Forgotten games of the last Soviet generation. Games of your childhood “Rules of the game Game name: “Excitement of the waves”


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A post of nostalgia for the times when it was impossible to live a day without friends in the yard.

As adults, we remember with warmth the games in which we used to spend all our free time. We didn't even have computers or tablets, but we always found a way to entertain ourselves and others.

We bring to your attention the best games that will take you back to your wonderful childhood.

Rubber bands

How to play

: The main attribute of this game for girls is the elastic band. The ideal number of players is 3–4 people. Each participant performs jumping figures and combinations at different heights: from ankle level (the “first” jumpers) to neck level (the “sixth” jump). Jumping through a rubber band stretched at hip level had the mysterious name “pozhepe”. As soon as the jumper makes a mistake, another participant takes her place, and the girl who made the mistake puts on an elastic band. If there are four players, the pairs switch places when both players from one pair alternately make mistakes.

What develops: vestibular apparatus, coordination, attentiveness. Teaches you to train, win, lose with dignity, jump the highest and be friends with girls, even if at the moment they are rivals.

Classics

How to play

: Requires crayons, asphalt pad and pebble (or washer). You draw small cells with numbers in a certain sequence, and you can jump even alone. The main thing is to hit the cage with a stone, jump to it on one or two legs and return back the same way. The luckiest player is the one who manages to go all the way from one to ten. There can be any number of hopscotch players.

What develops: agility, accuracy, ability to concentrate and knowledge of numbers, if the players are very young.

Boyars

How to play

: Participants in this ancient Russian folk game are divided into two equal teams and stand opposite each other in ranks, holding hands, at a distance of 10–15 m. The teams move towards each other, pronouncing in turn a long chant: “Boyars, we have come to you, dear ones.” , and we came to you...” The dialogue ends with the words: “Boyars, open the gates, give us the bride forever.” The one who is chosen as the bride must then run away and break through the enemy’s chain. If the attempt is successful, the player returns to his team; if not, he remains in another. The losing team starts the next round. The goal of the game is to gather as many participants as possible into a team.

What develops: the ability to be in a team and win in a “one against all” situation.

If you drive more quietly, you will continue - stop

How to play:

The driver’s task is to stand with his back to the participants at the finish line (the greater the distance between the driver and the participants, the better) and say loudly: “The slower you go, the further you go - stop.” While the driver is talking (and he can do this at any pace), the participants try to run as far as possible towards the finish line. As soon as the driver falls silent, you need to freeze in place. Anyone who did not have time to stop or made an accidental movement is eliminated from the game. The winner is the one who gets to the finish line first and touches the driver.

What develops: coordination, ability to run quickly and react to changing circumstances.

Sorcerers

How to play:

Participants run away from the driver (this game is a type of tag). The driver catches up with the player and touches him - he gets dirty. The saluted person spreads his arms, and any other participant can run up, touch him and “help him out.” The driver’s task is not to move far from the person who has been greased and not to let anyone get a step closer to him. The summer version of the sorcerers is to run around with “sprinklers” and pour water on each other from holey bottles. Usually, five minutes after the start of the game, everyone is wet, but very cheerful.

What develops: the ability to run quickly, think quickly and enjoy life to the fullest.

The sea is agitated once

How to play:

The presenter turns away from the players and says a little rhyme:

The sea is agitated once
The sea is worried two
The sea is worried three,
Marine figure, freeze in place!

While he speaks, the participants move chaotically in any order, depicting the movements of waves with their hands. As soon as the driver falls silent, you need to freeze in some figure. The driver approaches one of the players and touches him. The player depicts his figure in motion, and the driver guesses what it is. The player whose figure was not guessed becomes the driver himself.

What develops: imagination, spontaneity and artistry.

Cossack robbers

How to play:

The players are divided into two teams - “Cossacks” and “robbers”. They agree on what territory they will play on. This could be a yard, an entrance, a street, several courtyards. The "robbers" guess a secret word. The “Cossacks” move to the side so as not to see the “robbers”. The “robbers” run away, marking the direction of their movement with arrows on the asphalt (walls of houses, curbs, trees, etc.). They begin to run in a group, and then scatter in all directions, trying to confuse the “Cossacks” with arrows. The task of the “Cossacks” is to find the “robbers” using the arrows. The “Cossack” brings each “robber” to the “prison” and guards him, trying to find out the secret word, for example, using nettle torture. The “Cossacks” win as soon as they find out the secret word or find all the “robbers”.

What develops: basic skills of scouts, the ability to navigate the terrain and not give up “our own.”

12 sticks

How to play:

The game is reminiscent of classic hide and seek. 12 small sticks are placed on a “lever” (for example, on a board and a pebble placed under it) so that stepping on the lever can scatter the sticks. The driver's task is to collect the sticks, put them on the lever, say a little count with your eyes closed and go in search of the hidden players. As soon as the driver discovers the player, he runs to the “lever” and breaks the sticks, calling the name of the one found. The player becomes the driver. If the one found manages to get ahead of the driver and reach the sticks first, the driver does not change.

What develops: the ability to competently hide and quickly run when necessary.

Bouncers

How to play

: Two players stand on both sides of the court. The remaining players are in the center. The task of the “bouncers” is to throw the ball to each other and hit any of the “central” players. The players' task is to dodge the flying ball. The one who was hit leaves the game. Other participants can “save” the eliminated player by catching the ball in the air (the main condition is not from the ground, otherwise you will also be thrown out). When there is only one participant left in the team of “central” players, he must dodge the ball as many times as he is old. If he manages to do this, all those who dropped out return to their original places.

What develops: the ability to dodge fast-flying objects, think about your neighbor and endure pain.

I know 5 names

How to play

: The first player takes the ball in his hands, says: “I know a girl’s name,” hits the ball on the ground with one hand and says the name. Then he continues with different variations: “I know one boy’s name,” “I know one color,” “I know one animal,” “I know one city.” When all the combinations have been used, the player recites the same counting rhymes, only on the count of two: “I know two girl names” - and then in a circle. The game continues until ten. If, while hitting the ball, the player did not have time to say his name or hit the ball, the turn passes to another participant. When the ball, having passed through all the participants, returns to the first player, he continues to play from the phrase on which he made a mistake. The winner is the one who first gets to ten in this speech.

What develops: multitasking, erudition, ability to correct your mistakes and move on.

