Mobile game black and white goal. Outdoor games for children of senior preschool and primary school age. Card file of outdoor games middle group

Mobile game: "Black and White Pawns"

Target:

Learn to distinguish the same shapes by color.

Rules:

Children wear hats with black and white figures. A black pawn is placed on the first chair, and a white pawn is placed on the second. Children run around, on a signal they gather near their chairs.

Mobile game: "Find a home for your pawn"

Target:

Fix the location of the pawns on the chessboard.

Rules:

Children are divided into two teams. On a signal, they make up in turn, each at his own board of pawns.

Mobile game: "Beware the Pawn"

Target:

Cultivate dexterity, attention. Learn to run without pushing.

Rules:

Children in the caps of the Kings (White and Black) walk around the chess field. A pawn runs out and catches those who did not have time to stand on their square.

Mobile game: "Pawns to houses"

Target:

Learn to find your place.

Rules:

Children wear hats with black and white pieces of pawns. A chess field is laid out on the floor, the children run and, at a signal, take their places.

Mobile game: "King Find Your Place"

Target:

Fix the location of the White and Black Kings on the chessboard.

Rules:

There are chessboards on the tables, next to the White and Black Kings. Children go a certain distance and, on a signal, they must run to their board and put the Kings in their place.

Mobile game: "Find Your Place"

Target:

Fix the locations of the Rook, Pawn, King.

Rules:

Children wear hats of white and black figures. Choose two leaders. Spread a chess board on the floor. At the signal of the teacher, the leaders put their figures in place. One leader is responsible for whites, the other for blacks.

Mobile game: "Who will make the figures faster"

Target:

Fix the locations of the pieces on the chessboard.

Hello! Today we have the long-promised Fanta game. So it is called in the book "Children's outdoor games of the peoples of the USSR."

We call it black and white. Because the main rule there is “Do not take black and white, do not say yes and no!”.

The name "Fanta", in my opinion, is not entirely successful, because under this name everyone knows another game of Fanta. The essence of this game comes down to playing forfeits. However – in our game it is also there. Only at the very end.

Actually, this game has a lot of options.

And we came up with even more.

Surprisingly, this game has become a favorite game of our Masha, who is not yet three years old. And we, frankly, thought that she could not cope. It turned out - nothing like that! Masha is now very, very difficult to beat in this game.

Today we will tell and show you this about the game according to the rules from the book.

And soon we will add our new word games that Masha and I came up with after long games of black and white.

Thanks to the game "Fanta" or "Black and White", Masha and I now play in the garden, in animals, in contrast ... But, we will talk about this in the next issue.

And today we have...

Fanta game, or

"Black and white do not take yes and no do not say"

Description

Age

As it turns out, the age of this version of the game can be different. This game is very interesting to play for an adult. Dear adults, you just try!

And, judging by our Mashenka, it suits kids too!

So age - 2.5+

Where can you play

This game does not require any special premises and conditions. You can play it on the street, at home, in a traffic jam, and on a train, plane.

Because Masha tries to play it all day ^) . Even when he sits in the back of the bike seat, he constantly hears:

- Mother! Let's play black and white!

Number of players

From two people. For some reason, the rules say "no more than ten people play."

What you need

Ingenuity and attentiveness

Source

Fanta's game is described by Kenneman as a Russian folk game.

Now - to the rules!

Fanta game - game rules

We, of course, play it right away. For us, this game has long been a familiar and everyday thing. Which you can play when you are in a hurry somewhere, mastering something, even doing exercises!

According to the official version, the Fanta game is played like this.

The leader is selected. And all the players are given forfeits.

Well, as usual, forfeits are desirable for each player to have their own kind. To then make out - where whose. For example, one blade of grass, the other leaves, the third sticks. Or - pieces of paper of different colors.

The host at the beginning of the game reminds all players:

They sent you a hundred rubles.

Buy whatever you want

Black, white do not take

"Yes" and "No" do not say.

After that, the facilitator asks the players questions. There is no order in the rules. But I think it's better, nevertheless, to ask everyone in turn. So that there are no complaints about the "dishonesty" of the presenter.

The host asks any questions.

The facilitator's task is to ask such a question, to which the player will answer "yes", "no", "black" or "white".

The task of the player is in no case to say “yes”, “no”, “black” and “white”!

If this still happened, the player who made the mistake gives his phantom to the host and the game continues.

At the end of the game, of course, forfeits are played.

The host takes all the forfeits obtained by honest labor and in turn distributes tasks to all the owners of the forfeits who have made a mistake. Dance, sing, tell a poem, tell everyone compliments, etc.

By the way, since we already have two games that end with a draw for forfeits, expect soon an article with fun poems-assignments.

The game of yes, no, black and white

how to ask questions?


At first glance, it seems, “what kind of stupid person will answer “yes”, “no”, “black” and “white”, if you don’t need to answer such a thing ?!

In fact, the answer! The main thing is to confuse this person well!

To do this, you can of course ask questions like:

- What color is the snow?

What color is the chimney sweep?

- What about coal?

– Do you like ice cream?

And it may very well be that some razin, having heard his favorite word "ice cream", will immediately melt.

Well, if there were no gaps among the players, you have to cheat a little.

Option 1

We ask several questions in a row, which ultimately “turn on” the player’s “automatic”.

Those. we achieve that the player stops thinking about the answers and begins to soar in the clouds:

- Do you like ice cream?

- And the cake?

- I do not like!

Does your mom buy ice cream for you?

- Buys!

- And if you bring a deuce? Buys?

- Doesn't buy.

- What kind of ice cream do you like?

- Fruit ice!

- Is it multi-colored?

This is the question that most often leads to the right answer. Because the player does not have time to focus on it.

By the way, in the first video it was on this method that Masha missed her first “yes”. We didn't even notice!

What if there are ten players?

Let's try!

- Anya! Do you like ice cream?

- Sasha, what do you like?

- And I'm ice cream?

- Sveta! And you're ice cream?

- And you, Vasya, instead of ice cream, they say, eat salted mushrooms?

- Not! - shouts Vasya indignantly ...

Option 2

We ask such questions that the player seriously thinks about, therefore, the following questions, again, he perceives on the “machine”.

- Lena! Would you like to be a real princess?

- Of course I would!

What is a real princess like?

- Well ... She is beautiful ... In a long dress ... Pink! With crown and earrings...

Does she have long hair like Rapunzel's?

Well, now a little video about how we played black and white with the girls.

Fanta game - video

This is our official version of the game with clarifications and drawing forfeits.

By the way, here you can observe how a random “Yes” is obtained. We only noticed it when we watched the video. Will you find it?

Game "Black and White" video. Masha is a super player!

