Fun games day at day camp – games and competitions

Enjoy a day of fun at day camp. An entertainment program will help children make friends faster and adapt to an unfamiliar team. All games and competitions are aimed at developing existing skills, discovering new talents and obtaining pleasant emotions.

Invite parents to cheer on their children. Or you can even invite adults to participate, including counselors. And don’t forget to create a photo and video archive of your fun day. You won’t have to rack your brains over the choice of entertainment. All the most interesting things can be found here.

Dating games at camp

Most of the children who come to the camp do not know each other. In order for them to quickly remember the names and appearance of their comrades, and find friends with whom they have common hobbies, on the first day of the shift, teachers should hold special games for children in the camp, and this can be done at the so-called “Dating Evening.”

Note that the proposed games for getting to know each other can also be used as games for unity in the camp. That is, in this case, you can kill two birds with one stone, or even three, if you consider that playing these useful games, including you can have fun and interesting time.

  1. What did I bring with me?

This exercise not only introduces children, but also helps them find friends with similar interests.

Children sit in a circle. Each participant takes turns presenting to his comrades 1-2 things that are important to him (a book, a photograph, a soft toy) from those that he took with him to the camp, and talks about his feelings associated with these objects. After the participant's short story, children can ask him questions about this thing.

  1. Circle of names

All participants are placed in a circle (a circle gives a sense of community, involvement in the whole). The effect can be enhanced by holding hands.

The first participant says his name, the next one says the name of him and the previous child. And so on in a circle, which ends with the first participant repeating the names of all the children.

Adults can also join this game. This will help children and counselors feel like they are on the same team. This exercise will also help children relieve tension and begin to adapt to a new team. If children have difficulty remembering the names of peers or older friends, they should be helped. The main goal of the exercise is to unite the new team.

After some time, the exercise can be supplemented with short stories about yourself on a specific topic. At the same time, children must repeat the neighbor’s text using the first person. For example: “You are Sasha. You are interested in drawing and football."

  1. Who called me

The children get close. One child moves away from the others and turns his back. The leader points to the participant who must call the person who has left by name. And the child must guess who exactly called him. For example: “You called me, Katya!” If a participant guesses the child by voice, but cannot remember his name, then he should clarify this with the person who called him. It is important not to allow children to point fingers. The more they talk and call each other by name, the faster the friendship will develop.

  1. Boys and girls

Children are divided into teams of boys and girls and sit opposite each other. A team of boys calls any woman's name. The owners of this name (if any) from the opposite team rise and say a few words about themselves. Then, the girls' team calls out the man's name. And then the boys whose name was named identify themselves and talk about themselves. The game ends when all the names of the participants are pronounced.

  1. Shoulder to shoulder

Participants stand on the bench with their feet. At the command of the counselor, the children must position themselves on it in alphabetical order of the first letters of their names. It is allowed to move only in such a way that your feet do not touch the floor.

  1. Romp

At the command of the counselor, the children shout out their names. The goal of the game is to assemble a team of your namesakes faster than others.

  1. Cheat sheet reminder

Each child is given a card with their name written on it. Participants are divided into several teams. Participants from team No. 1 take turns introducing themselves and briefly talking about themselves. Then they pass their cards to the opposing team. The task of the opposing team is to correctly return them to the children so that everyone gets a name card back.

Then the teams switch places. For each correctly placed card, the team receives one point.

  1. Who is who

Each child is given paper and a pencil. The counselor timed five minutes. During this time, children should get to know each other and find out who they want to become when they grow up. The information collected must be recorded. The player who interviews more children than the rest wins.

  1. Relay race

Two teams participate, each of which is given a Whatman paper. Players take turns calling out their first and last names loudly, taking a step forward.

First round: the participants of each team take turns writing down their last name on a piece of paper, and when returning to their place, they shout their name.

In the second round you need to change sheets. The winner is the team that wrote down the first names opposite the last names, making fewer inaccuracies.

  1. Helpline

Children are seated in two rows (a row of boys and a row of girls). The participant opposite is the partner. The girls take turns whispering their name to their partner. The first boy in the row’s task is to pass on this name to his neighbor next to him. The second boy must pass on the name of the first girl and the name of his partner. The third - the names of the first two girls and his partner. And so on until the end of the row of boys. The last boy calls all the girls' names in order. If he guessed the name, then the girl gets up, if not, she continues to sit.

Next, the girls do the same procedure with the names of the boys. The winning team is the one that made fewer mistakes.

  1. Postman

Children are divided into two teams. Opposite each player is an envelope indicating who it should be delivered to (from the opposing team). When the player sees the name on the envelope, he must say it loudly. The recipient needs to raise their hand and say that it is him. The postman must deliver the letter to the addressee as quickly as possible.

The fastest team is the winner.

  1. Check

Participants sit in a circle. The counselor gives the following instructions: “We keep count in a circle. The player who gets a number that is divisible by three must say his name instead of the number.” The exercise perfectly develops attention and memory.

  1. Identify yourself

Participants sit in a circle with their arms extended forward. The first player throws the ball to any child, saying his name. After this, he needs to lower his hands. The second player throws the ball to someone else who stands with their arms outstretched, says their name and lowers their arms. When all participants have their hands down, the second stage begins. At this stage, children must throw the ball to the same participant as the first time, remembering to introduce themselves.

At the third stage, the task becomes more complicated: the participant throwing the ball must say the name of the person from whom he received the ball, his name and the name of the person to whom he is passing the ball. The player who received the ball does the same.

This exercise perfectly develops children's memory and helps them get to know each other.

Find more dating games at camp for children HERE

or watch a video about dating games

Activity in the game of children 6-8 years old

Children of six to eight years of age are structured in such a way that they still have faith in fairy tales, in characters, they continue to get acquainted with the world of objects, so games with specific, not so binding and picky rules, games with a plot or fun according to a given algorithm, this is exactly what that develops them and brings them pleasure. Team games (for example, football, basketball, competitions between teams), games that require planning and logical thinking operations (as in quests) are not yet so accessible and enjoyable for them: having lost, children get very upset, they are able to blame each other, not Understanding the task, they become very angry. They need to be prepared for this kind of games gradually: they need to build a team spirit, the ability to empathize, and be strong in transforming their feelings from negative to positive.

This is exactly what the following active games are designed to do for children in the age range from 6 to 8 years.

"Golden Gate"

2 participants are elected to form a gate, holding hands and raising them up. These are the leaders.

The rest of the players pass under such a “gate”. They, in turn, say: “Golden Gate, come through, gentlemen. The first time is forgiven, the second time is allowed, and the third time we won’t let you through!”

At the end of the remark, the hands of the presenters are sharply lowered, and those children who did not have time to leave the “gate” are caught. They replenish the number of leaders, the “gates” become wider. So the game lasts until there are 2 “free” players left behind the goal. They are recognized as the winners. These miracle participants will now be “gates”, the game follows the same pattern.