Edible-inedible

How to play

: All players sit or stand in a row. The driver throws the ball to one of the participants and at the same time names an object. If the item is "edible", the player catches the ball. If not, he repels. The driver’s task is to confuse the player, for example, in the chain “apple-melon-carrots-potatoes” he suddenly says “iron”. If the player makes a mistake and “eats” the “inedible”, then he himself becomes the driver. The faster the driver throws the ball and names objects, the more exciting and interesting it is to play.

What develops: sense of humor, ability to listen carefully and react quickly.

Knives

How to play

: Players mark a circle on the ground. Then, one by one, they try to get a knife into the enemy’s delineated territory and thus conquer as much land as possible from him. The knife can be thrown from the shoulder, with a flip, from the nose and even from the head. There are many versions of the game of “knives” under different names: “land”, “cities”, “benches”, “grandparents”, “tanks”, “ships”, “football”, “sea battle”. The knife can be stuck into the ground, sand and even a wooden bench.

What develops: ability to handle edged weapons, attentiveness and caution.

ring-ring

How to play

: Players sit in a row and cup their hands. The driver holds a small object in his fist or folded palms, for example a coin, button, ring. He goes around each player in turn, putting his own into his “boat” and saying the rhyme: “I wear and wear a ring and give it to someone.” The driver’s task is to quietly place a “ring” on one of the players and say: “Ring, ring, go out onto the porch!” After this, the player who got the item jumps up and tries to run away. The task of the other participants is to detain the escaping person: the ability to think outside the box, monitor one’s own speech, maintain attention and quickly find a way out of the current situation.

I was born a gardener

How to play

: Each player chooses a name for himself - the name of the flower and tells it to the “gardener”-driver and other players. The driver says a little rhyme: “I was born a gardener, I’m seriously angry, I’m tired of all the flowers, except ...” And calls the “name” (name of the flower) of one of the players. A dialogue takes place between the driver and the player. The player says the name of one flower from those on the team. The participant whose name was announced must respond. The dialogue continues. The one who made a mistake: for example, did not respond to his name, mixed up the name of the flowers, gives away a forfeit (any of his things). At the end of the game, forfeits are played out. The “gardener” turns away, they take out the thing and ask the driver: “What should this player do?” The “gardener” assigns a task (jump on one leg, squat, sing, recite a poem, etc.) - the player “works off” the forfeit and takes his item.

What develops: memory, attention, courage and willingness to be responsible for one’s actions.

Kiss meow

How to play

: The driver and one of the players stand in front of the other participants: the driver with his face, the player with his back. The driver points to one of the participants and asks: “Kitty?” If the player with his back turned responds “Shoot,” the driver continues to choose. As soon as the player says “meow,” the driver asks him: “What color?” The player chooses a color and turns to face the other participants. Depending on the chosen color, the player and the team member complete the task. The player has no right to refuse the task. White is the scariest color. The two should retire in the entrance. What they do there - history is always silent. Green - three questions to which the player can only answer “yes”. Usually the questions are tricky like: “Do you love him?” Red - kiss on the lips. Pink - the same thing, but on the cheek. Yellow - three questions in private. When choosing orange, you need to walk hand in hand, preferably past adults. Blue - kiss the hand. Purple - commit a bad deed. For example, stepping on your foot, pulling your hair, or taking away your jewelry.

What develops: the ability to communicate with the opposite sex, control your impulses and find socially acceptable forms for your desires.

Of course, this is not a complete list of games in which we participated. So many interesting things come to mind. For example, “Baker” or “Square”. Tell us in the comments what you played.

My son is growing up, and I am sad to see that today’s children are completely different from us. We read books, went to the cinema together, and then acted out battle scenes, we communicated more, became friends. We also ran in the yards and played, and there are many reasons why modern children go out with their peers so little, this is a crime situation, and studies, which children are overloaded with, and computers, but... I feel sorry for them, they are deprived amazing adventures and memories that will last a lifetime.

1. Hali-halo

Rules of the game
To begin with, the driver is chosen using a counting rhyme. The driver picks up the ball and asks the rest of the guys a word. Usually they say which category the invented word belongs to and its first and last letter. For example, the driver thought of the word bed. He says it's a piece of furniture, it starts with the letter K and ends with a soft sign. Children begin to guess the word. As soon as the driver hears the correct answer, he shouts “Hali-halo”, throws the ball up as high as possible, and runs away.
The child who guesses the word correctly catches the ball and shouts “Stop.” The driver stops. The player must guess how many steps there are to the driver. But the steps are not easy. Each company can come up with its own steps.
Types of steps in the game hali-halo:
Giant - the largest steps, the entire width.
Normal - a normal baby step.
Lilliputian - very small steps.
Frog - in squatting jumps.
Umbrellas - the child spins towards the driver.
Bricks - step heel to toe.
Camel - step and spit (the main thing is not to hit the driver).
The child with the ball takes the specified number of steps and throws the ball into the ring, which the driver makes with his hands. If the ball hits the ring, the player becomes the driver and the game continues.

2.Hide and seek

Rules of the game
One person drives, the rest hide. According to pre-agreed conditions, the water counts up to a certain number, turning towards the wall, during which time everyone hides without going beyond the boundaries of the agreed territory.
Well, the catchphrase of water: one two three four five I’m going to look.

3. Blind Man's Bluff

Rules of the game
Several people play Zhmurki. With the help of a counting rhyme or by lot, the driver is selected. Players cover the water with a tight blindfold (no peeking is allowed in this game), spin it in place and “scatter” to the sides. Zhmurka must catch and identify a player. If you guess correctly, the caught player becomes the driver.

4. Cossack robbers

Rules of the game
The players are divided into two teams (the more participants, the more interesting the game). Each team has its own distinctive insignia (armbands, ribbons or badges).
An area is designated (the boundaries of the territory where you can hide and run away).
It is determined by lot which team will be “Cossacks” and which team will be “robbers”.
At the signal, the “robbers” run to hide. At this time, the “Cossacks” choose a place for the “dungeon” where the captured “robbers” will be brought. The “dungeon” should not be very large so that it can be conveniently guarded. Its boundaries are clearly marked (with chalk, pebbles, etc.).
After an agreed period of time, the “Cossacks” go to look for “robbers” hiding in the agreed territory. They must catch up with those whom they saw and “stain” (touch with their hand). The “stained” robber is considered caught; he must obediently go with the “Cossack” while he holds him. But if the “Cossack” accidentally unclenched his hands, the “robber” can run away.
The caught "robbers" are taken to the "dungeon".
"Robbers" can help out their comrades. To do this, you need to quietly run up to the “Cossack” leading the “robber” and “tarnish” him. Then the “Cossack” is obliged to let the “robber” go, and both “robbers” run away to hide again. But if the “Cossack” turns out to be more agile and manages to “sully” the second “robber” earlier, he takes both of them prisoner.
"Robbers" can free their comrades from the "dungeon". To do this, it is necessary to touch the prisoner before the “Cossack” guarding the “dungeon” touches the liberator.
The goal of the game is to catch all the “robbers.”

