. While running, players must not touch each other.

Take a seat (Bush uryn)

One of the participants in the game is chosen as the leader, and the rest of the players, forming a circle, walk holding hands. The driver goes around the circle in the opposite direction and says:

Like a magpie chirping

I won't let anyone into the house.

I cackle like a goose

I'll pat you on the shoulder

Run!

Having said run, the driver lightly hits one of the players on the back, the circle stops, and the one who was hit rushes from his place in a circle towards the driver. The one who runs around the circle takes an empty seat earlier, and the one who lags behind becomes the leader.

Rules of the game. The circle should immediately stop at the word run. It is allowed to run only in a circle, without crossing it. While running, you can not touch those standing in a circle.

Traps (Totyshuens)

At the signal, all players scatter around the court. The driver tries to tarnish any of the players. Everyone he catches becomes his helper. Holding hands, two, then three, four, etc., they catch those running around until they catch everyone.

Rules of the game. The one who is touched by the driver is considered to be caught. Caught - catch everyone else, only holding hands.

Zhmurki (Kuzbyailauueny)

They draw a large circle, inside it at the same distance from each other they make holes-minks according to the number of participants in the game. The driver is identified, blindfolded and placed in the center of the circle. The rest take places in the pits-minks. The driver approaches the player to catch him. He, without leaving his mink, tries to dodge him, then bending down, then crouching. The driver must not only catch, but also call the player by name. If he correctly names the name, the participants in the game say: “Open your eyes!” - and the one who is caught becomes the driver. If the name is called incorrectly, the players, without saying a word, make a few claps, thus making it clear that the driver made a mistake, and the game continues on. Players change minks, jumping on one leg.

Rules of the game. The driver has no right to peep. During the game, no one can go outside the circle. Exchange of minks is allowed only when the driver is on the opposite side of the circle.

Interceptors (Kuyshuueny)

At opposite ends of the site, two houses are marked with lines. The players are located in one of them in a line. In the middle, facing the children, is the driver. The children say the words in chorus:

We have to run fast

We love to jump and jump

One, two, three, four, five

No way to catch her!

After the end of these words, everyone runs in all directions across the platform to another house. The driver tries to tarnish the defectors. One of the stained becomes the driver, and the game continues. At the end of the game, the best guys who have never been caught are marked.

Rules of the game. The driver catches the players by touching their shoulder with his hand. The stained depart to the appointed place.

Timerbay

The players, holding hands, make a circle. They choose the driver - Timerbay. He becomes the center of the circle. Driver says:

Five children at Timerbay,

Friendly, fun play.

We swam in the fast river,

They lashed out, splashed,

Well washed

And dressed up nicely.

And neither eat nor drink,

They ran into the forest in the evening,

looked at each other,

They did it like this!

With the last words, this is how the driver makes some kind of movement. Everyone must repeat it. Then the driver chooses someone instead of himself.

Rules of the game. Movements that have already been shown cannot be repeated. The indicated movements must be performed accurately. Can be used in the game various items(balls, pigtails, ribbons, etc.).

Chanterelles and Hens (Telkihamtavyklar)

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

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

Rules of the game. If the driver fails to stain any of the players, then he leads again.

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

Rules of the game. Everyone should drop on a signal. Leading teams keep score

Ball around (Teenchekuens)

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

Rules of the game. The ball is passed by throwing with a twist. The catcher must be ready to receive the ball. When the game is repeated, the ball is passed to the one who remained out of the game.

Entangled Horses (Tyshaulyatlar)

The players are divided into three or four teams and line up behind the line. Opposite the line put flags, racks. On a signal, the first players of the teams start jumping, run around the flags and come back running. Then the second ones run, etc. The team that finishes the relay first wins.

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

The team that finishes the relay first wins;

You should jump correctly, pushing off with both legs at the same time, helping with your hands.

Guess and catch up (Chitanme, buzme)

Purpose of the game: development of attention, dexterity.

The players sit on a bench or on the grass in one row. The driver sits in front. He is blindfolded.

One of the players approaches the driver, puts his hand on his shoulder and calls him by name. The driver must guess who it is. If the driver called the player's name correctly, then quickly removes the bandage and catches up with the escaping. If the driver did not guess the player's name, then another player comes up.

Rules of the game: if the name is called correctly, the player touches the driver on the shoulder, making it clear that you need to run; as soon as the driver catches the player, he sits at the end of the column, and the caught player becomes the driver.


Traditional competitions

"Fight" (Kөrәsh)

Tatar national wrestling on belts (sashes) "Kuresh" is an ancient competition. Competitions were held during holidays and folk festivals, but the main competitions were held at the main Tatar holiday Sabantuy.
Rules: Wrestlers fight in several age and weight categories. The wrestlers must hold each other by the sashes and thus try to put the opponent on the shoulder blades. Whoever was the first to throw an opponent on his back is the winner. Then the fights of all the winners in the categories took place, and the winner of all traditionally received the title "Batyr" (Strongman) and the main prize of a live ram.

"Shooting" (Uk atu)

Archery at targets. The one who hits the target with the minimum number of arrows wins.

"Raising a stone" (Tashlyk)

Participants lift heavy stones. The one who picks up the stone the most times wins.

"Pillar" (Baganah)

You need to climb a slippery polished vertical pole and reach for one prize of your choice. The standard prizes were usually boots, bast shoes, a live rooster, a bunch of goodies. In winter, sometimes the pillar was watered before this. The meaning of the competition is that it is very difficult to climb a pole, but from the outside it looks funny and interesting.

"Breaking the Pot" (Chulmak Vatu)

Blindfolded with a stick, you need to hit the clay pot and break it. Spectators give direction to participants.