"Cat and Mouse"

Children of this age really love this game, because every child has the opportunity to transform into a cat, become a mouse, and run around catching each other. All you need is endurance, dexterity and the ability to be happy for your comrades.

How is it going?

Children, holding hands, form a circle - a “mink”. 1 “mouse” and 1 “cat” are determined. “Myshkino” starting place in the center of the circle. She is sleeping". “Cat” is outside the circle and asks questions to the other participants: “Mouse, is the mouse at home?”, those: “At home”, “Cat”: “What is she doing?”, children: “Sleeping”, “Can I wake her up? » - the “Cat” asks, the children: “It’s possible!” And, having received the green light, the participants who form a circle raise their hands, making windows in the house through which the “Cat” gets inside the hole, trying to overtake the “Mouse”, and she, in turn, runs away from it. The players who form a circle then raise and lower their hands, preventing the “Cat” from catching the “Mouse”. The moment the “Mouse” is in the “paws of the Cat”, the new “Cat” and “Mouse” are recognized, and the old ones join the other participants in the circle.

"The Horses Are Walking"

And the horses were walking along the street, what got them confused? Golden fetter Under the hoof. The bunny is walking, tearing up the grass - What he vomits is a bunch.

At the end of this poem, guys, whoever missed it is “Kvach-belmach, black eyes.”

Next come the games, which involve older children, but they can be started with this category of children, as long as they are ready for them.

Games to identify the leader in the camp

On the very first evening, it is useful to conduct games to identify the leader in the camp or detachment.

Good organizers are children who can independently prepare a small event: a skit, a song, a competition - a help for the counselors. Such children are immediately visible. Their peers willingly follow them. It is important to identify these guys already in the first days of the shift and involve them in cooperation.

  1. Poems by Barto

It is necessary to prepare cards in advance, on each of which one line from A. Barto’s poems from the “Toys” cycle will be written. All children know these verses by heart. Each participant takes a card with one line written on it. At the counselor’s signal, the children begin to find out which of their comrades has the missing lines. The children’s task is to find “their” poem in its entirety as quickly as possible, unite in a group and read it in chorus.

  1. Photo for a family album

Participants in the game must imagine themselves as a big, friendly family that will be photographed for a family album. To do this, the guys need to decide who will play what role: who will become the photographer, the photographer’s assistant, who will be this or that family member. The photographer and his assistant help the children line up for the photo.

As a rule, children with leadership qualities strive for the role of photographer and his assistant. The photographer counts to three, the “family” cheerfully shouts “Cheese” - the photo is ready.

  1. Big game

The game consists of several stages, at each of which participants receive tasks. The complexity of the tasks increases with each new stage.

The facilitator divides the participants into 5-6 small teams. The guys are told that this is a game with a secret, but they only find out at the end of the game. The secret is that the presenter, at the end of each stage, will give the game participants chips, the color of which will depend on the activity shown in the game. The guys should not know about the meanings of the chips, but they are as follows:

  • white chip - for the leader-organizer;
  • yellow – for an inspiring leader;
  • green – for the observer;
  • red - for the performer.

At first, the simplest and smallest task is given - so that the guys get used to their new team. For example, come up with an interesting name for your team. It will take no more than 3-5 minutes to complete the task.

Then the players can be offered the following tasks (they can be changed or supplemented at the discretion of the presenter):

  • Assembling a puzzle or mosaic is a task with no time limit; the team that completes the task first wins.
  • Draw a picture on a common theme for all teams. Time 5 minutes.
  • Compose a poem using the given rhymes. You have 4 minutes to complete this task.
  • In 5 minutes, create a crossword puzzle consisting of 5 words on a common topic for all teams. Examples of topics: countries and cities, animals and plants, history, etc.
  • In 3 minutes, write a short story, all words of which begin with the same letter.
  1. How many fingers?

The players sit in a circle with the leader. On command, the leader shows the participants a certain number of fingers. At the same time, as many people must get up from their chairs as the number of fingers the presenter showed. In this game, players need to be fast and attentive. As a rule, children who strive for leadership rise from their chairs first, and indecisive and less sociable children rise later.

  1. Desert Island

In this game, the children will play the role of explorers of a desert island. On a small but fast ship, they will set off on a long journey to distant and unfamiliar shores.

The facilitator helps the participants break into 2-3 small teams. Each team gives a name to its ship.

The game consists of several mini-games.

  • Game one. Departure.

In this game, teams are given the task to unanimously say the word “Let's set sail!” as a whole team. To do this, players will have to agree with each other in advance. As a rule, it is the leader who takes charge of managing this process.

  • Game two. Crew formation.

To set off, the guys need to create a crew, namely, choose a ship captain, a navigator and a “hare”. The rest of the crew will become passengers. The most active participants in the distribution of roles on the ship are those who strive for leadership; For themselves, as a rule, they choose the role of a “hare”.

  • Game three. Overnight on the island.

After a three-day voyage, the ship finally found itself off the coast of an uninhabited island. The travelers are tired and need to settle down for the night. Since the island is uninhabited, they prudently took tents with them. Crew members and passengers need to stay in tents for the night.

Each team has two 2-person tents, one 3-person tent and one 1-person tent.

If the number of players in a team is not 8, the leader must change the number and capacity of tents so that the total number of places is equal to the number of participants, and that each team has one 1-person tent, and there are 2 and 3 people available - one-person tents.

Based on who will be staying in which tent, the presenter can get an idea of ​​what groups there are in the children's team. Hidden, unrecognized leaders or “outcasts” usually remain in a 1-person tent.

Bus games for children at camp

The camp often organizes trips for children on excursions, to a museum or theater. In addition, children often arrive at the camp and leave after the end of their shift by bus. A long trip will not be burdensome, and time will fly by if during the journey the children sing funny songs, listen to the counselor’s fascinating story about the area the bus is passing by, or play an interesting game.

So, the children's group settled down in the bus. Of course, to begin with, adults certainly give a lot of safety instructions. For example, how to behave correctly in transport: it is forbidden to open windows, run around the cabin and throw garbage. After the briefing has been completed, it’s time to play entertaining games on the bus that will keep little travelers bored.

  1. Name + name = words

If the children sitting next to each other do not yet know each other, you need to invite them to learn each other's names. Let them introduce themselves and ask the names of their neighbors. After this, you should tell the rules of the game.

For example, Kolya and Sasha are driving nearby. They will have to put together the letters that make up their names and use those letters to create as many new words as possible. The time allotted for the task is 5 minutes. This pair of children may come up with the following words: porridge, juice, stake, shock. The pair of children who comes up with the most words wins. It is necessary to agree in advance whether full names or diminutives will be used.