5. Lapta

Rules of the game
I know two versions of the game. One is simplified (for children), the other is for adults. As a child, at the dacha, of course, we played a simple game:
On a flat lawn, at a distance of 15-20 m from each other, two lines were drawn: one was called a city, the other was a horse, or a house.
Then, using a counting table or lot, the striker was determined; he stood outside the city limits, the rest were located in the field behind the law.
The batter throws the ball and hits it hard with the bat. The field players, watching the sword, wait for it to cross the horse so that they can catch it without letting it fall to the ground. If they succeed, the striker goes into the field, and the player who took possession of the ball takes his place. If the field players, having gaped, did not have time to catch the ball, the kick is repeated.
It happens that the batter misses the ball. The rules allow him to repeat the kick. After the third miss, the striker gives up his place to another player.

6. Bouncers

Rules of the game.
A minimum of 3 people are required to play dodgeball. Of these, 2 are bouncers (bouncers) and one is a driver. The players are divided into two teams.
Two players from one stand at a distance of approximately seven to eight meters opposite each other. They have the ball. Two players from the other team move between them. The task of the former is to throw the ball with each other, hit their opponents and knock them out of the game. In this case, you need to throw so that the ball, without hitting the target, can be caught by a partner, and does not fly away to nowhere every time.
The task of the second is not to let yourself be knocked out. If you catch a flying ball, one life is added to you. You get, for example, five lives and to knock you out of the game, you need to be hit six times. If the ball bounced off the ground and hit a player, it didn't count. The place of the eliminated players was taken by other team members. When everyone was eliminated, the teams swapped places.

7. Square

Rules of the game
This game requires a company of four people and a ball. First you need to create a playing field. A square of arbitrary size is drawn on the ground, divided into four smaller squares, one for each participant. A circle is drawn in the center of the field for serving. The game begins with the ball being served by a player who is chosen by lot (counting table). The ball is thrown with one or two hands into the central circle, so that it bounces towards the player located diagonally. The diagonal player must return the ball after touching the ground once in his quarter. You need to hit the ball with your feet, knee, head, you cannot touch it with your hands.

8. Fanta

Rules of the game
A good old children's game. There are many options. I'll tell you about the one we played. The presenter collects one personal item from all players, and then everyone writes some task on a piece of paper. Then the pieces of paper are collected, mixed, and the presenter, without looking, first pulls out someone’s object, and then a note. The person who owns the pulled out item must complete the task written on a piece of paper. The game is great, but players should remember that they themselves may be faced with their own task. This circumstance somewhat limits sadistic habits.

9. I know five names

Rules of the game
The guys agree on the order of passing the ball and the sequence of topics.
The first player begins to tap the ball on the ground with one hand, saying:
- I know five girls' names. Anya - one, Katya - two, Polya - three, Masha - four, Nastya - five.
The player must follow the rhythm of the shots, saying one word each time he hits the ball.
If the player has completed the task, he moves on to the next topic, predetermined, for example:
- I know five names of boys (names of cities, animals, insects, birds, countries, cities, etc.)
If a player gets lost, misses the ball or thinks for a long time, then the ball passes to the next participant.
He starts over:
- I know five girls' names
To complicate the game, you can introduce conditions that names should not be repeated. When the ball returns to the first player after making a circle, he starts from the topic where he left off.
The game lasts until everyone gets bored.
The winner is the one who managed to cover the maximum number of topics

10. Salki

Rules of the game
One driver is chosen by lot or by counting. Then the boundaries of the playing area are set. Everyone scatters within this area. The driver begins to catch the players within the established limits of the site. Whomever he catches up with and salutes, he becomes a “salka” and declares, raising his hand up: “I am salaine!” He begins to catch the players, and the former “tag” runs away with everyone. The game has no definite ending.
Sorcerers
(this game is a type of tag)
Participants run away from the driver. The driver catches up with the player and touches him - he gets dirty. The saluted person spreads his arms, and any other participant can run up, touch him and “help him out.” The driver’s task is not to move far from the person who has been greased and not to let anyone get a step closer to him. The summer version of the sorcerers is to run around with “sprinklers” and pour water on each other from holey bottles. Usually, five minutes after the start of the game, everyone is wet, but very cheerful.

11. Damaged phone

Rules of the game
The old time-tested children's game of broken phone.
It can be played by one or two teams.
A driver is selected, who whispers a word or phrase in the ear of one of the players, and he tries to pass it on to the other player in the same way, and so on along the chain.
The last player says out loud what he did and compares it with the original.
Often the result is very unexpected and funny!
If two teams are playing, then the leader gives the floor to two players from both teams. The team whose result is most similar to the original wins.

12. Kitty-Frog-Meow

Rules of the game
The game requires approximately the same ratio of players of different genders. The players sit on the bench. Two participants, the leader and one of the players, stand in front of the bench with their backs to each other (the leader faces the players, the player faces his back).
The presenter points with his eyes (or discreetly with his finger) at one of the players and asks “kitty?”
If the player says "screw", then he continues to choose.
If a player says "meow", then that player is asked "what color?"
The player named a color and completed a task that corresponded to the chosen color.
The meanings of the colors were:
White meant “five minutes alone.” Those. the boy and girl left and retired for 10 minutes so that no one from the company could see them.
Green - three yes questions. Any questions were asked, but the player could only answer “yes”. Moreover, tricky questions were asked, such as “Do you love him”? The answerer blushed and stammered, but had no right to say anything else. The whole company had fun from such dialogues :)
Red meant a kiss on the lips. Color was used very rarely.
Pink - kiss on the cheek. It’s easier with it, it was used often.
Yellow - three questions in private (you could ask anything and the player had no right not to answer). Of course, everyone asked tricky questions and often very personal ones, but the answers were usually kept secret.
Orange - walk a certain route arm in arm.
Blue - kiss the hand.
Purple - three minor dirty tricks (say, pulling a pigtail, stepping on a foot, taking away a hairpin). Also in front of the entire honest company.