"Tug of war" (Arkan tartysh)

A rope (or thick rope rope) several meters long is placed in the middle of the site along it. The middle of the rope is marked with a colored ribbon (cloth). The players are divided into two teams, equal in number of players and in strength. The players, divided into pairs in a team, stand to the right and left of the rope, trying to pull the rope in their direction. When one of the teams manages to move back with the rope so that the ribbon crosses the control line, a whistle is blown and the fight stops. The team that manages to pull the rope to their side wins.

"Running in bags" (Kapchyk yogeresh)

At the signal of the leader, the participants must quickly climb into the bag with their feet, and, holding it with their hands near the waist, jump to the designated place. Having run around it, the player returns, gets out of the bag and passes it to the next player, who repeats all the actions. It is not allowed to drop the bag during the game. If during the relay the participant fell, he can get up and continue the competition.

"Running with an egg on a spoon" (Yomyrka yogeresh)

Players must run with an egg on a spoon in their mouth to get to the finish line and back. The main condition of the game is to keep the spoon with the egg in your mouth to get to the finish line without dropping the egg.

"Running with a yoke" (Köyantә yogeresh)

Race with buckets filled with water on the rocker. The main condition of the game is to get to the finish line without spilling water. Participants must run to the landmark with buckets filled with water. Having run around the landmark, return to the start line without pouring water out of the bucket. The winner is the player who quickly returned to the start line without pouring water from the bucket.

"Fight with sacks" (Atachlar talashui)

Joke competition. Players sit or stand on a fixed round log, they are given bags filled with rags or straw, and with these bags they must knock each other off the log.

"Blind hunt" (Kisep alu)

Joke competition. Players must go blindfolded with scissors in their hands to the indicated place and cut off the souvenir. Whoever cut faster, won. Spectators give direction to participants.

"Katyk"

Comic competition - getting a coin with your teeth from a full bowl with a katyk for speed.

equestrian competitions

"Jumps" (Bayge)

Competition of riders for straight distances and in a circle. Can participate from 2 or more riders. It is necessary to ride the horse first to the finish line.

"Sleds" (Zhigelep bergә)

Competition in a race on a pair of horse teams.

"Under the saddle" (Mich tobe Iyar)

Fast riding, when the rider is kept under the body of the horse.

"Cut the apple" (Chabu alma)

It is necessary to cut an apple planted on a rod at a gallop.

"Handkerchief" (SHal)

The guy-rider must bend down at full gallop and pick up the women's headscarf from the ground, holding on to the saddle.

"Catch up and kiss" (Kyz kuu)

Competition of grooms. The rider guy must catch up with the rider girl and kiss her on the run.

Children's games

"Running on the trail" (Ezennan baru)

The players are divided into; two teams line up in two columns behind the start line. For each team, continuous straight lines, large circles, spirals and other figures are drawn from the start line. The first team players start running along the drawn lines. Returning, they touch the hands of the second players of their teams, and they themselves stand at the end of the column. The rest run the same distance. The team that finishes the relay first wins.

Rules:
- It is not allowed to start running until the returning player touches the next player's hand.
- When running, you must strictly adhere to the distance lines.

"In knots" (Ayberlärne toenchek)

This game is good to play with the whole class.
A scarf or scarf is tied into a knot. Everyone chooses a driver and sits in a circle at a distance of 1.52 meters from each other. The driver leaves the circle, and the players begin to throw the bundle to the neighbor on the right or left. He catches and throws, too, in any direction. The driver runs and tries to catch the bundle. If he even touches the knot, the player who had it begins to drive.
Remember: the driver cannot enter the circle! You can’t tease the driver, you need to “play dogs” immediately, having received a bundle, throw it to another player. You can not throw a knot through the center of the circle.

"Blind Man's Buff" (Kuzbailau ueny)

They draw a large circle, inside it at the same distance from each other they make pits according to the number of participants in the game. The driver is identified, blindfolded and placed in the center of the circle. The rest take places in the pits. The driver approaches the player to catch him. He, without leaving his mink, tries to dodge him, then bending down, then crouching. The driver must not only catch, but also call the player by name. If he correctly names the name, the participants in the game say: "Open your eyes!" and the one who is caught becomes the driver. If the name is called incorrectly, the players, without saying a word, make a few claps, thus making it clear that the driver made a mistake, and the game continues on. Players change minks, jumping on one leg.

Rules: The driver has no right to peep. During the game, no one can go outside the circle. Exchange of minks is allowed only when the driver is on the opposite side of the circle.

"Take a seat" (Bush uryn)

One of the participants in the game is chosen as the leader, and the rest of the players, forming a circle, walk holding hands. The driver goes around the circle in the opposite direction and says:

Like a magpie chirping
I won't let anyone into the house!
Like a goose, I cackle
I'll pat you on the shoulder
Run!

Having said, run, the driver lightly hits one of the players on the back, the circle stops, and the one who was hit rushes from his place in a circle towards the driver. The one who runs around the circle takes an empty seat earlier, and the one who lags behind becomes the leader.
Rules: The circle must immediately stop at the word "run". It is allowed to run only in a circle, without crossing it. While running, you can not touch those standing in a circle.

The players line up in two lines on both sides of the court. In the center of the site there is a flag at a distance of at least 8-10 m from each team. On a signal, the players of the first rank throw the bags into the distance, trying to reach the flag, the players of the second rank do the same. From each line, the best thrower is revealed, as well as the winner line, in whose team the greater number of participants will throw the bags to the flag.
Rules: Everyone must throw on a signal. Leading teams keep score.

"Who is first?" (Who's pregnant?)

