Relay races for elementary grades in the gym. Sports competitions

Centipede

Inventory: no Venue: gym, outdoor area. Minimum number of players: 6-8. Type: general group, team. Develops: coordination, sense of partner. The game can be played just for fun or with multiple teams. In the first variant, the players are tightly arranged in a circle, in the back of each other's head. On command "One, two, three!" each slowly kneels to the player behind. After that, the "centipede" begins its movement. The difficulty in the game lies in the fact that without sufficient coordination and coherence it is almost impossible to take a step, since the "centipede" moves only with the synchronous movement of all players. If someone gets out of rhythm or confuses the legs, then the "centipede" tends to crumble and it is very difficult to keep it from breaking. In the team version of the game, the "centipede" does not close, and each of the teams must reach a certain place before the other.

GOLDEN GATE

A pair of players stand facing each other and raise their hands up - this is the gate. The rest of the players join hands so that a chain is obtained. The gate players say a rhyme, and the chain must quickly pass between them. Rhythm:

“Tra-ta-ta, tra-ta-ta.

We open the gate

Golden Gate.

Hurry everyone here.

We skip times.

We miss two

And for the third time -

We won't let you through."

With these words, hands fall, the gates slam shut. Those children who are caught become additional gates. Gates win if they manage to catch all the players.

"Potato"

Statue

Inventory: no. Venue: gym, outdoor area. Minimum number of players: 6. Type: with driver. Develops: speed, mutual assistance. Armenian folk game. A fairly large area is outlined on the ground, and the participants themselves are divided into catchers and evaders. One catcher is assigned for every 5 players. The catchers leave the field, and the runaways are freely located on the site. On a signal, the catchers chase the rest of the players, trying to knock one of them down. The tagged must immediately freeze in place, in the position in which he was tagged, becoming a "statue". Salted, any player can try to "free" by touching. Runners are not allowed to leave the field. The game is played until all the evaders are tagged. After that, other catchers are chosen, and the game continues.

Mountain goat

Inventory: marked area. Balls, according to the number of drivers. Venue: gym, outdoor area. Minimum number of players: 6. A large area is outlined on the ground, Two people are chosen as hunters, the rest of the players become mountain goats. Mountain goats move throughout the site. On a signal, the hunters chase them, trying to hit them with balls. The salted one sits on the ground, a hunter runs up to him and touches his back. This means he has been caught. After all the goats are caught, other hunters are selected and the game resumes.

fast skier

Players line up on skis without poles. At a distance of 40-50 m from the start, flags indicate the finish line.

At the signal of the teacher, everyone skis to the finish line. The participants who took the first three places are revealed. Then the run is carried out in the opposite direction, and everyone except the winners participates in it. Between the top six, you can hold the final race.

In mixed teams, a general start is held separately for girls and boys. All players are divided into three or four teams, which line up in columns one at a time. There is a ski track in front of each column, the start line is marked with flags. Participants of the game on skis without sticks.

At the signal of the leader, the first numbers in the columns take three or four steps on skis to the mark, then slide on two skis, trying to go further. Whoever slides the farthest gets one point for the team, two points for second place, and so on. After the first, the second ones start, then the third in columns, etc.

The team with the fewest points wins.

Game "Hunters and ducks"

The players stand in a circle. Calculated on the first - second. The first numbers - ducks - enter the circle. The second numbers - hunters - remain in place.

At the referee's signal, the hunters throw the ball, trying to hit the ducks. The knocked out duck leaves the circle. The game continues until there are no ducks left in the circle.

After that, the teams switch roles.

Dragon biting its own tail

Inventory: no Venue: gym, outdoor area. Minimum number of players: 9-10. Type: general group, with a driver. Develops: coordination, dexterity. An old Chinese game. The players line up one after another. The right hand is placed on the right shoulder of the person in front. The first player is the head of the dragon, the last is its tail. The purpose of the head is to catch the tail. The body of the dragon (the rest of the players) is in constant motion and obediently follows the goloza. The chain of players must not break. The one through whose fault the gap occurred becomes the head. The body of the dragon plays along with the tail, preventing the head from grabbing it. When the head catches the tail, the last player in the column goes forward, becomes the head, and the penultimate player becomes the new tail.

Equipment: no Venue: open area, yard, school corridor Minimum number of players: 10 Type: team. Develops: dexterity, coordination, strength Players are divided into two teams. The first team lines up in an "elephant": the players bend down, and each subsequent one grabs the previous one so that his head is in the waist area - the armpit of the one in front. As soon as the "elephant" is built, the players from the second team alternately jump onto its back, trying to stay on it. They jump in the same way as through the "goat" in a physical education lesson. The first jumper should try to land as close to the elephant's head as possible to leave room for the others. The one who has not managed to stay in this horse no longer jumps. Usually, after all the players of the second team have jumped off, the task of the elephant is to go a certain distance with the riders on the back. For the players who make up the "elephant" the goal of the game is not to fall, for the players of the second team - to cause the "elephant" maximum inconvenience and, ideally, to fill it up. Then the teams switch roles.

Ball in the palm

Reaction game Equipment: Small ball or smooth stone Venue: gym, outdoor area. Minimum number of players: 6-8. Type: with driver. Develops: reaction, observation. Folk game of Burma The players line up in a row, holding their hands with open palms behind their backs. The driver walks behind their backs and, finally, lowers the ball into someone's palms. This player must suddenly leave the line, and his neighbors must try to grab him without leaving the spot. If they succeed, then the captured one changes places with the leader. If not, the player returns to their seat and the game continues.

Game "Who is faster?"

The guys are divided into two - four teams and line up on the same line in ranks, holding hands in teams.

At the signal of the referee, the players of the teams jump on one foot to the designated line.

The first team to reach this line wins.

ringlet

Inventory: a ring or a small similar object, easily hidden between the palms. Venue: gym, outdoor area. Minimum number of players: 7-8. Type: with driver. Develops: reaction, observation. Russian folk game. The players line up a few steps in front of a wall, and the leader stands opposite them. Players hold palms folded in a "boat" in front of them. The host also folds his palms in a "boat" and hides a ring between them. Approaching each player in turn, the leader holds his "boat" over the player's "boat", pretending that he is giving the ring to him. After the bypass of all the players is completed (the ring must be passed to one of them), the leader says: "Ring-ring, go out on the porch!". The player who has the ring must run out so that he is not grabbed and touch the wall with his hand. If he succeeds, then he changes roles with the leader.

edible-inedible

Equipment: ball. Venue: gym, outdoor area. Minimum number of players: 6-8. Type: with driver. Develops: reaction.

Players line up in front of the leader. The host throws the ball to each player in turn, while pronouncing a word. If the word is "edible" ("candy", "milk", etc.), then the player must catch the ball, and if it is "inedible" ("pot", "brick", etc.), then push him away .The one who makes a mistake (for example, caught a “boot” or pushed a “watermelon”) changes places with the driver. And in some cases, frustrated losers try to prove that you can eat a cat and a toadstool, although the latter only once.

Catch a bag

Inventory: a bag of sand, the weight of which is selected depending on the age of the players. Venue: gym, outdoor area. Minimum number of players: 6-8. Type: general group. Develops: coordination, strength, reaction. Alaska Indian Game. Players stand in a circle and throw a bag of sand. The one who does not catch him is out of the game and leaves the circle. The winner is the last player left in the circle. Drag and drop games

thresher

Inventory: no. Venue: gym, outdoor area. Minimum number of players: 7-8. Type: command. Develops: strength, mutual assistance. Yemeni game All players, except for one - the driver, stand in a tight circle. The leader remains outside. His task is to pull one of the players out of the circle. If he succeeds, then the driver changes places with this player. To complicate the task of the driver, the players move in a circle.

Inventory: dividing line. Venue: gym, outdoor area. Minimum number of players: 10. Type: team. Develops: strength. Belarusian game. Participants are divided into two equal teams. The players of each group form chains with their arms bent at the elbows. The strongest players - "groovy", become the head of the chains. Standing against each other, the “clockwork” also take each other by the arms bent at the elbows and, on a signal, each pull in their own direction, trying to either break the enemy’s chain or pull it over the intended line.

moon or sun

Inventory: dividing line. Venue: gym, outdoor area. Minimum number of players: 10-12. Type: command. Develops: strength. Chuvash game. Two players are selected from among the players who become captains. One captain is the "moon", the other is the "sun". The rest of the players approach them one by one and quietly, so that others do not hear, they say that he chooses each of them: the moon or the sun. After that, the player joins the corresponding team. After the section, the teams line up in columns behind their captains, grabbing the waist of the one in front, after which they try to pull the other team over the line drawn between them. The team that succeeds is considered the winner. dragging.

At Mazal

The participants in the game choose Mazal. All the rest move away from Mazal and agree that they will show him, after which they go to Mazal and say:

- Hello, grandfather Mazal - With a long white beard, With brown eyes, With a white mustache! - Hello, kids! Where have you been? What they were doing? - Where we were, we will not tell you, And what we did - we will show!

Everyone makes the movements that have been agreed upon in advance. When grandfather Mazal guesses, the players scatter, and grandfather catches them. Rules of the game. Grandfather Mazal chooses the fastest, most dexterous player to replace him.

pear

The players hold hands, forming a circle, in the middle of which is a boy or girl. This will be the pear. Everyone walks around the pear in a circle:

- We will plant a pear. Here, here! Let our pear grow, grow! Grow up, pear, That's such a height; Grow up, pear, This is the width; Grow up, pear, Grow up in a good hour! Dance, Mariyka, spin around for us! And we will pinch this pear. We will run away from our Mariyka!

The pear in the middle of the circle should depict everything that is sung in the song: dance, spin. To the words “This is such a height”, the children raise their hands up, and to the words “This is such a width”, they spread them apart. When they sing: “We will all pinch this pear”, everyone approaches the pear to touch it, and quickly runs away, and the pear catches someone. Rules of the game. All game actions must be clearly consistent with the words.

catch-up

A huge number of children's outdoor games is that the participants must not let themselves be caught by the driving player. These are "sorcerers" and "salochki" and "burners" and "rats", etc., etc. These games have been around for many years and are played (with various variations) by children all over the world. Note character traits, inherent in many catch-ups. The game may include the concept of "house" - a designated special place where the evader can hide from persecution. Often, after being caught, the player does not turn off gameplay, but remains in it in a different role. For example, he may expect to be helped ("disenchanted") by his comrades, or he joins the driver as an assistant or even becomes another driver. In cases where this is not provided for by the rules, usually there is a change of playing roles. That is, the caught player becomes the driver, and the former driver joins the fleeing players. Here are a few types of catch-ups:

king of the hill

Inventory: no. Venue: snow (sand, etc.) slide. Minimum number of players: 4. Type: with driver. Develops: agility, coordination, strength. Russian folk game The rules of the game are extremely simple. Each player tries to be the first to climb to the top of the mountain and become its king, and the one who succeeds should try to stay in this role for as long as possible, pushing and pushing down competitors. Competitors themselves often make it easier for the tsar by grappling with each other. The game immediately turns into a noisy gambling dump and is usually played until the players run out of strength.

Equipment: chairs or circles drawn on the ground. Quantity - for one less than number playing. Venue: spacious room, open area. Minimum number of players: 7-8. Type: with driver. Develops: reaction, dexterity, speed. Argentine game. Choose one leader. He is a ship. The rest are wagons. Each wagon player builds a depot for himself: draws a small circle. The locomotive does not have its own depot. He goes from one car to another. To whom he approaches, he follows him. This is how all wagons are assembled. When all the cars are collected, the locomotive gives a signal (for example, whistles the whistle) and everyone runs to the depot circles, the locomotive too. The player left without a place becomes the driver. In the "home" version, chairs can be used as a depot. To whom there were not enough chairs, he leads.

monkey tag

Inventory: no. Venue: open area. Minimum number of players: 5-7. Type: with driver. Develops: speed, reaction, observation, artistry. A monkey driver imitates who he is in this moment haunts. If the pursued suddenly jumps on one leg, or squats, or starts dancing, the driver must exactly repeat his movements. The rest of the rules are similar to traditional tags.

Petushki

Inventory: knitted cap of medium density. Venue: open area. Minimum number of players: 4-6. Type: with driver. Develops: mutual assistance, speed, orientation in space (for the driver). We played a mixture of hide and seek with catch-ups - "cockerels". The name of the game was given by knitted cockerel hats, which just came into fashion. We played this game in the evening, at dusk. A rather dense cockerel was chosen, which, in a state stretched over the face, coolly (but not completely) limited visibility and was given to the driver. He pulled his hat up to his nose and turned to the wall, slowly counting to 10. Then he went to look. If the driver managed to find one of those hiding, then his task was also to catch up with him. If it was possible, then the player who was caught up was given this cockerel, and he became the leader. It was possible to distract the driver when he drove someone into a corner by running in front of his nose. Since in a cockerel dressed in a similar way, visibility differed little from zero, and only vague shadows were visible, this technique often worked. The driver was distracted, and the player almost already caught by him used the moment to run away to a more spacious place. The motionless sitting also helped - often the driver passed a few centimeters from the player, not noticing him, if he had strong nerves, and he did not betray his presence by movement or excited sniffing. It was the highest chic to sit in an open place. The game was quite tough, as the blind chase often ended with the driver falling or colliding with very hard objects.

One gate play

Inventory: ball / puck depending on the type of game. Sports gate or equivalent. Venue: gym, outdoor area. Minimum number of players: 5. Type: team. Develops: tactics, team interaction, general physical effect. They play it if there is not a large enough platform at hand. Or when there are few players for interesting game on a big field. Although, several teams can play. In the game, as it is already clear from the name, only one gate is used, the optimal number of players in one team is 2-3 people. A neutral player is put on the gate. The goal of the goalkeeper is to catch or return all the balls / washers flying into his goal, regardless of which player from which team hit. If the goalkeeper catches the ball, he randomly throws it into the field, trying not to give preference to any of the teams. There are several scenarios after a goal is scored: All players remain on the field in their roles and the game continues until a certain number of goals are scored by one of the teams The player who scored the goal switches places with the previous goalkeeper. Or, as an option, one of the players of the opposite team becomes the goalkeeper. If more than two teams play, then instead of the loser (that is, the one who did not score), the next one enters the field, etc. In a variant of basketball, the game is simply played in one common ring. Moreover, the rules for running and three-point shot can remain in force.

For the best goalkeeper

Inventory: ball / puck depending on the type of game. Sports gate or equivalent. Venue: gym, outdoor area. Minimum number of players: 2-3. Type: individual. Develops: coordination, reaction. Each player plays for himself, and the game itself consists of a series of duels between the goalkeeper and the striker. The game is of interest with the number of participants in 3-5 people, since it is not very interesting to play together, and with a larger number of players you have to wait a long time for your turn. One of the players stands on the gate, and the rest take turns punching him a certain number of penalties - hits on a stationary ball from a certain distance. For hockey, it would be more correct to call "shootouts", but since the throw is usually made from the spot, we will use football terminology. The number of goals conceded by the goalkeeper is summed up and remembered, and then the next player takes the place in the goal, and so on. The winner is the player who conceded the balls less than other goalkeepers. As an option: you can also play "for the best striker", then the goals scored are taken into account and the one who has more of them wins. You can play the game and combine both options.

Pioneerball

Equipment: ball. Volleyball net. Venue: gym, outdoor area. Minimum number of players: 6-8. Type: command. Develops: tactical skills, team interaction, general physical effect. It is difficult to say exactly how this game was born, but the fact that it was often included in the program of physical education lessons is a fact. The game was played on a volleyball court, only the ball was not thrown by touching the brush over the net, as in volleyball, but beforehand it was possible to catch it. And then to transfer to the opponent's half of the field or pass to the partner. Team players who dropped the ball conceded a goal.

bodyguards

Inventory: no. Venue: open area. Minimum number of players: 10. Type: with driver. Develops: speed. Reverse version of the previous game. They choose one driver - the devil, and the rest of the players pursue him. The devil has three bodyguards, they try to protect the devil and attack the player who is chasing him. If they succeed, then the salted person is obliged to run after the bodyguard.

Salki on a sled

Inventory: sled, one for a couple. Venue: open area. Minimum number of players: 6-8. Type: with driver. Game of the peoples of Karelia. Develops: speed, strength. Several couples take part in the game. One of each pair sits on a sled, the other is lucky. One pair is chosen as the leader. Drivers tend to catch up with any other pair and overpower one of them. This can only be done by the player sitting on the sled. The tagged couple becomes the leader and the game continues.

sticky stumps

Three or 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 of the game. Stumps should not get up.

copper stump

Players are arranged in pairs in a circle. Children depicting copper stumps sit on chairs. The children-owners stand behind the chairs. To the Bashkir folk melody, the driver-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 to the words: “One, two, three - run!” - scatter in different directions. The one who runs first stands behind the copper stump. Rules of the game. Run only on signal. The winner becomes the owner.

Stick - thrower

A circle with a diameter of 1.5 m is drawn. A stick-thrower 50 cm long 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 of the game. 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.

shooter

Two parallel lines are drawn at a distance of 10 - 15 m from one another. A circle with a diameter of 2 m is drawn in the middle between them. 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 of the game. 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.

An oblong hole is dug in the ground, the width of which is slightly greater than the diameter of the ball. A stick is placed across the hole, closer to one of its edges, and a plank of strong wood with a transverse bar at one end is placed on the stick. A small rubber ball is placed on this end of the plank and lowered to the bottom of the hole. The cross bar supports the ball and prevents it from jumping off the plank. The other end of the board is raised up and protrudes above the hole. The toss determines who kicks the ball. The one who got the right to beat stands near the hole, and the rest of the participants in the game disperse a certain distance in different directions. From hitting the upper end of the plank with a stick, the ball flies up. All players, except the leader, try to catch him in the air. The one who catches goes to beat, and the one who beat goes to the catchers. If no one catches the ball, then the one that is near the hole hits again. From ten to fifteen children can take part in the game. Rules of the game. When catching the ball, you can not push each other.

Witch

Before the start of the game, a sorcerer is chosen. To do this, one of the players extends his right hand in front of him, palm down, the rest substitute one index finger under it. On the command "One, two, three!" or at the end of the rhyme, everyone withdraws their fingers, and the player with an outstretched hand needs to grab someone's finger. One whose finger is thus grasped three times becomes a sorcerer. Everyone scatters, and the sorcerer tries to catch up with someone and touch his hand. Caught freezes, spreading his arms to the sides. Other players can disenchant it by touching it with their hand. However, the sorcerer watches his victim, and as soon as someone removes the spell, he tries to re-strike them again. In addition, he tries to bewitch those who dare to rescue a comrade. Rules of the game. The bewitched player remains in place. Bewitched three times himself becomes a sorcerer, and his predecessor joins the fleeing.

quail

The players stand in a circle, legs slightly apart, arms lowered along the body. One player in the middle of the circle is a quail. To the words of a folk song:

- Oh, the quail has a headache

All participants together raise their hands up, touching their fingers on both sides of the head, and to repeat the words: “Yes, the head hurts,” they lower their hands along the body. To the chorus:

There was, there was a quail, There was, there was a gray-winged one -

the children join hands and walk in a circle to the left, and the quail points to the right. Everyone stops at the last word. To the words:

- Oh, the quail's knees hurt -

everyone leans forward and touches their knees, and at the repetition of the words: “Yes, my knees hurt,” they straighten up. The words and actions of the chorus are repeated. The host continues:

- Oh, quail's wings don't hurt -

all the players raise their hands to the sides and, to repeat the words: “The wings do not hurt,” they lower them down. To the words: “The birds got up and flew away!” Everyone is running in circles. Rules of the game. Perform movements beautifully, in accordance with the text.