13. The sea is agitated once...

Rules of the game
There are several game options.
1) The presenter turns away from the players and says the well-known rhyme:
The sea is agitated once
The sea is worried two
The sea is worried three,
Marine figure, freeze in place!
While he speaks, the participants move chaotically in any order, depicting the movements of waves with their hands. As soon as the driver falls silent, you need to freeze in some figure. The driver approaches one of the players and touches him. The player depicts his figure in motion, and the driver guesses what it is. The player whose figure was not guessed becomes water himself.
2) After saying the counting rhyme, the players must freeze in the position in which they find themselves. The driver turns, walks around all the players and examines the resulting figures. The first one to move takes the place of the leader, or is eliminated from the game (in this case, the winner is the player who lasted the longest).
3) You can use another version of the game, when the presenter examines all the figures and chooses the one he likes best. In this case, the winner is the player who most clearly demonstrated his imagination.

Rules of the game
Two stripes are drawn on the ground with chalk at a distance of approximately 20 meters.
All players stand on one side; the driver stands on the other side, and turns his back to everyone. The driver says:
"If you drive more quietly, you'll go further. Stop."
The phrase can be pronounced as you like - deliberately dragging out the words, the entire sentence, or, for example, starting slowly and then ending it abruptly and quickly - in general, introducing an element of surprise into the game.
At this time, all players are trying to run as far as possible and get to the finish line; they freeze at the word “stop”. After the word “stop” the driver turns around. If he saw the movement of a player (who did not have time to freeze or stop due to the acceleration speed), he is eliminated from the game.
The winner is the one who gets to the finish line first and touches the driver - he takes his place, and the game starts over.

15. Rubber bands

Rules of the game
The main attribute of this game is the elastic band. The ideal number of players is 3–4 people. Each participant performs jumping figures and combinations at different heights: from ankle level (the “first” jumpers) to neck level (the “sixth” jump). Jumping through a rubber band stretched at hip level had the mysterious name “pozhepe”. As soon as the jumper makes a mistake, another participant takes her place, and the girl who made the mistake puts on an elastic band. If there are four players, pairs change places when both players from one pair alternately make mistakes

16. Edible-inedible

Rules of the game.
All players sit or stand in a row. The driver throws the ball to one of the participants and at the same time names an object. If the item is "edible", the player catches the ball. If not, he repels. The driver’s task is to confuse the player, for example, in the chain “apple-melon-carrots-potatoes” he suddenly says “iron”. If the player makes a mistake and “eats” the “inedible”, then he himself becomes the driver. The faster the driver throws the ball and names objects, the more exciting and interesting it is to play

17. Knives

Rules of the game.
Players mark a circle on the ground. Then, one by one, they try to get a knife into the enemy’s delineated territory and thus conquer as much land as possible from him. The knife can be thrown from the shoulder, with a flip, from the nose and even from the head. The knife can be stuck into the ground, sand and even a wooden bench

Rules of the game.
Each player chooses a name for himself - the name of the flower and tells it to the “gardener”-driver and other players. The driver says a little rhyme: “I was born a gardener, I’m seriously angry, I’m tired of all the flowers, except ...” and calls the “name” (name of the flower) of one of the players. A dialogue takes place between the driver and the player. The player says the name of one flower from those on the team. The participant whose name was announced must respond. The dialogue continues. The one who made a mistake: for example, did not respond to his name, mixed up the name of the flowers, gives away a forfeit (any of his things). At the end of the game, forfeits are played out. The “gardener” turns away, they take out the thing and ask the driver: “What should this player do?” The “gardener” assigns a task (jump on one leg, squat, sing, recite a poem, etc.) - the player “works off” the forfeit and takes his item.

20. Mother's daughters.

Rules of the game.
The game was considered a girl's game, but in certain cases boys were also allowed into it, who could, even before entering puberty, understand what marriage is and what it threatens. The game had one rule - play using maximum imagination and life experience, gleaned from your parents or in soap operas.
Throughout the game, the roles could change (“come on, now you’re a mother, and it’s as if I’m your daughter?”), randomly found children, stepmothers who suddenly showed up, or inexplicably amused lovers periodically entered the game. And animated dolls, baby dolls, plush animals. Scenes “let’s act as if we were in a store” were played out, weddings, quarrels, intrigues, fights, death! Everything is like in life.

In the 21st century, children quietly disappeared from the courtyards of big cities - now they play computer games or have a well-behaved time in specially organized children's clubs. Along with the children, the culture of yard games and yard socialization (with all its features) disappeared.

And while kids can still be found on the playgrounds under the supervision of relatives, schoolchildren are almost completely invisible.

Let's remember the disappeared games that in many ways made us the adults we have become.

Rubber bands

How to play. The main attribute of this game for girls is the elastic band. The ideal number of players is 3–4 people. Each participant performs jumping figures and combinations at different heights: from ankle level (the “first” jumpers) to neck level (the “sixth” jump). Jumping through a rubber band stretched at hip level had the mysterious name “pozhepe”. As soon as the jumper makes a mistake, another participant takes her place, and the girl who made the mistake puts on an elastic band. If there are four players, the pairs switch places when both players from one pair alternately make mistakes.

What develops: vestibular apparatus, coordination, attentiveness. Teaches you to train, win, lose with dignity, jump the highest and be friends with girls, even if at the moment they are rivals.

Classics

How to play. Requires crayons, an asphalt pad and a pebble (or washer). You draw small cells with numbers in a certain sequence, and you can jump even alone. The main thing is to hit the cage with a stone, jump to it on one or two legs and return back the same way. The luckiest player is the one who manages to go all the way from one to ten. There can be any number of hopscotch players.

What develops: dexterity, accuracy, ability to concentrate and knowledge of numbers if the players are very young.

Boyars

How to play. Participants in this ancient Russian folk game are divided into two equal teams and stand opposite each other in ranks, holding hands, at a distance of 10–15 m. The teams move towards each other, pronouncing in turn a long chant: “Boyars, we have come to you, dear ones.” , and we came to you...” The dialogue ends with the words: “Boyars, open the gates, give us the bride forever.” The one who is chosen as the bride must then run away and break through the enemy’s chain. If the attempt is successful, the player returns to his team; if not, he remains in another. The losing team starts the next round. The goal of the game is to gather as many participants as possible into a team.