And here we have Masha, already quite trained, does not want to succumb to all my attempts to beat her

True, at the end she says "No." It is worth agreeing at the beginning of the game whether “no” is considered a forbidden word, or “No” and “No” are different words.

How else can you play

For a change, you can change the forbidden words. For example, replace black and white with other colors. This will be even more serious training and hardening of attention and ingenuity.

What else can I say ... The game "Fanta", or "Black and white do not take" yes "and" no "do not say" we have checked. It is interesting, exciting, develops flexibility of thinking and mindfulness and takes a long time and walking in the air, and celebrating a birthday and travelers languishing on the road.

And also - we will soon post a video with a set of our new "talking" games with Masha, invented against the backdrop of the game of "black and white". These games are simple, but very useful and help the baby to remember a lot of different concepts.

P / and "Mousetrap"

Purpose of the game : Improve movement coordination and agility.

Game progress: The players are divided into two unequal groups. A smaller group of children, holding hands, form a circle. They represent a mousetrap. The remaining children (mice) are outside the circle. Those representing the mousetrap begin to walk in a circle, saying:

Oh, how tired the mice are,

They ate everything, they ate everything,

Beware, cheaters

We will get to you.

Here we put mousetraps,

Let's get everyone now!

Children stop, raise their clasped hands up, forming a gate. Mice run into the mousetrap and run out of it. At the signal of the teacher “Clap”, the children standing in a circle lower their hands, squat - the mousetrap slams shut. Mice that do not have time to run out of the circle (mousetraps) are considered to be caught. Those caught become in a circle, the mousetrap increases. When most of the children are caught, the children switch roles and the game resumes. The game is repeated 4-5 times.

m/p "Who has the ball?"

Purpose of the game: develop mindfulness; to consolidate the ability to perform game actions in accordance with the rules.

Game progress:

The players form a circle, the leader is chosen. He stands in the center of the circle, and the rest of the children move tightly towards each other, hands behind everyone.

The teacher gives someone a ball (6-8 cm in diameter), and the children pass it around behind their backs. The driver tries to guess who has the ball. He says: "Hands!" - and the one who is being addressed should put both hands up, palms up, as if showing that he does not have the ball. If the driver has guessed correctly, he takes the ball and stands in a circle, and the player who has the ball is found starts to drive. The game is repeated.

p / and "Lovishka" (with ribbons)

Target: To develop in children dexterity, ingenuity. Practice running with dodging, catching and building in a circle.

Game progress:The players are built in a circle, each receives a ribbon, which he lays behind the belt or behind the collar. In the center of the circle is a trap. At the signal “One, two, three - catch,” the children scatter, and the trap seeks to pull the ribbon from someone. The one who has lost the ribbon steps aside. At the signal “One, two, three - quickly run into a circle!”, The children are built in a circle. The teacher offers to raise their hands to those who have lost the ribbon, that is, lost, and counts them. The trap returns the ribbons to the children. The game starts with a new driver.

Rules:The trap should take only the tape, without delaying the player. The player, having lost the tape, steps aside.

p / and "Figures"

Target:Cultivate creativity.

Game progress:At the signal of the teacher, all the children scatter around the playground (hall). On the next signal, all the players stop at the place where the team found them and take some kind of pose. The teacher notes those whose figures turned out to be the most successful.

m/p "Find and keep silent"

Target:Develop attention in children.

Game progress:The teacher hides an object in advance and invites the children to find it. The one who saw the object comes up to the teacher and quietly reports the find. The teacher notes the children who turned out to be the most attentive.

p / and "We are funny guys"

Target: .

Game progress:Children stand on one side of the playground beyond the line. The second line is drawn on the opposite side of the site. There is a trap in the center of the site. The trap is assigned by the teacher or chosen by the children. The children say in unison:

We are funny guys

We love to run and jump.

Well, try to catch up with us.

One, two, three - catch!

After the word “catch”, the children run to the other side of the playground, and the trap catches up with the runners, catches them. The one whom the trap manages to touch before the evader crosses the line is considered to be caught. He steps aside. After 2-3 runs, another trap is selected. The game is repeated 3-4 times.

Directions. If after 2 - 3 runs the trap does not catch anyone, a new trap is still selected

p / and "Fishing rod"

Target:Improve coordination abilities, strengthen leg muscles.

Game progress:The players stand in a circle, the teacher will stand in the center of the circle. He holds a rope in his hands, at the end of which is tied a bag of sand. The teacher rotates the rope with the bag in a circle just above the floor (ground), and the children jump up on two legs, trying to prevent the bag from touching their legs. Having described 2-3 circles with a bag, the teacher pauses, counts the number of those who hit the bag and gives instructions on how to perform jumps.

p / and "Quickly take it"

goal:Improve signal responsiveness.

Game progress: Children form a circle and, at the signal of the teacher, walk or run around objects (cubes, cones, pebbles), which should be one or two less than children. On the signal: “Quickly take it!” - Each player must take an object and raise it above his head. The one who did not have time to pick up the item is considered the loser.

p / and "Empty place"

Target:Develop the ability to navigate in space and speed

Run.

Game progress:The players stand in a circle, putting their hands on their belts - windows are obtained. The leader is chosen. He walks behind the circle and says: I walk around the house

And I look through the windows

I will go to one

And I'll knock softly.

After the word “I’ll knock,” the driver stops, looks into the window against which he stopped, and says: “Knock-knock-knock.” The one in front asks: "Who came?" The leader says his name. Standing in a circle asks: "Why did you come?". The driver replies: “We run to the races,” and both run around the players in different directions. There is an empty space in the circle. The one who reaches it first remains in the circle; the latecomer becomes the driver, and the game continues.

m/p "Classes"

Target:Teach kids to jump.

Game progress:Classics (5 - 6) are painted on the asphalt.
The child takes a flat stone and throws it into the first class. Then he jumps on two legs to the first class, picks up a stone and jumps back. He throws a pebble into the second class, and he himself jumps first into the first class, and from it to the second. Just the same raises a stone and jumps through the first class. Then he throws into the third class and so on until he goes beyond the class line. After that, the rest of the children begin to jump. When the turn comes again to the first child, he takes his pebble and throws it into the class that he did not get into before. So all the children take turns playing. The child from the group who passes all classes first wins.

p / and "Don't get caught"

Target:Develop dexterity and coordination of movement.

Game progress:The players are located around the cord, laid out on the floor in the form of a circle. There are two leaders in the center of the circle. At the signal of the teacher, the children jump on two legs into the circle and back out of the circle as the traps approach. The player who managed to "tarnish" receives a penalty point. After 50 sec. The game stops, the losers are counted, the game is repeated with new drivers.

p / and "Bird Flight"

Target:To fix climbing on the gymnastic ladder.