The players line up on one side of the court, on the other - a flag is placed, indicating the end of the distance. On a signal, the participants begin to race. Whoever runs this distance first, the goth is considered the winner,
Rules:

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

Chanterelles and chickens (Telki hem tavyklar)

At one end of the site are chickens and roosters in a chicken coop. On the opposite side is a fox.
Chickens and roosters (from three to five players) walk around the site, pretending to peck various insects, grains, etc. When a fox creeps up on them, the roosters shout: "Crow!" At this signal, everyone runs into the chicken coop, followed by a fox that tries to stain any of the players.
Rules: If the driver fails to stain any of the players, then he leads again.

"Traps" (Totysh Ueny)

At the signal, all players scatter around the court. The driver tries to tarnish any of the players. Everyone he catches becomes his helper. Holding hands, two, then three, four, etc., they catch those running around until they catch everyone.
Rules: Caught is the one whom the driver touches with his hand. Those caught catch everyone else only by holding hands.

"The ball in a circle" (Teenchek ueny)

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

Rules: : The ball is passed by throwing with a twist. The catcher must be ready to receive the ball. When the game is repeated, the ball is passed to the one who remained out of the game.

"Copper stump" (Bakyr buken)

Players are arranged in pairs in a circle. Children depicting copper stumps sit on chairs. The children of the hosts stand behind the chairs.

At the Tatar folk melody, the leading buyer moves in a circle with variable steps, looks carefully at the children sitting on chairs, as if choosing a stump for himself. With the end of the music, he stops near the couple and asks the owner:

I want to ask you
Can I buy your stump
The owner replies:
If you are a daring horseman,
That copper stump will be yours

After these words, the owner and the buyer go out of the circle, stand behind the chosen stump with their backs to each other and, at the words: "One, two, three - run" - scatter in different directions. The one who runs first stands behind the copper stump.
Rules: Run only on signal. The winner becomes the owner.

"Kidalka stick" (Soyosh tayak)

A circle with a diameter of 1.5 m is drawn. A 50 cm long stick is placed in the circle. A shepherd is chosen with a counting book. One player throws a stick into the distance. The shepherd runs out after the thrown stick. At this time, the players are hiding. The shepherd returns with a stick, puts it back and looks for the children. Noticing the hiding person, he calls him by name. The shepherd and the named child run towards the stick. If the player ran before the shepherd, then he takes the stick and throws it again, and hides himself again. If the player came running later, he becomes a prisoner. He can only be rescued by a player who calls his name and has time to take a stick before the shepherd. When all are found, the shepherd is the one who was first discovered.

Rules: You can start looking for players only when the wand is found and placed in a circle. The named player must immediately come out of hiding. The prisoner is saved by the player who ran to the stick before the shepherd.

"Sticky stumps" (Yebeshkek bukender)

Three-four players squat as far apart as possible. They depict sticky stumps. The rest of the players run around the court, trying not to get close to the stumps. Stumps should try to touch the children running past. Salted become stumps.
Rules: Stumps should not get up from their seats.

"Interceptors" (Kuysh ueny)

At opposite ends of the site, two houses are marked with lines. The players are located in one of them in a line. In the middle, facing the children, is the driver. The children say the words in chorus:

We have to run fast
We love to jump and jump
One, two, three, four, five
No way to catch us!

After the end of these words, everyone runs in all directions across the platform to another house. The driver tries to tarnish the defectors. One of the stained becomes the driver, and the game continues. At the end of the game, the best guys who have never been caught are marked.
Rules: The driver catches the players by touching their shoulder with his hand. The stained depart to the appointed place.

"We sell pots" (Chulmak ueny)

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

- "Hey, my friend, sell the pot!"
-Buy!
-How many rubles to give you?
-Give me three.

The driver three times (or as much as the owner agreed to sell the pot for, but not more than three rubles) touches the owner’s hand, and they start running in a circle towards each other (they run around the circle three times). Whoever runs faster to a free place in the circle takes this place, and the one behind becomes the driver.

Rules: :
- it is allowed to run only in a circle, without crossing it;
- Runners do not have the right to hurt other players;
- the driver can start running in any direction. If he started running to the left, the stained must run to the right.

"Grey wolf" (Sory bure)

One of the players is chosen as a gray wolf. Squatting down, the gray wolf hides behind the line at one end of the site (in the bushes or in thick grass). The rest of the players are on the opposite side. The distance between the drawn lines is 2030 m. On a signal, everyone goes to the forest to pick mushrooms and berries. The host comes out to meet them and asks (the children answer in unison):

Where are you going, my friends?
We are going to the dense forest.
What do you want to do there?
We'll get raspberries there.
Why do you need raspberries, children?
We'll make jam.
If a wolf meets you in the forest?
The gray wolf will not catch up with us!

After this roll call, everyone goes to the place where the gray wolf is hiding, and in unison they say:

I'll pick berries and make jam
My dear grandmother will have a treat.
There are a lot of raspberries here, you can’t collect all of them,
And wolves, bears are not to be seen at all!

After the words, the gray wolf gets up, and the children quickly run over the line. The wolf is chasing them and trying to tarnish someone. He takes the captives to the lair where he hid himself.

Rules: The gray wolf character must not jump out, and all players must run away before the words can not be seen are spoken. You can catch the fleeing only up to the line of the house.

"Jump-Jump" (Kuchtem-Kuch)

A circle with a diameter of 15-25 m is drawn on the playground, inside it are small circles with a diameter of 30-35 cm for each participant in the game. The leader stands in the center of the large circle.
The driver says: "Jump!". After this word, the players quickly change places (circles), jumping on one leg. The driver tries to take the place of one of the players, also jumping on one leg. The one who is left without a place becomes the leader.

Rules:
- you can not push each other out of the circles;
- two players should not be in the same circle;
- when changing places, the circle is considered for those who joined it earlier.

"Tangled horses" (Tyshauly atlar)

A line is drawn on the playground. At a distance of no more than 20 m from it, flags and racks are installed. The players are divided into three-four teams and line up behind the line. Opposite the line put flags, racks.
On a signal, the first players of the teams start jumping, run around the flags and come back running. Then the second ones run, etc. The team that finishes the relay first wins.