Khlebchik

All who wish to play, holding hands, stand in pairs (pair by pair) at some distance from the player who does not have a pair. It is called Khlibchik (bread).

- I'm baking, I'm baking bread! (He shouts.) - Will you bake? (Asks the back couple.) - I'll bake! - Will you run away? - I'll see!

With these words, the two back players run in opposite directions with the intention of connecting and standing in front of the chub. And he tries to catch one of them before they join hands. If he succeeds, he, together with the one caught, makes a new pair, which becomes the first, and the player left without a pair turns out to be a chub. The game is repeated in the same order. Rules of the game. The last couple can run only after the end of the roll call.

The game requires a small rubber ball and an open area. In the ground, on the same line, not far from each other, they dig a series of holes - stoves (if the soil is soft, then the holes can be squeezed out with a heel or a ball). The stoves are made shallow so that a ball can roll over them. The number of stoves corresponds to the number of players. Players stand on both sides of the line of stoves, each near their own stove. The end players become facing each other, they start the game.

The end player rolls the ball over the stoves. If the ball does not remain in any of the holes, then the second extreme player rolls it back. When the ball gets stuck in someone's stove, all the participants in the game quickly scatter in different directions, and the one in whose stove the ball ended up throws it at one of the participants in the game, the kicked one catches the ball and, in turn, hits another player with it. In this case, it should be thrown from the place where the ball overtook the player. This continues until someone misses. Then everyone goes back to their stoves. The one who missed, exchanges stoves with one of the extreme players and starts the game from the beginning.

For the second miss, a line is drawn near the “mazun” stove, and for the third miss, a nest is made and a wand is planted. For each further miss, a chicken stick is stuck near the stove. When someone has five chickens, they hide them, and the owner of the quoit must find them and distribute them to the rest of the players, that is, catch up and touch them with a stick. All other players run away from the quote. The game starts over. Rules of the game. The number of players is from five to seven. Everyone has their own stove, near which misses are noted. You need to hit the ball from the spot and only at the feet. At the end of the game, the owner of the kvochka salutes until he has no sticks left.

Hedgehog and mice

Wattle fence

The players are divided into two teams of equal strength - hares and wattle. Two parallel lines are drawn - a corridor 10 - 15 cm wide. Players - wattle, holding hands, stand in the center of the corridor, and hares - at one end of the site. Children - wattle read:

Hare, hare will not enter our green garden! Wattle, braid, Hares climb, save yourself!

At the last word, the hares run to the wattle fence and try to break it or slip under the hands of the players. Hares that slipped through gather at the other end of the corridor, and those who were detained are told:

Go back to the forest, nibble on the aspen!

And they are out of the game. Children - wattle turn to face the hares and read:

Will not enter another time, The wattle fence saved us from hares.

The game is repeated until all hares are caught. After that, they switch roles. Rules of the game. The winner is the group that catches all the hares with fewer songs.

Hares and dogs

The players choose two or three hunters, two or three dogs, the rest are hares. Hares hide in the bushes, dogs look for them, bark at them and drive them to the hunters. Hunters try to hit hares with balls or snowballs (in winter). The hunter with the most hits is the winner. When the game is repeated, the children change roles. Rules of the game. Children determine the time of throwing at the target on their own. Throwing balls should be played at the feet.

school game

A rectangle is drawn on the site, consisting of five squares, the sides of which are 60 cm. These are classes. According to the counting rhyme or in another way, teachers are chosen. He takes a small stone, hides it behind his back in a fist, stretches his arms forward. One of the players - the student - must guess which hand the pebble is in. If he succeeds, then he gets the right to throw his pebble into the first class so that the pebble remains in the square. In this case, he again guesses in which hand the pebble is clamped, and if he is lucky, he throws it into the second class. If the pebble does not hit the square or the student does not guess in which hand the teacher has the pebble hidden, then he remains in the first class, the turn for the game passes to the next student. Whoever completes all classes first wins. Rules of the game. If the stone lies on the line, it is considered not to fall into the square. When the game is repeated, the child throws a pebble at the square on which he stopped the previous time.

Moor king

One of the players becomes the king of the Moors, all the rest - the Moors. The king stands behind one line, all the rest behind another at a distance of ten to twenty steps. The Moors come up to the king and in chorus conduct a roll call with him:

Hello, King of the Moors! - Hello! Who you are? We are Moors! – What can you do? - Any job.

The players pretend to do some work that they agree on in advance, for example, sawing, stabbing, digging, etc. If the king guesses what they are doing, the players run away, and the king tries to catch up with them. The one he caught up with becomes the king's assistant. The game continues until all the Moors have been caught. Rules of the game. Moors run away only on a signal (guessing the type of work by the king). The losers go over to the side of the king.

Ocean is shaking

The players sit on chairs arranged in a circle. The captain assigns to each player the name of an object from the ship's environment. Then he begins to move in the outer circle behind the backs of those sitting and talk about sailing on a ship, while naming the items necessary for sea navigation. All items named by the captain stand up, line up one after another, following the leader. When all the players got up, the captain shouts: “The sea is worried!” Children begin to move, depicting waves. Captain's command: "Sea, calm down!" serves as a signal that you need to take your seats as soon as possible. Left without a chair becomes the new captain. Rules of the game. It is necessary to build behind the captain in the order of the named items, you can take places only on a signal. You are allowed to sit in any free chair.

Those who play according to the counting rhyme choose the hostess and the hawk, the rest - the birds. The hostess, secretly from the hawk, gives the name to each bird: cuckoo, swallow, etc. A hawk flies. He has a roll call with the hostess:

- What did you come for? - For a bird. - For what?

A hawk names, for example, a cuckoo. She runs out, the hawk catches her. If there is no bird named hawk, the hostess drives the hawk away. The game continues until the hawk has caught all the birds. Rules of the game. You can run out and catch only a guessed bird.

watchman

The players lie down on the carpet and pretend to be asleep. The watchman runs between those lying, touches everyone with a stick and says: “Follow me!”. Those children who are touched by the stick follow the command. When everyone got up, the watchman suddenly shouts: “Night!”. All players should lie down as soon as possible, and the watchman watches them. Rules of the game. The command should be carried out quickly and unconditionally. The one who lay down last becomes the watchman.

Black and white

Two teams - "Black" and "White" - stand in ranks facing each other. The host throws a cardboard disc, one side of which is black, the other is white. Depending on which side of the fall is on top - white or black - one team starts to catch the other. The runaways are trying to jump out of the drawn line of the house. The team that has the most opponents caught during the game wins. Rules of the game. Catching opponents is possible only after the ascertaining words of the host: "White!" (Or: "Black!") You can catch up with the fleeing only to the line of the house. Houses caught behind the line do not count.

Click

Several people sit in a circle on a spread out soft mat and play with five small pebbles. Agree on the number of points scored (for example, up to ten). The first player tosses the pebbles from the palm of their hand. When they fall, he exposes the back of his hand: the pebbles, hitting it, roll over the bedding. It is necessary to direct them so that they lie away from each other. The player with one hand takes any of the pebbles and throws it up. While he is in the air, the player tries to grab another pebble from the mat and catch a flying pebble in the same hand. In this case, the pebbles should click against each other. Then the player places one pebble on the mat, and continues to act with the rest until all four pebbles are raised. In the next exercise, the player throws pebbles and tries to catch them on the back of his hand. The score is kept as follows: if the player managed to catch four pebbles, he is counted from ten points to four. The first person to reach zero wins. If the player did not have enough, for example, one point, but during the last toss he had four pebbles on the back of his hand, then he again waits for his turn, trying this time to catch only one pebble when tossing, which will give him the missing point. If, with the described methods of the game, it was not possible to score the required number of points, then the players proceed to the following tasks: they try to throw all five pebbles with the back of their hand so that they lie down, if possible, in two pairs and one aside. Now it is necessary, throwing up one pebble, to lift two from the litter at once. The next time they scatter the pebbles already so that three lie together, and the other two separately; then so that four lie separately from the fifth. Rules of the game. The first child plays until he makes a mistake. Then the next player in line plays. It is possible to scatter pebbles on the litter in groups only after they are caught on spread fingers. There are other ways to play as well.

Run to the river

At a distance of 10 - 15 m from the river, a line is drawn along which the players line up. At the signal of the driver, the players run to the river, take out its stone from the day and, running back, give the stone to the driver. The driver determines the first three places. Game continues. Rules of the game. The driver can lengthen or shorten the distance, give various tasks.

Get your hat

Players are divided into two teams, up to ten people in each. Caps are located at a distance of 10 - 15 m. The players in both teams get into pairs and move towards the hats, performing different movements. The first couples move first, then the second, and so on. For example, the first couples move forward by jumping on one leg, the second couples move on all fours, the third couples walk on their heels, the fourth couples in a half squat, the fifth couples advance in a deep squat. Rules of the game. Only the pair that reached first has the right to take the hat. The team with the most hats wins. When Continuing the game, it is better to change the types of movements between pairs. You can choose other movements.

put on your hat

"Dzhigit" is sitting on a chair. At eight to ten steps, the driver is taken away from him, turned to face the horseman, so that the driver can find out where he is sitting. The driver is blindfolded, turned around, given a hat in his hand. He must take a certain number of steps and put the hat on the horseman. The rest of the participants in the game count the steps of the driver aloud and cheer for him. When the game is repeated, other children are assigned to the role of the driver and the horseman. Rules of the game. The driver should not peep: the players should not help the leader, tell him

wand

The players (ten to twelve people) form a circle, each holding small sticks 10 cm long. To play, you need another large stick 50 cm long. from the circle. The one who remains last becomes the leader. He closes his eyes, counts out loud to ten, while the rest of the children hide. Before hiding, the players place a long stick with one end on the stone, the other on the ground. On the end of the stick, lying on the ground, carefully place small sticks. Having counted to ten, the driver opens his eyes and looks for children. Each of the players strives to imperceptibly run to the stick first and hit it on the end lying on the stone, so that small sticks fly into the air. The driver tries to prevent the players from doing this. If one of the players manages to hit the stick and scatter small sticks, then the driver closes his eyes again. If the driver manages to win, then the player who was found first becomes the driver. Rules of the game. So that no one touches the sticks, the driver, having found one of those hiding, quickly runs up to a long stick and loudly calls the name of the found one, and the discovered player stops and no longer hides.

Raise your handkerchief

Players stand in a circle, in the center of it they put a headscarf. The national melody sounds, everyone dances the Dagestan lezginka. With the end of the music, each participant in the game tries to be the first to pick up the handkerchief. Rules of the game. You can’t reach for a scarf and leave the circle before the music stops.

blind bear

Players are freely placed on a limited area. Each player has two sticks: one smooth, the other with teeth. Players choose a driver - a bear who is blindfolded. They drive a smooth stick over a stick with teeth, a sound arises. The bear goes to the sound, trying to stain one of the players. The one whom the bear stains becomes the leader. Rules of the game. The driver must not peek. Players are not allowed to run over the court line. If the bear cannot stain anyone for a long time, it is necessary to change the driver.

Tsuku-tsiya To play, you need two sticks: one is 70–80 cm long, the second is 15–20 cm long, the diameter of both sticks is 2 cm. With the help of a counting rhyme, two children determine who starts the game. They draw a line on which they put a large stick. The participant who started the game throws a short stick up and hits it with a long stick so that it flies as far as possible. He puts the long stick on the line again. The second player has the right to catch a small stick on the fly. If he catches her, he replaces the first player. If he does not catch, then he must take a small stick, throw it so as to hit the long one that lies on the line. When hitting a stick, the second player plays the game in the same way as the first. Otherwise, the game continues with the first player who gets 1 point. Whoever scores 5 points first wins. The winner hits a short stick 3 times long, trying to make the short stick fly farther from the line. From the place where the short stick fell after three blows, the loser must jump to the line on one leg, saying: tsik-tsiya, tsik-tsiya ... Rules of the game. In the event that the distance to the short stick turns out to be very large, you can jump alternately on one or the other leg.

Geese are flying

The leader is chosen by the player who knows as many names of animals and birds as possible. The leader comes up with the names of the flyers: “Geese are flying”, “Ducks are flying”, etc. Children raise their hands and flap their wings. At the same time, they say loudly: “They are flying” - and quickly lower their hands. When the leader says, for example: “Pikes are flying,” players can make a mistake and wave their hands. The one who makes a mistake is given a phantom, which he must help out at the end of the game (tell a poem, sing a song, dance). Rules of the game. Children should be careful and not make mistakes.

Hedgehogs and mice

All children, together with mouse players, stand in a circle. The hedgehog is in the center of the circle. At the signal, everyone goes to the right, the hedgehog - to the left. The players say the words:

A hedgehog runs - stupidly stupid, All prickly, sharp tooth! Hedgehog, hedgehog, where are you? What's wrong with you?

After these words, everyone stops. On (a signal, one player approaches the hedgehog and says:

Hedgehog legs stupid-dumb! Hedgehog eyes loop-loop! The hedgehog hears - everywhere is quiet, Chu! .. A mouse is scratching in the leaves!

The hedgehog imitates movements: walks carefully, listens. Mice at this time run around the circle. The host says:

Run, run, hedgehog, Do not spare your legs, You catch mice for yourself, Do not catch our children!

The mice run in a circle, running out of the circle. The hedgehog catches them (stains). Players quickly crouch and lower their arms. The mouse is caught: it is in a mousetrap. Thus, the game is repeated several times. Rules of the game. All act exactly according to the text. The hedgehog stains mice by lightly touching them with his hand. The stained mouse is out of the game.

Don't get caught.

A circle is drawn. All children stand behind him at a distance of half a step. The teacher appoints one of the players as the leader, and he becomes inside the circle anywhere. Children jump across the line into a circle. The driver runs in a circle, trying to touch the players when they are in a circle. When the driver approaches, everyone returns to the line. The player touched by the driver is considered the loser, but continues to participate in the game. After 30–40 seconds, the teacher stops the game and counts the losers. Then a new leader is selected from those children who have never been tarnished.

And gr a "Don't drop the stick."

The players form 2-3 circles. In the middle of each is a driver who holds a standing stick from above. The driver calls the name or surname of the player standing in the circle and releases the stick. The named must quickly run up to the stick and not let it fall. Then this student performs the functions of a driver. The most dexterous player is revealed, who never let the stick fall. The game lasts 4-6 minutes.

The game "Call numbers".

Students count in order. The teacher calls any of the numbers that take place in the columns. Those who received the corresponding numbers during the calculation run out of their columns, run to the agreed place and return back to the starting line. The one who arrives first gets one point. Then the teacher calls another number. The team with the most points wins.

Potato

Equipment: ball. Venue: gym, outdoor area. Minimum number of players: 6-8. Type: with driver. Develops: general physical effect, tactical skills. They play with a volleyball. The number of players from 5 people. The driver ("potato") squats down, the rest of the players are located around him and throw the ball, just like when playing volleyball. The dropped ball joins the potato - the potato grows. Players can not only throw the ball, but also jam potatoes, that is, hit the ball with the palm of their hand, trying to hit those who are sitting. If the player misses, he joins the potato. Seated players have the right to jump out of their haunches, trying to catch a passing ball. If this succeeds, the catcher changes places with the one whose transmission he intercepted. In a simplified version, standing players may not hit the ball immediately, it is allowed to catch it first and then throw it to a partner.

Owl.

The guys become in a circle. One of the players goes into the middle of the circle, he will portray an owl, and all the rest - Bugs, butterflies, birds. At the command of the host: "The day is coming - everything comes to life!" The kids run around in circles. The owl is “sleeping” at this time, that is, it stands in the middle of the circle, closing its eyes, bending one leg under itself. When the host commands: “The night is coming - everything freezes!”, The players stop and stand motionless, hiding, and at that moment the owl runs out to hunt. She looks out for those who move or laugh, and leads the guilty to her circle. They become owls, and together they “fly out” to hunt.

Jumping sparrows.

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

And gr and with run "Homeless Hare".

From among the players, a "hunter" and a "homeless hare" are selected. The rest of the players - "hares" - draw circles for themselves, and everyone gets into his own - this is the "house" of the hare. The homeless hare runs away, and the hunter catches up with him. A hare can escape from a hunter by running into any circle. then the hare standing in the circle must immediately run away, because now he is becoming homeless, and the hunter can catch him. As soon as the hunter has caught (stained) the hare, they switch roles.

V a r i a n t i g r y. Instead of a drawn circle, the house is formed by 4–5 children holding hands. In each such circle becomes a hare. The game is played according to the same rules. After 2–3 minutes, at the signal of the teacher, the game is interrupted. One of the children forming the circle changes places with the hare standing inside the circle. The game is resumed again and repeated 4-5 times so that all the children play the role of a hare.

Repulsion and landing"

The venue is the sector for high jumps. Inventory - rubber bandage or straps for high jumps. The main goal is to learn how to push off and land. Organization - draw 4 lines on both sides of the bar in the landing pit and in the sector for the entire width of the pit. The distance between the lines is 20–30 cm. Number the lines. The first line from the bar on both sides is drawn at a distance of 40–50 cm and has the highest serial number. For example: the first line from the bar has No. 3, the second - No. 2, the third - No. 1. Divide the students into 2 teams and line up one by one on both sides of the pit. All students jump first on one side, and then on the other. The team championship is determined by counting all the points scored by the team members.

"Tender Paws"

Purpose: relieving tension, muscle clamps, reducing aggressiveness, developing sensory perception, harmonizing relations between a child and an adult.

Adult pick up 6-7 small items different textures: a piece of fur, a brush, a glass bottle, beads, cotton wool, etc. All this is laid out on the table. The child is invited to bare his arm to the elbow; the teacher explains that the “animal” will walk on the hand and touch it with gentle paws. It is necessary to guess with closed eyes which "animal" touched the hand - to guess the object. Touches should be stroking, pleasant.

Variant of the game: the "animal" will touch the cheek, knee, palm. You can switch places with your child.

Competition "FOOTBALL BOWLING"

Equipment: 5 pins + soccer ball

Composition of players: according to the number of applicants

Determination of the winner: individual or team standings

Competition program:

A five-pin bowling game consists of 10 frames. The player takes all consecutive kicks of the soccer ball in one game until all ten frames have been completed. Points are counted for each throw (the distance from the place of impact to the pins is 10 meters)

Competition "With a BALL FROM BOREDOM"

Participants: All comers Determining the winners: Individual and team. Competition program: The participant stands 3 meters from the wall. Throws a basketball with a bounce on the floor against the wall. The result is counted (see) - the distance of the rebound from the wall. Whoever has the ball to land farthest wins.