Game progress:At one end of the hall are children - "birds". At the other end of the hall there are aids on which you can “fly up” (gymnastic benches, cubes, etc.) - “trees”.

At the signal of the teacher: “The birds are flying away!” - children, waving their arms like wings, scatter around the hall; to the signal: "Storm!" - run to the hills and hide there. When the teacher says “The storm has stopped!”, the children descend from the hill and again scatter around the hall (“the birds continue their flight”). During the game, the teacher without fail provides insurance for children, especially when descending from the gymnastic wall.

m/p "Don't Stay on the Floor"

Target:Develop the ability to act on a verbal signal, quickly navigate the situation.

Game progress:A driver is selected - a trap that runs with the children throughout the hall (platform). As soon as the teacher said: “Catch!” - everyone runs away from the trap and tries to climb onto some kind of elevation (bench, cube, stump, etc.). The trap tries to pin down the escaping before they have time to stand on the dais. Children touched by the trap step aside. At the end of the game, the number of caught players is counted and another driver is chosen. The game is restarted.

p / and "The ball to the driver"

Target:Develop dexterity and speed of reaction, the ability to play in a team.

Game progress:The players are divided into 2-3 teams. Each team is built in a circle, in the center of each circle is the leader with the ball in his hands. The drivers throw the ball to the players of their circle in turn and get it back. When the ball goes around all the players, the driver raises it above his head and says “Done!”. Whose team is faster.

p / and "Geese - swans"

Target:to educate children in endurance, the ability to perform movements on a signal. Practice running with dodge.

Game progress:On one side of the hall (platform) the house in which the geese are located is indicated. On the opposite side of the hall stands a shepherd. To the side of the house is a lair (approximately in the middle of the hall), in which a wolf lives, the rest of the place is a meadow. Children are chosen to play the role of a wolf and a shepherd, the rest portray geese. The shepherd drives the geese out into the meadow, they graze and fly.

SHEPHERD: Geese, geese!

Geese: (stop and answer in chorus). Ha, ha, ha!

SHEPHERD: Do you want to eat?

GOOSIE: Yes, yes, yes!

SHEPHERD: So fly!

Geese: We can't:

Gray wolf under the mountain

He won't let us go home.

SHEPHERD: So fly as you like,

Just take care of your wings!

Geese, spreading their wings (spread their arms to the sides), fly home through the meadow, and the wolf, running out of the den, tries to catch them (stain). Caught geese go to the lair. After two runs, the number of geese caught by the wolf is counted. Then new drivers are selected - a wolf and a shepherd.

m/n "Flies - does not fly"

Target:Develop the ability to distribute attention, teach concentration.

Game progress:The children stand in a circle with the teacher in the center. He names animate and inanimate objects that fly and do not fly. For example, the teacher says: “The plane flies, the chair flies, the sparrow flies,” etc. Children should raise their hands up if a flying object is named.

p / and "Entertainers"

Target:Develop motor activity of children.

Game progress:A leader is chosen - an entertainer who stands in the center of the circle formed by the children. Holding hands, the children walk in a circle to the right and left, saying:

In an even circle one after another

We go step by step.

Stay where you are! together

Let's do this………..

Children stop, lower their hands; the entertainer shows some movement, and all players must repeat it.

p / and "Firefighters in training"

Target:To consolidate the ability to climb the gymnastic wall without missing the rails.

Game progress:Children are built in four columns facing the gymnastic wall - these are firefighters. On each span of the gymnastic wall, bells are hung at the same height (on a rail).

At the signal of the teacher: "March!" - the children standing first in the columns run to the gymnastic wall, climb it, ring the bell, go down and return to the end of their column. The teacher marks the child who completed the task the fastest. Then the signal is given again and the next group of children runs, and so on.

Target:Develop mindfulness, activity of sensory systems.

Hodge games:The players stand in a circle, in the center of the circle is the driver blindfolded. One of the children approaches the driver, the driver must recognize his friend by touch. The game continues 5-6 times, each time a new driver is chosen.

p / and "Frost Red Nose"

Target: Cultivate speed and agility

move: On the opposite side of the site, two houses are marked, the players are located

In one of the houses. Leading - Frost Red Nose becomes in the middle of the site facing the players and says:

I'm Frost Red Nose.

Which one of you decides

On the way - to start the path?

The players respond in unison:

We are not afraid of threats

And we are not afraid of frost.

After the word “frost”, the children run across the playground to another house, and the driver catches up with them and tries to touch them with his hand, “freeze”. "Frozen" stop at the place where they were touched, and until the end of the dash they stand without moving. The teacher, together with Frost, counts the number of "frozen". After each dash, a new Frost is chosen. At the end of the game, they compare which Frost froze more players.

p / and "Hunters and hares"

Target : Cultivate dexterity

Stroke:A hunter is chosen from among the players, the rest of the children are hares. On one side of the hall (platform) there is a place for a hunter, on the other - a house for hares. The hunter walks around the hall, pretending to be looking for traces of hares, and then returns to his house. Hares jump out of _ behind the bushes and jump (on 2 legs, on the right or left - whoever wants) in different directions. At the signal: "Hunter!" - hares run away into the house, and the hunter throws balls at them (he has 2-2 balls in his hands). The hares he hit are considered shot, and he takes them to his house. After each hunt for hares, the hunter changes, but is not selected from among those caught.

p/i "Brave Sparrows"

Target : Cultivate speed and agility

Stroke:Children are built in a circle, in front of each playing two snowballs. In the center of the circle, the driver is a cat. Children pretend to be a sparrow and, at the signal of the teacher, jump into the circle through the snowballs and jump back out of the circle as the cat approaches. A sparrow touched by a cat. Receives a penalty point, but is not out of the game. After a while, the teacher stops the game and counts the number of "pegged"; a new driver is selected.

p / and "Sly fox"

Target: Cultivate speed and agility

Stroke:The players stand in a circle at a distance of one step from each other. To the side, outside the circle, the fox's house is indicated. At the signal of the teacher, the children close their eyes, and the teacher goes around them from the outside of the circle and touches one of the players, who becomes the leader - a cunning fox. Then the children open their eyes, in chorus 3 times (with a short interval) ask (quietly at first, then louder): “Cunning fox, where are you?” After the third question, the cunning fox quickly runs out to the middle of the circle, raises his hand and says: “I'm here!”. All the players scatter around the site, and the fox catches them (touching them with his hand). After the fox catches 2-3 children and takes them to his house, the teacher says: “In the circle!”. The game is restarted.

m/p "School of the ball"