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

"Shooter" (Uksy)

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

Rules: At the beginning of the game, the shooter becomes the one who, after a sudden command "Sit down!" sat down last. The moment of throwing the ball is determined by the shooter himself. The ball thrown by, the players throw the arrow. If a player catches a ball thrown at him, then it does not count as a hit.

"Timerby"

The players, holding hands, make a circle. Choose the driver Timerbay. He becomes the center of the circle. Driver says:

Five children at Timerbay,
Friendly, fun play.
We swam in the fast river,
They lashed out, splashed,
washed well,
And dressed up nicely.
And neither eat nor drink,
They ran into the forest in the evening
looked at each other,
And they all did it!

With the last words, this is how the driver makes some kind of movement. Everyone must repeat it. Then the driver chooses someone instead of himself.

Rules: Movements that have already been shown cannot be repeated. The indicated movements must be performed accurately. You can use various items in the game (balls, pigtails, ribbons, etc.).

"Guess and Catch"

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

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

"Crackers" (Abakle)

On opposite sides of the room or platform, two cities are marked with two parallel lines. The distance between them is 20-30 m. All the children line up near one of the cities in one line: the left hand is on the belt, the right hand is extended forward with the palm up. The leader is chosen. He approaches those standing near the city and pronounces the words:

Clap and clap the signal is: I'm running, and you're after me!

With these words, the driver lightly claps someone in the palm of his hand. Driving and spotted run to the opposite city. Whoever runs faster will stay in the new city, and the one who lags behind becomes the driver.
Rules: While the driver has not touched someone's palm, you can not run. While running, players must not touch each other.

"Lame fox" (Aksau tolke)

Before the start of the game, two circles are drawn on the ground: a diameter of 510 m (chicken coop) and a diameter of 12 m (owner's house). The players (they can be from five to twenty people) choose the owner and the fox. The rest of the playing chickens. The fox runs past the owner's house. The owner asks her: "Where are you?" "For a fur coat," the fox answers. After that, the owner "falls asleep", and the fox runs into the chicken coop and must, jumping on one leg, catch the chickens (hens run on two legs). If a fox pissed off a chicken, it becomes a fox.

And the owner from his circle makes sure that the fox jumps on one leg all the time. If the fox stands on two legs, the owner "wakes up", runs into the chicken coop and catches it. If caught, then he becomes a fox.

"Yurta" (Tirma)

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

We are funny guys
Let's all gather in a circle
Let's play and dance
And rush to the meadow!

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

Rules: With the end of the music, you must quickly run to your chair and form a yurt. The first group of children to build a yurt wins.

Tatar folk games.

We sell pots (Chulmak ueny)

The players are divided into two groups. Potty children, standing on their knees or sitting on the grass, form a circle. Behind each pot is a player - the owner of the pot, hands behind his back. The driver is behind the circle. The driver approaches one of the owners of the pot and starts a conversation: - Hey, my friend, sell the pot! Buy.

How much rud lei to give you? Give me three.

The driver three times (or as much as the owner agreed to sell the pot for, but not more than three rubles) touches the owner of the pot with the hand, and they start running in a circle towards each other (they run around the circle three times). Whoever runs faster to a free place in the circle takes this place, and the one behind becomes the driver.

Rules of the game.

It is allowed to run only in a circle, not crossing it. Runners are not allowed to hit other players. The driver starts running in any direction. If he started running to the left, the stained must run to the right.

Grey Wolf

One of the players is chosen as a gray wolf. Crouching down, the gray wolf hides behind the line at one end of the site (in the bushes or in the thick grass). The rest of the players are on the opposite side. The distance between the drawn lines is 20-30 m. On a signal, everyone goes to the forest to pick mushrooms and berries. The host comes out to meet them and asks (the children answer in unison):

Where are you going, my friends?

We are going to the dense forest.

What do you want to do there?

We'll get raspberries there.

Why do you need raspberries, children?

We'll make jam.

If a wolf meets you in the forest?

The gray wolf will not catch up with us!

After this roll call, everyone goes to the place where the gray wolf is hiding, and in unison they say:

I will pick berries and make jam.

My dear grandmother will have a treat.

There are a lot of raspberries here, you can’t collect all of them,

And wolves, bears are not to be seen at all!

After the words, the gray wolf gets up, and the children quickly run over the line. The wolf is chasing them and trying to tarnish someone. He takes the captives to the lair - to where he hid himself.

Rules of the game.

The one representing the gray wolf must not jump out, and all players must run away before the words are spoken not to be seen. You can catch the fleeing only up to the line of the house.

Skok-jump (Kuchtem-kuch)

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

The driver says: "Jump!" After this word, the players quickly change places (circles), jumping on one leg. The driver tries to take the place of one of the players, also jumping on one leg. The one who stays

without a place, becomes a driver.

Rules of the game.

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

crackers

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

The leader is chosen. He approaches those standing near the city and pronounces the words:

Clap yes clap - the signal is this:

run away and you follow me!

With these words, the driver lightly slaps someone on the palm. Driving and spotted run to the opposite city. Whoever runs faster will stay in the new city, and the one who lags behind becomes the driver.

Rules of the game.

Until the driver has touched someone's palm, you cannot run. While running, players must not touch each other.

Take a seat

One of the participants in the game is chosen as the leader, and the rest of the players, forming a circle, walk holding hands. The driver goes around the circle in the opposite direction and says:

Like a magpie chirping

I won't let anyone into the house.

I cackle like a goose

I'll pat you on the shoulder

Run!

Having said run, the driver lightly hits one of the players on the back, the circle stops, and the one who was hit rushes from his place in a circle towards the driver. The one who runs around the circle takes an empty seat earlier, and the one who lags behind becomes the leader.