Serso game

This game is over 200 years old. Purpose of the game: score 100 points by tossing a ring to each other

Competition "WHO IS THE MOST SKILLEST?"

Send the ring with a “rapier” to the rod - hitting 10 points Can be sent by hand, this is 5 points For a successful move (hitting the rod), another move before the first mistake Errors: The ring flew off the field The ring did not reach the rod

Competition "SUPERPOWER"

Participants: Everyone

Determining the winners: Individual and team.

Competition program:

Exercise "corner"

· Pull-ups on the bar

Holding a dumbbell at arm's length

Competition "BASKETBALL TRIATHLON"

equipment: skipping ropes according to the number of participants, 2 basketballs

determination of the winner: by the best time; team standings

Program:

1. flexion and extension of the arms in an emphasis lying down - 20 times

2. jumping rope - 100 times

3. throwing the ball from the foul line - 5 team hits

All participants simultaneously perform a certain number of "push-ups", jumping rope, when the last player from the code team finishes the exercise, everyone in turn begins to throw into the basket. The competition for the team ends after 5 hits.

Hares, watchman and bug

Tasks: strengthening the skill of fast running, agility, endurance; education of activity, collectivism. Equipment: rope. Place: gym, area. Content: “watchman” and “Bug” stand out from the players, the rest are “hares”. On the site are indicated: on the one hand - burrows of hares, on the other - a garden and behind the garden - the watchman's house. In the middle of the site, at a height of 40-60 cm, a rope is stretched - a fence (the rope is hung on jumping racks so that it falls down when touched). Before the start of the game, the hares are in holes, and the watchman with the Bug is at home. At the signal of the teacher, the first eight to ten hares run out of their holes, jump over a rope (fence) and find themselves in a garden, where they begin to eat cabbage, move their ears (imitative movements of the hands), jump from one place to another. On the conditional sign of the teacher, the watchman shoots at the hares (claps three times in the palm of his hand). On the first cotton, the hares run home, overcoming the fence by crawling or crawling, without touching the rope. After the third clap, the Bug catches up with the hares and bites them (touches them with his hand). Rules: caught hares remain in place. Hares that ran beyond the lines of burrows cannot be overtaken. O.M.U: the watchman and the Bug can switch roles. When all groups of hares have been in the garden, a new watchman and a bug stand out.

sorcerers

Tasks: development of dexterity, quick wits, coordination of movements. Inventory: not required. Location: gym, playground, recreation. Content: a “sorcerer” is selected from the players. He taunts the players, and they must stand still with their legs apart. They are considered disenchanted if one of the running students crawls between their legs. Rules: You can not run outside the site. O.M.U: mark the best sorcerers.

Through the stream

Tasks: development of jumping ability, agility, coordination of movements, education of collectivism. Inventory: 2-3 jump ropes. Location: gym, playground. Content: children are at the line. At a distance of 3-4 m ahead, lines or cords indicate the first stream, 60-70 cm wide, after 2-3 m - the second (a third one is possible). At the command of the teacher, the first 8-10 people run, jumping over streams, and remain on the other side of the hall. Then, at the command of the teacher, the next 8-10 people perform the same task. Rules: you can not wet your feet in a stream, whoever gets wet is out of the game. The winner is the student who quickly overcame the streams. O.M.U: you must not interfere with your comrade. Mark the best players.

Tasks: development of speed of reaction, the ability to act in a team, training skills in walking, running, crawling, jumping. Equipment: gymnastic wall, benches. Location: gym, playground. Content: children are slowly running around the hall - this is a flock of birds. Leader ahead. He leads the pack. The flight lasts 0.5 - 1 min. The teacher gives the signal “Kite!”, the flock disperses. Everyone strives to quickly find some kind of shelter (bench, wall, etc.). The last bird to hide is out of the game for one repetition. Rules: the game is repeated 3-4 times. The pace is set by the teacher. You can't overtake the leader. O.M.U: at the end of the game, the leader is marked who has maintained the required pace of running and chosen the most interesting route.

flying fish

Tasks: development of coordination of movements, the ability to maintain balance, the development of skill in jumping. Inventory: two gymnastic sticks, cord. Location: gym, playground. Content: children run around the playground, jumping from time to time. These are flying fish. Two fishermen stretch the net (a cord 2.5 - 3 m long, tied to the ends of two gymnastic sticks) and try to catch the fish. The net glides across the surface of the earth. Whoever touches the cord is considered caught and is out of the game. Rules: the game is repeated 4-5 times. After 1.5 - 2 minutes, the fishermen count the catch. O.M.U: the teacher makes sure that all the children actively move around the playground, do not accumulate in one place, otherwise it is difficult to jump over the net. Options: the net slides at a height of 10-15 cm from the ground, the fishermen move forward by running.

Bees and bear cubs

Tasks: development of running skills, the ability to navigate in space, training skills in coordination of movements. Equipment: gymnastic wall, benches. Location: gym. Content: at a distance of 20-15 meters from the gymnastic wall, benches are placed in a line. Half of the children climb the gymnastic wall - these are bees. At the command “Bees, for honey!” children climb off the wall and run around the playground. Meanwhile, the bears climb over the benches and approach the flying bees. The teacher says: “The bears are coming!”, the bees fly away with a buzz into the hive (on the wall). The bears are coming back. Rules: after 2-3 repetitions, the children change roles. O.M.U: among the bees and bears, the teacher notes the best.

Sly Fox

Tasks: development of speed, agility, coordination, education of honesty, creative imagination ability to behave in a team of comrades. Inventory: not required. Location: gym, playground. Content: a line is drawn on one side of the site - the fox's house. The players stand in a circle at a distance of one step from each other. The teacher asks the players to close their eyes. The children close their eyes, and the teacher goes around the circle behind the children, and touches one of the players, who becomes a cunning fox. Then the teacher offers to open the eyes of the players and carefully see which of them is a cunning fox, whether she will give herself away with something. The players ask three times in chorus: “Cunning fox, where are you?”. While everyone is looking at each other. When all the players (including the sly fox) ask for the third time: "Sly fox, where are you?", the sly fox quickly goes to the middle of the circle, raises his hands up and says: "I'm here." All the players scatter around the site, and the cunning fox catches them. After the fox catches 2-3 people, the teacher says: “In a circle!”. The players again form a circle, and the game resumes. Rules: the players cannot scatter from the circle before the words of the fox: “I am here.” The site must be agreed in advance. O.M.U: before the game, it is necessary to remind the players that it is impossible to peep. After the end of the game, you need to mark the best fox.

Owl and bird

Tasks: development of dexterity, speed of reaction, coordination, speed of movement, education of creative imagination. Inventory: not required. Location: gym, playground, recreation. Content: the players choose an owl, he goes to his nest. Imitating the cry of the bird they have chosen, the players fly around the site. To the signal "Owl!" all birds try to fly to their nests. If the eagle owl manages to catch someone, then he must guess what kind of bird it is, and only then the one who is caught becomes an owl. Rules: birds can fly to their nests only after the command “Owl”. O.M.U: before starting the game, children choose for themselves the names of those birds whose voice they can imitate (for example: dove, crow, jackdaw, crane). It is better to choose a nest and an eagle owl on high objects (on stumps, a bench, etc.). Birds from the eagle owl hide each in their nest. Options: children are divided into 3-4 subgroups and agree on which birds they will portray, then they approach the owl and say: “We are magpies, where is our home?”; “We are seagulls, where is our home?”. Owl names the place where the birds should live. Birds fly around the site, at the word “eagle owl” they hide in their nests. The eagle owl must recognize the caught bird.

Jumping sparrows

Tasks: development of speed, dexterity, education of organization, attentiveness. Inventory: not required. Location: gym, playground, recreation. Content: "Cat" sits in the center of the circle, and the rest of the players - sparrows - become outside the circle. At the signal of the teacher, the sparrows jump into the circle and jump out of it. The cat is trying to catch the sparrow, which did not have time to jump out of the circle. Option: the game can last up to 30 seconds. It can be repeated several times (with rest breaks). Rules: it is allowed to jump on one, two legs by agreement. The one who ran through the circle is considered to be caught. O.M.U: the teacher notes those sparrows that the driver has never touched with his hand.

"Who fit"

Preparation. All players form a circle, blindfolded driver stands in the center. Game content. The leader points to one of the players, and he approaches the driver, lightly touches his shoulder, gives the voice of an animal or calls him by name, changing his voice. The driver opens his eyes at the direction of the leader, when the one who approaches takes his place. He must guess who approached him. If the driver guessed the one who approached him, the players change roles. The winner is the one who has never been a driver. Game rules:1. The driver should not open his eyes ahead of time. 2. The vote is given only by the one indicated by the leader. 3. The first driver is not considered a loser.

"Cosmonauts"

Preparation. At the corners and sides of the hall, 5-8 large triangles are drawn - “rocket launchers”. Inside each "rocket launcher" draw 2-5 circles - "rockets". Their total number should be 5-8 less than the players. On the side of each "rocket launcher" you can write routes, for example:

3-L-3 (Earth - Moon - Earth) 3-M-3 (Earth - Mars - Earth) 3-N-3 (Earth - Neptune - Earth) 3-B-3 (Earth - Venus - Earth) 3- S-3 (Earth - Saturn - Earth)

The players, holding hands, form a circle in the center of the hall. The content of the game. Children go in a circle and say:

Fast rockets are waiting for us To walk around the planets. Whatever we want, We'll fly to such! But there is one secret in the game: There is no place for latecomers!

As soon as the last word is said, everyone scatters around the “rocket sites” and tries to take their places in any of the pre-drawn “rockets” as soon as possible. Those who are late for the “flight” stand in a general circle, and the “cosmonauts”, who have taken their places, announce their routes loudly 3 times. This means that they are taking a walk in "space". Then everyone again becomes in a circle, join hands and the game is repeated. Those who managed to make three flights win. Rules of the game: 1. Start the game - only on the established signal of the leader. 2. Run away - only after the words: “There is no place for latecomers!”

"Carp and pike"

Preparation. On one side of the site there are “carp”, in the middle there are “pike”. Game content. At the signal "carp" run across to the other side. "Pike" catches them. Caught "carp" (four or five) join hands and, standing across the site, form a network. Now the "carp" should run across to the other side of the site through the net (under the arms). "Pike" stands behind the net and lies in wait for them. When there are eight or nine "carp" caught, they form baskets - circles through which you need to run. There can be only one such basket, then it is depicted, holding hands, 15-18 participants. "Pike" takes a place in front of the basket and catches "carp". When there are more “carp” caught than not caught, the players form tops - a corridor of caught crucians, through which the uncaught ones run. "Pike", located at the exit from the top, catches them. The winner is the one who remains last. He is entrusted with the role of the new "pike". Game rules:1. The game begins at the signal of the leader. 2. All "carp" are obliged to pass the net, basket and tops when running. 3. Those standing have no right to detain them. 4. Players forming a basket can catch a pike if they manage to throw their clasped hands behind the back of the pike and drive it into the basket or slam the tops. In this case, all "carp" are released, and a new "pike" is selected.

"White bears"

Preparation. The site is the sea. A small place is outlined to the side - an ice floe. On it stands the driver - "polar bear". The rest of the "bears" are randomly placed throughout the site. Game content. "Bear" growls: "I'm going out to catch!" - and rushes to catch the "cubs". First, he catches one "bear cub" (takes him to the ice floe), then another. After that, two caught "bear cubs" join hands and begin to catch the rest of the players. "Bear" goes to the ice floe. Having overtaken someone, two "bear cubs" join their free hands so that the caught one finds himself between the hands, and shout: "Bear, help!" "Bear" runs up, taunts the one he has caught and takes him to the ice floe. The next two caught also join hands and catch "bear cubs". The game continues until all the bears have been caught. The last one caught becomes a "polar bear". The last player caught wins. Game rules:1. The "bear cub" cannot slip out from under the hands of the couple surrounding him until the "bear" has taunted him. 2. When catching, it is forbidden to grab the players by their clothes, and those who run away run out of the boundaries of the site.

"Owl"

Preparation. From among the players, an "owl" is selected. Her nest is away from the site. It can be outlined, fenced off by a gymnastic bench. The players on the court are randomly placed. "Owl" in the nest. Game content. At the signal of the host: “The day is coming, everything comes to life!” - children begin to run, jump, imitating the flight of butterflies, birds, beetles, depicting frogs, mice, kittens. At the second signal: "The night is coming, everything freezes - the owl flies out!" - the players stop, freeze in the position in which they were caught by the signal. "Owl" goes hunting. Noticing the moving player, she takes him by the hand and takes him to her nest. In one exit, she can get two or even three players. Then the “owl” returns to its nest again and the children again begin to frolic freely on the playground. Players who have not been caught even once win. You can also note the best driver - who caught more players. Game rules:1. The "owl" is forbidden to watch the same player for a long time, and the caught one is not allowed to escape. 2. After two or three outings of the "owl" to hunt, it is replaced by new drivers from among those that she has never caught.

"Two Frosts"

Preparation. Two cities are marked on opposite sides of the site. The players, divided into two groups, are located in them. In the middle of the site are placed the “Frost brothers”: “Frost Red Nose” and “Frost Blue Nose”. Game content. At the signal of the leader, they turn to the players with the words:

We are two young brothers, Two Frosts are daring: I am Frost Red Nose, I am Frost Blue Nose. Which of you will dare to set off on a journey? The guys answer in chorus: We are not afraid of threats, And we are not afraid of frost! -

and start running from one city to another. Frost catches them. Anyone they manage to tarnish is considered frozen. He remains in the place where he was caught, and must, with outstretched arms, block the path of the players during the next dashes. When there are so many frozen that it becomes difficult to run, the game stops. The winners are those who have never been frozen. Game rules:1. You can start running only after the end of the recitative. 2. Tagging behind the city line does not count. 3. Salted guys can be helped out: for this, the rest of the players must touch them with their hands.

"Wolves in the Den"

Preparation. In the middle of the site, two parallel lines are drawn at a distance of 70-100 cm from one another. This is a corridor - a moat. It can be defined not quite parallel lines; narrower on one side and wider on the other. Two drivers - "wolves" - stand in the ditch; the rest of the players - "goats" - are placed on one side of the site behind the house line. On the other side of it, a line indicates a pasture. Game content. At the signal of the leader, the “goats” run from the house to the opposite side of the site to the pasture and jump over the moat along the way. "Wolves", without leaving the moat, try to knock down as many "goats" as possible, for which the "wolves" are awarded winning points. After 3-4 runs (by agreement), new "wolves" are selected and the game is repeated. Win "goats", not caught even once, and those "wolves" who scored more points. Game rules:1. Jumping over the moat is a must. 2. Caught "goats" are not out of the game.

"Ball on the Floor"

Preparation. All players form a circle. Two players stand in the middle of the circle. Those standing in a circle fall to one or two knees. They have one volleyball. Drivers turn to face the ball. Game content. At the signal of the leader, the players begin to roll the ball across the floor, trying to hit the feet of the drivers. Drivers run from the ball in a circle, bounce to escape from it. If one of the players manages to hit the ball at the feet of the driver, he takes his place, and the former driver becomes in a circle. Those who have never been drivers win. The first drivers are not considered losers. Rules of the game: 1. The game starts on a signal. 2. The driver, salted on the legs, immediately goes to the place of the one who salted him. 3. Salting can be done no higher than the knees. 4. The first driver is not considered a loser.

"Passing Balls in Columns"

Preparation. The players are divided into several groups - teams, and each of them lines up in a column one at a time, one parallel to the other. Players in columns stand at arm's length. For those in front in columns - a ball or other object. Game content. Option 1. On a signal, the players in front pass the ball over their heads to those standing behind them. Those in the same way pass the ball to those behind. Each time the last player in the column, having received the ball, runs to the right of the column to the leader, and then becomes the first in his column. The team of the one who brings the ball before the others gets the winning point. Then, also on a signal, they begin to pass the ball in columns. And so they play until all the participants visit the end of the columns and deliver the ball to the leader. The team that finishes the game first with the fewest penalty points wins. Game rules:1. The game starts only at the signal of the leader. 2. You can pass the ball over your head, and not in any other way. 3. The person who dropped the ball must pick it up, stand in place and continue the game. 4. Penalty points are awarded for each violation. Option 2. You can also pass the ball under your feet, spreading them wide.

"Swan geese"

Preparation. On one side of the site (hall) a line is drawn separating the “goose”. Four benches are placed in the middle of the hall (platform), forming corridors (“the road between the mountains”) 2-3 m wide. Mats are placed on the other side of the site - this is a “mountain”. All the players, except for two, become the goose - these are “geese”. A circle is drawn behind the mountain - a “lair”, in which two “wolves” are placed (Fig. 1). The content of the game. The leader says: "Geese-swans, in the field!" "Geese" pass along the "mountain road" to the "field", where they walk.

Then the leader says: “Geese-swans, go home, the wolf is behind the distant mountain!” "Geese" run to their "goose house", running between the benches - "along the mountain road." "Wolves" run out from behind a distant mountain and catch up with "geese". The salted ones stop. Those caught are counted and released to their herd of "geese". They play twice, after which new "wolves" are chosen from those not caught. And so the game is played 2-3 times, after which the never caught "geese" and "wolves" are noted, who managed to catch more "geese". The "geese" who have never been caught, and the "wolves" who managed to catch more "geese" win. Game rules:1. "Wolves" catch "geese" to the "goose". 2. "Wolves" can catch "geese" only after the words "over the distant mountain." 3. You can not jump over the benches or run on them.

"Swift Team"

Preparation. The players are divided into 2-4 equal teams and line up in columns one at a time parallel to one another. A line is drawn in front of the toes of those in front in the columns, at a distance of 2 m from it - the start line. At 10-20 m from the starting line, a stand or mace is placed against each column. The first players in columns stand on the starting line (Fig. 2). Game content. Option 1. At the command of the leader “Get ready, attention, march!” (or according to another conditional signal), the first players run forward to the uprights (maces), run around them on the right and return back to the start line. The player who crosses the start line first earns a point for his team. Those who have come running stand at the end of their columns, and the following players line up at the start line. Also, on a signal, they run to the object set against their column, go around it and come back. The one who comes first earns a point for his team again. And so all the players run in turn. Then the points are counted. The team with the most points wins. Game rules:1. You can not run out and cross the start line before the leader's signal. 2. You can only run around the object to the right, without touching it with your hands. 3. When running with a stick, be sure to hit it three times on an object or on the floor, counting loudly. 4. Returning, you need to stand at the end of your column. Option 2. You can use sticks in the game. Each player at the start holds a wand. Having reached the rack, he hits it three times on the rack or on the floor and comes back. Having run the start line, the player gives the wand to the next one.