  1. guess who

Pieces of paper with the names of famous people are placed in a bag or box. In turn, each of the children must draw out one of the pieces of paper and depict, using movements, gestures or speech, the one who fell to him. The others' task is to guess.

  1. Divination

Many children, especially girls, love various fortune telling, so offer them one of the options to do this. Let everyone ask a question that interests them or some funny question. And announce how the answer will be received. There can be a lot of options. For example, if exactly one minute later there is a tree to the left of the bus, the answer to the question is positive, or if a white car is driving towards you, the answer will be negative. Another option: if the bus makes its next turn to the right, the wish will come true, but if it turns left, it will not.

  1. Two rows

The presenter invites the children to divide into two teams according to the rows in which they sit on the bus. The right team is given the task of looking out the window to count 5 blue cars (houses, fences). The left team, for its part, must find 5 green cars (houses, fences).

  1. Show and name

The counselor recites to the children:

One two three four five,

We'll have fun playing.

You guys don't yawn,

And repeat after me.

The presenter shows a part of the body and names it. Children do the same. After several demonstrations, when the children get used to the instructions, the teacher names and shows different parts, thereby confusing the children. Participants must notice the discrepancy and avoid making mistakes.

  1. Broken phone

This popular game can also be played on the bus. Let the guys pass words to each other from first to last places.

  1. Let's clap our hands

First, you need to invite everyone to clap their hands together, loudly so that those passing by can hear. The presenter claps with the children for a while, then stops and invites them to clap:

  • only for girls;
  • only for boys;
  • only to those who always tell the truth;
  • only for those who love summer;
  • only for those who can swim;
  • only for those who love lemonade, chocolate, ice cream, semolina (etc.);
  • only for those who are going to the camp for the first time;
  • only to those who have never been to our camp;
  • and now everyone is clapping together - greeting our old and new friends.

A song will also help you pass the time on the road. For choral singing, you can use the camp anthem or a well-known song. But in any case, it is better to print out the lyrics of the songs that are supposed to be sung in advance and distribute them to the children on the bus.

Goals and objectives of active children's games

The main goal of outdoor games for children is to stimulate activity and create appropriate conditions for the normal physical development of the child. Accordingly, the teachers set the following tasks: to develop skills (jumping, running, crawling, throwing, throwing, catching a ball, etc.), to develop the ability to hold tension for a long time (endurance), to perform movements clearly and accurately (dexterity).

Plus, along with this, active games have a beneficial effect on the formation of a child’s character, his perseverance, the ability to interact with peers, lay his adequate self-esteem, he learns to empathize and rejoice in the victory of friends, learn to lose with dignity and, in case of victory, share his success with others, learns to listen to others. The game is unobtrusive and easy to discipline, as it has rules.

Outdoor games are divided, according to goals and dynamics, into: active, with average mobility and with low mobility.

There are story games, fun games, those with rules, and sports games.

For smaller children, you need to select games that are fictional and fun. For example, they could be a game of “Geese-Swans”, “Golden Gate” - for those who are younger, but for older ones they are good: volleyball, basketball, competitions, quests. Let's look at it in more detail, with a description of the games.

Games with a hall in the camp

In camps there are often general meetings in a large hall. The upcoming movie, concert, KVN brings the children together. If the start is delayed and the children become bored, they can become noisy - screaming and playing pranks. An entertaining game with the audience will help you avoid this. We offer several such games. They will help you make sure that entertaining games for children in the camp, organized by counselors in the hall where children are forced to sit in one place, can be no less varied and interesting than those held on playgrounds.

  1. Three movements

A leader is selected who must show the children three simple movements. For example, the following:

  • The arms are raised and bent at the elbows, fingers at shoulder level.
  • Arms extended forward.
  • Hands raised up.

Each movement is assigned its own number, and children are asked to remember these numbers. Then the presenter calls the number of one of some exercises, and at the same time he can do something else. Children need to repeat after the leader only those movements whose assigned number was named to them correctly. The most attentive player is revealed.

  1. Travel bag

The presenter invites the children to name items that may be useful on a long journey. You need to offer things that will be needed first. One, two, three, let's start the battle! (The winner is the child who names the really necessary thing last.)

  1. Flies - does not fly

The leader calls the group of children different words. If these objects can fly, children should say “Flies!” At the same time, by waving their hands they depict flight. If the presenter names an object that cannot fly, you must remain silent. The leader must pronounce the words quickly enough. The names of “flying” objects, animals and birds alternate in random order with “non-flying” ones.

  1. Traffic light

And this game will help you check how friendly and attentive the guys are. They are invited to sing some famous song. The presenter holds in his hands three large circles of yellow, red and green. When the presenter shows the audience a green circle, everyone sings the song loudly. If the yellow circle is raised, the song is sung quietly. Red circle - silence reigns in the hall, you need to sing to yourself.

  1. Football match

The presenter invites the players to imagine that they are at a football championship. One half of the guys are fans of Spartak, the other half of Dynamo. When the Leader raised his right hand, the teams shout the word “GOAL!”; if the left hand is raised, they need to shout the word “PASS!” If the presenter raises both hands at once, the word “PUCK!” Hands crossed on the chest - the players shout the word “BAR!”

  1. Tick-tock

The game leader tells the children that a watch is a very important thing that every person needs. Then he asks everyone to listen together and find out how the clock runs and what can happen if you handle it carelessly. The rules of this game are as follows: if the presenter claps his hands once, the left half of the hall shouts “Tick”; if two hand claps sound, the right half of the players loudly say “Tak” in chorus.

Several times at the beginning of the game, the leader alternates the claps correctly, then begins to “confuse” them by clapping “out of order.”

  1. Turtle

The presenter stands on stage and names different animals. The children answer him with the sound this animal makes:

Cat - “Meow!”

Dog - “Woof!”

When the presenter says: “Turtle!”, the children fall silent, lower their heads down, touching their chin to their body and wrap their arms around themselves.

Note: the presenter can name any animals, including wild, rare and fabulous ones.

  1. Forbidden number

Rows of children take turns calling out numbers, and instead of the forbidden ones, for example, those ending in “three” (3, 13, 23, 33, etc.), they clap their hands.

  1. Song of animals

You need to sing a familiar melody using the sounds of some animal. For example, meow “Chunga-changa.”

Video about indoor games

Outdoor games in the camp

The child is on vacation at the camp. And what kind of children's vacation can be complete without physical activity? Organized sports and outdoor games for children in the camp with running, jumping, dancing are the best way to improve their health.

  1. Bouncers

Two drivers are selected. These are bouncers. They stand on different sides of a large platform. The rest of the players move between them, trying to dodge the blow. Bouncers try to throw all the players off the field with the ball. Awkward leaves the game. The two fastest become bouncers.