Rules of the game.

The circle should immediately stop at the word run. It is allowed to run only in a circle, without crossing it. While running, you can not touch those standing in a circle.

Traps

At the signal, all players scatter around the court. The driver tries to tarnish any of the players. Everyone he catches becomes his helper. Holding hands, two, then three, four, etc., they catch those running around until they catch everyone.

Rules of the game. The one who is touched by the driver is considered to be caught. Those caught catch everyone else only by holding hands.

Zhmurki

They draw a large circle, inside it at the same distance from each other they make holes-minks according to the number of participants in the game. The driver is identified, blindfolded and placed in the center of the circle. The rest take places in the pits-minks. The driver approaches the player to catch him. He, without leaving his mink, tries to dodge him, then bending down, then crouching. The driver must not only catch, but also call the player by name. If he correctly names the name, the participants in the game say: “Open your eyes!” - and the one who is caught becomes the driver. If the name is called incorrectly, the players, without saying a word, make a few claps, thus making it clear that the driver made a mistake, and the game continues on. Players change minks, jumping on one leg.

Rules of the game.

The driver has no right to peep. During the game, no one can go outside the circle. Exchange of minks is allowed only when the driver is on the opposite side of the circle.

Interceptors

At opposite ends of the site, two houses are marked with lines. The players are located in one of them in a line. In the middle, facing the children, is the driver. The children say the words in chorus:

We can run fast.

We love to jump and jump.

One, two. three four five.

No way to catch us!

After the end of these words, everyone runs in all directions across the platform to another house. The driver tries to tarnish the defectors. One of the stained becomes the driver, and the game continues. At the end of the game, the best guys who have never been caught are marked.

Rules of the game.

The driver catches the players by touching their shoulder with his hand. The stained depart to the appointed place.

Timerbay

The players, holding hands, make a circle. They choose the driver - Timerbay. He becomes the center of the circle. Driver says:

Five children at Timerbay,

Friendly, fun play.

We swam in the fast river,

They lashed out, they splashed.

Well washed

And dressed up nicely.

And neither eat nor drink,

They ran into the forest in the evening.

looked at each other,

They did it like this!

With the last words, this is how the driver makes some kind of movement. Everyone must repeat it. Then the driver chooses someone instead of himself.

Rules of the game.

Movements that have already been shown cannot be repeated. The indicated movements must be performed accurately. You can use various items in the game (balls, pigtails, ribbons, etc.).

Chanterelles and chickens

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

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

Rules of the game.

If the driver fails to stain any of the players, then he leads again.

Guess and catch up (Chitanme, buzme)

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

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

Who is first?

The players line up on one side of the court, on the other - a flag is placed, indicating the end of the distance. On a signal, the participants begin to race. Whoever runs this distance first, the goth is considered the winner,

Rules of the game.

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

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

Rules of the game.

Everyone should drop on a signal. Leading teams keep score.

Ball in a circle

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

Rules of the game.

The ball is passed by throwing with a twist. The catcher must be ready to receive the ball. When the game is repeated, the ball is passed to the one who remained out of the game.

Entangled horses (Tyshyauli atlar)

The players are divided into three or four teams and line up behind the line. Opposite the line put flags, racks. On a signal, the first players of the teams start jumping, run around the flags and come back running. Then the second ones run, etc. The team that finishes the relay first wins.

Rules of the game.

The distance from the line to the flags, racks should be no more than 20 m. You should jump correctly, pushing off with both legs at the same time, helping with your hands. You need to run in the indicated direction (right or left)

lame fox

Before the start of the game, two circles are drawn on the ground: 5-10 m in diameter (chicken coop) and 1-2 m in diameter (owner's house). The players (they can be from five to twenty people) choose the owner and the fox. The rest of the players are chickens. The fox runs past the owner's house. The owner asks her: "Where are you?" - "For a fur coat," - the fox answers. After that, the owner "falls asleep", and the fox runs into the chicken coop and must, jumping on one leg, catch the chickens (hens run on two legs). If a fox pissed off a chicken, it becomes a fox.

And the owner from his circle makes sure that the fox jumps on one leg all the time. If the fox stands on two legs, the owner "wakes up", runs into the chicken coop and catches it. If caught, then he becomes a fox.

in nodules

This game is good to play with the whole class.
A scarf or scarf is tied into a knot. Everyone chooses a driver and sits in a circle at a distance of 1.5-2 meters from each other. The driver leaves the circle, and the players begin to throw the bundle to the neighbor on the right or left. He catches and throws, too, in any direction. The driver runs and tries to catch the bundle. If he even touches the knot, the player who had it begins to drive.
Remember: the driver cannot enter the circle! You can’t tease the driver, “play dogs” - you need to immediately, having received a bundle, throw it to another player. You can not throw a knot through the center of the circle.

Russian folk games.

Burners (Ogaryshi, Pillar, Pairs). (sub. group)

For this game, a driver is needed, and he is chosen before the start of the game. All the rest form pairs, mostly a boy - a girl, and if adults also take part in the game, then man Woman. The pairs stand one after another, and the driver with his back to the first pair at a certain distance and it is strictly forbidden for him to look back. After that, one or all together begin to say: "Burn, burn clearly! So that it does not go out. Look at the sky, birds are flying there!" (There are also other rhymes). After that, the driver looks into the sky. After that, the back pair runs through the sides forward, one person through the right side, the other through the left side. The task of the back pair is to try to stand in front of the driver, holding hands. The driver tries to catch or at least knock one of the moving pair. If this happens, the one who was taunted becomes the driver, and the "old" driver takes his place in the pair. The game continues until the players lose interest or become tired.