"Relay of animals"

Preparation. The players are divided into 2-4 equal teams and line up in columns one at a time, one parallel to the other. Players in teams take the names of animals. Suppose the first are called "bears", the second - "wolves", the third - "foxes", the fourth - "hares", etc. Everyone remembers what animal he depicts. A starting line is drawn in front of the players in front. In front of each column, at a distance of about 10-20 m, it is placed on a mace or on a rack (Fig. 3). On distance

The finish line is drawn 2 m from the start.

Game content. The leader loudly calls any beast. Players who have taken the name of this beast run forward, run around the object standing in front of them and return back. The one who returns to his team first wins a point for it. The leader calls the animals randomly, at his discretion. Some he can call twice. Each time the players who come running take their places in the team. The game is played for 5-10 minutes, after which points are counted. The team that earns the most points wins. Game rules:1. If both players come running at the same time, no points are awarded to either team. 2. If a player does not reach the final destination, his partner from the other team earns a point.

"Calling Numbers"

Preparation. The place, inventory and preparation are the same as in the previous game. If the room allows and there are few players, you can build them in two lines facing the same direction on the same line. At a distance of 2 m from the building line of the players (start line), a finish line is drawn parallel to it (see Fig. 3). Game content. Players are calculated in order of numbers in each column - team. The head calls the players by numbers, alternating them at his discretion. Each time the first person to reach the finish line wins a point. The team with the most victory points wins. Rules of the game: 1. If the players stand in ranks, then they can be placed in a high or low start position, and from this position they must run out when called by the leader. 2. If a player breaks the rules, a point is deducted from his team. This rule is recommended to be applied starting from grade III, when students become familiar with the low start.

"The Fox and the Chickens"

Preparation. In the middle of the hall, four gymnastic benches are placed in the form of a square with slats up, this is a “perch”. One driver is chosen - "foxes" and one - "hunter". All other players are "chickens". In one corner of the hall, a “burrow” is outlined, in which a “fox” is placed. In the other corner stands the "hunter". "Chickens" are located around the "roost" (Fig. 4). Game content. At a signal, the "chickens" begin either to fly up to the "roost", then fly off it, or simply walk around the "chicken coop" (near the benches that form the "chicken coop"). On the second agreed signal, the “foxes”, having approached the “chicken coop”, catch any. "chicken" touching the ground (floor) with at least one foot. The "fox" takes the stingy man by the hand and leads him into his "burrow". If along the way he meets a "hunter", the "fox" releases the one he has caught, and he himself runs into the "burrow". The caught one returns to the "chicken coop", after which all the "chickens" fly off the perch. If the "hunter" catches the "fox", a new "fox" is chosen. Play 4-6 times. Players who are not caught even once win. Rules of the game: 1. Having run into the "chicken coop", the "fox" can only knock one player down. 2. At the signal of the leader, the "fox" must leave the "chicken coop", regardless of whether he caught the "chicken" or not. 3. Those standing on the rail can help each other (support).

Preparation. A start line is drawn on one side of the site. At 5 m from it, 3-4 lines are drawn parallel to it with an interval of 4 m between them. The players are divided into several groups - teams, and each line up in a column one at a time behind the start line. Each player has a bag of peas. Game content. The players taking turns in their teams throw the bags of peas as far as possible beyond the drawn lines and stand at the end of their column. The team in which the players managed to throw more bags over the far line wins. Rules of the game: 1. Everyone can throw only one bag. 2. The bags are thrown in turn each time at the signal of the leader. 3. The one who threw the bag immediately goes to the end of his column.

"Absolutely on target"

Preparation. A line is drawn in the middle of the site, along which 10 towns (maces) are placed. The players are divided into two teams and line up one behind the other on one side of the site facing the towns. The participants in the front line receive a small ball each. A start line is drawn in front of the line. Game content. On the established signal of the leader, the players of the first rank throw balls into the towns (maces), trying to knock them down. Downed towns are counted and put in place. The guys who threw the balls run, pick them up and pass them to the members of the next team, and they themselves stand in line behind them. At the command of the leader, the second-rank players (teams) also throw balls at the towns. Again, the downed towns are counted. So they play 2-4 times. The team that manages to knock down more towns in several times wins. Rules of the game: 1. Throwing balls is possible only at the signal of the leader. 2. When throwing, it is impossible to go beyond the starting line. Throwing over the line does not count.

"Cones, acorns, nuts"

Preparation. The players form a circle, in the middle of which the leader becomes, and the rest, breaking up in threes, stand one after the other facing the center (the first number is three to four steps from the leader (Fig. 5). The leader gives all the players names: the first in threes "cones", the second "acorns", the third "nuts". The content of the game. On a signal, the driver says loudly, for example: "Nuts". All players called "nuts" should change places, and the driver seeks to take any vacant seat. If he succeeds, then the player left without a place becomes the driver.If the driver says "acorns", the second ones in threes change places, if the "bumps" are the first in threes. When the game is mastered, the driver can call two or even three players in triples, for example: "bumps, nuts". The called ones must also change places. Players who have never been driving win. Rules of the game: 1. Called ones are forbidden to stay in place. 2. Players cannot run to any other top three (otherwise the player becomes the driver).

"Climbers"

Preparation. Two teams of "alpinists" line up facing the gymnastic wall 6-7 m from it. Between the first players and the gymnastic wall, gymnastic benches are installed, turned upside down with slats. At the extreme spans of the wall, gymnastic mats are laid (Fig. 6). Game content. At the signal of the teacher, the first players begin to move along the rail of the gymnastic bench, go to the gymnastic wall, climb it, move along the wall to the last span and go down. The height of the ascent to the wall is indicated in advance by the teacher (marked with a ribbon, a flag). When descending from the gymnastic wall, the player has the right to jump from the rail, located at a height of no more than 70-75 cm, into a circle with a diameter of 40 cm, marked with chalk on the mat. Having landed, the player stands last in his line. The second players start moving on the gymnastic bench immediately after the landing of the previous "alpinist". The team that manages to finish the relay race faster than others and makes fewer mistakes than the other team wins. Rules of the game: 1. It is forbidden to move prematurely along the rail of the bench. 2. The player must not lose balance. 3. You can not jump from a height higher than indicated by the teacher. 4. Inaccurate landing is also prohibited. For each mistake, the player is penalized with a penalty point.

"Strip Jumping"

Preparation. Lines indicate a corridor 2-3 m wide. Lines are drawn across the corridor, forming narrow (30 cm) and wide (50 cm) strips that alternate with each other. There can be 6-8 such strips. Through narrow strips, children jump, and from wide strips they repel when jumping. The class is divided into three or four teams that stand in lines (Fig. 7). Game content. On a signal, the first numbers of each team start jumping from the beginning of the corridor (with a push with both feet) through narrow strips, making an intermediate jump on each wide strip. Those who performed all the jumps correctly (without stepping on narrow stripes) bring their team a point. The second numbers also jump, etc. If a player steps on a narrow strip, he continues to jump further, but does not bring a point to the team. Jumping speed is not taken into account. The team whose players got the most points wins. Rules of the game: 1. The width of the stripes gradually increases (up to 60, 90.100 cm). 2. Teams are in the same position and follow the same sequence. 3. The one who jumped to the first strip gets one point, to the second - two points, and so on. 4. The one who landed inaccurately on the next strip or did not resist on it, leaves the game and does not receive points.

"Who will overtake?"

Preparation. The players are located along one of the walls of the hall. They are divided into fives and hold hands. These are commands. Game content. The task of the teams is, at the signal of the teacher, jumping on one leg, to reach the line drawn in front of them ten steps away. Then the teams turn around and jump in the opposite direction. The team that reaches the border first wins. The game can be made more difficult by giving the task of jumping on one leg, and holding the other, bending, by the ankle joint. Rules of the game: 1. You can not stand on both feet. 2. Players must not disengage their hands. 3. In case of violation of the rules, the team is awarded a defeat.

"Hit the ball"

Preparation. For the game you need one volleyball and tennis balls in an amount equal to half of the participants. The players are divided into two teams and line up on opposite sides of the site at a distance of 18-20 m from each other. Lines are drawn in front of the toes of the players, and a volleyball is placed in the middle of the court. Players of one team (by lot) receive a small ball. Game content. On a signal from the leader, the players throw the ball at the volleyball, trying to roll it back to the opposite team. Players from the other team collect thrown balls and, on a signal, also throw them at the volleyball, trying to roll it back. So, teams alternately throw balls a set number of times. The duration of the game is 8 - 10 minutes. The team that manages to roll the ball over the line of the opposite team wins. Rules of the game: 1. If during the game the volleyball rolls away from the players, it is placed in the court area on the same line. 2. In this case, the shelling of the volleyball starts from two sides at the same time. 3. Each ball driven over the opponent's line brings the team one point.

"Sentries and Scouts"

Preparation. The players are divided into two teams - "scouts" and "sentinels" - and line up along two opposite sides of the site at a distance of 18-20 m from one another. A line is drawn in three steps in front of the lines, and a volleyball is placed in the middle of the outlined circle. Game content. Players in teams are calculated in numerical order. The task of the "scout" team is to carry the ball over its own line, the task of the players of the other team is to prevent this. The teacher calls the number loudly, and the players standing opposite (having this number) run up to the ball. If the “sentry” gapes, the “scout” grabs the ball and runs away with it to his house, and the “sentry” is captured, stands behind the “scout”. If both players simultaneously run out to the middle, then the task of the “scout” is to, after performing a series of distracting exercises (arm movements, jumping in place and with a turn, lunges, etc.), divert the attention of the “sentry” (he repeats these movements after the scout) and carry the ball away. If the “scout” grabbed the ball, but the “sentry” overtook him and tagged him with his hand, the “scout” becomes a prisoner, otherwise he wins the duel. The game continues until all the numbers have taken part in the game. Prisoners are counted and released to their teams. The game is repeated, while the players change roles. The team that manages to take more prisoners wins. Rules of the game: 1. "Sentry" is obliged to repeat all the movements of the "scout", otherwise he loses. 2. You can only pursue a fleeing player to the extent of his house. 3. The player who dropped the ball is considered to be caught. 4. Each time the ball is put in place by the “scout”.

"Hunters and Ducks"

Preparation. The players are divided into two teams, one of which - "hunters" - becomes in a circle (before the line), the second - "ducks" - enters the middle of the circle (Fig. 8). The "hunters" have a volleyball. Game content. On a signal, the "hunters" begin to knock out the "ducks" from the circle. Each player can throw the ball himself or pass the ball for a throw to a teammate. "Ducks", running inside the circle, escape from the ball, dodging and bouncing. The padded "duck" leaves the circle. The game ends when there are no "ducks" left in the circle, after which the players switch roles.

The team that manages to shoot the "ducks" in less time wins. The head can set the time of the game for throwing the ball into the "ducks". Then the result is summed up by the number of "ducks" knocked out during this time.

Rules of the game: 1. During the throw of the ball, it is forbidden to step over the line. 2. Those in the circle are not allowed to catch the ball with their hands. 3. Players are not considered out if the ball hit them after bouncing off the floor.

"Relay race with climbing and climbing"

Preparation. Two teams of players line up in front of the gymnastic wall 7-8 m from it. In front of the teams, at a distance of 2-3 m, a gymnastic beam 90-100 cm high is installed in parallel. Mats are laid under the log, at the climbing point, and at the gymnastic wall, at the landing site (Fig. 9). Game content. At the signal of the teacher, the first players from each team approach the beam, climb over it, run up to the gymnastic wall, climb it, touch the flag suspended from the wall at a height of 2-2.3 m with their hand, go down and, returning, again climb over log. After that, new players enter the game, and those who return are the last in their line, and so on. The team that finishes the relay early and has the fewest rule violations wins.

"Relay race with elements of balance"

Preparation. 3-4 teams of 8-10 people are built in columns one at a time. One gymnastic bench is placed in front of each (rail up). Game content. On a signal, the head players run along the rail, run up to the wall and, touching it with their hand, come back. The second player runs forward when the returning player touches him with his hand. The one who completes the task stands at the end of the column. The team whose players finish the relay the fastest wins. Rules of the game: 1. The run starts on a signal. 2. Players are required to run along the rail of the bench. 3. Penalty points are given for each violation.

"Obstacle Course Relay"

Preparation. For the relay, two rows of obstacles are set up (benches, barriers, a horse, a goat, a designated trench). Two teams stand in columns one by one behind a common line. Game content. On a signal, the head players of both teams run forward, overcome obstacles and return back, bypassing these obstacles. The one who came running, touching the hand of the next player, stands at the end of the column. The game ends when all team members complete the task - the head player raises his hand up. The team whose players finish the relay the fastest wins. Rules of the game: 1. The run begins at the signal of the leader. 2. Overcoming all obstacles is mandatory. 3. Penalty points are calculated for each violation.

"Pull in a circle"

Preparation. Two concentric circles are outlined (one inside the other) with a diameter of 1 and 2 m. All players surround a large circle and join hands. Game content. At the direction of the teacher, the participants of the game go to the right or left. At the second signal (whistle), the players stop and try to pull their neighbors beyond the line of a large circle without separating their hands. Whoever gets into the space between the large and small circle with one or two legs is out of the game. Then the players again join hands and continue the game by the whistle. Players not drawn into the circle after a few repetitions are considered the winners. Rules of the game: 1. Players are not allowed to separate their hands while moving and wrestling. 2. Both players who unhooked their hands are out of the game. 3. When there are few players left, they stand around the small circle and continue the competition, observing the same rules.

"Drag Over the Line"

Preparation. Two teams of players stand one against the other along the line drawn between them. Boys stand against boys, and girls against girls, approximately equal in physical strength. Four steps behind each team are the players allocated for scoring. Game content. At the command of the teacher, the players approach the middle line and take one (or two) hands. At the second signal, everyone tries to pull his opponent over the line where the assistants are standing. The player who has been pulled over by touching the scoring player with his palm can again go over the line and play for his team again. Each player who is dragged earns one point for the team that pulled him. The team with the most points during the game wins. Rules of the game: 1. During the game only hand grips are allowed. 2. It is allowed to drag one by one, in pairs, several players at the same time.

Relay stage with balloon

Equipment: balls, buckets, sticks

Task: The first player pushes the balloon forward, runs the distance with it, directs the balloon into the bucket. He does all this by touching the balloon only with a baton, but by no means with his hands. Having driven the ball into the bucket, he picks it up and runs back and passes the ball and stick to the next player.

"Strong and smart"

Preparation. Two teams are arranged in a circle, through one. Inside the circle, at the line that bounds it, there are eight chocks, in the center of the circle there is a ball. Game content. On a signal, the participants in the game, holding hands and not disengaging them, try to push the enemy so that he knocks down a chock (town, small mace). The one who knocked her down takes the ball and, standing in the center of the circle, without leaving the spot, tries to hit one of the players of the other team with it, who scatter in different directions. The team with the fewest penalty points wins. Rules of the game: 1. If the thrower misses, his team is penalized with two penalty points. 2. For an accurate throw, the team that knocked down the chock is awarded one penalty point.

"Cockfighting"

Preparation. A circle with a diameter of 2 m is drawn on the floor. All players are divided into two teams and line up in two lines near the circle (one opposite the other). The content of the game. The players choose captains who send one of their players to the circle. Each of them stands on one leg, bends the other, and puts his hands behind the back. In this position, the participants in the duel (on a signal) begin to push each other out of the circle with their shoulders and torso, trying not to stumble. The winner is the player who manages to push the opponent out of the circle or make him stumble, thereby bringing the team a victory point. The team with the most wins wins. Rules of the game: 1. It is forbidden to remove hands from the back by the rules. 2. The match ends in a draw if both players are outside the circle at the same time. 3. The game continues until everyone has been a fighter. 4. Captains also fight among themselves (last).

"Call"

Preparation. Lines of cities are drawn on two opposite sides of the site at a distance of 18 -20 m. The players are divided into two equal teams, each of which chooses a captain. Conducting the game. Team players line up behind the city lines. The captain of the starting team sends any player to the city of the other team. Its participants extend their right arms forward with palms up, bending their elbows. The last player challenges any member of the opposing team to compete. He touches the palms of the players three times, counting loudly “One, two, three!” The one whom he touches for the third time must smack the caller. Everyone runs as quickly as possible to his home. If the called one managed to catch the opponent to the city line, then the latter goes into captivity and stands behind the back of the one who has put on the back. If the player is not caught, then, on the contrary, the called player becomes a prisoner. Then the captain of the other team sends the player to the challenge. It operates in the same way as its predecessor. If a player is summoned and captured, behind whom there is one or more prisoners, then he himself becomes a prisoner, and his prisoners return to their team. Thus, the number of players in teams changes all the time. The team wins, in which at the end of the set time (8-15 minutes) there will be more prisoners, or the team that took all the enemy players into captivity. Rules of the game: 1. The driver, calling the players, counts loudly. 2. He can touch any of them every time. 3. You can only touch with your right hand and extend only your right hand forward (you cannot lower it at the moment of touching). 4. If the captain himself was captured, he is replaced by one of the team players.

"Offensive"

Preparation. Teams line up facing each other on opposite sides of the site in front of the drawn lines and choose a name for themselves (for example, "Spartak" and "Zenith"). Conducting the game. The teacher invites the Spartak team to join hands and, at his signal, march towards the Zenit team. When the players are at a distance of three or four steps, the teacher blows a whistle, the players of the advancing team turn around and quickly run away from their home, and the players of the opposite team try to catch up and overpower as many opponents as possible. Those caught are counted and they continue to play for their team. Then, at the direction of the teacher, the players of the Zenit team attack, and those standing opposite catch them. The game is repeated several times. At the end of the game, they count how many pissed-off players are on the account of each team. Those who were not caught and pissed off more than the rest are noted. The team that knocks down more players for an equal number of runs wins. Rules of the game: 1. You can run away and catch up only on a signal. 2. Each team attacks the same number of times and catches the enemy only to the line. 3. You can offer players to take different starting positions: the attackers put their hands on each other's shoulders, take them under their arms, cross their arms, etc. 4. Waiting people can stand with their backs, sideways, sit, take a low start position.

"Flag Run"

Preparation. The class is divided into teams, in each of them a captain is chosen. Teams are located behind the starting lines - one opposite the other. The distance between the teams is 20-30 m. In the middle of the site, between the two lines that limit the strip 2-3 m wide, flags are laid out in a checkerboard pattern. Game content. On a signal, players quickly run up to the flags and try to collect as many of them as possible. After a set time, on command, the children return to their places, quickly line up. The captains collect and count the flags brought by their players. One point is awarded for each flag. The team with the most points wins. Rules of the game: 1. During the run, the player is allowed to collect any number of flags lying on the ground. 2. It is forbidden to take flags from each other. 3. You must not step over the lines that limit the place for flags. 4. Team captains play on an equal footing with everyone.