  1. Potato

The game is played in a circle. Participants play with a ball according to the rules of beach volleyball. “Potato” is the participant who dropped the ball. He must squat down in the center and wait for someone to hit him with a ball (on purpose or by accident) - “to reap the harvest.”

"Potato" can catch the ball at any time without getting up from his haunches. In this case, the one from whose serve the ball was intercepted sits in his place. All “potatoes” are returned to the game.

  1. Steps

The players gather next to the driver. He throws the ball high, and by the time he catches it, those gathered around scatter in different directions. Having mastered the ball, the driver stops those running by shouting: “Stop!” After which he estimates the distance to any player and says how many steps it will take to reach him.

The driver does what is announced and, if he really stopped at the “victim”, touches her. This is the new driver.

Another option: the victim stretches his arms forward, slightly bending them at the elbows and interlocking his fingers - the driver, after completing the agreed steps, must hit the ball in the “ring”. If you hit it, the “victim” is the next driver.

Condition: the steps must be different.

Options for steps (except the usual ones):

  • “Giants” – big steps and jumps;
  • "Lilliputians" - small, frequent;
  • “Bunny” - jumping on your toes together;
  • “Umbrella” - while jumping you need to make a complete turn around yourself;
  • “Thread” - feet are placed close heel to toe;
  • “Ducklings” - sit down and walk without straightening your legs in a squat;
  • “Frog” - high jumps forward from a squat.

Steps need to be combined, grouped.

  1. Fanta

The leader chooses an assistant. The players give the presenter one of their things (forfeit). The presenter's assistant turns away - you can blindfold him - and comes up with what action the owner of the forfeit pulled out by the presenter should do in order to return his item. Players must fulfill all the whims of the assistant. It’s more interesting when it’s not a trivial “sing, read poetry,” but a task invented with good humor.

  1. 12 sticks

A small board is laid with its middle on a round support. 12 small sticks are placed on one edge, the other end rises upward under the weight of the shelves. They hit him with force. The sticks fly apart. While the driver brings them back, the players hide.

The game is complicated by the fact that the leader is forced to guard the board with sticks, because any of the unfound participants can sneak up and, shouting the leader’s name, hit its edge. The sticks fly apart. The driver interrupts the search and puts them back together. But children found by the driver should not approach the board.

As a result, the role of the host goes to the player who could not be found for the longest time.

  1. Disaster City

Players stand in threes. Two people build a “house”, clasping their hands high. A “resident” stands between them. One of them is left without a home - a “homeless man”. This city is constantly experiencing disasters: flood, fire or earthquake. The homeless man announces what a misfortune has happened this time.

Player actions:

  • When there is a flood, residents change their house.
  • In the event of a fire, residents remain in place, but the “houses” move.
  • During an earthquake, both houses and residents move.

The homeless man tries to take the place of the one who hesitated. The role of the homeless goes to the slow one.

  1. Traps

The game is played according to the “Stream” principle. Several people stand in pairs, forming traps: they raise their clasped hands. The number of traps depends on the number of players: firstly, this is a smaller part of the players, and secondly, it is taken into account that after the first stop an even number of players should fall into the traps. That is, there can be 2, 4, 8 and so on traps. Traps should not be located far from each other. The rest, in a line, holding the previous one by the waist, pass under traps, open until the leader’s command. At the agreed signal, the “traps” lower their hands and catch the unwary. They form a new trap.

The last one in the chain is declared the winner.

  1. Bees and snakes

Some of the participants are bees, the rest are snakes. They have kings who must “feed” their subjects. The king of bees is looking for honey for his team, the king of snakes is looking for a lizard. They agree on what objects I will depict as honey and a lizard.

When the kings come out, things are hidden in front of the other players. The returning rulers are helped in their search by their subjects: some hiss, others buzz. The noise intensifies when the kings are at the target.

In the end, the team that gives the best clue to the king wins.

  1. Fishing

Before the game, you need to mark a large circle. This is the Sea. The players are fish. Two guys are fishermen who make a “net”: they join hands.

The leader sends the fishermen to get fish. A fish is caught with a net, and the one caught joins the fishermen, thereby increasing the net.

The game ends when there is only one fish left in the sea. This is the winner.

Video about outdoor games

What to do with a 9-11 year old child

Good games for kids are those in which they can show their agility, ingenuity, and strength. Children of this age are ready to interact. These games will be team games, games with rules. But children aged 9-11 years old do not mind playing the above-mentioned games.

So, let's look at the games themselves.

"Burners"

Participants stand in pairs in a line. Two steps earlier, the one who will become “burning” (will catch) is located. He does not look back, but only listens to the endings of the next song performed by the participants:

Burn, burn clearly so that it doesn’t go out. Stand at your hem and look into the field. Trumpeters ride there and eat rolls. Look at the sky - the stars are shining, the Cranes are shouting: gu, gu, gu, I’ll run away. One, two, don't be a crow, run like a horse!

At the end of it, “Burning” quickly looks up, and then runs to catch up with the leading participants, who at that very moment scatter on two sides of the line, joining again behind the other participants. If the pair successfully did this, then the “burning” one leads again, but if he caught one of the pair, the latter becomes the “burning” one.

The former “burning” player who has completed his task becomes a new pair, and the game continues.

"Trappers"

Watch the instructions in the video

"Pioneer and Leader"

The game requires two teams with the same number of participants. They disperse on opposite sides of the area for outdoor games, stand in a line, and join hands. It turns out to be an obstacle. One team asks the other: “Pioneer, pioneer, give me a counselor,” the opponents answer: “Who?”, they name one of the children of the opposing team, and the specified child runs to the “obstacle” in order to break the barrier of the other team. If the attempt ends in separating the enemy’s hands, he chooses for his team one of the children who could not hold back the enemy’s “pile” and separated his hand. If the chain is strong and remains intact, the participant joins the enemy team. Until all the opposing players are on one of the teams, the game continues.

Children really like this game, it unites them and causes excitement. In addition, it can last indefinitely if the teams are equivalent. According to the rules of the game, it is forbidden to call the same participant more than 3 times.

"Pantomime"

We need 2 presenters: one says the word quietly so that the players do not hear, and the second perceives it and then reproduces it, using gestures and facial expressions, pantomime. The participant who guesses the given word replaces one of the presenters according to his preference. They continue to play like this.

Squad camp games

For three weeks, during which one shift lasts, the squad for the guys is their family. The teacher and counselor, becoming close people for the children during the shift, must organize the life of the squad so that the pupils feel comfortable. Properly selected and organized squad activities and activities in the camp help adults maintain a favorable atmosphere in the group of children.

Amusement games for two players

These fun camp games for kids are more suitable for boys. Girls should be given the role of fans, which, as a rule, they do with great pleasure.