At the bear in the forest (younger group)

Game for the little ones. Of all the participants in the game, one driver is chosen, who is designated the "bear". 2 circles are drawn on the playground. The 1st circle is the bear's lair, the 2nd is the house for all other participants in the game.

The game begins, and the children leave the house with the words:

At the bear in the forest
Mushrooms, I take berries.
The bear doesn't sleep
And growls at us.

After the children pronounce these words, the "bear" runs out of the den and tries to catch one of the children. If someone does not have time to escape into the house and the "bear" catches him, then he himself becomes a "bear" and goes to the den.

Fishing rod (Fish, Catch a fish). (sub.group)

All players form a circle. One driver is selected, who becomes the center of the circle. The driver is given a rope. An adult can also be the driver. The leader begins to spin the rope. The task of all the players in the circle is to jump over it and not be caught. Options for the development of the game 2-va.

1st option: without changing the driver (adult). In this case, those who fell for the bait are out of the game and go out of the circle. The game is played until the most dexterous and jumping children (3-4 people) remain in the circle. 2nd option: with a change of driver. That "fish" that falls for the bait, takes a place in the center of the circle and becomes a "fisherman".

Strike on the rope. (st. group)
To play, you need a rope closed in a circle. Players grab the rope with both hands outside. One driver is selected, which should be in the center of the circle formed by the rope.
The goal of the driver is to salt, i.e. hit the hand of one of the players located on the outside of the circle. Those who are on the outside of the circle, during the attack of the driver, can release only one hand from the rope. If the player releases two hands from the rope or the driver hits one of them, then it is he who becomes the circle and the game continues on

Bunnies. (st. group)
The game is played outdoors. Of all the players, one hunter is selected, all the rest portray hares, trying to jump on two legs. The task of the hunter is to catch the most agile hare by slapping it with his hand. But there is one important condition in the game, the hunter does not have the right to catch a hare if it is on a "tree". In the context of this game, any chip or stump will be a tree. This condition greatly complicates the hunter's life, which often causes him to become indignant during the game. However, as soon as one of the hares manages to be touched, he immediately becomes a hunter, taking on the unenviable duty of catching hares.

Jumping with tied legs. (subgroup)
All participants are tied with a thick wide rope or scarf. After that, everyone stands near the starting line and, on a signal, begin to jump towards the finish line. The winner is the one who covered the distance the fastest. The distance should not be too large, as it is quite difficult to jump with tied legs.

Without salt salt. (st, preparation group)
For this game, two drivers are selected, who sit on the ground opposite each other, so that the soles of their feet are in contact with each other. Drivers are blindfolded with a thick cloth bandage. The hands of the leaders are behind their backs. All the rest are players in the field. The field players, approaching the drivers one by one from one side, shout "Without salt" and freely jump over their legs. On the way back, you need to shout "Sol" and try to jump over the legs of the drivers again. The only difference is that the drivers try to catch the jumpers with their hands. If they succeed, then the driver changes. The one who was caught sits in the place of the one who caught him, and his eyes are already blindfolded.
Confusion. (sub. group)
Children participating in this game stand in one row, join hands, thereby forming a chain. On the right side of the chain, a leader is assigned, who, on command, starts running with a change of direction, and the entire chain begins to follow him. However, no one except the leader knows the direction of movement, so it is quite difficult to maintain balance and not disconnect the chain. The farther the player is from the leader, the more difficult it is for him to keep his balance, not fall or break the chain

Tamer of wild animals. (st., sub. group)
On the playground, stumps are placed in a circle or soft rugs, if it is a hall. Hemp (rugs) are placed in a circle, but one less than the players taking part in the game. The one who does not have hemp is the tamer of animals, and all the rest are animals. Before the game begins, children choose who will be the wolf, who will be the fox, and who will be the hare. Animals sit on stumps. The animal tamer walks in a circle from the outside and calls one of the animals. The one who has been named gets up and follows the tamer. And so the tamer can name several animals, they get up and follow the leader. As soon as the tamer says: "Attention, hunters," the animals and the tamer try to sit on a free stump. The one for whom there is no free place becomes a tamer and the game continues.

Geese. (sub. group)
Children are divided into 2 teams. A circle is drawn in the center of the site. Players, one from the team, go into a circle, raise their left leg back, grab it with their hand, and right hand pull forward. On a signal, the players begin to push with the palms of outstretched arms. The winner is the player who manages to push the opponent out of the circle or if the opponent stands on both feet. The team with the most individual victories wins.

Fight of roosters. (subgroup)
The game is played according to almost the same rules as the Geese game. The main difference is that the players, jumping on one leg, lay their hands behind their backs and push not with their palms, but shoulder to shoulder. The winner is the player who manages to push the opponent out of the circle or if the opponent stands on both feet. The team with the most individual victories wins.

Padding. (st.sub.group)
All children who participate in this game are divided into 2 teams equal in number. One person is invited from each team. In the center of the site lies a meter stick. The participants who came out grab the stick each from their side and, on command, begin to pull the stick, each in their own direction. The one who pulls the opponent to his side wins. Further, the following team members go to the center of the site. The team with the most individual wins wins.

Wolves in the ditch. (Compare, Art., Sub-groups)
This game will require "wolves", no more than 2, 3 people, and all other children are assigned "hares". A corridor with a width of about 1 meter (ditch) is drawn in the center of the site. "Wolves" occupy the space inside the corridor (ditch). The task of the "hares" is to jump over the ditch and not be touched by one of the "wolves". If the "bunny" was taunted and he comes across, he should leave the game. If during the jump the "hare" stepped on the territory of the moat with his foot, then he failed and also leaves the game


Lame fox (st., sub. groups)
The number of participating children can be arbitrarily large. Having gathered in a spacious courtyard or in a large room, they choose one of the participants, who is given the nickname lame fox.
At the place chosen for the game, a pretty circle is drawn. large sizes, which includes all children except the lame fox. At a signal, the children rush in a circle, and at this time the lame fox jumps on one leg and tries at all costs to stain one of the running ones, that is, to touch him with his hand.
As soon as she succeeds, she enters the circle and joins the rest of the fleeing comrades, while the victim takes on the role of a lame fox.
The children play until everyone is the lame fox; the game, however, can be stopped earlier, at the first appearance of signs of fatigue.