What develops: the ability to be part of a team and win in a “one against all” situation.

If you drive more quietly, you will continue - stop

How to play. The driver’s task is to stand with his back to the participants at the finish line (the greater the distance between the driver and the participants, the better) and say loudly: “The slower you go, the further you go - stop.” While the driver is talking (and he can do this at any pace), the participants try to run as far as possible towards the finish line. As soon as the driver falls silent, you need to freeze in place. Anyone who did not have time to stop or made an accidental movement is eliminated from the game. The winner is the one who gets to the finish line first and touches the driver.

What develops: coordination, ability to run quickly and react to changing circumstances.

Sorcerers

How to play. Participants run away from the driver (this game is a type of tag). The driver catches up with the player and touches him - he gets dirty. The saluted person spreads his arms, and any other participant can run up, touch him and “help him out.” The driver’s task is not to move far from the person who has been greased and not to let anyone get a step closer to him. The summer version of the sorcerers is to run around with “sprinklers” and pour water on each other from holey bottles. Usually, five minutes after the start of the game, everyone is wet, but very cheerful.

What develops: the ability to run quickly, think quickly and enjoy life to the fullest.

The sea is agitated once

How to play. The presenter turns away from the players and says a little rhyme:
The sea is agitated once
The sea is worried two
The sea is worried three,
Marine figure, freeze in place!
While he speaks, the participants move chaotically in any order, depicting the movements of waves with their hands. As soon as the driver falls silent, you need to freeze in some figure. The driver approaches one of the players and touches him. The player depicts his figure in motion, and the driver guesses what it is. The player whose figure was not guessed becomes the driver himself.

What develops: imagination, spontaneity and artistry.

Cossack robbers

How to play. The players are divided into two teams - “Cossacks” and “robbers”. They agree on what territory they will play on. This could be a yard, an entrance, a street, several courtyards. The "robbers" guess a secret word. The “Cossacks” move to the side so as not to see the “robbers”. The “robbers” run away, marking the direction of their movement with arrows on the asphalt (walls of houses, curbs, trees, etc.). They begin to run in a group, and then scatter in all directions, trying to confuse the “Cossacks” with arrows. The task of the “Cossacks” is to find the “robbers” using the arrows. The “Cossack” brings each “robber” to the “prison” and guards him, trying to find out the secret word, for example, using nettle torture. The “Cossacks” win as soon as they find out the secret word or find all the “robbers”.

What develops: basic skills of scouts, the ability to navigate the terrain and not give up “our own.”

12 sticks

How to play. The game is reminiscent of classic hide and seek. 12 small sticks are placed on a “lever” (for example, on a board and a pebble placed under it) so that stepping on the lever can scatter the sticks. The driver's task is to collect the sticks, put them on the lever, say a little count with your eyes closed and go in search of the hidden players. As soon as the driver discovers the player, he runs to the “lever” and breaks the sticks, calling the name of the one found. The player becomes the driver. If the one found manages to get ahead of the driver and reach the sticks first, the driver does not change.

What develops: the ability to competently hide and quickly run when necessary.


Bouncers

How to play. “Bouncers” - two players - stand on both sides of the court. The remaining players are in the center. The task of the “bouncers” is to throw the ball to each other and hit any of the “central” players. The players' task is to dodge the flying ball. The one who was hit leaves the game. Other participants can “save” the eliminated player by catching the ball in the air (the main condition is not from the ground, otherwise you will also be thrown out). When there is only one participant left in the team of “central” players, he must dodge the ball as many times as he is old. If he manages to do this, all those who dropped out return to their original places.

What develops: the ability to dodge fast-flying objects, think about your neighbor and endure pain.

I know 5 names

How to play. The first player takes the ball in his hands, says: “I know one girl’s name,” hits the ball on the ground with one hand and says the name. Then he continues with different variations: “I know one boy’s name,” “I know one color,” “I know one animal,” “I know one city.” When all the combinations have been used, the player recites the same counting rhymes, only on the count of two: “I know two girl names” - and then in a circle. The game continues until ten. If, while hitting the ball, the player did not have time to say his name or hit the ball, the turn passes to another participant. When the ball, having passed through all the participants, returns to the first player, he continues to play from the phrase on which he made a mistake. The winner is the one who first gets to ten in this speech.

What develops: multitasking, erudition, the ability to correct your mistakes and move on.

Edible-inedible

How to play. All players sit or stand in a row. The driver throws the ball to one of the participants and at the same time names an object. If the item is "edible", the player catches the ball. If not, he repels. The driver’s task is to confuse the player, for example, in the chain “apple-melon-carrots-potatoes” he suddenly says “iron”. If the player makes a mistake and “eats” the “inedible”, then he himself becomes the driver. The faster the driver throws the ball and names objects, the more exciting and interesting it is to play.

What develops: sense of humor, ability to listen carefully and react quickly.

Knives

How to play. Players mark a circle on the ground. Then, one by one, they try to get a knife into the enemy’s delineated territory and thus conquer as much land as possible from him. The knife can be thrown from the shoulder, with a flip, from the nose and even from the head. There are many versions of the game of “knives” under different names: “land”, “cities”, “benches”, “grandparents”, “tanks”, “ships”, “football”, “sea battle”. The knife can be stuck into the ground, sand and even a wooden bench.

What develops: ability to handle edged weapons, attentiveness and caution.

ring-ring

How to play. Players sit in a row and cup their hands. The driver holds a small object in his fist or folded palms, for example a coin, button, ring. He goes around each player in turn, putting his own into his “boat” and saying the rhyme: “I wear and wear a ring and give it to someone.” The driver’s task is to discreetly place a “ring” on one of the players and say “Ring, ring, go out onto the porch!” After this, the player who got the item jumps up and tries to run away. The task of the other participants is to detain the escaping person.

What develops: the ability to monitor the manipulations of others, to act quickly and decisively.

Will you go to the ball?

How to play. The driver says the rhyme:

Don't say yes or no
don't call it black and white
Will you go to the ball?

Its task is to confuse the player. After the counting, the driver asks the player a variety of clarifying questions: what will he wear, what will he ride on, what color will the dress or trousers be, what is the name of the groom, etc. The player's task is to answer the questions without using the words “yes”, “no”, “black”, “white”. The most interesting thing is to mix simple and complex questions, change the pace of speech and intonation.

What develops: the ability to think outside the box, monitor one’s own speech, maintain attention and quickly find a way out of the current situation.