Target : development of dexterity, quick reaction, attention

Target:A small ball is given for the game. Children play one at a time, two at a time, and in small groups. The player performs the task of movement in order. Having successfully coped with one, he moves on to the next. If a child makes a mistake, he passes me x to another. When the game continues, he starts with the move in which he made a mistake.

p / and "Bears and bees"

Target: Cultivate speed and agility

Stroke:On one side of the hall is a beehive, and on the opposite side is a meadow. To the side is a bear den. At a prearranged signal from the educator, the bees fly out of the hive (get off the hill (it can be a gymnastic bench, wall, etc.)) fly to the meadow for honey and buzz. The bees fly away, and the bears run out of the den and climb into the hive (fly up the hill) and feast on honey. As soon as the teacher gives a signal: “Bears!”, the bees fly to the hives, and the bears run away to the den. The bees that did not have time to hide sting (touching it with their hand). The stung bears miss one game. The game resumes, and after it is repeated, the children change roles.

p / and "Owl"

Target: Build creative imagination

Stroke:On one side of the hall, an owl's nest is indicated. A driver is placed in the nest - an owl. The rest of the children depict birds, butterflies, beetles - they fly around the hall. After a while, the teacher says: “Night!” - and all the players stop on the spot in those positions in which the night caught. The owl flies out of its nest, flaps its wings and looks at who is moving. The one who moved, the owl takes him to his nest. The teacher says: "Day!" - and butterflies, bugs, birds come to life and again begin to fly, spin. After two sorties of an owl for hunting, the number of those caught is counted and a new driver is selected.

p / and "Pair running"

Target: Learn to run in pairs

Stroke:"Change the subject." Children (two children, each with a cube in their hands), at the signal of the teacher, run to the hoop (35 m), change the cube for a ball and return back to the team. Pass the ball to the next players. The next children change the ball for a cube. The task for children is to change one object for another as quickly as possible.

m/n "Who will get to the flag sooner"

Target: improve crawling skills

on all fours and the ability to navigate

in space

Stroke:All players sit on chairs. At a distance of 5-6 steps from the edge of the site, a line is drawn, beyond which there are 4-5 children. On the opposite side of the site, at a distance of 18 - 20 steps, the lines against each place a chair, on which a flag is placed. The chairs are in line. At the signal of the teacher, the children run to the flags, take them, lift them up, then put them back. The teacher notes which of the children raised the flag before the others. Then all those who fled sit on chairs, and the next 4-5 people take their place beyond the line. The game ends when all the children run 1 time to the flag.

p / and "Burn, burn clearly!"

Target: Develop speed and agility

Stroke:The players stand in a column of two, holding hands, in front of the column is the leader. The children say in chorus:

Burn, burn brightly so that it does not go out.

Look at the sky, the birds are flying

The bells are ringing!

One, two, three - run!

At the end of the words, the players of the last pair lower their hands and run to the beginning of the column - one to the right, the other to the left of it. The driver tries to tarnish one of the players before he has time to join hands with his pair. If the driver has stained the player, then he becomes a pair with him in front of the column.

m / and "Get in the hoop"

Target: Develop eye and accuracy of motor actions

Stroke:3 teams participate, building children in a column behind the throw line facing the wall (3-4 m from the throw line). Opposite each team there is a hoop on the floor (1.5-2 m from the throw line). The first players hold the ball in their hands. On a signal, the first players throw the ball against the wall so that, having rebounded, it hits the hoop, then into their hands. Having caught the ball, the children pass it to the next one, and they themselves stand at the end of the column. For each accurate throw, the team is awarded one point. The team with the most points wins.

p / and "Homeless Hare"

Target: Improve the speed of response to a sound signal

Stroke:A hunter and a homeless hare are selected from among the players. The rest of the players - hares draw circles for themselves (at home), and everyone stands in it.

The "homeless hare" runs away, and the "hunters" catch up with him. "Hare" can escape from the "hunter" by running into any circle; then the “hare” that has flocked in the circle must immediately run away, because now he is becoming homeless and the “hunter” will catch him. As soon as the “hunter” has caught (stripped) the hare, he himself becomes a “hare”, and the former “hare” becomes a “hunter”.

p / and "Carousel"

Target:to develop in children the rhythm of movements and

The ability to coordinate them with words

Stroke:Children form a circle, holding the cord with their right hand, walk in a circle at first slowly, then faster and start running. Movements are performed in accordance with the text spoken aloud:

Barely, barely, barely, barely

The carousels spin

And then around, around, around,

Everyone run, run, run.

After the children run 2-3 circles, the teacher organizes them and gives a signal to change the direction of movement. The players turn around and, intercepting the cord with the other hand, continue walking and running. Then the teacher together with the children says:

Hush, hush, don't rush!

Stop the carousel!

One, two, one, two

Here the game is over.

The movement of the "carousel" is gradually slowing down. To the words "That's the game over!" children stop.

m/p "Knock down the skittle"

Target: Train accuracy, strengthen arm muscles

Stroke:Players stand in a line behind the starting line for 6-8 people. On a signal, children change snowballs, trying to knock down the skittles (distance 4-5 m from the starting line). The players who managed to hit the targets are marked.

p / and "From bump to bump"

Target: develop the ability to jump on two legs with

moving forward

Stroke:The teacher lays out flat hoops in a checkerboard pattern (6 pieces in two lines). The players line up in two columns and, on command, jump on two legs from hoop to hoop. The distance between children in jumps is 2-3 hoops, in order to prevent injuries. The team that completes the task quickly and correctly wins.

p / and "Oncoming dashes"

Target: Strengthen the ability of children to run for distillation

Stroke:The group is divided in half. The players stand on opposite sides of the court behind the lines in a line at a distance of at least one step from each other. Each group of children has ribbons of their own color on their hands - blue, yellow. At the signal of the teacher “blue”, children with blue ribbons run to the opposite side. The children standing opposite stretch out their palms forward and wait for the running ones to touch them with their hands. The one who was touched runs to the other side of the site, stops behind the line, turns and raises his hand up. Etc.

p/i "Serso"

Target: Develop attention, eye, coordination

movement, accuracy

Stroke:Two children stand opposite each other at a short distance (2-3 m). One of them throws towards the other ring, and he catches them on a stick.

With a large number of participants, the children, divided into pairs, stand opposite each other at a distance of 3-4 m. One of them (by agreement) has a stick in his hands, the other has a stick and several rings (at first 2, later 3-4) . The latter puts rings on the tip of the stick and sends them one at a time towards his partner, who catches the rings on his stick. When all the rings are thrown, the rings caught are counted, after which the children change roles. Whoever catches the most rings wins.

p / and "K&

Entertainers (Smooth circle)

Game progress. Children become in a circle. One of the players, the educator is appointed as an entertainer. He is in the middle of the circle. Children go, as directed by the teacher, to the right or left under the following text:

an even circle,

One after another

We go step by step.