Rules of the game:
Children who have entered the circle must run only in it and not go beyond the outlined line, in addition, the participant chosen by the lame fox must run on only one leg. The main elements of this game are running and jumping.

Dragonfly (st., sub.groups)
Children gather in the yard, in the garden or in a spacious room, squat down, hands on their sides and vying with each other, overtaking each other, trying to jump to the opposite end of the place designated for the game.
Which of the children will be the first to reach the designated place in this way is considered the winner, and the one who stumbles along the road is punished by excluding him from the number of players. This simple game gives children great pleasure and develops their physical strength.

Malechina - kalechina.

The players choose the driver. Each player picks up a small stick (20-30 cm long). Everyone says the words:

"Malechina - kalechina,

What time is it

Left until the evening

Until winter?

After the words before the winter, the children put the stick on the palm or on any finger of the right (left) hand. As soon as the children put the sticks, the host counts: "One, two, three ... ten." The one who holds the item the longest wins. The host can give different tasks: while holding a stick, the players must walk, squat, turn right, left, around themselves.

Rules of the game: Children should disperse throughout the playground and stand as far apart from each other as possible so that it is more convenient to keep balance for the stick. To complicate the task, players can be asked to hold two sticks on two palms at the same time (right and left).

Dawn (cf., st., sub. groups)

The children stand in a circle, hold their hands behind their backs, and one of the players - the dawn - walks behind with a ribbon and says:

"Dawn - lightning,

red maiden,

Walked across the field

golden keys,

blue ribbons,

entwined rings -

Went for water!

With the last words, the leader carefully places the tape on the shoulder of one of the players, who, noticing this, quickly takes the tape, and they both run in different directions in a circle. The one who is left without a place becomes the dawn. The game is repeated.

Rules of the game: Runners must not cross the circle. The players do not turn around while the driver chooses who to put a handkerchief on his shoulder.

gaming

Children stand in a circle, hold hands. The leader is in the center. The players walk in a circle and say in a singsong voice:

"Uncle Tryphon

There were seven children

Seven sons.

They didn't drink, they didn't eat,

They looked at each other.

They did it together like me!”

At the last words, everyone begins to repeat his gestures. The one who repeated the movements best of all becomes the leader.

Rules of the game: When the game is repeated, the children standing in a circle go in the opposite direction.

Kite. (subgroup)

The players choose a kite and a hen, the rest - chickens. The kite digs a hole, and the hen with chickens walks around him and sings the words:

“I walk around the kite,

I carry three coins

On a penny, on a tip.

The kite continues to dig the ground, he walks around the hole, gets up, flaps his wings, crouches. The hen with the chickens stops and asks the kite:

“Kite, kite, what are you doing?

I dig a hole.

What do you need a hole for?

looking for a penny

What do you need a penny for?

I will buy a needle.

Why do you need a needle?

Sew the bag.

Why a bag?

Put stones.

Why do you need stones?

Throw at your kids..

For what?

They're climbing into my garden!

Would you make the fence higher

If you can't, then catch them.

The kite tries to catch the chickens, the mother hen protects them, drives the kite: "Shi, shi, villain!" The caught chicken is out of the game, and the kite continues to catch the next one. The game ends when several chickens are caught.

Rules of the game: Chicks should hold each other tightly by the belt. Anyone who did not stay in the chain should try to quickly get into his place. The hen, protecting the chickens from the kite, has no right to repel him with her hands.

Bees and swallow. (cf., st., subgroups)

Playing - bees - fly and sing:

"The bees are flying

Collecting honey!

Zoom, zoom, zoom!

Zoom, zoom, zoom!

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

Rules of the game: Bees should fly all over the site. The swallow's nest should be on a raised platform.

Wolf. (st., sub. groups)

All the players are sheep, they ask the wolf to let them go for a walk in the forest: “Let us, wolf, take a walk in your forest!” The wolf replies: "Walk, walk, but only do not pinch the grass, otherwise I will have nothing to sleep on." Sheep at first only walk in the forest, but soon forget the promise, nibble the grass and sing:

"We pinch, we pinch the grass,

green ant,

Grandma on mittens

Grandfather on a caftan,

gray wolf

Mud on the shovel!”

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

Rules of the game: Walking through the forest, the sheep should disperse throughout the site.

Birder. (subgroup)

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

"In the forest, in the forest,

On a green oak.

The birds sing merrily

Ay! The birder is coming!

He will take us into captivity

Birds, fly away!

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

Rules of the game: Players should not hide behind objects on the way. Players are required to stop on the spot exactly on the signal.

Posigutki. (st., sub. groups)

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

Game rules: Option 1.The salted must not jump further than the pair of players who besieged him. The leading salit of the player only when he jumps, while he should not change the position of the legs. Option 2. The players of the leading team may not sit down, stretching their legs, but hold the cord or elastic band while kneeling.

Herd. (st., sub. groups)

The players choose a shepherd and a wolf, and everyone else chooses a sheep. The wolf's house is in the forest, and the sheep have two houses at opposite ends of the site. The sheep loudly call the shepherd:

"Shepherd, shepherd,

Play the horn!

The grass is soft

dew sweet,

Drive the herd into the field

Walk freely!"

The shepherd drives the sheep to the meadow, they walk, run, jump, nibbling grass. At the signal of the shepherd: "Wolf!" - all the sheep run into the house on the opposite side of the site. The shepherd gets in the way of the wolf, protects the sheep. Everyone caught by the wolf is out of the game.