"Running With Revenue"

Preparation. The site is divided by a transverse line into two equal sections. At a distance of 2 m from the short sides of the site, two lines are drawn parallel to them. Between them, along the entire width of the site, 10 towns are placed on each side. The players are divided into two equal teams and are randomly placed on the court from the side of the lines behind which their towns stand (Fig. 10). Game content. At the signal of the teacher, the players of both teams begin to run across to the side of the enemy, trying to take possession of the towns, and each can take only one town in one run and take it to his side. Each player is allowed not only to take the enemy's towns, but also to salute those who cross with the towns in their own half of the site. The salted one gives the town to the one who salted it, and remains in place, waiting for the player of his team to help him out by touching his hand. The taken town is put in its place. The rescued player enters the general game. Play the set time (10-15 minutes). The team that manages to transfer more towns to their side wins. Rules of the game: 1. The game is allowed to start strictly on a signal. 2. Players may only be tagged in their own half of the court.

"Chase"

Preparation. Pupils line up on the site in two open lines of 6-8 m one after the other (Fig. 11). At 15 - 20 m from the first line, stuffed balls are placed (or flags are placed) 2 m from one another (according to the number of players in the line). A small cloth (tennis) ball is placed 2 m from each stuffed ball. Game content. At the command "Start!" players of both teams take the position of a high or low start (as assigned), and on the command “March!” rush to stuffed balls. Having reached them, the first numbers run around them from right to left and run for their starting line. The second numbers, bypassing stuffed balls, take small balls, turn around and rush after the fleeing first numbers, trying to hit their opponent with the ball. The first numbers, returning to their original place, stand behind the line where the second numbers stood. Those who are hit by the ball raise their hand. While the teacher counts the number of stained, the players in the throwing line pick up the balls and return them to their original place. Then the lines change roles. After several runs, the total number of players caught by each team is calculated. The team with the fewest players caught wins. Rules of the game: 1. Each player must run around his ball. 2. After the turn, the player must run in a straight line without deviating to the side. 3. For violation of these rules, a penalty point is awarded to the team.

"Start After Throw"

Preparation. The class is divided into two teams - throwers and runners. On a spacious platform, throwers are located in a line 3-4 m from the starting line, on the side of the flags set 5-6 m from one another (Fig. 12). Opposite them, at the finish line, which is 15 - 20 m from the first starting line, two more flags are placed. Runners line up on the second starting line. On the starting line between the flags - two small balls. Game content. At the command "Start!" two throwers (in order) take their balls and stand in the starting position for throwing. At the same time, two runners take up a high (or low) start position. At the command "Attention!" throwers perform a throw, and on the next command “March!” - Runners rush forward. Throwers reach the finish line, go around each of their flags and come back. The runners pick up the balls after the throwers throw to hit the throwers. For a hit, the runner team gets a point. The balls are again placed between the flags, the next two throwers and two runners go to the start. This continues until all the throwers have thrown and run (each time the points scored by the runner team are counted). After that, the teams switch roles. The team with the most points wins.

Game rules:1. Throwers and runners run forward at the same time after the command "March!" 2. Throwing and dashing are carried out in a corridor 10-15 m wide. 3. Throwers after the throw must run around the flag at the finish line, otherwise they are considered tagged.

"Runway Guard"

Preparation. A stand 1.5-2 m high is placed in the center of the site (or hall). One team, having calculated in the order of numbers, takes a place around the stand, and the other, divided into two groups, is placed behind the front lines (Fig. 13). Game content. The players of the team standing behind the lines throw a volleyball between themselves, trying to get it into the rack. The players of the team located not far from the stand take turns running from one front line (stepping on it with their foot) to the other and returning back to the place they occupied before the start of the game. For each player who runs, the team gets one point. The game lasts 16-20 minutes, while after 8-10 minutes the teams change roles. The team that has made more runs during this time wins, i.e. scoring more points. Game rules:1. If the team throwing the ball manages to hit the stance, the players on the court change roles. 2. Those standing inside the area must not step beyond the circle line (2 m in diameter) drawn around the stand. 3. Defenders must not deliberately hold the ball. 4. Players inside the court must not run out before the appearance of the previous runner.

Golden Gate

This game is the forerunner of many popular games.

Description of the game In the game "Golden Gate" two players stand opposite each other and, holding hands, raise their hands up. Get "gates". The rest of the children stand one after another and put their hands on the shoulders of the person walking in front, or simply hold hands. The resulting chain should pass under the gate. "Gate" pronounce: Golden Gate Pass not always! The first time is forgiven, The second is forbidden, And the third time We won't let you through!

After these words, the “gates” abruptly lower their hands, and those children who were caught also become “gates”. Gradually, the number of "gates" increases, and the chain decreases. The game ends when all the children become "gates".

"Oncoming relay with running"

Preparation. The players are divided into several teams. Each, in turn, is divided in half. Teams line up opposite each other behind the lines. Players leading teams on one side of the court are given a baton (tennis ball). Game content. At the command "March!" wand players start running. Having run up to the head players of the opposing teams, they pass the baton to them and stand behind. The one who received the baton runs forward and passes it to the next player standing opposite, and so on. The relay ends when the teams change places on the court. Those who finish the run first win.

Rules of the game: 1. The relay starts on command. 2. It is necessary to run around the column from right to left and then pass the baton to the player who went half a step to the right. 3. To increase the load, you can play a game with double runs: the player who is on the opposite side, after passing the baton to him, again runs to where he started running.

"Day and night"

Preparation. The players are divided into two teams, which stand in the middle of the site with their backs to each other at a distance of 1.5 m. One team is given the name "Day", the other - "Night". Each team has a house on its side of the site (10-12 m). Game content. The teacher suddenly says the name of one of the commands, for example, “Day!” The players of this team quickly run away to their house, while the other team catches up and stains them. Salted players are counted (their number is recorded) and released to their team. Everyone gets back to their original places, and the teacher calls the team again. It is important that there is no strict alternation, then the players do not know which team will be named, and therefore are extremely careful. Before the signal, the leader, in order to divert the attention of the players, may offer them to perform various exercises (changing hand positions, jumping or stepping in place, etc.). The game is played several times, after which it is calculated how many players are caught in each team for the same number of runs (for three or four). The team with the most players wins. Rules of the game: 1. Players are allowed to tack only up to the line of the house. 2. The rest continue to participate in the game. 3. During the run, one participant can salt not only the person opposite, but also his neighbors.

"Circle Relay"

Preparation. All players are divided into three to five teams and stand in the middle of the hall like the spokes of a wheel, turning their right (or left) side to the center of the circle. It turns out a kind of sun with rays (Fig. 15). Each beam - line is a team. The players standing farthest from the center of the circle hold a baton (town, tennis ball) in their right hand. Game content. At the signal of the teacher, those players who have a baton (town or tennis ball) in their hands run in a circle (on its outer side) past the rest of the “spokes” to their spoke and pass the baton to the player waiting on the edge, after which they stand at the other end his line (closer to the center). All players take a half step from the center. The one who received the baton also runs around the circle and passes it to the third number, etc. When the one who started the game is on the edge and an object is brought to him, he raises it up, announcing the end of the game by his team.

The team that finishes the relay first wins. Rules of the game: 1. During the run, it is forbidden to touch standing players, and those - to interfere with the players making dashes. 2. Penalty points are awarded for violations of the rules. The "Circle Relay", like the "Reverse Relay" described above, can be conducted while dribbling a basketball.

Boots - runners

It would be unfair to forget about this exciting children's competition.

Description of the game Two opponents are given very large adult felt boots. Children drown in them, and indeed they look like boys-with-toes in boots - Ogre walkers. There are chairs in front of them at a distance of 3-5 meters. At the command of the leader, they must run to the chairs, go around them and run back. The one who arrives first wins.

"Fishing Rod" (simple and command)

Preparation. To play, you need a rope 3-4 m long, at the end of which is tied a bag filled with peas or sand. Sometimes a regular jump rope is used for the game. This is a fishing rod with which the fisherman (leader) catches fish (the rest of the players). All players stand in a circle, and the driver - in the middle of the circle with a rope in his hands. Game content. Option 1. The driver rotates the rope with the bag so that it slides along the floor, making circle after circle under the feet of the players. They carefully watch the movement of the bag and jump up so that it does not hit any of them. The one who is touched by a bag or a rope stands in the middle and begins to rotate the rope, and the former driver goes to his place in a circle. The last two or three players left win. Rules of the game: 1. The player is considered caught if the rope touched his leg no higher than the ankle. 2. Players are not allowed to approach the leader while jumping. 3. The player who was touched by the rope is out of the game. Option 2 (command). Players standing in a circle are counted on the first or second and, accordingly, form teams. The driver (as in option 1) is the same. The player who was hit by the rope raises his hand up: he brings his team a penalty point. After each mistake, the score is announced loudly. The victory in the game is won by the team, after 2-4 minutes of the game, which received less penalty points. The rules of the game are the same as in option 1.

"Rope under your feet"

Preparation. Of the players, three or four columns are formed, which line up in parallel. The distance between them is 2 m, and between the players in the columns - one step. The head players in the columns receive a short rope. Game content. On a signal, they pass one end of the rope to those standing behind, both players carry the rope under the feet of the entire column (the rope almost touches the ground). Those standing in the column jump over the rope. The head player of the column remains behind, and the one who helped carry the rope (second number) runs forward. He gives the free end of the rope to the third, and the rope is again held under the feet of all the standing children. Now the second number remains at the end of the column, and the third one runs forward, etc. During the game, all players must pass the rope under the feet of their teammates. The game ends (lifting the rope up) by the player who was first at the beginning of the game. He ends the game in the same place. The winner is the team that finished the game first, provided that its players hit the rope the fewest number of times. Rules of the game: 1. Players are not allowed to touch the rope with their feet. 2. Each player must jump over the rope. 3. For each violation of the rules, teams are awarded penalty points.

"Jumpers and Fifteens"

Preparation. The participants of the game are divided into two equal teams, each of which lines up along the sides of the hall facing the middle. By lot, one team is appointed jumpers, the second - tags. The site is marked. At 1 m from the front border of the site, a starting line is drawn (for runners), and in front, after 3 m - the second starting line (for jumpers). In front of this line (10-12 m from it), a strip 1.5-2 m wide is drawn. The content of the game. At the command of the teacher "On the start!" four players from the team of jumpers take places behind the second line. Behind them, immediately behind the line closest to the wall, four from the tag team stand in the back of the head. At the command "Attention!" jumpers and tags take the position of a high start, and on the command "March!" everyone runs forward. The task of the jumpers is to reach the strip faster and jump over it. The task of the tags is to have time to pin the jumpers before they make a jump (the tags do not jump). If the jumper is not tagged before the jump, his team gets a point. The tag that touches the jumper with his hand before the start of the jump also receives one point. After the first fours, the second fours of jumpers and tags enter the fight until everyone takes part in the game. After that, the teams change roles and places on the start lines. In the end, the team with the most victory points wins. Rules of the game: 1. Fifteen is allowed to pass any player or several players. 2. The touch is counted only up to the moment of repulsion. 3. A jumper who stepped outside the strip or did not jump over it is considered to be tagged.

"Snipers"

Preparation. For the game, you need towns and tennis balls (preferably by the number of players). The participants of the game are built in one line and are calculated on the first or second. The first numbers - one team, the second - another. If the width of the court does not allow everyone to stand in one line, then the players form two lines, one at the back of the other. In this case, each line is a team. A line is drawn in front of the toes of the players, beyond which it is impossible to go when throwing the ball. At 6 m from this line and parallel to it, they are placed in a row (one and a half steps from one another) interspersed with 5 towns of two colors. According to the color of the towns, the teams are given names (for example, blue and white). Game content. At the signal of the teacher, the teams take turns in one gulp (all players at the same time) throw balls into the towns from a standing position, from a kneeling position or lying down, according to the rules of the game. Each captured town of its color is moved one step further, and the captured town of the opposing team is moved one step closer. The team that manages to push their goals further in the course of several throws wins. Rules of the game: 1. Towns are placed in new places after a volley from one of the teams. 2. Thrown balls are picked up by the players of the other team. 3. The teacher's assistant puts the downed towns in new places.

"Protect a Comrade"

Preparation. All players, except for two, stand in a circle at arm's length. A line is drawn in front of their socks. The players receive a volleyball. Two drivers go into the middle of the circle: they throw the ball at one, the other defends it, hitting the ball. The content of the game. At the signal of the leader, the players throw the ball to each other and try to knock out the driver with a direct hit. In the event of a hit in the driver, he is replaced by a defender, and the defender becomes the one who managed to pin the player with the ball. The players who last longer as drivers win. Rules of the game: 1. Hit when going beyond the circle line is not counted. 2. Headshots do not count. 3. The defender may hit the ball with any part of the body. 4. The driver must not touch the defender with his hands.

"Lizard"

Preparation. Participants are divided into two teams, one of which goes to the circle, and the other remains outside the circle with a volleyball. Players in a circle line up in a column led by the captain and take each other by the belt. Game content. At the signal of the leader, the players who form a circle throw the ball to each other, trying to knock out the last player in the column with a direct hit. The knocked out player is out of the game. After 5-8 minutes, the teams change roles. The team that knocks out the most players in a set amount of time wins. Game rules:1. It is not allowed to twist the spiral (hiding the latter). 2. Players must not disengage their hands. 3. Headshots do not count. 4. Hit from the rebound from the floor does not count.

Confusion

A fun game for a campaign of any age.

Description of the game Children stand in a circle and hold hands. The driver turns away, and the players begin to get confused, climbing over each other as soon as possible. Then the driver must unravel this tangle without breaking the circle.

Game rules:1. The captain, defenders and servers must not step outside their circle. 2. You can not pull the ball out of your hands and hold it in your hands for more than 3 seconds. 3. If the defender of one of the teams accidentally touches the town with his foot and knocks it to the ground, the town should be put in place. 4. The town is considered to be knocked down when the ball of the captain of the other team hits it.

"Shootout"

Preparation. The game can be played on the volleyball court. In this case, there are middle and front boundaries of the site. Stepping back 1 - 1.5 m from the front line inside the hall, another line is drawn parallel to it to form a corridor (“captivity”). An additional line is drawn on the other side (Fig. 16). The content of the game. The players are divided into two equal teams, each of which is randomly located in its city on one half of the site (from the middle line to the corridor). During the game, you cannot enter the opponent's half. The leader throws a volleyball in the center, between the captains, and they try to hit it back to their players. The task of each team is to receive the ball and hit the opponent without going beyond the middle line. The opponent dodges the ball and, in turn, tries to hit the opposing player with the ball. Salted with the ball go beyond the line of captivity to the opposite side (into the corridor). The prisoner is there until his players help him out (by throwing the ball without touching the wall or the ground). Having caught the ball, the prisoner throws it to his team, and he runs from the corridor to his half of the field. The team wins, which, after 10-15 minutes of the game, will have more knocked-out players in the prisoner zone. The game ends ahead of time if all the players of one of the teams are captured.

Rules of the game: 1. You can kick the ball to any part of the body, except for the head. 2. You can catch the ball with your hands, but if the player drops the ball, then he is considered tagged and is taken prisoner. 3. It is not allowed to run around the court with the ball in hand, but you can dribble it. 4. The ball, which went out of bounds, is given to the team, because of the line of which it rolled out. 5. For the committed violations, the ball is transferred to the opponent.

"Dimble and sharp"

Preparation. Three concentric circles with diameters of 3, 10 and 15 m are drawn on the site. Six towns, chocks, small maces are placed around the circumference of a small circle. Game content. Two teams are playing. Each has one captain and three defenders. The rest of the players are servers. The captains are placed in a small circle, the defenders are in the middle, and the servers are placed in a large circle. The teacher gives a volleyball to one of the captains. He throws it to his server, who tries to pass the ball back to the captain. The defenders of the opponent try to intercept the ball and pass it to their server. Having received the ball, the captain knocks down one of the towns with it, which is removed from the site. The teacher gives the ball to another captain, and the game continues. The team whose captain knocks down four towns first wins.

Dwarfs and giants

Description of the game Children stand around the leader, who tells that there are very small people in the world - dwarfs, and there are huge ones - giants. When the host says: “Dwarfs!”, He sits down on all fours, lowers his hands, showing with his whole appearance what small people they are. He even pronounces the word "dwarfs" in a thin voice - that's how tiny they are. And when he says “Giants!”, His voice becomes rougher, the leader stands up to his full height, and even stretches his arms up - they are so huge. The children really like this game of the host, they laugh and also stretch to their full height - “giants” and sit on all fours - “dwarfs”. When the guys learned how to correctly follow the commands, the host warns that now he will see who is the most attentive. Leading: Remember, children, the correct commands: “Dwarfs!” and "Giants!" All my other commands do not need to be executed. The one who makes a mistake is out of the game. First, the host gives the correct commands, and then the words “dwarfs” and “giants” are replaced by similar ones. The one who makes the fewest mistakes wins.

Children may refuse porridge. Sometimes they don't want to go to bed. But the offer to play some game is always perceived with great excitement. Adults can only choose from a huge arsenal of various scenarios the most suitable. Relay races for children are interesting and exciting. After all, participating in them, each child can demonstrate dexterity, skills, resourcefulness. Let's look at a few game scenarios that can be used both at a summer camp and in the yard.

Relay "Notes"

This game contains many surprises and various surprises. The kids just love them. Therefore, if you need to hold relay races for children in the camp, then this game will be a great solution. It can be carried out on fresh air. But if the day turned out to be rainy, then such a competition will be great indoors.

The game is suitable only for children school age. After all, they must be able to read quickly.

For the relay, stock up:

  • 2 paper bags (it is better that they are opaque, in which case the tasks will not be visible to the children);
  • chalk;
  • pencils;
  • paper.

You need to prepare for the relay race in advance. For this:

  1. The start line is set. It can be drawn on the pavement with chalk, marked with a flag in the grass.
  2. Members of two teams are determined. A prerequisite is an equal number of players in each group.
  3. It is necessary to prepare and write tasks on strips of paper. All notes must be printed in duplicate. Each team receives a package with the same nested set of tasks. But be sure to ensure that all the kids have time to participate in the game.

You can come up with tasks yourself or use the following:

  1. Jump to the tree. Touch the stem. Jump back.
  2. Run to the wall. Touch her. Run back.
  3. Squatting, jump towards the leader. Shake his hand. Jump back up.
  4. Walk backwards to the asphalt path. Write the name of the team in chalk. Also come back.

The rules are extremely simple. The first participants pull out the task from the packages. Having completed it, they pass the baton on. The team that does it faster wins.

Such relay races for children will become a real holiday and will surely cause a lot of positive emotions.

Potato Run Game

The kids will love this relay. For children 5 years old, this game will be an interesting and fun event.

You will need:

  • potatoes - 2 pcs;
  • regular tablespoons 2 pcs.

Be sure to mark the start and finish lines. For each team, mark out the appropriate treadmills. It is desirable that they be at least 10-12 m wide and not exceed 30 m in length.