Stay where you are

together

Let's do it... like this!

At the end of the text, the children stand at arm's length from each other. The entertainer shows some kind of movement, and everyone standing in a circle repeats it. Then the teacher replaces the entertainer or the entertainer himself chooses someone instead of himself, and the game continues.

Each entertainer himself must come up with movements and not repeat those that have already been shown before him.

cap and wand

Material. Wand; cap with tassel.

Game progress. The players form a circle. The leader is selected, he receives a wand and stands in the middle of the circle. The teacher puts a cap on his head.

The cap moves up to the child's nose, covers his eyes without touching them. Children, holding hands, run in a circle and say: "One, two, three, four, five - the stick will knock." The driver at this time, squatting down, knocks on the floor with a stick.

With the last words, the children stop, and the leader holds out the wand towards the children. The one pointed to by the stick takes its end and calls the driver by name, and the driver guesses who called him. Then the game continues with a new driver.

Make a figure

Game progress. A leader is chosen from among the players, he stands aside. The rest of the children run and jump all over the playground. At the signal of the teacher, everyone stops in any position and does not move.

The host goes around all the figures and chooses the one that he likes the most. This child becomes the leader - the appraiser, and the previous driver joins the rest of the children, and the game is repeated.

Who has the ball?

Material. A ball with a diameter of not more than 15 cm.

Game progress. The players form a circle. The leader is chosen. He stands in the center of the circle, the rest move close to each other, hands behind everyone.

The teacher gives someone the ball, and the children pass it around behind their backs. The driver tries to guess who he is. He says "hands", and the person to whom he is addressing should put both hands forward, palms up. If the driver has guessed correctly, he takes the ball and stands in a circle, and the one with the ball found becomes the driver.

sharks

Material. A slight elevation of about 40 cm, it can be made from boards or snow.

Game progress. Children are divided into two unequal groups: sharks (2-3 participants) and sailors. On a large ship (elevation) there is a captain. He watches the sailors swimming in the sea (children jump off the dais and imitate swimming). "Sharks!" shouts the captain. The sailors quickly board the ship, and the sharks rush after them. Without catching anyone, or, conversely, with prey, the sharks swim into the sea, and the sailors again jump into the sea and swim. So the game is repeated several times.

Rules of the game. Catch only after the word "Sharks!". Sharks are not allowed on the ship. Those caught are taken aside and miss one game.

Game instructions. The game is very simple in terms of rules and can be played with children of a mixed age group.

For the sea, you can enter such an addition: a storm rises on the sea, sharks hide at the bottom, and sailors sit on the ship and listen to the story of the captain or someone from the team.

frogs

Material. During the game, children read a poem by A. Barto

Game progress. A large rectangle is outlined on the ground - this is a swamp. The banks are drawn on both sides, there are bumps on them (at such a distance that it would not be difficult to jump to the swamp).

The crane sits in its nest, and the "frogs" (the rest of the children) sit on the bumps and begin their concert:

Here from the hatched rotten

The frog jumped into the water.

And, puffed up like a blister,

She began to croak from the water:

"Kwa, ke, ke, qua, ke, ke,

It will rain on the river.

As soon as the frogs say the last words, the crane flies out of the nest and catches them. Frogs are not given, they jump into the water, where the crane is not allowed to catch them.

The caught frog remains on the tussock until the crane flies away and until all the frogs come out again.

After the crane has caught several frogs, a new crane is selected from among those children who have never been caught.

Children on bumps squat, and in the water they can swim. You can only get back to the bump by jumping.

Rules of the game. You can start moving only after the children finish saying the poem. Catching frogs is allowed only outside the swamp.

Game instructions. From the bumps to the swamp, about 45-55 cm, you need to show the children that this distance needs to be jumped over in one jump. The crane's nest must be nearby, otherwise it will not be able to catch the frogs.

It is necessary to monitor the observance of the first rule, since, while saying a poem, children rest after the jump. It should also be explained to the children that frogs do not jump out of the water onto bumps until the crane has flown away.

Horses

Material. Board, stick

Game progress. Children are divided into two unequal groups: grooms (a third of the children) and horses (the rest of the children). The place is outlined - the stable. There are horses in the stable. Grooms are sitting on a bench nearby. The teacher approaches the board and beats 15-18 beats on it with a stick. During this time, the grooms quickly bring out their pair of horses, harness and line up in threes one after another. The teacher checks if the horses are well harnessed. "But let's go!" he commands. The area is filled with running troikas. Each groom drives his horses either at a trot or at a walk. "The horses are scared!" - says the teacher. The horses run across the field. The grooms are catching up with them, trying to lock all the horses into the stable as soon as possible. Children change roles, the game resumes.

Rules of the game. It is necessary to have time to harness the horses in time while they beat off the blows on the plank. You need to obey the signals. After the words "the horses got scared!" you can catch any horse. A horse taken to a stable must not run away.

Hunter, hares and dogs

Game progress. The playground depicts a forest clearing where hares (children) live. Hare minks (there are several of them) are located around the clearing at some distance from each other. "Hares" live in burrows of 4-6.

The “hunter” walks with his dogs (several children) and looks out for a “hare” running somewhere. And the hares sit quietly, quietly, hiding in their minks. The hunter with the dogs goes into the house.

Hares jump out into the clearing, jump, they can even jump very close to the hunter's house.

Suddenly the dogs barked and ran out. They were released by a hunter who had previously kept them in the house. Hares quickly run away to their minks. Caught hares are assigned to the hunter.

The game continues until 4-5 hares are caught.

Game instructions. Dogs are chosen only from among the most daring and better jumping hares.

geese

Game progress. One player depicts a wolf, the other - the hostess, all the rest - geese. A house is assigned for the geese, and a circle is drawn to the side for the wolf - this is a mountain, behind which the wolf lies in wait for the geese. The hostess drives the geese to graze, and then she returns home and says: “Geese, geese, go home!” - "Why?" - ask the geese. "The gray wolf under the mountain!" - "What is he doing there?" - “Geese nibbles” - “What kind?” - “Greys and whites - all home!”

Immediately after this, the geese run home, and the wolf catches them. The wolf takes the caught geese to his home.

The hostess again drives the geese to graze, and again the wolf catches them on the way home. This continues until all the geese are caught. Then the mistress goes to look for geese. "Wolf, have you seen my geese?" she asks. "And what were the geese?" - asks the wolf. “Gray, white and striped,” the hostess replies.