  1. Turkey fights

In this game, players need to stand on one leg while holding the other leg behind their back with both hands. Raise your head up and push each other with your chest. The first one to let go or fall loses. This game is quite dangerous! At the beginning of the game, it is necessary to take away items from the players that may fall off or injure an opponent, ask them to remove the chewing gum, take off their glasses, and turn the visors of their caps back. Players should push only with their chests, and in no case with their heads. The players stand in pairs, shoulder to shoulder, and begin the game at the command “Start!”

  1. Fighting frogs

The players touch their sides in a squatting position. In this case, your hands must be clasped behind your back. The loser is the one who opens his hands first or falls.

  1. Badgers in holes

The players pull the rope while standing in two hoops. The one who comes out of the hoop first loses.

  1. Weightlifters

For this game it is necessary to select players of approximately the same height. Players must stand with their backs to each other and pull forward a stick, which they both hold above their heads. The winner is the one who can hold the stick in his hands without lifting his feet off the ground.

  1. Lilliputian combined event

In this game, competitors throw matches and balloons. The winner is the one who throws each of these objects as far as possible or hits the designated target more accurately.

  1. Quadathlon

For this game, a square of sufficiently large area is designated, and the ropes are also tied in such a way that four free ends of equal length remain, which are attached to the belts of the players. Prizes are placed at the corners of the square. The winner is the one who is the first, having overcome the resistance of his opponents, to reach his corner with the prize.

  1. Spinal newspaper

In this game, two players have a number (or some word) written on a piece of paper attached to their backs, and they stand in a circle and jump on one leg, trying to see their opponent’s number, while preventing them from reading theirs.

What to do when it rains? (indoor games at camp)

Sometimes, due to bad weather, counselors cannot play games outdoors and the squad is forced to stay indoors. In such a situation, the question arises: “What to do with children indoors?” The best way out is to play! Here are some fun indoor camp games for kids.

  1. Quiet-louder

Almost everyone has played the game “Hot and Cold” at one time or another? The above game is similar to it: the players sit in a circle, and the driver leaves the circle and turns his back. Someone from the circle hides any thing (for example, in his pocket), and the driver must point to the person who hid it. To do this, the players sing any song, and do it louder when the driver approaches this object and quieter when he moves away from it. If the driver finds the right player, he takes his place, and the one found goes out to lead.

  1. Fishing

In this game you need to hit a deep bowl standing on a chair with buttons, pebbles or other small objects. You need to throw from a distance of at least 2 meters, and try to ensure that the thrown object remains in the bowl. This game can also be played as a team. In this case, the victory goes to the team that collects the most items in its bowl.

  1. Blinking little lights

In this game, players sit on chairs arranged in a circle. One more player stands behind those sitting. One chair should remain empty. The player standing behind the empty chair discreetly winks at one of the players sitting in the chairs. This player needs to take an empty chair as quickly as possible. In this case, the player who is standing behind him must try to prevent this by holding him by the shoulders. At the beginning of the game, the hands of all players standing behind are lowered; it is important for them to react in time to the wink and not miss their partner. If the seated player failed to run to an empty chair in time, then he changes place with the one standing behind him.

  1. Knees

In this game, the players also sit in a circle, as closely as possible, and each player must place the palm of his left hand on the right knee of his neighbor on the left. And the palm of the right hand is placed on the neighbor’s right on the left knee. After this, the players take turns in a clockwise direction, starting with the counselor, and lightly hit their neighbor’s knee with their palm. First, the leader with his right hand, then his neighbor on the right with his left, after that his neighbor on the left with his right, then the leader with his left hand, etc.

On the first lap they do it slowly so that everyone understands the rules of the game. Then they begin the game itself, according to the rules of which the player who is delayed in clapping or who made it earlier removes his hand. A player forced to remove both hands is out of the game. With each lap the game speeds up more and more. To complicate the game, the counselor can count faster and faster, to which the players must clap. The last three participants remaining in the game are the winners.

  1. Fish, birds, animals

The players stand in a circle, and the driver stands in the center of this circle. The driver extends his right hand forward and begins to spin around his axis with his eyes closed, saying once the phrase: “Fish, birds, animals.” After this, he stops and points to one of the players and pronounces any of these words. The player pointed to by the driver must quickly say the name of the bird, fish or animal - depending on what the driver requested. If the player does not give an answer and the driver manages to count to three, then the player is eliminated from the game. The names of birds, fish and animals cannot be repeated. The winner is the one who remains in the circle last, that is, the one who knows the most names of animals.

  1. Activities

This is a fun game that is suitable for children of all ages. In it, children compete in teams. One participant makes a wish for a certain object, animal, bird, etc. and shows, explains or draws the mystery for their group, and the rest of the children guess this word, object or phrase.

Play is a natural activity of a child from an infant to a teenager. The children positively perceive gaming techniques to involve them in a learning and organizing environment. A variety of interesting games for camp are a wonderful way of leisure, combining benefits and children’s favorite activities.

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so UNT / To help the counselor / Games camp

Outdoor games

07.09.2011 39576 1625

Outdoor games

Where there is active play, there is no place for boredom. These games help to do emotional exploration and get to know the guys better. Outdoor games always require motor efforts from the players, aimed at achieving a conditional goal specified in the rules. The peculiarity of outdoor games is their competitive, creative, collective nature. They demonstrate the ability to act together with a team in constantly changing conditions. Outdoor games most fully correspond to the nature of childhood. We have no doubt that you have been participants and organizers of outdoor games more than once. Therefore, let's remember together what is most important in organizing such games. Each game has its own game task: “catch”, “catch”, “find”, etc. Try to captivate the children with it and interest them. Sometimes it’s useful to play on the guys’ pride by expressing “doubt” about their strength and dexterity. Draw a vivid picture of the upcoming action in front of the children. At the beginning, you shouldn’t limit yourself to just one routine phrase: “And now we’re going to play...”. When organizing outdoor games, remember that it is better if you are as much a participant in them as the guys. Each game has its own rules. Explain them clearly. This can be done more effectively if, simultaneously with the story, you show actions, i.e. create a figurative idea of ​​the game. Let one of the guys repeat after you what will require special attention in the game. If the rules are not followed during the game, pause the game, make a cheerful commentary on what is happening and show what the mistake is. During the game, be emotional and spontaneous. Cheer the guys up. A comic report about what is happening is also possible. If you lose interest in the game, try complicating the rules, this usually inspires you. But remember: a game is a game as long as it gives the characters a wide range of behaviors, as long as their actions cannot be predicted in advance. Don't miss the moment when it's best to finish the game. And yet, some games require simple equipment, prepare it in advance. Think carefully about where it is best for you to organize the game. Let it be a comfortable and safe place. Often, to play games you need to break into teams; for this, keep a few original rhymes in stock.