The first player, on a signal, must run the distance, holding a spoon in which the potatoes lie. At the finish line, he turns around and comes back. It is important not to drop the potatoes. If the burden has fallen, it must be picked up. But at the same time, it is forbidden to pick up potatoes. You can only lift with a spoon. After completing the task, the first player passes his burden to the next. The relay continues.

The team that completes the task first wins.

You can complicate the relay race scenario for children somewhat. For example, at the finish line, holding potatoes in a spoon, sit down 5 times. And only then come back.

Big leg competition

If you organize relay races for children in the camp, then this game may come in handy. She will need 2 shoe boxes. Glue the lids on with tape. Cut a hole in the boxes 10 cm long and 2.5 cm wide.

The essence of such a relay race is as follows. The player must put their feet through the openings of the boxes. At the whistle the run begins. When he returns, he must carefully remove the boxes from his feet and pass them to the next player.

Contest "Blind Pedestrian"

You can come up with a variety of relay races for children on the street. In the summer, the game "Blind Pedestrian" will become quite interesting and original. To prepare for the relay, you need to create a route with various obstacles on the selected section of the street.

Give the participants time to carefully examine the situation. After that, blindfold the players one by one. The child must blindly follow the route.

During the competition, use the timer. This will determine which of the participants completed the route the fastest.

Back to back competition

It is necessary to remember about physical development. Therefore, it is recommended to select sports relay races for children. A popular and favorite game is the following.

All players must split into pairs. For the relay you need a ball. You can use volleyball or basketball.

The first pair of each team stands in front of the starting line. The players turn their backs to each other. At the level of their waist, a ball is put between them. The guys should hold it with their elbows, folding their hands on their stomachs. In this position, you need to run a few meters. Run around the obstacle planned in advance, and then return back. In this case, the ball should not fall. If this happens, then the pair has to start its movement all over again.

After successfully completing the task and returning to their team, the players help place the ball between the backs of the next two people. The relay continues.

If the team has an odd number of children, then one child can run twice.

Relay "Funny kangaroos"

Children always like outdoor sports games. With this in mind, be sure to plan funny relay races for children. This competition will allow them not only to run and jump, but also bring a lot of joyful impressions.

To play, you need to divide the children into teams. Each group will need one small item. It can be matchboxes or small balls.

The first player of each team stands in front of the start and holds the chosen object between his knees. On a signal, he must jump with the ball (box) to the mark, and then return back in the same way. The item passes to the next participant. The competition continues.

If the ball or box fell to the ground, then you need to start your journey all over again.

Every team should give their members a warm welcome.

Game "Tractor"

What other relay races can be held for children on the street in the summer? The kids really like the "Tractor" competition.

For the relay it is necessary to divide all the children into two teams. One of them will be "Cargo", and the other "Tractor". In each team, one of the strongest players is selected. These children will play the role of "Rope".

The guys should become as follows. The two players who are "Rope" in the competition join hands. The rest of the children line up in a "train" on either side of them. Each player holds the waist of the one in front.

The essence of the competition is as follows. The "Tractor" team must, with the help of the "Cable", pull the "Cargo" to its side, which in every possible way resists this. The group that completes the task most successfully wins. If the "Cable" broke, then the victory is assigned to the "Cargo" team.

Children should change roles from time to time.

Competition "Turnip"

Fairy relay races are most suitable for children 7 years old. If you diversify the competition with characters from your favorite stories, then the kids will join the game with great pleasure.

In such a relay race, 2 teams consisting of 6 people participate. The rest of the children temporarily become fans. Each team consists of grandfather, grandmother, granddaughter, Bugs, cats, mice. 2 stools are placed at a certain distance. Repka sits on them. This is a child who can wear a hat with the image of a root crop.

On a signal, the grandfather starts the game. He runs to the stool with Turnip. Runs around him and returns to the team. An old woman clings to him like a "train". The next round they run together. Then the granddaughter joins them. This is how the competition continues. The mouse joins last. When the whole company runs up to Repka, she must join the mouse. The group returns to the starting position.

The one who first "pulls out the Turnip" wins.

Game "Fold letters"

Remember that not only sports relay races for children on the street are in demand. The guys really like the competition for ingenuity, logic, thinking.

This game will require a large group of children. It must be divided into teams. Choose a leader. He must climb higher above the players. To do this, you can use the elevation on the playground. He will need to look down on the players.

The competition is as follows. The host calls any letter. Each team must lay it out by itself. At the same time, players strive to complete the task as quickly as possible.

The winner is the team whose letter has developed in a short time and with high quality.

Competition "Gardeners"

So that the guys do not get bored with the same games, periodically change relay races for children. In the summer, you can interest children in the Gardeners competition.

Children are divided into 2 groups. They stand behind the start line in columns. Instead of a finish line, 5 laps are drawn. Each team is given a bucket. It contains 5 vegetables.

On a signal, the first player runs with a bucket to the drawn circles. Here he "plants" vegetables. In each circle you need to place one product. The player returns with an empty bucket and passes it to the next player. The second participant must "harvest". He passes the full bucket to the third player. The competition continues.

The team that finishes the game first wins.

Competition "In bags"

When choosing relay races for children, one can recall those competitions that have been popular for a long time. It's about about competitions in bags.

To do this, 2 teams of players line up in a column. The distance between them must be at least three steps. Start and finish lines are marked.

The first player gets into the bag. Supporting him at waist level with his hands, he must, on a signal, run to the finish line, run around the obstacle placed there and return to the team. Here he gets out of the bag and passes it to the next participant. The competition lasts until all players have run the distance in bags.

The first participants to complete the task are the winners.

Team Tournament

The relay game for children, consisting of several competitions, will bring great pleasure. It is suitable for kids of all ages.

To determine the winner, you can use the following method. For teams, 1 potato tuber is allocated. After each tournament, the winner is determined. One match is stuck in his potatoes. After all the relay races, the “needles” are counted. The team with the most matches in the potato wins.

Tasks for tournaments:

  1. Use matches to lay out the given phrase. Children are given a certain amount of time for this.
  2. Carry the box, holding it on top of your head. For such a tournament, it is necessary to designate the start and finish lines. If the matchbox falls to the ground, then the child needs to stop. Picking it up, he again puts it on top of his head and continues his movement.
  3. Two matchboxes are placed on the shoulders, like shoulder straps. Each player must overcome the distance with them from start to finish and return back.
  4. The box is placed upside down on the fist. With such a burden, you need to get to the finish line and return to your team.
  5. For team members, 3-5 boxes of matches are scattered in designated places. They need to be collected quickly. In this case, the matches must be assembled correctly. All gray heads face the same direction.
  6. From matches it is necessary to build a "well". You have 2 minutes for this task. The winner is the team that builds the highest "well".
  7. For the next task, you will only need the outer part of the box. Such a "cover" must be fastened on the nose. Participants must cover the distance with it from start to finish, and then pass it to the next player. In this case, the hands should not be involved.

Relay races for children are great way diversify the children's leisure. In addition, not only kids enjoy such competitions, but also adults who take part in or watch the competitions.

Sports relay races for schoolchildren

Goals:
1. Develop endurance in running and outdoor games, speed and agility;
2. Education of the team in the game, love, for a healthy lifestyle;
Ball in the ring
The teams are lined up in one column one at a time in front of the backboards at a distance of 2-3 meters. At the signal, the first number throws the ball around the ring, then puts the ball down, and the second player also takes the ball and throws it into the ring, and so on. The team that gets into the ring the most wins.
Artists
In the center of the circle or stage are two easels with paper. The facilitator calls two groups of five people. At the leader’s signal, the first from the group take coal and draw the beginning of the drawing, at the signal they pass the coal to the next one. The task is for all five competitors to draw a given drawing faster than their opponents. Everyone should be involved in drawing. The tasks are simple: draw a steam locomotive, a bicycle, a steamer, a truck, a tram, an airplane, etc.
Running with three balls
On the start line, the first one takes 3 balls in a convenient way (football, volleyball and basketball). On a signal, he runs with them to the turning flag and stacks the balls near it. It comes back empty. The next participant runs empty to the lying balls, picks them up, returns with them back to the team and, not reaching 1m, puts them on the floor.
- instead of big balls, you can take 6 tennis balls,
- instead of running - jumping.
turnip
There are two teams of 6 children. This is a grandfather, grandmother, Bug, granddaughter, cat and mouse. There are 2 chairs on the opposite wall of the hall. A turnip sits on each chair - a child in a hat with a picture of a turnip.
The grandfather starts the game. On a signal, he runs to the turnip, runs around it and returns, the grandmother clings to him (takes him by the waist), and they continue to run together, go around the turnip again and run back, then the granddaughter joins them, etc. At the end of the game for a turnip clings to a mouse. The team that pulls out the turnip the fastest wins.
Relay with hoops
Two lines are drawn on the track at a distance of 20 - 25 m from one another. Each player must roll the hoop from the first to the second line, come back and pass the hoop to his friend. The team that finishes the relay first wins.
Relay with hoop and rope
Teams are built as if they were in a relay race. The guide of the first subgroup has a gymnastic hoop, and the guide of the second subgroup has a jump rope. On a signal, the player with the hoop rushes forward, jumping over the hoop (like a jump rope). As soon as the player with the hoop crosses the start line of the opposite column, the player with the rope starts, who moves forward by jumping the rope. Each participant, after completing the task, passes the inventory to the next player in the column. This continues until the participants complete the task and change places in the columns. Runs are prohibited.
Porters
4 players (2 from each team) stand on the start line. Everyone gets 3 big balls. They must be carried to the final destination and returned back. It is very difficult to hold 3 balls in your hands, and it is also not easy to pick up a fallen ball without assistance. Therefore, porters have to move slowly and carefully (the distance should not be too large). The team that completes the task the fastest wins.
Ball race underfoot
Players are divided into 2 teams. The first player sends the ball back between the spread legs of the players. The last player of each team leans down, catches the ball and runs forward with it along the column, stands at the beginning of the column and again sends the ball between the legs apart, and so on. The team that completes the relay the fastest wins.
Three jumps
The participants are divided into two teams. At a distance of 8-10 m from the start line, put a rope and a hoop. After the signal, the 1st, having reached the rope, picks it up, makes three jumps on the spot, puts it down and runs back. The 2nd takes the hoop and makes three jumps through it and the rope and the hoop alternate. Whose team can do it faster, that one will win.
Forbidden movement
The players, together with the leader, stand in a circle. The leader takes a step forward to be more visible. If there are few players, then you can build them in a line, and stand in front of them yourself. The leader invites the guys to perform all the movements behind him, with the exception of the prohibited, pre-established by him. For example, it is forbidden to perform the "hands on the belt" movement. The leader begins to make different movements to the music, and all the players repeat them. Unexpectedly, the leader performs a forbidden movement. The participant of the game, repeating it, takes a step forward, and then continues to play.
ball race
The players are divided into two, three or four teams and stand in columns one at a time. Those in front have a volleyball. At the signal of the leader, the transfer of balls back begins. When the ball reaches the one standing behind, he runs with the ball to the head of the column (everyone takes a step back), becomes the first and starts passing the ball back, etc. The game continues until each of the team players is first. It is necessary to make sure that the ball is passed with straight arms with an inclination back, and the distance in the columns would be at least a step.
Passed - sit down!
The players are divided into several teams, 7-8 people each, and line up behind the common starting line in a column one at a time. Captains stand in front of each column facing it at a distance of 5 - 6 m. Captains receive a volleyball. On a signal, each captain passes the ball to the first player in his column. Having caught the ball, this player returns it to the captain and crouches. The captain throws the ball to the second, then the third and subsequent players. Each of them, returning the ball to the captain, crouches. Having received the ball from the last player of his column, the captain lifts it up, and all the players of his team jump up. The team with the fastest players to complete the task wins.
Snipers
Children stand in two columns. Place a hoop at a distance of 3m in front of each column. Children take turns throwing sandbags with their right and left hands, trying to hit the hoop. If the child hit, then his team counts 1 point. Outcome: whoever has more points, that team won.
needle eye
There are 2 or 3 hoops on the ground along the relay line. Starting, the first one must run to the first hoop, pick it up and pass it through itself. Then with the next hoops also. And so on the way back.
relay race with rope
The players of each team are built behind the common starting line in a column one at a time. A turntable is placed in front of each column at a distance of 10 - 12 m. On a signal, the guide in the column runs out from behind the starting line and moves forward, jumping over the rope. At the turntable, he folds the rope in half and intercepts it in one hand. He moves back, jumping on two legs and rotating the rope horizontally under his feet. At the finish, the participant passes the rope to the next player of his team, and he himself stands at the end of his column. The team whose players finish the relay more accurately and earlier wins.
Counter relay with bars
Children are divided into teams of 6 - 8 people each. Participants are built in oncoming columns one by one at a distance of 8 - 10 m from one another. The guides of the columns of the first group receive 3 wooden bars, the thickness and width of which are at least 10 cm, the length is 25 cm. Putting 2 bars (one on the start line, the other in front, a step away from the first), each of the managers stands on the bars with both feet , and holds the third bar in his hands. On a signal, the player, without leaving the bars, puts the third bar in front of him and transfers the leg that was behind him to it. He shifts the freed bar forward and transfers his leg to it. So the player moves to the opposite column. The guide of the opposite column, having received the bars behind the start line, does the same. The winner is the team whose players quickly change places in the columns.
Animal Relay
The players are divided into 2 - 4 equal teams and line up in columns one at a time. Players in teams take the names of animals. standing first are called "bears", the second - "wolves", the third - "foxes", the fourth - "hares". A starting line is drawn in front of those in front. At the command of the educator, team members must jump to a given place in the same way as real animals do. The team of "wolves" run like wolves, the team of "hares" - like hares, etc.
Rhythmic relay race with sticks
The game is played between two or more teams that line up in columns in front of the start line. The first team players have gymnastic sticks in their hands. At the signal of the leader, the players run with them to the counter, located 15 m from the start line, run around it and return to their columns. Holding a stick by one end, they carry it along the column under the feet of the players, who, without moving from their place, jump over it. Once at the end of the column, the player passes the stick to the partner in front of him, the next one, and so on until the stick reaches the player leading the column. He runs forward with a stick, repeating the task. The game ends when all players have covered the course.
Stripe jumping
On the floor across the site, there are strips 50 cm wide. The team players stand on one side of the site. On a signal, the first players begin to jump from strip to strip. Jumps can be performed from foot to foot, two at the same time, etc. - on the instructions of the teacher. Those who complete the task correctly receive a point. The team with the most points wins. Repeated 2-3 times.
unload the car
Children are invited to unload "cars" with "vegetables". Cars are placed against one wall, and two baskets are placed opposite them against the other wall. Near the baskets, one player stands up at a time and, on a signal, they run to the cars. You can carry vegetables one at a time. Vegetables should be the same in all machines, both in quantity and volume.
Other members can then "load" the machines; In this case, the players stand at the cars, run to the baskets on a signal and transfer the vegetables to the cars.
Cars can be boxes, chairs; vegetables - skittles, cubes, etc.
Relay with stops
The players of each team take turns overcoming the distance, at any moment the leader can give a signal (whistle), the players must take the position of lying down, as in push-ups. When the signal is repeated, the relay continues.
heavy burden
Participants are divided into teams of two. Each pair of players receives two sticks up to 50 cm long and a board 70-75 cm long, with a flag attached to it. Standing side by side, players hold their sticks facing forward. A plank is placed at the ends of the sticks. In this form, by joint efforts, they must carry their burden to a conditional place and return back. If the plank falls, the players stop, pick it up and then continue on their way. Whoever completes the task faster, that pair of players is considered the winner.
The passage of the swamp
Each team is given 2 hoops. With their help it is necessary to overcome the "swamp". Groups of 3 people. On a signal, one of the participants in the first group throws the hoop to the ground, all three players jump into it. They throw the second hoop at such a distance from the first one that they can jump into it, and then, without leaving the space of the second hoop, reach out to the first with their hand. So, making jumps and throwing hoops, the group gets to the turning point. You can go back to the start line along the "bridge", i.e. just roll the hoops on the ground. And at the start line, the hoops are passed to the next three. It is strictly forbidden to step foot outside the hoop - you can "drown".
Challenge players
The players are divided into 2 teams and stand in a column one at a time. Team players are calculated in numerical order. The manager calls the number. For example: 1, then 5, etc. The called players run to the set place, run around the rack (object) there and come back. The team whose player returned first gets a point. The team that gets the most points wins.
Running in bags
Children are built in two columns, the distance between the columns is 3 steps. Holding the bags with their hands near the belt, they jump to the designated place (flag, stick, or other object). Having run around it, the children return to their columns, get out of the bags, and pass them on to the next. This continues until all the children run in bags. The team whose players complete the task faster wins.
Bring a piece of paper
You need to prepare 2 sheets of paper (you can from a notebook) The players are divided into two teams, which are built in parallel to one another. The first player of each team is placed on the palm of a piece of paper. During the game, the sheet should lie on the palm of its own - it is impossible to hold it. The first players from each team run to the flag. If a leaf suddenly falls to the ground, you need to pick it up, put it in your palm and continue on your way. Having reached his team, the player must quickly shift the leaf to right palm the next comrade in line, who immediately runs forward. Meanwhile, the first one is at the end of the row. This continues until the turn reaches the first one. The team that completes the task the fastest wins.
stubborn egg
Form teams of 6 people each. Break the teams into pairs. The task of the couple is to carry the egg between their foreheads to the indicated marker and back. After that, the egg is passed to the next pair. Competitors may only support the egg with their hands outside the starting line. The fall of the egg means the team is out of the fight. The team that completes this task the fastest wins.
Running on the clouds
For this game you will need five representatives from each team. Line up the participants and tie two inflated balloons to the right and left legs of each participant (4 balloons per person). On command, the first participants set off - their task is to run to the marker for the end of the distance and return back, passing the baton to the next member of their team. Each bursting balloon brings the team one penalty point.
Jumpers
Children are divided into two teams and lined up in columns one after the other. At the signal of the leader, the participants of each team perform a jump, pushing off with two legs from a place. The first jumps, the second stops at the place to which the first jumped, and jumps further. When all players have jumped, the leader measures the entire length of the jumps of the first and second teams. The team that jumps the farthest wins.
Pass the ball
Children are divided into two teams. The players of each team are built one after the other in a column. The first participants hold the ball in their hands. At the signal of the leader, the first player in each team passes the ball to the one who is behind, over his head. The last in the team, having received the ball, runs to the beginning of the column, gets up first and passes the ball to the next one behind him, also over his head. And so on until the first one returns to its place. The team that finishes the game first wins.
Air kangaroos
Divide the participants into teams and ask the participants to stand one behind the other. Give each team a balloon. The first participant holds the balloon between his knees and, like a kangaroo, jumps with it to the marker for the end of the distance. Returning in the same way back, he passes the ball to the next player, and so on. The winner is the team whose players finish the relay first.
Climb through the hoops
All players are divided into two teams and lined up in columns one at a time. At a distance of 3 and 5 m, two hoops lie one after the other in front of each column, and a ball is placed at a distance of 7 m. At the leader’s signal, the first players of each team run to the first hoop, stop in front of it, take it with both hands, raise it above their heads, put the hoop on themselves, squat, put the hoop on the floor, run to the second hoop, stand in the center of it, take it with their hands , lifted above the head and lowered to the floor. After that, the players run around the ball and return to their place. The next child continues the game. The team that completes the task first wins.
Through jump ropes
The players are divided into two teams, each of which is divided into pairs. Pairs of each team become columns 3-4 steps apart and hold short ropes by the ends at a distance of 50-60 cm from the floor. At the signal of the leader, the first pair quickly puts the rope on the ground and both players run (one to the left, the other to the right) to the end of their column, and then successively jump over the ropes of all the pairs standing in the column. Having reached their places, both players stop and again take their rope by the ends. As soon as the first rope is lifted from the ground, the second pair put down their rope, jump over the first rope, run past the column to its end, and jump over the ropes to their place. Then the third pair enters the game, and so on. The team whose players finish the relay first wins.
Baba Yaga
Relay game. A simple bucket is used as a mortar, a mop is used as a broom. The participant stands with one foot in the bucket, the other remains on the ground. With one hand he holds a bucket by the handle, and in the other hand he holds a mop. In this position, it is necessary to go the whole distance and pass the mortar and broom to the next one.
Potato in a spoon
It is necessary to run a certain distance, holding a spoon with a large potato in an outstretched hand. They take turns running. Running time is recorded. If the potato falls, they put it back and continue running. You can't run without potatoes! Whoever shows wins best time. Team competition is even more exciting.
Go to cart
The participants are divided into two teams. Two baskets are placed at an equal distance from them. Each team is given a big ball. Participants in turn begin to throw the ball into the basket. The team with the most hits in the basket wins.
Cycling
The bicycle in this relay race will be replaced by a gymnastic stick. The stick must be saddled by two participants at once. They are cyclists. Each bike duo, holding a stick between their legs, will have to get to the turning point and back. The fastest win.
Changing places with gym sticks
Players of 2 teams line up against each other at a distance of 2 m. Each player supports a gymnastic stick with his hand (covering it from above with his palm), placed vertically on the floor behind the marked line. On a signal, the players of each pair (participants facing each other make up pairs) must change places. In this case, the player must pick up his partner's stick so that it does not fall (each leaves his stick in place). If any player's stick falls, his team receives a penalty point. The team with the fewest penalty points wins.
Relay race with sticks and jumps
The players are divided into 2 - 3 equal teams, which line up in columns one by one in 3 - 4 steps from each other. They stand parallel in front of the line, and in the hands of the player standing in front is a gymnastic stick. On a signal, the first numbers to the mace (stuffed ball) installed at 12 - 15 m, run around it and, returning to their columns, pass one of the ends of the stick to the second numbers. Holding on to the ends of the stick, both players hold it under the feet of the players, moving towards the end of the column. Everyone jumps over a stick, pushing off with two legs. The first player remains at the end of his column, and the other runs to the counter, goes around it and carries the stick under the feet of those playing with number 3, etc. The game ends when all participants run with the stick. When the starting player is again the first in the column and a stick is brought to him, he raises it up.
Race balls overhead and underfoot
The participants of the game are built in columns one at a time. The distance between the players is 1 m. The balls are distributed to the first numbers. On the leader's signal, the first player passes the ball back over his head. The player who received the ball passes it further, but between the legs, the third - again through the head, the fourth - between the legs, etc. The last player runs with the ball to the beginning of the column and serves it back over the head. So each of the players passes the ball once over the head, and once between the legs. The player standing first in the column always passes the ball over his head. The team whose first player returns to their place first wins.
Run
On a signal, the 1st participant runs to the turning flag and back, having reached the team, claps on the hand of the next participant - passes the baton.
Kruzhilka
This game is a relay race with a rope: before the turning point, the players jump over the rope from one foot to the other, and when returning back, they take the rope folded in half in one hand and rotate it horizontally under their feet.
Washer!
The team consists of 10 - 12 people. Teams stand in columns one at a time. The guides have hockey sticks in their hands and a puck on the floor. In front of each team there are 1 - 2 racks, and on the other side of the site there are gates. At the signal, the first players run with the puck and the game begins. Bring a piece of paper You need to prepare 2 sheets of paper. The players are divided into two teams. The first player of each team is placed on the palm of a piece of paper. During the game, the sheet should lie in the palm of your hand by itself - it’s impossible to hold it. The first players from each team run to the flag. If a leaf suddenly falls to the ground, you need to pick it up, put it in your palm and continue on your way. Having reached his team, the player must quickly shift the leaf into the palm of the next participant. The team that completes the task the fastest wins.
Siamese twins
Two participants stand with their backs to each other and tightly grapple with their hands. They run sideways. The backs of the players must be tightly pressed against each other.
Pierce the ball
Teams line up in columns one at a time. In front of the first player of each team lies a volleyball or stuffed ball. Players dribble the ball forward on the ground with their hands. In this case, the ball is allowed to be pushed at arm's length. Having rounded the turning point, the players also return to their teams and pass the ball to the next player. The team that completes the task wins.
Take it last
The players of the two teams line up in a column one by one behind the common starting line. In front of the columns, at a distance of 20 meters, towns, maces, cubes, balls, etc. are arranged in a row. Items 1 less total number members of both teams. On a signal, the guides in the columns run to the objects and take one from the edge (one takes from the right, the other from the left), go back, run around their columns from behind and touch the next player in their column with their hand. Then he starts and does the same. The team whose player takes the last item wins.
bumpy running
The players are divided into teams, the players of which are built in columns one at a time. In front of each team from the start line to the finish line at a distance of 1 - 1.5 m from each other, circles with a diameter of 30 - 40 cm are drawn in a straight or winding line. At the signal of the leader, the first numbers with a baton jump from circle to circle, after which they return back in the shortest way and pass the baton to the next player who performs the same task. The team whose players finish the relay first wins.
Getting ready for the trip
The team lines up in a row, in front of the first participant lies a backpack. Dishes are located 15-20 steps from both teams. Each player needs to run to the dishes, take one item, return, put it in a backpack and touch the next player with his hand - "pass" the baton. Then the next participant runs. Teams are given three points for quickness and neat packing of the backpack.