The wolf indicates the path along which the geese ran (shows any direction). At this time, the geese begin to clap their hands, as if geese flap their wings. "What it is?" - asks the hostess. “Spoons fall off the shelf,” the wolf replies. By the same analogy: geese stomp - "horses in the stable", geese hiss - "boil cabbage soup." After that, the geese cackle and the mistress recognizes her geese and takes them away from the wolf. The game is resumed with other players in the roles.

Who's come?

Game progress. Several people are chosen, who step aside and agree who each of them will portray.

All other children sit in a semicircle. "Ding-ding," one of the riddles says. All the children ask: "Who came?" - "Pilot from the airfield." "What are they doing there?" The pilot depicts how to start the engine, make a flight, etc. His movements are imitated by children, who must guess what they depict.

In this way, any role can be portrayed.

Rules of the game. Perform movements as shown. Sit down as soon as the one who came leaves.

Black and white

Game progress. The players sit in a circle, the driver (teacher) remains in the middle and, approaching each one in turn, says: “They sent you a hundred rubles, buy whatever you want. Do not name white and black, and do not say no. What will you buy yourself?" - "I'll buy myself a horse." - "Which one, white or black?" - "Gray". "Better buy a white one." If the buyer forgets the conditions of the game and says one of the words that were banned, he pays a fine (performs the proposed task).

Stop!

Game progress. A line is drawn at a distance of 10-15 steps from the wall. At the wall, with his back to the players behind the line, there is a driver. He stands in a small circle drawn on the ground. The driver says loudly: “Walk fast, look, don’t yawn ... Stop!”

While he is saying these words, everyone is quickly moving forward towards the leader, some running, some walking. To the word "stop!" everyone freezes in place, and the driver quickly looks around. If someone did not have time to stop in time, the driver sends him back and he starts his approach to the driver from the beginning. The game continues until someone comes up to the driver and becomes two feet in a circle to the driver, before he says "stop!"

Rules of the game. The driver does not turn back until he says "stop!"

lame fox

Material. Ribbon.

Game progress. A very large circle is drawn on the floor, in which all the players (4-20 people) become; around the circle mark a hole for the fox. If the room is small, then only a fox mink is drawn. One of the players is assigned a lame fox, he is given a ribbon, the rest of the players are chickens. The fox jumps on one leg, trying to hit one of the players with a ribbon, who at this time scatter in different directions. The salted one becomes a lame fox, but in order to get the right to chase chickens, the new fox must definitely go into his house.

Rules of the game. The player, all the time while he is in the role of a lame fox, is obliged to jump on one leg outside the house. If he gets tired, he can stand on both legs only in his house. A player in the role of a lame fox does not have the right to salt someone who has just been tanned himself.

The Bears

Game progress. Two players - "bears", holding each other's hands, run after the other players in order to catch someone. The one who is caught by the bears is considered to be caught and grabbed with their free hands so that the caught one finds himself between them in a vicious circle. Then he steps aside, and the bears catch again. The new one caught together with the first one form another pair of bears. Every two players caught by them make a new pair, who catch on par with the first. The game continues in this manner until all players are bears.

Seine

Game progress. Two players are chosen as fishermen, the rest are fish. Fishermen grab hands and run after the fish. If they catch up with one of the fish and before it breaks out, they manage to grab it with their free hands so that the fish finds itself between the hands of the fishermen, then it is considered to be caught. The caught fish stands between the fishermen, holding their hands, making up a net. With this net, fishermen catch other fish. When all the fish are part of the seine, the game ends.

Rules of the game. Fish can crawl under the hands of the players who make up the net until the circle is complete, i.e. the fishermen did not connect with each other. Fishermen are prohibited from fishing with a broken seine; fish cannot break the seine with pressure.

Day and night

Material. The board is about 10 cm long, one side is black, the other is white.

Game progress. A line is drawn in the middle of the room, dividing it into two equal halves. At two ends, separated by city lines.

Children are divided into two teams "Day" and "Night". Teams stand at the middle line with their backs to each other.

The teacher throws the board up, and when it falls to the ground, shouts “night!” If it lies on the black side and “day!” If it is white. The team that was named runs to their house, while the other tries to catch up with them. Then the number of those caught is calculated - so many points were scored by the catching group.

Rules of the game. Players must stand at an agreed distance from the middle. They have no right to look at the plank when it is thrown and run before they shout out to someone to run.

homeless hare

Material.

Game progress. A hunter and a homeless hare are selected from among the players. The rest of the players - hares get up in their homes.

A homeless hare runs away from the hunter, and the hunter catches up with him. A hare can escape by running into any house; then the hare that was in the house becomes homeless, and the hunter will catch it. Once the hunter has caught the hare, they switch roles.

two frosts

Game progress. Two houses are marked on opposite sides of the site. The players are located on one side of the court. Two drivers are selected, who stand in the middle of the site facing the children. These are Frost - Red Nose and Frost - Blue Nose. At the teacher’s signal, “start!” Both Frosts say:

We are two young brothers

Two Frosts removed:

I am Frost - Red nose,

I am Frost - Blue nose.

Well, which one of you decides

On the way - to start the path?

All the chorus players respond to Frost:

We are not afraid of threats

And we are not afraid of frost.

After the word “frost”, all the players run to the house on the opposite side of the site, and the Frosts try to freeze out, i.e. touch with your hand. The Frozen ones stop where Frost captured them, and so they stand until the end of the run of all the other players. The frozen ones are counted, after which they join the rest of the players.

The runs are repeated 3-4 times. After counting the total number of frozen ones, new Frosts are selected and the game resumes.

Burners

Game progress. The players become pairs. A line is drawn in front of the column at a distance of 2-3 steps. One of the players - catching - stands on this line. Everyone standing in the column says:

Burn, burn bright

To not go out.

Look at the sky

The birds are flying

The bells are ringing!

One, two, three - run!

After the word "run!" the children standing in the last pair run along the column from different sides, trying to meet and hold hands. The trap tries to catch one of the pair before the children have time to join hands. If the trap succeeds, then they form a new pair, and the one left without a pair becomes a trap. If the trapper does not have time to catch up with anyone, he remains in his role.

Game instructions. The number of participants should not exceed 15-17 people.

Empty place

Game progress. The players stand in a circle, putting their hands on their belts - windows are obtained. The leader is chosen. He walks behind the circle and says:

I walk around the house

And I look in the windows

I will go to one

And I'll knock softly.

After the words "I'll knock!" the driver stops, looks into the window opposite which he stopped and says: “Knock-knock-knock”. The one standing in front asks: “Why did you come?” The driver replies: “We are running a race,” both run around the players in different directions. There is an empty space in the circle. The one who reaches it first remains in the circle; the latecomer becomes the driver, and the game continues.