I was born a gardener

How to play. Each player chooses a name for himself - the name of the flower and tells it to the “gardener”-driver and other players. The driver says a little rhyme: “I was born a gardener, I got really angry, I’m tired of all the flowers, except...” And calls the “name” (name of the flower) of one of the players. A dialogue takes place between the driver and the player. The player says the name of one flower from those on the team. The participant whose name was announced must respond. The dialogue continues. The one who made a mistake: for example, did not respond to his name, mixed up the name of the flowers, gives away a forfeit (any of his things). At the end of the game, forfeits are played out. The “gardener” turns away, they take out the thing and ask the driver: “What should this player do?” The “gardener” assigns a task (jump on one leg, squat, sing, recite a poem, etc.) - the player “works off” the forfeit and takes his item.

What develops: memory, attention, courage and willingness to be responsible for one’s actions.

Kiss meow

How to play. The driver and one of the players stand in front of the other participants: the driver with his face, the player with his back. The driver points to one of the participants and asks: “Kitty?” If the player with his back turned responds “Shoot,” the driver continues to choose. As soon as the player says “meow,” the driver asks him: “What color?” The player chooses a color and turns to face the other participants. Depending on the chosen color, the player and the team member complete the task. The player has no right to refuse the task. White is the scariest color. The two should retire in the entrance. What they do there - history is always silent. Green - three questions to which the player can only answer “yes”. Usually the questions are tricky like: “Do you love him?” Red - kiss on the lips. Pink - the same thing, but on the cheek. Yellow - three questions in private. When choosing orange, you need to walk hand in hand, preferably past adults. Blue - kiss the hand. Purple - commit a bad deed. For example, stepping on your foot, pulling your hair, or taking away your jewelry.

What develops: the ability to communicate with the opposite sex, control your impulses and find socially acceptable forms for your desires.

Cities

How to play. The presenter stands with his back and says: “Kali-kali....stop!” Dot!". The word Kali - as many times as the leader wants. While they are sounding, the children run away from the leader in the opposite direction. At the word Dot, the children stop. Then the presenter chooses a player and estimates how many steps there are to him - large and small. There are so many steps and steps to the city of such and such. Then he measures out this amount, if the presenter manages to touch the city with his hand, he wins, if not, he plays again.

What develops: ability to determine distance “by eye”

Threads

How to play. Children hold hands and “get entangled” by stepping over their legs and arms. Then they shout: “Grandma, the threads are breaking!” and the leading grandmother tries to untangle her threads (arms and legs) without breaking (without unraveling the players’ hands).

What develops: dexterity and ingenuity

Little Red Riding Hood

How to play. Children are divided into two parts. Some people hold hands tightly and don’t let you through. Those who are holding on shout: “Little red riding hood, white feather!” Give us.. (player name) well, Marina, for example, and no one else!” Marina accelerates and tries to make a hole in the wall of children in the middle. If he breaks through, then he takes one of the middle children and returns back to his own; if he doesn’t break through, then he joins the middle children.

What develops: strength and endurance

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Inna Morozova

Oh, how I want to return to childhood, to touch the past at least for a moment..., to the games of our childhood. Previously, during our childhood, there were such wonderful games...

Let's remember! I'll make a list of them to jog the memories.

"Sangello"

  1. Take a not heavy and small ball.
  2. The players sit in a row (on a bench).
  3. The presenter, who is determined at the very beginning of the game, plans a variety of questions, “sorting out” and various possible answers to them (a list of sample questions and answers, like a cheat sheet, will be given at the end of the game description).
  4. The presenter asks a question (common to all players).
  5. Throws the ball after repeating the question to the person who sits on the very edge of the bench and offers the first answer. Example: presenter: “What’s your name?.. Ira!”
  6. The player catches the ball if the option suits him. If the option is not satisfactory, the player throws the ball away, waiting for the next option.
  7. The host plays with the first player, offering him answer options until the player catches the ball.
  8. The presenter has the right at any time to say the word “sangello” and throw the ball to the player. If the player catches the ball, then the answer that was said before this word is attributed to him. If he doesn’t catch it, the game with the player continues.
  9. The presenter moves on to the second player sitting next to the first, “finishing off” the same first question.
  10. The leader plays the same with the other players until he reaches the last of them.
  11. The game continues in the second round, but with a different question.

List of questions and answers for the game:

Possible answers:

  • What's your boyfriend's name?

Options:

  1. Konstantin.
  2. Andrey.
  3. Vitaly.
  4. Matvey.
  5. Alexander.
  • What do you do for a living?

Options:

  1. Waitress.
  2. Psychologist.
  3. Unemployed.
  4. Singer.
  5. Seller.

Game name: "The Rush of the Waves"

Rules of the game (in detail):

  1. They choose the main player in the game.
  2. The players stand in a line, facing the main thing.
  3. The leader turns away from the players.
  4. The main one says the rhyme loudly: “The sea is worried once, then the sea is worried twice, then the sea is worried three times... the sea figure freeze!”
  5. While the counting is being said, the players choose any position in which they want to freeze.
  6. The main one approaches each player in turn and touches him lightly.
  7. After touching, the player draws the figure he wished for.
  8. The main one guesses what exactly this figure is and what it means.
  9. The one who depicted the intended figure in a completely different way moves to the place of the main one. “Worstness” and “dissimilarity” are determined by all players in a vote.

Children's game: "Lucky color"

Rules of the game:

  1. Players choose a leader.
  2. Then: the playground.
  3. The presenter stands in the very center of the court (with his back to the players).
  4. The players go to the side and stand in a row.
  5. The presenter says any color.
  6. Players are looking for exactly the color that was named leading.
  7. The player who finds such a color holds on to it and passes to the opposite side past the leader.
  8. Those players who do not have this color have only one way out: to run across the “road” past the leader. And the leader’s task is to catch the “fugitive”. The one who is caught becomes the leader.
  9. Two people can calmly cross the “path” at once.

Childhood game: “Very hot potato”

Rules:

  1. They take the ball.
  2. The players stand in a circle.
  3. The players begin to throw the ball to each other (randomly). The task is to be sure to hit the ball.
  4. The one who did not hit the ball sits in a circle.
  5. Game continues. By the way, those who are stuck in the circle can be saved. To do this, any of the players must hit the person in the circle with the ball during the “bounce”. Then this person returns to the circle. People in the circle will be able to save themselves if they manage to catch the ball when one of the players is hitting it. In this case, the one who “unsuccessfully” threw the ball stands in the circle instead of the person saved.