ENCHANTED CASTLE The players are divided into two teams. The first team must disenchant the “castle”, and the second team must prevent them from doing this. The “castle” can be a tree or a wall. Near the “castle” there are the main gates - two guys from the second team are blindfolded. In general, all players on this team must be blindfolded. They are located arbitrarily, the way they want, on the playground. The players who must disenchant the “lock”, at the command of the leader, begin to silently move towards the main gate. Their task is to quietly reach the gate, go through it and touch the “lock”. In this case, the game is considered over. But the task of the second team, blindfolded, is to harass those who are moving towards the “castle”. Those who are insulted are eliminated from the game. At the end of the game, the guys change roles. Before the start of the game, one condition must be specified: will the guys from the second team stand still or can they move around the court. TRAFFIC LIGHT. Two lines are drawn on the site at a distance of 5-6 meters from each other. The players stand behind one line. The driver stands between the lines approximately in the middle with his back to the players. The driver names a color. If the players have this color in their clothes, they freely pass by the leader to the other line. If there is no such color in clothes, then the driver can insult the player running across the space between the lines. The salty one becomes the driver.

A-RAM-SHIM-SHIM The leader stands in the center of the circle with his eyes closed and his hand extended forward. All the players run in a circle with the words: A-ram-shim-shim, A-ram-shim-shim, Aramia-gusiya, Point to me. At the last words, the circle stops, and the players look at whom the leader’s hand is pointing at. The one whom the driver pointed to enters the circle and stands back to back with the driver. Everyone says in unison: “One, two, three.” On the count of “three,” those standing in the center simultaneously turn their heads. If they turn their heads in one direction, then they are performing some kind of task for the children - singing, dancing, reading, etc. After this, the first driver leaves, and the second takes his place. If they turn their heads in different directions, then no task is given to them, the first driver leaves, and the second one starts the game from the beginning. When older kids play this game, they sometimes introduce this rule. If there is a boy and a girl in the center, and they turn their heads in the same direction, then they should kiss. If there are two boys or two girls in the center, then they shake hands.

A HARE WITHOUT A LAIR. The participants of the game stand in pairs facing each other, raising their clasped hands up. This is the "hare's lair." Two drivers are selected - “hare” and “hunter”. The hare must run away from the hunter, while he can hide in the “den”, i.e. stand between the players. The one to whom his back is turned becomes a “hare” and runs away from the “hunter”. If the “hunter” makes fun of the “hare”, then they change roles.

SANTIKI - SANTIKI - LIM - PO - PO The players stand in a circle. The driver moves away from the circle a short distance for a few seconds... During this time, the players choose who will be the “shower.” This player will have to show different movements (clapping hands, patting the head, tapping the foot, etc.). All other players must immediately repeat his movements. After the person showing is chosen, the driver is invited to the center of the circle. His task is to determine who is showing everyone the moves. The movements begin with ordinary claps. At the same time, throughout the entire game the words “Santiki-santiki-lim-po-po” are pronounced in chorus. At a moment that is unnoticed by the driver, the demonstrator demonstrates a new movement, everyone must immediately adopt it, so as not to allow the driver to guess who is leading them. The driver may have several attempts to guess. If one of the attempts is successful, then the person showing becomes the driver.

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

GUESS WHOSE VOICE The driver moves aside while the players agree on who will cast the vote. Then the driver stands in a circle and closes his eyes. The players walk in a circle with the words: “We gathered together in a circle, suddenly turned around at once, and when we say “Jump, skok, skok” (these words are pronounced by one person), guess whose voice it is.” The driver opens his eyes and guesses which of the guys said “Skok, skok, skok.” If he succeeds, he changes places with the speaker. You can give the driver three attempts. If he still doesn't guess, the game starts over.

WATER The driver sits in a circle with his eyes closed. The players move in a circle with the words: Grandfather of the water, Why are you sitting under the water, Look out for a little bit, Just for a minute. The circle stops. The “water man” gets up and, without opening his eyes, approaches one of the players. His task is to determine who is in front of him. The “merman” can touch the player standing in front of him, but his eyes cannot be opened. If the “merman” guessed right, he changes his role and now the one whose name was named becomes the driver.

CROWS AND SPARROWS Two parallel lines are drawn at a distance of 1-1.5 meters. Another 4-5 meters are measured from them, and another line is drawn. The first two lines are the starting lines, the second are the “houses”. Teams line up with their backs to each other near the first lines, i.e. at a distance of 1-1.5 meters. There are two teams, one of them is called “sparrows”, and the second is called “crows”. The presenter stands between the teams and names the words: sparrows or crows. If the leader said: “crows,” then the crows catch up with the sparrows, which are trying to escape behind the second line, i.e. hide in the "house". All caught sparrows become crows. If the leader says “sparrows,” then the sparrows run and catch the crows. The game can continue until there are no players left on one team. Or the game is played a certain number of times, and then the team with the most players wins.

SQUIRRELS, NUTS, CONES All the guys stand up, holding hands, three at a time, forming a “squirrel’s nest.” They agree among themselves who will be the “squirrel,” who will be the “nut,” and who will be the “bump.” The driver is alone, he does not have a nest. There is also a presenter in this game who pronounces the words: “squirrels”, “cones”, “nuts”. If he said “squirrels,” then all the squirrels leave their nests and run to others. At this time, the driver takes an empty space in any nest, becoming a squirrel. The one who does not have enough space in the nests becomes the leader. If the leader says: “nuts,” then the nuts change places and the leader, who took a place in the nest, becomes a nut. The driver and presenter can be different people, or both functions can be performed by one person. The presenter can be given the command: “squirrels, cones, nuts,” and then everything changes places at once.

CATCH THE DRAGON'S TAIL The guys line up in a column, each holding the person in front by the belt. They depict a "dragon". The first in the column is the dragon's head, the last is the tail. At the command of the leader, the “dragon” begins to move. The task of the “head” is to catch the “tail”. And the task of the “tail” is to escape from the “head”. The dragon's body should not be torn apart, i.e. players do not have the right to remove their hands. After catching the “tail”, you can choose a new “head” and a new “tail”.

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

CAT AND MICE Two lines are drawn at a distance of 10 meters: behind one is the “cat’s” house, behind the other is the “mice” house. The driver - the “cat” is sleeping in his house, and the “mice” go to him with the words: The mice came out one day to see what time it was. One, two, three, four, the mice pulled the weights... (At this moment the “mice” come up to the “cat” and can even touch it.) Suddenly there was a terrible ringing. The mice ran out. After the word “out” the cat wakes up and runs to catch up with the mice. The mice must hide in their house. Those who are caught by the cat drop out of the game or change roles with the cat.