Wolf in the ditch

Game progress. Two parallel lines are drawn in the middle of the site at a distance of 80-100 cm from one another - this is a moat. From the two edges of the site at a distance of one or two steps from its borders, goat houses are outlined. A wolf is chosen from among the players, the rest represent goats.

All goats are in the same house. The wolf gets into the ditch. At the signal of the teacher "wolf in the ditch!" the goats run to the opposite side of the site, jumping over the moat, while the wolf tries to catch them. Caught goats he takes aside. Then the teacher gives the command again, and the goats run to the other side, jumping over the ditch.

After 3-4 runs, all the captured goats return to their home, and another wolf is selected from among the uncaught goats. The game is repeated.

catching monkeys

Material. Various climbing devices (walls, towers, benches).

Game progress. Children pretending to be monkeys are placed on one side of the playground, where there are climbing devices. On the opposite side of the playground there are monkey catchers (2-4 children).

The catchers agree among themselves about what movements they will do, go to the middle of the site and reproduce them. Monkeys climb a hill and watch the movements of the catchers from there. Having done the movements, the catchers leave, and the monkeys get down from the "trees", approach the place where the catchers were and repeat their movements.

At the signal of the teacher, “catchers!” catchers run out, and the monkeys run to the "trees" and climb on them. Monkeys are considered caught by catchers on the "ground". After 2-3 repetitions, new catchers are selected.

Game instructions. Before the game, the teacher explains to the children the features of monkeys - to imitate and reproduce the movements that they see. The teacher makes sure that the monkeys do not jump off the upper rungs, but go down to the last one.

Keys

Material. Hoops (1 less number of children)

Game progress. Playing children stand in circles (hoops). One driver is chosen. He approaches any of the players and asks: "Where are the keys?" He replies: "Go to ... (calls a name), knock." During the conversation, the players (the one who was approached by the driver and the one who was named) try to change places. The driver must quickly take the vacant circle.

If the driver cannot take a circle for a long time, he should shout “found the keys!”, Then all the players should change places. At this time, the driver will easily find a place for himself. A child left without a place becomes a driver.

Hunters and hares

Material. 3 small balls.

Game progress. Circles are outlined on one side of the site - these are the minks of hares, on the opposite side - the houses of hunters.

The teacher appoints 3 hunters and gives them a ball. Hunters are in their homes. The rest of the players depict hares that jump all over the site. At the signal of the educator, “hunters!” hares run to hide in their minks, and hunters shoot at them - throw balls. Those hit by the balls are considered shot and go to the hunter's house. After 2-3 repetitions, the number of hares that each hunter has shot is counted. Then new hunters are appointed and the game resumes.

Rules of the game. You can only throw the ball at the feet. The hunter can shoot only from his house without leaving the circle.

Zarya-lightning

Attributes: bright ribbon.

Game progress: the children stand in a circle, hold their hands behind their backs, and one of the players (if a boy, then brother Ivanushka, if a girl, then sister Alyonushka) walks around the circle with a ribbon in his hands and says:

Zarya-lightning,

red maiden,

Walked across the field

Dropped the keys

golden keys,

blue ribbons,

entwined rings -

Went for water!

With the last words, the player puts the ribbon on the shoulder of one of those standing in the circle, he quickly takes the ribbon, and they both quickly run in different directions in a circle. The one who is left without a place becomes the leader.

Special Notes: Players must not cross the circle. When Ivanushka or Alyonushka place a ribbon, the other players do not turn.

Prela, burning

The purpose of the game: the development of motor, communication and creative abilities.

Attributes: several toys of different colors and sizes.

Game progress: before the game, the host hides toys in various places in the room. The game begins with the leader saying:

Prela, burned, flew over the sea,

And as she flew in, she sat down somewhere.

Who will find it first

He will take it!

Children run around the room looking for hidden objects. As soon as the player finds the item, he brings it to the leader and receives a token. You can keep looking. Whoever finds the most items wins.

Special notes: you can start looking for toys only after the spoken words.

Nimble hares

The purpose of the game: the development of motor, communication skills and the ability to work in a team.

Game progress: All children are "bunnies". They are divided into 2-3 teams of 5 people and line up at the starting line. Start one player-"hare" from each team. They jump from the line with two legs. The next "hares" jump from the place where the previous players jumped. They do it on one leg. The next players - again on two, etc. The team that jumped further in the total score wins.

Special remarks: the leader must ensure that each next “hare” jumper gets up exactly in the place where the previous player jumped.

Paints

The purpose of the game: the development of motor, communication and creative abilities.

Game progress: a "owner" and two "buyers" are chosen from among the players. The rest of the players are "paints". Each "paint" invents a color for itself and secretly calls it "master". When all the "paints" choose a color for themselves and call it the "owner", one of the "buyers" comes:

- Knock Knock!

- Who's there?

The buyer has arrived!

- Why?

- For paint!

— For what?

- For the red one!

If there is no red “paint”, the “owner” says: “Ride on one leg along the red carpet, find red boots, wear it and bring it back!” If there is a red "paint", then she runs away, and the "buyer" catches up with her. If the first "buyer" did not guess the paint, he jumps around the players on one leg, and the second "buyer" comes to the "owner". The winner is the "buyer" who scored more colors, having managed to catch up with them.

Special remarks: the “owner” becomes the “buyer”, who guessed and caught up with more “colors”.

The battle for the flags

The purpose of the game: the development of motor skills, dexterity of movements.

Attributes: 2 colored flags.

Game progress: players are divided into 2 teams. Each team has a flag, which is placed in a prominent place and guarded by one of the players. The remaining members of the team are divided into "defenders" and "forwards". The goal of the game is to capture the opponent's flag while keeping your own. During the game, it is allowed to pass the flag to another player, to run away with the flag.

Special remarks: rude actions should not be allowed in the struggle for the flag.

Come on, take it!

The purpose of the game: the development of motor, communication and creative abilities.

Attributes: medium-sized ball.

Game progress: one team of players - children, the other - "dogs". The leader throws the ball up, and the children must throw the ball to each other so that it does not fall to the floor. "Dogs" run around and interfere with children. If the "dog" catches the ball, it changes places with the player who dropped it.

Circuit relay

The purpose of the game: the development of motor, communication skills and dexterity.

Attributes: 4 baton.

Game progress: a circle with a diameter of 20 m is outlined on the playground, and 4 more small circles with a diameter of 0.5 m each are placed in it, relay baton is placed in them. Players are divided into 4 teams, stand facing outward beyond the line of their circle. The captains of all 4 teams stand facing the small circle of their team, in which the baton is located. After the leader’s signal to start the game, the captains take the baton, run around all the players in a clockwise direction and pass the baton to the next players. The latter, in turn, run around the circle and pass the sticks to the next, etc. All those who run around the circle stand in their place, but already facing the center. The winner is the team whose last player, having run around the circle, was the first to put the baton back into his small circle.