Relay game. A simple bucket is used as a mortar, a mop is used as a broom. The participant stands with one foot in the bucket, the other remains on the ground. With one hand he holds a bucket by the handle, and in the other hand he holds a mop. In this position, it is necessary to go the whole distance and pass the mortar and broom to the next one.

watermelon helmet

One representative per team. Each of them is given half a watermelon. Their task is to eat all the pulp as quickly as possible (pick out only with their hands) and put the remaining “watermelon helmet” on their heads. The winner is the one who does it faster and better.

Two participants receive a large net on a long stick and a balloon. The task of the players is to catch the opponent in the net as soon as possible, trying not to “lose” the ball.

Running back to back

Each team is divided into pairs. And this couple turns their backs on each other. Teams compete with the same number of pairs. Each pair runs to the screen and back, passing the baton.

Bilbock

An old French game with a tied ball that is tossed and caught in a spoon. Take a thick thread or string 40 cm long. Glue one end with adhesive tape to a table tennis ball, and the other to the bottom of a plastic cup or tie it to the handle of a plastic mug. Your bilbock is ready. Several people are playing. It is necessary to throw the ball up and catch it in a glass or mug. One point is awarded for this. Catch the ball in turn until you miss. The one who misses passes the bilbock to the next player. The winner is the one who scores the agreed number of points first.

Big Wash

Each team receives a bowl of water and a bar of soap. At the command of the facilitator, each team tries to wash off the soap using only hands and water. Washing stops after 2 minutes. The winner is determined by the size of the soap.

Big races

They can be arranged using everything that has wheels (with the exception of real cars): bicycles of any caliber, strollers, garden cars, cars. All participants in the races must be divided into teams by age, so that the little ones would not be offended to lose to their older brothers and sisters. Determine a section of the road (not a driveway) of about 200 m, mark the start and finish, place “beacons” that need to be bypassed (they can be plastic buckets or bottles of lemonade filled with water). At the same time, guys should start approximately equal in age and on those “machines” that can develop the same speed. For example, tricycles start the race, then two-wheelers. Those who can't yet ride a bike can ride the "track" by pulling a toy truck by a rope (which must not roll over!). But the funniest, of course, will be garden wheelbarrow racing. This is where adults can compete.

If not everyone has enough suitable vehicles, then you can compete in turn, marking the time. The winner will be the one who is more agile, wins extra seconds and does not knock down a single “beacon”. Choose fair judges!

But even the fairest judges can make mistakes if you don't define the rules clearly enough.

Agree in advance what to do if: one of the players falls; you doubt who came first; the rules were violated through no fault of the child; the loser burst into crocodile tears; technique let you down; The weather turned bad and not all the children had time to participate in the game.

When starting a game with children, do not forget that you are adults - not only organizers and impartial judges, but, above all, moms and dads. Carefully observe the players in order to involve the too shy child in the game in time, provoke the timid one, encourage the unfortunate one, and prevent fights and unnecessary tears. Prepare incentive prizes for those children who do not receive the main awards.

Big run (relay race for the whole camp)

jogging 60 m;

get an apple from a basin of water;

flight with toilet paper;

hit the basketball hoop;

spoon in the mouth, potatoes in the spoon;

blow a ball;

shoot soap;

carry the boat, carry;

swim boat, swim;

eat watermelon;

everyone in the water.

small bottle

One representative per team. Each of them is given a plastic bottle and a newspaper (the thicker the newspaper, the better). Their task is to stuff the newspaper into the bottle as quickly as possible. The one who completes this task faster will win.

Come on, put it in

When a certain number of bottles have been released, you take pens or pencils, tie a piece of thread to them, and with the other end behind, for those who want to play, for a belt. When tying, choose the height to make it more fun. Well, you put an empty bottle between your legs and by squatting you get a handle into the bottle. Whoever is first wins. The more bottles empty, the harder it is to hit and the merrier for everyone.

fast water carriers

Two people are involved. There is a bowl of vodka on two chairs and one spoon each. There are two more chairs a few steps away with an empty glass on them. Whoever fills the empty glass first wins.

Types of relay races using running

Running with jumps on one leg; Running together, wearing one hoop; Running jumping rope; Leaping while sitting, like frogs; Jumps on one leg, with a change of legs at the finish; Running with a hand tossing a balloon; Running with hoops, jumping through them, like on a skipping rope; Running with the ball; Running with a puck dribbling; Running with knocking (up) the ball with a table tennis racket; Ride a scooter to the finish line and back; Walking on stilts; Running with climbing through a canvas bag lying on the ground without a bottom; Running with overcoming simple obstacles; Running with measuring the distance with a surveyor's compass; Running while carrying various items: a bag of balls, a kettlebell, a stack of books, etc.; Running with inflated balls tied to the legs; Running with one ski on the leg; Running in fins; Jumping sideways; Running on all fours; Running backwards (on all fours); Running backwards (standing); Running with an apple on your head; Running with the transfer of flags, bells; Movement on children's tricycles; Ride on a broom; Wheelbarrow movement: one player holds the other by the legs, and he walks on his hands; Running with somersaults over the head; Movement in dance (letka-enka, lambada); Running with carrying on the back of a partner (on horseback); Running with two inflated balls, pressing them to each other between the palms; Running with matchboxes on the shoulders; Running with a pyramid of 10 cubes; Running with a hand tossing a balloon; Running five of us, wearing a hoop; Walking on stilts.

Types of relay races with the transfer of the ball

Passing the ball with two hands from above with an inclination back, the last player, having received the ball, rolls it along the guide floor, between the legs of the participants; Passing the ball in the same way, back the ball is passed from hand to hand below, between the legs; Passing the ball with two hands from the side (left and right) with body turns.

One person per team. Each of them is blindfolded and given a fork in his hands. With it, they must determine three objects in a minute. For each item correctly identified, the team receives one point.

vkusnotishcha

Form teams of 6 people. Give each a cup of plain M&M and a paper plate. The 1st person from each team pours the entire contents of the bag onto a plate and takes only the yellow ones. When he's done, he puts the rest of the candy in the cup and passes it on to the next person. The second player repeats the same process and only eats the orange candies. Give me 5 sec. a penalty for each candy that ends up on the floor. The team that finishes first is the winner.

Vodohleby

The task of each team is to fill a colander with water using their hands. Whichever team overflows, that one wins.

Calling numbers

Players are built in columns in front of the posts, located at 15-20 m, and are calculated in order. The leader loudly calls some number, for example, "5". The fifth numbers of the teams run to the rack (you can also use a stuffed ball), run around it and return to their places. Whoever crosses the finish line first (it is held four steps in front of the columns) receives one point. If more than two teams play, the result is summed up in the same way as in the previous game. If two teams are playing, the second-place finisher receives no points. The manager calls the players in any order and does not interrupt the game until everyone starts one or two times. The scoring can be done by an assistant.

Chief Accountant

On big sheet scatter paper depicts various banknotes. They must be quickly counted, and the account must be kept as follows: one dollar, one ruble, one mark, two marks, two rubles, three marks, two dollars, etc. Whoever counts correctly, without getting lost, having reached the far banknote, is the winner.

pyramid race

Form teams of 3 people. Mark a distance of about 3 m. Have two get down on all fours and stand next to each other, and the third kneel on top of his 2 players (he should not be too heavy for the other two). Place chips at the ends of the marked distance. Pyramids of people reach the second chip and return. The team that comes back first and doesn't drop their head wins the race.

bucket racing

To play, you need a folding chair, an umbrella, a bucket with a lid, which contains a whistle. The task is to unfold the chair, sit on it, open the umbrella above you, open the bucket, take out the whistle, blow into it, close the bucket, fold the umbrella, fold the chair, run back, touch the next player and he does the same until everyone is finished game.

One representative per team. Each of them is given a pack of chewing gum. Their task is to stuff all the chewing gum into their mouths as quickly as possible and, after chewing for 2 minutes, inflate as large a bubble as possible. Whoever blows the biggest bubble wins.

Chewing gum in gloves

Two teams with the same number of players receive a pair of rubber gloves, a bag that is hermetically sealed and contains sweets for each player. At the command of the leader, the first player from each team puts on gloves, opens the bag, takes out and unfolds the candy, poisons it in his mouth, closes the bag tightly, takes off his gloves and passes everything to the next player. The team that completes this operation first wins.

Divide into two teams (at least 20 people each). Both need to line up. Before each team at a certain distance, you need to put a certain chip. On a signal, the first player from each team runs to this 2 object, running around it, returns to his team, takes the next player by the hand and runs with him. When they come back take two players; upon return - 4 more, then eight ... The condition is that the chain never opens.

AND FOR POSTURE BENEFITS

And if you put a small bag of sawdust or sand on your head, can you run so fast as to overtake all your rivals (who, of course, do not run lightly either)? And do not drop, of course, this bag! If someone looks at you running from the side, your funny look will give him considerable pleasure. It will be fun, we think, and you. And, believe me, such fun games help develop good posture.

Looks like it's starting to rain

Divide the group into 2 teams. Each team receives a raincoat, umbrella, hat. All this is stacked on a chair at the opposite end of the room. At the command of the leader, the first player from each team runs to the chair, puts on a raincoat, a hat, opens an umbrella over his head and runs around the chair 3 times, while singing: “It seems it is starting to rain!” Then he takes everything off himself, leaves it on the chair, runs to his team and passes the baton to the next one.

Potato in a spoon

It is necessary to run a certain distance, holding a spoon with a large potato in an outstretched hand. They take turns running. Running time is measured by the clock. If the potato falls, they put it back and continue running. You can't run without potatoes! The one with the best time wins. Team competition is even more exciting.

The player stands in front of a chair with pins, goes 8-10 steps forward, stops. Then he is blindfolded, offered to turn around himself once or twice, go back the same number of steps back to the chair and, raising his hand to the top, lower it onto the pin. The one who completes the task receives a prize.

Coordination

Equipment: 4 brooms, 1 rubber ring per player. One player from each team receives a broom and stands inside the square in the center of the circle. The players stand on the line of the circle. Each player has a rubber ring from a can or a ring of this size. The player in the center stands on the tail of the broom. The broom handle is held with both hands, pointing it at the first player on the circle line. The meaning of the game: the players throw the rings one by one, and the central player must put them on the broom handle. The handle of the broom rotates to catch the hoop, but the tail must remain under the foot of the center player. The team that catches the most rings wins. If the teams are large, several rounds can be held. Younger children may stand closer to the broom than older children.

Who will build faster

The whole team participates in this game. At the whistle, all teams run into a circle and begin to run randomly in a circle. When the host blows another whistle, everyone runs to their own line. The team that lines up the fastest wins.

Who will grab the pouches from the circle

Equipment: 5 bags. The bags are laid out in a circle opposite each team and one in the middle. Each player is given a number. The host calls the number, and all the players under this number run into a circle and try to grab as many bags as possible. For each bag, the player brings the team 50 points. The team that scores more points wins.

With the help of an ordinary syringe, you need to hold a tennis ball over the entire distance of the “marathon”, trying to get to the finish line faster.

We are all friendly guys...

The participants of the game are invited to jump with a rolling pin as long as possible, breaking into pairs, triples, fours.

Find a skittle blindfolded

Equipment: 4 scarves, 4 starting pins, central pin. Players: 1 per team. Game description: Each team member is blindfolded with a handkerchief. The leader leads him to the starting pin and, after the leader's signal, the players go to the circle in order to find the center pin. The team whose representative finds the pin first wins.

draw the sun

Teams take part in this relay game, each of which lines up in a column “one at a time”. At the start, in front of each team, there are gymnastic sticks according to the number of players. In front of each team, at a distance of 5-7 meters, put a hoop. The task of the relay race participants is to alternately, on a signal, running out with sticks, spread them out in rays around their hoop - “draw the sun”. The team that completes the task faster wins.

No worse than a kangaroo

You need to run, or rather, jump a certain distance, holding a tennis ball or a matchbox between your knees. Time is recorded by the clock. If the ball or box falls to the ground, the runner picks it up, knees it again and continues running. The one with the best time wins.

peeled banana

Divide the players into two teams and place them in front of the start line. At the end of the room, one chair for each team. Give the players a banana. The first player from each team receives a book. At the command of the facilitator, the first player from each team puts a book on his head, walks to a chair, sits down, peels and eats a banana. After that, he gets up and returns to the starting line, and then passes the book to the next one. Continue the relay until the last player returns to the finish line and the whole team shouts: "Peeled banana!"

rushes

There is no need to rush at full speed, trying to get ahead of those who are running nearby. Another thing is important here - to show your endurance. They measure the distance and run “from flag to flag” all together, at an average pace feasible for everyone. They ran - stopped, turned around at once and ran back. So several times. And now someone can't stand it anymore. Tired, you can't run with everyone - stop, drop out of the game. With each new run, the number of runners decreases; in the end, the winner is determined. It's you?