TRAPS Six players stand in pairs, holding both hands and raising them up. These are traps, they are located at a small distance from each other. All other players join hands, forming a chain. They must move through traps. When the leader claps, the traps slam shut, i.e. the guys pretending to be traps give up. Those players who are caught in a trap form pairs and also become traps. In this game, the most dexterous and fastest of the guys is revealed - the one who managed not to fall into a single trap until the end of the game.

SHORE AND RIVER This game requires the guys to be attentive. Two lines are drawn on the ground at a distance of about one meter. Between these lines is the “river”, and along the edges is the “bank”. All the guys are standing on the “banks”. The presenter gives the command: “RIVER”, and all the guys jump into the “river”. At the command “SHORE” everyone jumps onto the “shore”. The presenter gives commands quickly and randomly to confuse the players. For example: “SHORE, RIVER, RIVER, SHORE, RIVER, RIVER, RIVER...” If on the command “SHORE” someone ends up in the water, then he leaves the game. Those inattentive players who ended up on the “bank” during the command “RIVER” also leave the game. The game continues until the most attentive participant is determined. You can congratulate him and start the game again.

WOLVES IN THE DIT A corridor (“ditch”) up to 1 meter wide is drawn on the site. The ditch can be drawn in a zigzag shape, narrower in places and wider in others. The drivers - “wolves” - are located in the ditch. There are not many of them - only 2 or 3. All the other players - the “hares” - try to jump over the ditch and not get greasy. If the hare is touched, he leaves the game or becomes a “wolf”. “Wolves” can kill “hares” only while in a ditch. “Hares” do not run across the ditch, but jump over it. If the “hare’s” foot touches the territory of the ditch, this means that he “fell into the ditch” and in this case is also eliminated from the game.

SQUIRRELS ON A TREE All players are “squirrels”; they must stand on a tree (on wooden objects) or hold on to a tree. A “dog,” the driver, is running between the trees. The “squirrels” jump, run from tree to tree, and the “dog” must catch (pick) the running “squirrels”. If she succeeds, the “dog” and “squirrel” change roles. There is a condition in the game: the “dog” should not touch the “squirrels” that are on the tree. This game is best played in a grove where there are many trees, but they do not grow densely.

COUNTERS All players stand in a circle, shoulder to shoulder and facing the center. They are calculated in order, and everyone remembers their number. The driver stands in the center of the circle, he does not have his own place, but he has a number - for example, zero. He should quickly call out two or three numbers. The players whose numbers have been called must take one of the empty seats. If he succeeds, he takes the number of the player who stood here before him. The one who does not have enough space becomes the driver, and his serial number is zero.

WINKKS All players stand in pairs in a circle, one player behind the other. Everyone's hands are down. The driver also stands on the line of the circle. He doesn't have a partner behind him. He must look into the eyes of one of the first line players and wink. The one who was winked runs from his place and stands behind the driver. But he may not succeed, because the second line player closely monitors the driver and if he sees that his partner has been winked, he can hold him back. If he managed to do this, the driver is forced to wink again until his wink ends effectively. If the second line player did not react in time and did not have time to grab the first player, he becomes the driver, i.e. stands in the first line and begins to wink. The game can go on for a long time until it gets boring.

ATOMS AND MOLECULES All players move randomly around the playing area, at this moment they are all “atoms”. As you know, atoms can turn into molecules - more complex formations consisting of several atoms. A molecule can have two, three, or five atoms. Players playing at the command of the leader will need to create a “molecule”, i.e. multiple players will need to grapple with each other. If the leader says: “The reaction proceeds in threes!”, then this means that three players - “atoms” - merge into one “molecule”. The signal for the molecules to break up again into individual atoms is the leader’s command: “The reaction is over.” If the children do not yet know what an “atom”, “molecule”, “reaction” is, an adult should explain it to them in a popular manner. The signal for temporarily withdrawn players to return to the game is the command: “The reaction goes one at a time.”

Russian folk games

Fun, active games are our childhood. Who doesn’t remember the constant hide-and-seek, blind man’s buff, catch-up, and races? When did these games originate? Who invented them? It is probably impossible to find an exact answer to these questions. These games, like songs and fairy tales, were created by the people. They perfectly temper the body and soul. These games require a lot of movement, resourcefulness, ingenuity, dexterity and perseverance. They are usually held in the fresh air in an open area. Children of all ages can participate in such games. From preschoolers to high school students. Their rules are simple and clear.

SALKI The plot of this game is very simple: one driver is selected, who must catch up and catch the players running around the site. But this game has several options that complicate its rules. The taunted player becomes the driver, and he must run, holding his hand on the part of the body for which he was taunted. The first player whom the driver touches becomes the driver himself. The upset player stops, stretches his arms to the sides and shouts: “Tea, tea, help out.” He is "bewitched". Other players can “disenchant” it by touching their hand. The leader must “bewitch” everyone. To do this faster, there can be 2-3 people driving.

HIDE AND HIDE The driver, chosen by the players using a counting rhyme, stands in a designated place with his eyes closed. This place is called "con". While the driver counts loudly to 20-30, all the players hide in a certain area. After the end of the count, the driver opens his eyes and goes in search of the hidden ones. If he sees one of the players hiding, he loudly calls his name and runs to the stake. As a sign that the player has been found, the stake must be knocked on a wall or tree. If the found player reaches the end and knocks there before the driver, then he is not considered caught. He steps aside and waits for the game to end. The driver must “knock” as many hidden players as possible. The next time the driver becomes the player who was found and “caught” last. (Or, by the decision of the players, first.) Every time the driver moves far from the horse, the hidden players can quietly sneak up to the horse and knock there. In this case, they will not be considered detected.

GEESE On the site, at a distance of 10-15 meters, two lines are drawn - two “houses”. In one there are geese, in the other - their owner. Between the “houses under the mountain” lives a “wolf” - a leader. The owner and the geese conduct a dialogue between themselves, known to everyone from early childhood: - Geese, geese! - Ha-ha-ga. - Do you want something to eat? - Yes Yes Yes. - So fly! - We are not allowed. The gray wolf under the mountain does not let us go home. After these words, the “geese” try to run over to the “master”, and the “wolf” catches them. The caught player becomes a “wolf”.

BURNERS The players line up in a column in pairs, holding hands. The driver stands in front of the column a few steps away, with his back to the players. He says: “Burn, burn clearly, so that it doesn’t go out. And one, and two, and three. Last couple run!” On the word “run”, the last couple standing must quickly run around the column and stand in front. The driver should also strive to take one of the places of the first pair. The one who does not have enough space becomes the driver. Instead of the words “last pair,” the driver can say: “Fourth pair,” or “Second pair.” In this case, everyone playing must be very careful and remember where they stand in the column.