Special Notes: When the game is repeated, the movement is reversed.

Agile tightrope walkers

Game progress: a straight line 10 m long is drawn on the playing field, symbolizing a rope. Players must take turns walking down the line like a tightrope with their arms out to the sides to maintain balance.

Special Notes: Those who get off the rope are out of the game.

Tasty competition

The purpose of the game: the development of motor and communication skills.

Attributes: nuts, apples, pears, peaches, berries (toy or real), rubber ball, stool.

Game progress: fruits and berries are laid out on a stool. Players take turns throwing the ball up. Until the ball touches the floor, you need to have time to take any fruit from the stool. The one who manages to do this continues the game.

Special remarks: if the player did not have time to take the fruit from the stool while the ball was flying, he transfers the right to play to another player.

Lesovik and swans

The purpose of the game: the development of motor, communication and creative abilities.

Game progress: all players are swans. One player is Ivanushka, and the other is a “forester”.

In the center of the site, a circle with a diameter of Hum is drawn - this is a forest. A square is drawn in the center of the circle - this is the forester's house. Ivanushka and the "forester" are sitting in the "house". "Swans" are trying to fly into the house and take away Ivanushka. "Lesovik" is trying to catch the swans by touching them with his hand. "Swan", who saved Ivanushka, becomes a "forester".

Special Notes: Captured "swans" are out of the game. "Lesovik" cannot leave the forest, he must move around the site.

Relay with the ball

Attributes: 2 chairs, 2 soccer balls, 2 baton.

Game progress: a start line is drawn on the playground, a circle is drawn in front of each team at a distance of 10 m from it, and a chair is placed at a distance of 15 m from the circle. A soccer ball is placed in each circle. The player, running from the starting line, reaches the ball, leads it with the help of his legs around the chair, leaves the ball in a circle and runs back to the start line. The team with all the players who complete the task the fastest wins.

Special Notes: Players from both teams pass the baton to the players following them.

birches

The purpose of the game: the development of motor, communication and creative abilities.

Game progress: All players are divided into 2 groups and lined up facing each other. Players of each line join hands at arm's length. On a signal, those in one line turn to those in the other:

White birch, slender birch,

Who do you need?

Players standing in another line say the name of one of the children. This player runs to the opposite line to break a row of "birches". If he managed to break the chain, he takes one of the players with him. If the "birches" did not open their hands, he remains in this team.

Special Notes: You should name different players so that everyone participates in the game.

Black and white

The purpose of the game: the development of motor abilities and reactions.

Attributes: A cardboard disc with one side white and the other black.

Game progress: players are divided into 2 teams - “black” and “white”, who stand in lines facing each other. The host throws a cardboard disc. If it fell with the white side up, the white team starts catching the black team. The evaders are trying to slip behind the line of the house drawn at a distance. The team with the most captured opponents wins.

Special notes: catching opponents is possible only after the disk has fallen and the presenter loudly shouted “White!” or "Black!" You can catch up with the fleeing only to the line of the house. Those caught behind this line are not considered losers.

Nesmeyany

The purpose of the game: the development of communicative and creative abilities.

Game progress: the players sit in a circle, they are Nesmeyany. One of the players, selected by lot, slowly pushes the shoulder of the player to his right. He, in turn, transmits this movement to a neighbor in a circle, and this continues until the movement returns to the driver. The point of the game is to make the neighbor laugh or talk. The one who laughs is out of the game.

Special Notes: All losers must recite a funny poem or sing something.

Rescuers and robbers

The purpose of the game: the development of motor, communication and creative abilities.

Game progress: according to the counting rhyme, three drivers are selected - “robbers”. They stand on one side of the court, and all the other players are located close to them in a row.

On command, the children scatter in different directions around the playground, and the “robbers” who drive them try to catch them. Caught players join hands and form a circle in the center of the court. The Rogues keep trapping players until there are three uncaught players left who are trying to run up to the players standing in the circle and rescue one of them. If this succeeds, the players drop their hands and run away from the circle. If the remaining players do not manage to approach the circle for a long time and touch one of the caught players, then they lose. The game starts over again, 3 uncaught players become "robbers".

Special Notes: Players are not allowed to leave the court. Captured players must not leave the circle until the remaining 3 players rescue them.

Two cities

The purpose of the game: the development of motor skills, dexterity.

Attributes: wooden or plastic cylinders - towns, a few bits.

Game progress: 2 cities are drawn on the playground, giving them their names.

City figures

The distance between them is determined by agreement. Mark with a line the place from which the players will throw the bat. Towns are set up in each city. Players are divided into 2 teams, equal in strength and dexterity. One team - residents of the first city, the second - the other. Each team has its own captain. Players of one of the teams knock out towns from the opponents' town. According to the condition, they beat in turn, first the players of one team, then the other. The goal of the game is to knock out all the pieces of towns from the city of opponents. The figures are formed like this:

1) flat one cylinder near the other;

2) the cylinders lie sideways forward;

3) the cylinders lie one after the other;

4) figure "mallet";

5) figure "gate";

6) figure "lantern";

7) figure "bottle";

8) flat, one cylinder stands;

9) cylinders stand in 2 rows;

10) cylinders lie in 2 rows;

11) figure "elephant";

12) figure "train";

13) figure "nail";

14) figure "well".

The game ends when all cylinders are knocked out of the city. The team that did not have time to knock out all the towns loses.

Special Notes: Each player only hits once. If the first player knocked out the cylinder, then all the others can go 2 steps forward from the line of impact. If the bat did not roll out of the city when hitting the cylinders, then it remains there until it is knocked out by another player of the same team along with the cylinders. At the end of the game, the teams change cities. The cylinder is considered knocked out if it lies beyond the line. Each command has 2 bits. Cylinders are placed at the front of the city or on it, at an equal distance from the sides.

Relay with a magic wand

The purpose of the game: the development of motor skills and dexterity.

Attributes: small relay baton.

Game progress: The game begins with one of the players throwing the wand as far as possible while calling any of the players by name. The named player - the Magician - runs after the wand, picks it up from the ground and begins to catch up with other players who move freely around the court. Each player touched by the Wizard with his wand becomes his assistant and also begins to catch up with the other players. Having caught one of them, he must hold him until the Wizard with a wand runs up and touches him. From that moment on, the third person caught becomes another assistant to the Wizard. The player who was last touched by the Wizard with his wand wins. When the game is repeated, that player will throw the wand.

Special Notes: The Wizard is not allowed to hit the players with his wand, only to touch them. Players are not allowed to leave the playing area.