Game from childhood: “Rubber”

Rules:

  1. The game uses a three-meter rubber band.
  2. It is tied with a bow. It should look like something ring-shaped.
  3. Two people “put” it on their feet and stand exactly opposite each other.
  4. The players “responsible” for the rubber band lower it to their ankles.
  5. The 3rd player immediately begins to jump on an elastic band, going through the following difficulty levels: 1. elastic band at ankle level. 2. elastic band at knee level. 3. elastic band at hip level. 4. elastic at waist level. 5. elastic at waist level. 6. elastic band at chest level. 7. elastic band at the axillary level.
  6. If the jump is unsuccessful and the player accidentally steps on the rubber band, they say “strata” to him, and he takes the place of one of those who are “wearing” the rubber band.

What else did you play in your childhood?

List

Lots of games! There are so many that you can get tired of listing them:

  1. “Cossack women are robbers.”
  2. “Catch up.”
  3. “If I eat it, I won’t eat it.”
  4. "Let's hide."
  5. "Ali Baba"
  6. “Daughters are mothers.”
  7. “Ring - ring, roll onto the porch!”
  8. "Fantasy"
  9. "Bottle."
  10. "Jump rope."
  11. "Cities".
  12. “Don’t be such a jerk!”

Unfortunately, the favorite games of modern children are computer games. And it’s more difficult to “pull” them out onto the street. Do you remember how difficult it was to find us at home? Especially in summer.

Do you remember how many different games we came up with ourselves, collectively? There was a time... games of our childhood. And how I want to go back there! Unfortunately, it is impossible to do this. Many of us would give anything for a moment of the past.

Let's believe in the best! Let's imagine that someday they will create a time machine and we will be transported to our unforgettable childhood. It doesn’t matter how old we will be at the time of the creation of this “miracle machine”... Let's wait for the best positive things without losing hope!

And I’m in the “house”!

- How many rubies do you have?
– 50!
- Wow! Pokezh, what kind of mill do you have?

I overheard this dialogue the other day with the neighbor boys. They sat on a bench and pointed at each other's phones. Looking around, I didn’t see any children playing “Dog” or drawing a field for “The slower you go, the further you will go.” Modern children, alas, prefer to tap on the keyboard and sit on VKontakte.

The yard games that we played for days on end (until they were driven away) are gradually becoming a thing of the past. But most of them not only develop agility, endurance and strength, but also teach such important things as cohesion and mutual assistance.

I invite you to remember our favorite yard games and introduce your children to them.

Hide and seek

One-two-three-four-five, I'm going to look.

A simple game - you can play anywhere, anytime. It’s especially exciting in the evening when it gets dark.

Rules

First, a driver is chosen. To do this, in childhood we knew a billion rhymes. Then the driver stands facing the wall (tree, pole...) and counts out loud to 20 (50, 100...). The players are hiding.

The players' task is to hide so that the driver does not find them. The driver's task is to find everyone who is hiding.

When the driver finds one of the players, he needs to run headlong back to the wall (tree, pillar...) to “catch” him. If the player came running first, then with the words “Knock-knock I” he takes himself out of the game. Whoever the leader catches first becomes the leader in the next game (“The first chicken closes his eyes”).

Code phrases:

  • “Axe-axe, sit like a thief and don’t look out into the yard,” the “caught” players shouted to their comrades when “danger” approached (sit and don’t stick your head out).
  • “Saw-saw, fly like an arrow,” they shouted to indicate that the driver was far from the wall and they could get out of the shelter.

Number of players: the bigger, the better.

Tag / Catch-up


Salki - they are catch-up, they are patches, they are lyapki, they are kvach. According to Wikipedia, this game has about 40 (!) names (almost every region of the former Union has its own).

At the same time, the game is simple. The essence of ordinary tag is to catch up (“tag”) players (if you are driving) who are running in different directions.

Rules

The driver is selected using a counting table (where would we be without it?). Players stand in a circle and at the command “I am a tag!” scatter in all directions. (The playground was often specified: “Don’t run beyond the fence,” “Don’t run beyond the swing.”)

The driver's task is to catch up with one of the players and touch him with your hand. Whoever is touched becomes a “tag”, and the driver turns into an ordinary player.

There is a variation of the usual tag, when the driver, having caught up with one player, does not become a player himself, but continues to catch up with other guys along with the first “greased” one. Then together they catch the second, third, etc., until they catch everyone.

Number of players: from 3 and more.

Salk variations:

  • Tag with a “house” is the same, only a zone is selected (sandbox, circle on the asphalt, etc.) where players can run and take a break; they can’t “salt” there, but they can’t sit in the “house” for a long time either.
  • “Above your feet” - to avoid getting “salted”, you need to jump on something and lift your legs up (“Above your legs from the ground” / “Legs in the air”), however, according to the rules, you can’t lift your legs for a long time either.
  • “Tea-tea, help me out!” - in this version of the salok, the “greasy” one can stop, shout this magic phrase and his friends will come running to his rescue, but the driver is on the alert, and there is a possibility that a second and third will be added to one “victim”.
  • Sifa - in this version, “salat” is not done with your hand, but with a “sifa” (a rag, twisted rope and any “stinky” thing you find in the yard); whoever is hit becomes a sifa, that is, a leader.

This game, beloved by many, also has many names: “Tsar”, “Pop”, “Klek”, “Sticks”, “Banks” and others. The rules seem complicated, but only at first glance. Each yard had its own variation of the game. But, in general, its essence boils down to the following.

Inventory:

  • sticks (bits, pieces of reinforcement, but the most chic thing is a broken hockey stick);
  • tin can (plastic bottle, wooden block, etc.);
  • chalk (to outline the area).

First you need to prepare the playing area (about 10 by 6 meters). Lines are drawn parallel to the short side of the site every meter and a half: 1st line – pawn (soldier); 2nd line – queen; 3rd line – kings; 4th line – aces, etc.

From the beginning of the site to the last line is the rank zone; from the last line to the end of the court is the baker’s zone (king, priest, etc.).

At a distance of 5 meters from the last line, a circle is drawn in which the ryukha is placed (sometimes on a brick).

Rules


First, a “Baker” is selected and the order of churning the ryukha is established. To do this, players place one end of the stick on the toe of the foot, and rest the other on the palm, after which they push the stick into the distance with their foot. Whose stick flew the farthest, knocks down the ryukha first; whose closest is that “Baker”.