Rules of the game: During the run, the sheep are not allowed to return to the house from which they left. The wolf does not catch the sheep, but salutes with his hand. The shepherd can only shield the sheep from the wolf, but must not stop him with his hands.

Literature: "Children's outdoor games of the peoples of the USSR", author Keneman Alexandra Vladimirovna, Moscow "Enlightenment" 1989.

Zelenodolsk: Mukhametshakirova N.A.

Pavlova E.Yu.


The game is the most accessible activity for children. The game clearly manifests the features of the child's thinking and imagination, his emotionality, activity, and the developing need for communication. I want to introduce you to some games of the Tatar people.

In Tatar villages and cities, mobile games were widespread among young people. Not a single even the most modest folk holiday could do without them. Whole groups of teenagers were involved in the game, who competed in strength, agility, speed, and accuracy. Due to the fact that the games, as a rule, were held on the street, in the fresh air, this contributed to the strengthening of health.

Tatar folk games are an integral part of the international artistic and physical education of schoolchildren. The joy of movement is combined with the spiritual enrichment of children. They form a stable, interested, respectful attitude towards the culture of their native country. An emotionally positive basis for patriotic education is being created.

Rules of the game. The participant who portrays the gray wolf must not run out, and all players must run away before the words: “not to be seen” are uttered. You can catch the fleeing only up to the line of the house. One of the players is chosen as a gray wolf. Squatting down, the gray wolf hides behind the line at one end of the site (behind the house, in the bushes). The rest of the players are on the opposite side. On a signal, everyone goes to the forest to pick mushrooms and berries. The host comes out to meet them and asks ( children answer in chorus):

Where are you going, my friends?
- We are going to the dense forest.
- Why are you going there?
- We'll pick up raspberries.
- Why do you need raspberries, children?
- Make jam for everyone!
- If the wolf meets you in the forest?
- We are not afraid of the wolf,
The gray wolf will not catch up with us!
After this roll call, everyone goes to the place where the gray wolf is hiding, and in unison they say:
- I'm not afraid to go into the forest,
I'll pick berries
And I'll make jam
My dear grandmother will have a treat.
Let's make grandma happy
There are a lot of raspberries here, you can’t collect all of them,
And wolves, bears are not to be seen at all!
After the words: “not to be seen,” the gray wolf gets up, and the children quickly run over the line. The wolf is chasing them and trying to tarnish someone. He takes the captives to where he hid himself.

Take a seat (Bush uryn)

Rules of the game. A circle is made in advance. Participants stand in a circle. It is allowed to run only in a circle, without crossing it. While running, you can not touch those standing in a circle. One of the participants is chosen as the leader, and the rest of the players, forming a circle, walk holding hands. The driver follows the circle in the opposite direction and says:

How to tickle a magpie
I won't let anyone into the house.
Like a goose I cackle
I'll pat you on the shoulder
Run!
Having said “run”, the driver lightly hits one of the players on the back, the circle stops, and the one who was hit rushes from his place in a circle towards the driver. The one who runs around the circle takes an empty seat earlier, and the one who lags behind becomes the leader.

Minlebay (Timerbay, Gulbanu)

Rules of the game. The movements that were shown cannot be repeated. The indicated movements must be performed accurately. You can use various items in the game (balls, pigtails, ribbons, etc.). The players, holding hands, make a circle. Choose a driver -
Minlebay. He becomes the center of the circle.

Driver says:
Five children at Minlebai,
Friendly, fun play.
We swam in the fast river,
They lashed out, splashed,
washed well,
And dressed up nicely.
And neither eat nor drink,
They ran into the forest in the evening,
looked at each other,
Done like this, like this!
With the last words, the driver makes some movement. Everyone must repeat it. Then the driver chooses someone instead of himself.

Chanterelles and chickens (Tolke hem tavyklar)

Rules of the game. A participant is selected for the role of a fox. If the driver fails to stain any of the players, then he leads again. At one end of the site are chickens and roosters in a chicken coop. On the opposite side is a fox. Chickens and roosters (from three to five players) walk around the site, pretending to peck various insects, grains and the like. When a fox sneaks up on them, the roosters shout: “Ku-ka-re-ku!”. At this signal, everyone runs into the chicken coop, followed by a fox that tries to stain any of the players.

Guess and catch up! (Kuyp that one!)

Rules of the game. The players sit on a bench or on the grass in one row. Ahead is the driver. He is blindfolded. One of the players approaches the driver, puts his hand on his shoulder and calls him by name. The driver must guess who it is. If the driver called the player's name correctly, then quickly removes the bandage and catches up with the escaping. If the driver did not guess the player's name, then another player comes up. As soon as the driver catches the player, he sits at the end of the column, and the caught player becomes the driver.

I'm selling a pot, who will take it? (Chulmek satam, whom ala?)

Rules of the game. It is allowed to run only in a circle, not crossing it. Runners are not allowed to hit other players. The driver can start running in any direction. If he started running to the left, the stained must run to the right. The players are divided into two groups: the pots and the owners of the pots. Potty children form a circle by kneeling or sitting on the grass. Behind each pot is a player - the owner of the pot, hands behind his back. The driver is behind the circle. The driver approaches one of the owners of the pot and starts a conversation:

Hey buddy, sell the pot!
- Buy if you're rich!
- How many rubles to give you?
- Give me three. Take a pot.

The driver three times (or as much as his owner agreed to sell the pot for, but not more than three) touches the owner’s hand, and they start running in a circle towards each other (they run around the circle three times). Whoever runs faster to a free place in the circle takes this place, and the one behind becomes the driver.

Lilia Garifullina, teacher of the Tatar language and literature
MAOU "School No. 141", Kazan