Circle transmission

The two teams line up in two separate circles (back of the head to each other). Each team chooses a captain. Captains receive a volleyball. At the signal of the leader, each captain raises the ball over his head, passes it to the one standing behind, and then the ball passes in the first circle from hand to hand. When, having gone around the circle, the ball returns to the captain, he directs it to the one in front (ie, in the opposite direction). After that, everyone, at the command of the captain, turns their backs, facing the center, and passes the ball in the opposite direction. When the ball is returned to the captain, he lifts it over his head.

Changing places

Two teams of 8-10 people line up in ranks facing each other at opposite ends of the site, behind the lines (distance 10-12m), and diverge to the width of outstretched arms. At the signal of the leader, they run towards each other, trying to be outside the opposite city as quickly as possible, turn to face the center of the site and line up. The team that does it faster wins. When repeating, you can change the methods of movement: jumping, on one leg, with a rope.

tug of war

One player per team stand in a circle and pick up the rope. Skittles are placed at the same distance from them. At the whistle, the players begin to pull the rope. At the same time, trying to reach the pins and take it. The host gives another whistle and one more player is added to help them. So you can add up to five people from the team. The one whose players reach their pin and take it wins.

Pedestrians

The whole team participates (an equal number of people in each). The team is given two cards. With the help of them, they must move to another part of the territory. Standing together on one cardboard, and the other, at this time, shifting forward, they move to the other part. Then one goes back, also by cartons, to pick up the next one. Moreover, you can’t step on the ground, penalty points are given for this. The team that gets to the other part faster than the others wins.

ON A STRING

Those who train sprinters get their students to put their feet on the track parallel to the imaginary running line. Let's make a game out of this. On the ground, a few (according to the number of participants in the game) parallel straight lines are drawn with a sharp stick, marking the distance (50-60 meters). Start! Everyone is running a race - it is important not only to come first, but also to run the distance "like a thread" - so that the traces must fall on the drawn straight line. By the way, it will be easier for those who run with their knees high, and not dragging their feet.

obstacle course

Mud running; Through barriers; Climb a slippery rope; Crawl under the ropes; Web; From bump to bump (possibly in circles); Swim the distance; Climb a rope over a pond or ravine; bungee; Running with a team (everyone is tied); Carry through a puddle (by a rider with one pair of boots); Dive and get (you can in a bucket and mouth); Horizontal bars, fences, labyrinths and ravines; Wren; Climb the tree and get the key; Water rain; Ambush (anything); dead end (wrong path); Run along a log (board); Go down into the pit on a rope and get the key; Chairs at arm's length;

Postmen

Team game. In front of each team on the floor (distance 5-7 meters), there is a thick sheet of paper, divided into cells in which the endings of names are written (cha, nya, la, etc.). Another sheet of paper with the first half of the names of the names is pre-cut into pieces in the form of postcards, which are folded into shoulder bags. The first numbers of the teams put the bags on their shoulders, at the signal of the presenter they rush to the paper sheet on the floor - the addressee, take out a postcard with the first half of the name from the bag and attach it to the desired ending. When they return, they pass the bag to the next player on their team. The team whose mail finds its addressee faster wins the game.

Progressive relay

For each team of 6-8 people, place a chair at the other end of the room. Place cards on each chair according to the number of players in the team. At the command of the leader, the first player from each team runs to the chair, takes the first card, reads and completes the task. Then he returns to the start line again, takes the second player by the hand, runs together to the chair, takes the second card, reads and completes the task, then after the third player, etc.

Sample tasks:

sing "A tree was born in the forest";

jump up 5 times;

take off and then put on your shoes.

Five in a line

In front of you, as well as in front of your rival (or rivals), five small objects are placed or laid out in a line on the ground. It can be skittles or towns, balls or cubes, or just sticks or chocks ... From you to the first chock is 2 meters, and from the chock to the next chock is also 2 meters, so in total you have to run 10 meters, picking up these chocks on the run, and another 10 meters back, carefully pressing them to yourself so that they do not fall out; you are not supposed to return without prey, and while you are picking up what you have dropped, your more cautious opponent will be first at the finish line.

Players are built in one line with their backs to the finish line. At the leader’s signal, they get on all fours and start back to front. You are not allowed to look back while driving. Winner: The player who reaches the finish line first.

Crazy plate

Teams line up behind the starting line, 20 steps from the finish line. Each team has one plate, the first players hold the plate between their knees, run to the finish line and from there throw the plate to the next players. The first team to reach the finish line wins.

hold the ball

This game is designed for a large group (15 or more people). Divide into teams of 4-6 players, arrange chairs around the room (how many teams). Place a few uninflated balloons on each chair. Then bring each group into a circle and brief the participants.

At the signal: "Let's go!" - the team, huddled together, moves to the first chair, where one of the players inflates the balloon and throws it into the middle of the team. The team then moves to another chair and the process repeats. The whole difficulty of the game is that the team needs to keep the balls on the weight, at the level of the stomach, very closely clinging to each other and not using their hands. Near the second chair, the team inflates two balloons, near the third chair, three, and so on.

Throughout the game, the team must keep the balls in the air. If the ball falls down, stop and pick it up. A team cannot approach a chair currently occupied by another team. After 5-6 minutes, stop the game, count who has how many balls in weight, and name the winner.

"Fort Boyard" at the edge of the forest

What an “obstacle course” is, those dads who served in the army, were fond of tourism, or at least went to a pioneer camp, know very well. And everyone probably watched the program “Fort Boyard”. Every gambler, and even more so a child, would like, just like her heroes, to test themselves for dexterity, endurance and courage, but where? If you spend a few hours preparing, you can provide such an opportunity for children. Set up an impromptu "obstacle course" at the edge of the forest. What can it consist of? Well, for example: two tightly stretched ropes, along which you need to go “over the abyss” from tree to tree, a dozen sawn wooden circles, jumping along which you have to “cross the swamp”, “bungee”, with which you can jump over the designated “stream”, a tangle of ropes that you need to crawl under and not hurt, as well as any other simple tests that you can remember from your pioneer childhood. Believe me, the children's team will be delighted, especially if mothers come to cheer for their athletes.

4 start pins, center pin, bag

Players: 3 per team.

2 players get on all fours in front of their pins, the third - behind them. When the leader's signal sounds, the third player jumps over the first two and gets on all fours in front of them, and the second player does what the third did. Thus, the team must jump circles, hitting the center, take a skittle or bag.

Swedish burners

They become pairs, and each pair, starting with the head one, gets its number in order: first, second, third, etc. In the middle, a kind of corridor for the run should be left, so that the couples do not join hands - it turns out that everyone is standing in single file, in two lines.

Someone needs to be in charge of this game. He steps forward, ten paces from the first couple. In both hands he has a wand. One by one, he calls pairs (in any order). Both of the called pair run along the inner corridor to the leader, snatch the sticks from his hands and, running around the standing pairs from the outside, give him these sticks again. The one who gave his wand first brings his line a point. When all the pairs run across, it turns out that one of the lines has more points - she won. After each run, the lines change places: the first becomes left, and the left becomes right.

chocolate bar

Two teams are participating. The host prepares two identical chocolates. On command: "Start!" - the extreme players of the two teams, sitting next to the leader, quickly unfold the chocolate bar, bite off a piece and pass it to the next participant. He, in turn, quickly eats another piece and passes it on. The team that quickly eats their chocolate wins, and it should be enough for all the players on the team.

relay races

With a bouncy ball. Divide the participants into two teams. Give each team a stick and a balloon. The task of each player is to run to the destination with a wand! do not let him fall to the ground;

With cotton. For this relay, prepare a special in advance. tubules bent at one end. It is necessary to reach the designated place as soon as possible without dropping the cotton wool. To do this, you must constantly inhale air through a tube, at the end of which there is a piece of cotton wool;

Throw pebbles into a glass;

Jumping in the bag;

In the teeth is a plastic glass of water;

Apron, scarf, spacing, hooks;

Who will eat a piece of toilet paper faster;

steeplechase (the whole team holds on to a piece of toilet paper);

put on jackets and skirts, supporting a balloon on the fly;

drink all the water in the bottle through a straw, running up in turn;

get a pencil into the neck of the bottle;

pass a matchbox with your nose;

soap relay race (soaping hands to shoot soap as far as possible;

and for posture benefits (a bag of sawdust on the head);

blanket race (one sits, two carry);

chabi - baths (put more marshmallows in your mouth and say clearly and distinctly: "chabi - baths";

goldfish (to drink to the mentor and mentor a jar of water in which live goldfish swim;

glove (pull the glove up to the nose and inflate it until it explodes with the nose);

Eat a banana with warm soda.

relay race with balls

Two or three teams of five to seven people can participate in the relay race. Relay stages:

The first step is to carry the ball on your head. If it falls, stop, pick it up and continue moving again;

The second stage is to run or walk, and drive the ball through the air;

The third stage is to carry two balls, pressing them to each other, between the palms;

The fourth stage is to drive the ball along the floor, going around the towns (skittles, toys) arranged by the snake;

The fifth stage is to quickly walk the distance with a ball tied with a meter thread to the ankle of the leg;

The sixth stage is to carry a table tennis ball on a racket or in a large spoon;

The seventh stage is to hold the ball between your knees and jump with it like a kangaroo.

Relay

Hit the basket (3 small balls); Wrap everyone in paper (the whole team in toilet paper); Eat a candy in flour; Sit on a ball of water (foam in the water); Eat a lemon without hands (1/2); Carry a piece of paper on your chest; The best toilet paper wedding dress; Poke a ball with a baseball needle (some balls with water, and some with prize notes); Who will travel further through the mud on his stomach; Balls in a flying saucer; Water in a flying saucer; Shave the ball.

relay races

2 or more teams participate in the relay race. Throughout the relay race, in many competitions, teams are given penalty points for violations. Penalty points based on the results of all competitions are summed up and 5 penalty points are equal to 1 point, i.e. if a team scores 15 penalty points for the entire relay race, then at the end of the relay race, 3 penalty points are deducted from the total number of points earned by the team. Points are set as follows: if a team takes 1st place in the competition, then it gets 4 points, if 2nd - 3 points, etc., and if 2 teams together take 1st place in the competition, then they both get 4 points. The winner of the relay race is the team that, in total and with the deduction of penalty points, will have more points than the other teams.

Relay races on the beach

  1. Relay with changing clothes Each participant must swim to the buoy and back in the tights and T-shirt, which they receive before entering the water, and give it to the next participant on their return.
  2. Canoe Races Canoe to the yellow buoy and back.
  3. Swimming Relay Swim in any style to the buoy and back.
  4. Fanbag Races At least 2 participants must be on the fanbag at all times. The third must ride two to the lifeguard tower and back.
  5. Bury the leader in the sand Bury the body of the leader in the sand, however, leave the head uncovered.
  6. Who is faster? Fill the bucket with water to the very top, using only one glass.
  7. Throwing plates From one line, participants must throw a plate into the lifeguard's house.
  8. Great kayaks Use double kayaks. Two players swim to the buoy using only their hands for paddling, return back next to the kayak, pushing it with their hands.

Four people per team. The first participant takes an apple in his teeth and runs around the designated place with it. Then he returns and, without touching the apple with his hands, puts it in the teeth of the next participant. He also runs around the designated place with an apple and shifts the apple to the next participant, etc. If the apple touches the ground or hands, then the team receives penalty points. The team that completes the task first wins.

Every time, preparing for a children's event under open sky, the question arises - what can children do to make it interesting and fun. So that there is somewhere to throw out your seething, indefatigable energy. An excellent solution could be a sports relay race under the conditional name "Funny Starts".

The competition program, as a rule, includes various competitions, relay races and outdoor games. It is desirable that most of the relay races be different in different groups, but no more than 10-13 tasks in grades 1-3 and no more than 13-18 tasks in grades 4-6 and 7-9.

The following tasks and competitions are traditional:

Presentation of the teams by the captains (emblem, motto, uniform, greetings for the jury and opponents).
- warm-up (participants guess riddles, answer questions from the field of "Physical culture", "Sport", "Healthy lifestyle").
- competition of captains (captains compete in various exercise and answer questions about sports).
- competitions "The strongest", "The most accurate" (usually held in the middle of the competition, so that the participants can relax after the cross-country relay races and cheer for their participants in the competitions)
- competitions "Team dragging", "Fans pulling" usually complete the program of "Merry Starts".

You can change the number of commands as you wish. Assemble them from the right number of people. It can be either teams exclusively of girls or boys, or mixed options. You can even include adults in teams in equal numbers.

Below we want to list the most famous of the relay competitions so that you can choose the ones that you think the children will like the most.

night orientation

At a distance of 10 meters from the start, a stool is set up and the eyes of the first participants are closed. On a signal, they must walk or run to the stool, go around it and, returning on command, pass the baton to the next participants who are already blindfolded. And so is the whole team. During the movement, the team can help its participants with exclamations: “to the right”, “to the left”, “forward”, “back”. And since all the teams are shouting at the same time, the player must make out which calls apply specifically to him. When the last player returns to the start line, the “day” comes for the whole team. For whom the "day" comes first, they won.

Cheerful cooks

For this attraction you will need two chef's hats, two jackets or two white coats, two aprons. Items are laid out on stools located at the start line, on opposite stools they put a mug filled with water, a bottle with a wide neck from kefir, put a tablespoon each. The contestants are divided into two teams. They line up at the start line. At the signal of the presenter, the first numbers run up to the stool, put on a cap, jacket and apron and run to the opposite stools. Then they take spoons, once they scoop up water from a mug and pour it into a bottle, after which they return to their team and undress, passing the apron and cap to the second number. He quickly dresses and performs the same task, etc.

No worse than a kangaroo

You need to run, or rather, jump a certain distance, holding a tennis ball or a matchbox between your knees. Time is recorded by the clock. If the ball or box falls to the ground, the runner picks it up, knees it again and continues running. The one with the best time wins.

Without deviating from the route

The players of both teams line up in chains at the back of the head to each other. A 5-6 m long line is drawn against each team on the ground with a circle at the end. At the signal of the leader, the team members, one after the other, run exactly along the line to the center of the circle. Having reached it, they raise their right hand and, looking up, begin to spin. Having made 5 full turns in place, they run back along the line, again trying not to leave it. The team that finishes the competition the fastest wins.

Hockey players

For the relay you will need plastic bottles of different sizes, empty and filled with water (6-7 pcs). Water bottles are placed in a straight line every 1 meter. At the end of the path, a gate is established or outlined. Two teams receive a stick. The task of the first player is to use a stick to bring an empty plastic bottle, bending around obstacles with a snake, to the gate (score), then return to the team and pass the stick to the next “hockey player”. The fastest team wins.

relay race with balls

2-3 teams of 5-6 people can participate in the relay race. Relay stages:
1. The first stage is to carry the ball on your head. If it falls, stop, pick it up and keep moving again.
2. The second stage is to run or walk, and drive the ball through the air.
3. The third stage is to carry two balls, pressing them to each other, between the palms.
4. The fourth stage is to drive the ball along the floor, going around the towns (skittles, toys) placed by the snake.
5. The fifth stage is to walk the distance with a ball tied with a meter thread to the ankle of the leg.
6. The sixth stage is to carry the ball on a table tennis racket or in a large spoon.
7. The seventh stage is to hold the ball between your knees and jump with it like a kangaroo.

Rhythm relay

A relay race between two or more teams that line up in columns in front of the start line. The first team members have gymnastic sticks in their hands. On a signal, the players run with them to the counter, located 15 m from the start line, run around it and return to their columns. Holding a stick by one end, they carry it along the column under the feet of the children, who, without moving, jump over it. Once at the end of the column, the participant picks up the stick and passes it to the partner standing in front of him, he to the next, and so on until the stick reaches the player leading the column. He runs forward with a stick, repeating the task. The game ends when all participants have run the distance.

one to five

This is a fun competition with plastic balls of different sizes. Two plastic clubs are still needed for the game. Two teams of five compete. The first players must hold one ball seven meters with a stick. There is a large mace at the finish line, and the participant must go around it and return to his team. The second player already has two plastic balls, the third - three, the fourth - four, the fifth - five. It's very difficult, but exciting. The team that manages to carry the most balls wins.

mushroom pickers

A relay race with two teams. At the finish line, they put three towns for each team and cover them with colored circles - these are “mushrooms”. The first player at the start also has three circles in his hands, but of a different color. The player runs to the finish line, changes the hats of the "mushrooms" and returns, passing the circles to the second player. If the "mushroom" has fallen, then the movement cannot be continued. The team that was faster and more accurate wins.

A simple matter

Two teams line up at the start line. The first player receives a bowl filled with water and, on a signal, starts running, trying not to spill the water. At the finish line, 15-20 steps away, there are three stools or benches at some distance from each other. The player puts the plate on the stool, crawls under it (if a bench is used, then steps over it), rearranges the bowl, etc. Then, taking the plate, he comes back. The second player starts the run. If the team finished the relay earlier, but there was less water left in the bowl than the opponents, then the game ended in a draw.

Population census

Teams compete on the basis of a relay race. Participants run to where there is a piece of paper and a thick marker. The runner writes down the name of any member of his team (except himself and those already recorded) and, taking the marker, runs back and passes it to another member. It's very funny how the last players intensely remember whose name has not yet been written down. The game allows you to better remember the names in the new company.

Umbrella Racing

There are two teams taking part in the relay. Two players simultaneously run from each team, holding an open umbrella above them. The umbrella is passed to the next pair as a baton.

Waiters

Two teams are given a round tray and 15-20 empty plastic bottles of various sizes. The first player takes the tray with one hand, puts one bottle on it, puts the other hand behind his back and starts moving to the table located at the opposite end of the room. Having reached the table, the "waiter" puts down the bottle and runs back to the team with a tray. The second player repeats these steps. Hand holding the bottle is prohibited. When the bottle falls, the player returns to the team and takes another. The team that "serves their table" faster wins.

book racing

The relay requires two small balls and two books. Two teams are formed and lined up on the starting line. Each player on the team races with a ball between their knees and a book on their head. If the book falls, the racer stops, puts the book on his head and keeps going. The fastest team wins.

Potato in a spoon

It is necessary to run a certain distance, holding a spoon with a large potato in an outstretched hand. They take turns running. Running time is measured by the clock. If the potato falls, they put it back and continue running. You can't run without potatoes! The one with the best time wins. It is more exciting if it is a competition of teams.

postman on horseback

Two teams of postmen line up at the start, and on command they saddle a stick and clamp a balloon between their knees (it turns out to be a “horse”), put on a hat and take a bag of “mail” in their hand. Trying not to drop anything, the players move to the turntable and return back to deliver the mail to the next postman. If a player loses even one attribute, he stops, equips, and only then continues to move. The team that delivers the mail the fastest wins.

Dive into the hoop

Relay race. Team players take turns driving the hoop from start to finish and at the same time try to slip into it as often as possible from one side, then from the other. Each dive brings the team one point, but if the hoop falls, then this point is deducted, and the race continues from the place of the “accident”.

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