AT THE BEAR IN THE FOREST Two lines are drawn on the site at a distance of 6-8 meters from each other. Behind one line is the driver - the “bear”, behind the other - the “house” in which the children live. Children go out of the “house” into the “forest” to pick mushrooms and berries. They approach the bear’s den with the words: “I take mushrooms and berries from the bear in the forest. But the bear is not sleeping, He’s still looking at us.” At the last words, the “bear” jumps out of the “den” and tries to grease the children running away to their house. A player hit by a bear becomes a bear.

BEAUTIFUL The driver is selected - the “monk” and the leader is the “seller”. All other players make a secret secret from the “monk” of the colors of the paints. Colors should not be repeated. The game begins with the driver coming to the “shop” and saying: “I, a monk, in blue pants, have come to you for some paint.” Seller: “For what?” Monk: (names any color) “For blue.” If there is no such paint, then the seller says: “Walk along the blue path, you will find blue boots, wear them, and bring them back!” "Monk" starts the game from the beginning. If there is such a paint, then the player who has wished for this color tries to run away from the “monk,” and he catches up with him. If you catch up, then the driver becomes the painter; if not, then the colors are guessed again and the game is repeated.

Blind Man's Bluff The game takes place on a small limited area with no dangerous obstacles. The driver is blindfolded, or simply closes his eyes. He must make fun of one of the players with his eyes closed. The players run away from the driver, but do not go beyond the boundaries of the site and always raise their voices - call the driver by name or shout: “I’m here.” The spoiled player changes roles with the driver.

ALENUSHKA AND IVANUSHKA The players stand in a circle and join hands. Alyonushka and Ivanushka are chosen and blindfolded. They are inside the circle. Ivanushka must catch Alyonushka. To do this, he can call her: “Alyonushka!” Alyonushka must be distracted: “I’m here, Ivanushka!” As soon as Ivanushka caught Alyonushka, other guys take their place and the game starts from the beginning.

COSSACKS-BRIGERS The players are divided into two groups. One depicts Cossacks, the other - robbers. The Cossacks have their own house, where there is a watchman during the game. His responsibilities include guarding captured robbers. The game begins with the Cossacks being in their house and giving the robbers the opportunity to hide (10-15 minutes). While the robbers are hiding, they must leave traces along the way: arrows, symbols or notes indicating the location of the next mark; the traces may also be false in order to confuse the Cossacks. After 10-15 minutes, the Cossacks begin searching. The game ends when all the robbers are caught, and the one whom the Cossacks saw is considered caught. It is better to play the game in a large area, but limited by some signs. At the end of the game, the Cossacks and the robbers change roles.

FISHING ROD A fishing rod is a jump rope. One end of it is in the hand of the “fisherman” - the driver. All players stand around the “fisherman” no further than the length of the rope. The “fisherman” begins to spin the “fishing rod”, trying to hit the legs of the players with it. The “fish” must protect themselves from the “fishing rod” by jumping over it. To prevent the “fish” from interfering with each other, there should be a distance of about half a meter between them. The “fish” should not leave their places. If the “fisherman” managed to catch the “fish”, i.e. touch the “fishing rod”, then the place of the “fisherman” is taken by the caught “fish”. Two conditions must be met: the rope can be twisted in any direction, but it cannot be lifted from the ground higher than 10-20 centimeters.

CAT AND MOUSE Two people are selected for the game: one is the “cat”, the other is the “mouse”. In some cases, the number of “cats” and “mouses” may be greater. This is done to spice up the game. All other players stand in a circle, holding hands - “gate”. The “cat’s” task is to catch up (touch with his hand) the “mouse”. In this case, the “mouse” and “cat” can run inside and outside the circle. The players standing in a circle sympathize with the “mouse” and help it in any way they can. For example: by letting the “mouse” into the circle through the “gate,” they can close it for the “cat.” Or if the “mouse” runs out of the “house”, the “cat” can be locked there, i.e. lower, close the gate. This game is not easy, especially for a “cat”. Let the “cat” show its ability to run, its cunning, and its dexterity. When the “cat” catches the “mouse”, a new pair is selected from among the players.

DRIVE QUIETLY The driver and the players are on opposite sides of two lines, which are drawn at a distance of 5-6 meters from each other. The players’ task is to reach the driver as quickly as possible and touch him. The one who did this becomes the driver. But getting to the driver is not easy. The players move only to the words of the driver: “If you drive more quietly, you will go further.” Stop!" At the word “stop” all the players freeze. The driver, who had previously stood with his back to the players, turns and looks. If at this moment one of the players moves, and the driver notices this, then this player will have to go back beyond the line. The driver can make the frozen guys laugh. Whoever laughs also goes back beyond the line. Game continues. Who will be able to take the place of the driver?

ALI BABA AND BREAKING CHAINS The players are divided into two teams and stand, holding hands, facing the opposing team, at a distance of 5-7 meters. One of the teams starts the game with the words: “Ali Baba!” The second team answers in unison: “About what, servant?” The first team says again: “Fifth, tenth, Sasha is here for us!” In this case, the name of one of the players on the opposing team is called. The named player leaves his team and runs to the enemy team in order to break the chain, i.e. will release the players' hands. If he succeeds, he takes the player who unclasped his hands to his team. If the chain is not broken, then he remains on the opposing team. The teams start the game one by one. The team that has the most players after a certain time wins.

12 STICKS This game requires a board and 12 sticks. The board is placed on a flat stone or small log to create something like a swing. All the players gather around this “swing”. 12 sticks are placed on the lower end, and one of the players hits the upper end so that all the sticks fly apart. The driver collects the sticks, while the players run away and hide. When the sticks are collected and placed on the board, the driver goes to look for the hidden ones. The found player is eliminated from the game. Any of the hidden players can sneak up to the “swing” unnoticed by the driver and scatter the sticks again. At the same time, hitting the board, he must shout out the name of the driver. The driver collects the sticks again, and all the players hide again. The game ends when all the hidden players are found and the driver manages to keep his sticks. The last player found becomes the driver.

ELEPHANT This game involves two teams of boys of 6-8 people. One of the teams must line up in a column. Each player bends down, presses his head to the belt of the person in front and at the same time holds on to him with his hands. This team is the “elephant”. The second team must “climb” the elephant. It's done like this. The first player stands on the side of the “elephant’s tail,” runs up and, pushing off against the back of the last player, the “elephant,” makes the largest possible jump onto the elephant’s back.” He must “land” so as not to fall from his “back” and not even touch the ground with his feet. Then all other players from the “riders” team make jumps. If one of them could not resist and fell off the “elephant”, then the game ends and the teams change places. If everyone jumped successfully and no one fell, then the “elephant” must walk 8-10 meters with its riders. If the “elephant” succeeds, then the game also ends and the teams change places. The game requires not only dexterity, but also courage, because jumping sometimes causes pain to players of both teams.

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