The “baker” takes a position “behind the can”, the players are at the first line. Next, the batsmen take turns trying to knock out the ryukha. After this, the “assault” begins - the players run for their bats and return back to the “rank zone”. At this time, the “baker” runs after the ryukha, sets it in place and protects it. But his main task is to prevent the stick from being “stolen” from his territory. In addition, he tries to touch the players with his bat and then knock down the ball himself. The one touched by the "Baker" becomes the "Baker" in the next horse, and the old "Baker" becomes the player.

For each shot down, the player rose in rank. In other words, he moved further across the field and approached the ryukha. In addition, each “title” has its own characteristics and privileges. For example, the Ace is invulnerable and cannot lead.

Number of players: not limited.


Many people think that the “classics” were invented in the USSR. In fact, this is a very ancient game. Already in the Middle Ages, boys (originally the game was for boys) jumped on numbered squares. In Russia, hopscotch was widely played already at the end of the 19th century.

Rules

A rectangular field with 10 squares and a semicircle (“cauldron”, “water”, “fire”) is drawn on the asphalt with chalk. There are several options for jumping and marking the site. But, as a rule, players take turns throwing a cue ball (pebble, candy box, etc.) into the first square. Then the first player jumps from square to square and pushes the cue ball behind him.

  • No. 1 – one leg;
  • No. 2 – one leg;
  • No. 3 and 4 – left at 3, right at 4;
  • No. 5 – with both legs (you can take a break);
  • No. 6 and 7 – left at 6, right at 7;
  • No. 8 – one leg;
  • No. 9 and 10 – left at 9, right at 10.

Then turn 180% and back in the same manner. Did you step on the line or did the cue ball hit it? Did you stand on both legs? The move moves on to another.

Number of players: not limited.


Playing this game, it was possible to get hurt by the ball, but the excitement was off the charts. Moreover, it does not require anything other than a ball.

Rules

“Bouncers” are selected (usually 2 people on each side). They stand opposite each other at a distance of about 10-15 meters. The “knocked out” stand in the center of the site.

The task of the “bouncers” is to hit all the players with the ball (if you are touched by the ball, you leave the field). The task of the “knocked out” players is to be agile and fast and to dodge the ball.

When there is only one player left in the “kicked out” team, he must dodge the ball as many times as he is old. If successful, the team returns to the field.


Cult yard game. It’s hard to find a child from the 1980s-1990s who didn’t jump in rubber bands. The owner of a new elastic band (it was in short supply) was considered a “major” in the yard and was especially popular.

Rules

Simple and complex at the same time. On the one hand, you don’t need anything other than 3-4 meters of elastic. On the other hand, you can get confused in the levels and exercises (in childhood everyone knew them by heart). Two players pull the rubber band between them, and the third one jumps.

  1. elastic band at ankle level for holding (lightness!);
  2. elastic band at knee level (almost everyone managed);
  3. elastic band at hip level (somehow they managed it!);
  4. elastic band at the waist (almost no one succeeded);
  5. elastic band at chest level and elastic band at neck level (beyond fantasy).

At each level you need to perform a certain set of exercises: runners, steps, bow, envelope, boat, etc.

Number of players: 3-4 people (four usually play in pairs).

The game is also considered girly. The boys rarely jumped, but they loved to watch the girls. :)

The red seal is for no one to run away.

This is a fun game that combines the adventurism of tag and the excitement of hide and seek. There is an opinion that the game originated in the 16th century, when the Cossacks protected civilians from wandering robbers.

Rules

The rules of the game vary by region and are often greatly simplified. One thing remains the same - the players are divided into two teams (“Cossacks” and “robbers”). “Atamans” are immediately selected and the “battlefield” is determined (they do not play outside of it). The Cossacks choose a headquarters, and the robbers come up with passwords (one is correct, the rest are false).

The task of the robbers: to capture the headquarters of the Cossacks. The task of the Cossacks: to catch all the robbers and “extort” the correct password.

At a signal, the robbers scatter and hide, leaving arrows on the asphalt so that the Cossacks have clues where to look for them. At this time, the Cossacks are setting up a “dungeon” and figuring out how they will “torture” the prisoners (tickle, scare with insects, “sting” with nettles, etc.). After some time, the Cossacks set off to look for the robbers. If they succeed, then they put the robber in a “dungeon”, from where he has no right to escape. The robbers, in turn, try to get close to the “headquarters” and capture it.

Number of players: from 6 people.


Not a single summer was complete without a ball. One of the favorite outdoor ball games for Soviet children is “hot potato.” Its essence is as follows.

Rules

Players stand in a circle and throw a “hot potato” (ball). If someone hesitates and does not hit the ball in time, he sits in the “cauldron” (center of the circle). While sitting in the “cauldron” you can try to catch a ball flying over your head, but you cannot get up from your haunches. If the player in the “cauldron” managed to catch the ball, he frees himself and other prisoners, and the player who unsuccessfully threw the ball takes their place.

In addition, players throwing “hot potatoes” can specifically free someone from the “cauldron”. To do this, when hitting the ball, he must hit the player sitting in the center of the circle.

Number of players: no less than 3.


This game, as a rule, was played by older children, because it is quite traumatic, somewhat uncultured, but wildly fun.

Rules

Players are divided into two teams - elephants and horsemen. The elephants become a chain, bending in half and putting their head under the armpit of the one in front. Riders take turns trying to ride the “elephant” from a running start.

The elephants' task is to stand under the weight of the riders. The riders' task is to jump as close to the "elephant's head" as possible.

If one of the riders could not stay on the “elephant” and fell, and also if all the riders sat down and the “elephant” took them to the finish line, then the elephants won. If the "elephant" fell apart, the riders won.

Number of players: from 3-5 people in each team.


This is one of the variants of games with a ball and a wall, where for fun you need, in fact, a wall, a ball and jumping ability. It was mostly girls who played it, although boys, having had enough of the “war game”, were not averse to jumping near the wall.

Rules

A line is drawn on the wall (the higher, the more interesting) - you cannot throw the ball below it. The players line up in a row, one after another. The first player throws the ball, it hits the wall, bounces, hits the ground, and at this moment the player must jump over it. The next player picks up the ball, repeating the same thing - and so on in a circle.

Anyone who does not jump over the ball receives a “letter” as punishment (l - i - g - y - w - k - a). Collected all these letters? You are a frog!

Number of players: not limited.

What games did you play in the yard?