Street games of Soviet children. Games in the yard: children's mobile and sedentary games. Creative game "The sea worries - one, the sea worries - two"

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

And if kids can still be found on the playgrounds under the supervision of relatives, then 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 an elastic band. The ideal number of players is 3-4 people. Each participant performs jumping figures and combinations at different heights: from the level of the ankles (the "first" ones jump) to the level of the neck (the "sixth" ones jump). Jumping through an elastic band stretched at the level of the thigh had the mysterious name "pozhepe". As soon as the jumper makes a mistake, another participant takes her place, and the girl who made a mistake puts on an elastic band. If there are four players, the pairs change places when both players from the same pair alternately make mistakes.

What develops: vestibular apparatus, coordination, attentiveness. It teaches you how to train, win, lose with dignity, jump above everyone else and be friends with girls, even if at the moment they are rivals.

Classics

How to play. Crayons, an asphalt pad and a pebble (or puck) are required. You draw small cells with numbers in a certain sequence, and you can even jump 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. The number of players in the "classics" can be any.

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

Boyars

How to play. The participants of this old 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. , 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 scatter and break through the enemy's chain. If the attempt is successful, the player returns to his team, if not, he remains on the other. The next round is started by the losing team. The goal of the game is to gather as many members as possible in a team.

What develops: the ability to be in a team and win in a one-on-one situation.

You go quieter, you will continue - stop

How to play. The task of the driver 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: “You go quieter, you will go further - stop.” While the driver is talking (and he can do it 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 a random move is out of the game. The winner is the one who gets to the finish line first and touches the driver.

What develops: coordination, the ability to run fast and respond to changing circumstances.

sorcerers

How to play. Participants run away from the driver (this game is a kind of tag). The driver catches up with the player and touches him - he taunts. The salted one spreads his hands, and any other participant can run up, touch him and “rescue him”. The task of the driver is not to stray far from the greasy and not to let anyone take a step towards him. The summer version of sorcerers is to run around with “sprinklers” and pour water on each other from leaky bottles. Usually five minutes after the start of the game, everyone is wet, but very cheerful.

What develops: the ability to run fast, think fast and enjoy life with might and main.

The sea is worried

How to play. The host turns away from the players and says a rhyme:
The sea is worried
The sea is worried two,
The sea is rough three
Marine figure freeze in place!
As he speaks, the participants move chaotically in any order, imitating wave movements 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 could not be guessed becomes the leader himself.

What develops: imagination, spontaneity and artistry.

Cossack robbers

How to play. Players are divided into two teams - "Cossacks" and "robbers". They agree on what territory they play. It can be a yard, an entrance, a street, several yards. "Robbers" guess a secret word. "Cossacks" step aside 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 they scatter in all directions, trying to confuse the "Cossacks" with arrows. The task of the "Cossacks" is to find the "robbers" by the arrows. The “Cossack” brings each “robber” to the “prison” and guards him, trying to find out the secret word, for example, by using nettle torture. "Cossacks" win as soon as they learn the secret word or find all the "robbers".

What develops: the basic skills of scouts, the ability to navigate the terrain and not give up "their own".

12 sticks

How to play. The game reminds classic hide and seek. 12 small sticks are placed on the “lever” (for example, on a plank and a stone placed under it) so that, stepping on the lever, you can scatter the sticks. The task of the driver is to collect the sticks, put them on the lever, say with eyes closed counting rhyme and go in search of hidden players. As soon as the driver discovers the player, he runs to the "lever" and breaks the sticks, naming the name of the one found. The player becomes the leader. If the found one manages to get ahead of the driver and run to the sticks first, the driver does not change.

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


dodgeball

How to play. "Bouncers" - two players - stand on both sides of the site. The rest of the 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 task of the players is to dodge the flying ball. The one who is hit is out of 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 fly out). When there is one member 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 the retired 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 with one hand on the ground and calls the name. Then he continues with different variations: “I know one name of the boy”, “I know one color”, “I know one animal”, “I know one city”. When all combinations are used, the player says the same counting rhymes, only at the expense of two: “I know two names of the girl” - and then in a circle. The game continues until ten. If, while hitting the ball, the player did not have time to 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 calls some object. If the item is "edible", the player catches the ball. If not, it rejects. The task of the driver is to confuse the player, for example, in the chain “apple-melon-carrot-potato” unexpectedly say: “iron”. If the player makes a mistake and “eats” the “inedible”, then he becomes the leader himself. The faster the driver throws the ball and names the objects, the more exciting and interesting it is to play.

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

knives

How to play. Players mark a circle on the ground. Then, in turn, they try to get with a knife into the outlined territory of the enemy and thus win back as much land as possible from him. The knife can be thrown, including from the shoulder, with a coup, from the nose and even from the head. There are many versions of the game of "knives" under different names: "land", "cities", "benches", "grandparents", "tanchiki", "boats", "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 fold their palms like a boat. The driver holds in a fist or folded palms small object e.g. coin, button, ring. He goes around each player in turn, putting his “boat” into his “boat” and saying a counting rhyme: “I wear, I wear a ring and I will give it to someone.” The task of the driver is to quietly put the “ring” into one of the players and say “Ring-ring, go out on the porch!” After that, the player who got the item jumps up and tries to run away. The task of the remaining participants is to detain the evader.

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

Are you going to the ball?

How to play. The leader pronounces a rhyme:

Yes and no don't say
don't call black and white
Are you going to the ball?

Its purpose is to confuse the player. After the rhyme, the driver asks the player a variety of clarifying questions: what will he ride, what will he ride, 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, hold 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 informs his "gardener"-driver and other players. The driver says a rhyme: “I was born a gardener, I was seriously angry, I was tired of all the flowers, except ...” And he calls the “name” (name of the flower) of one of the players. There is a dialogue between the driver and the player. The player says the name of one flower from those that are in the team. The participant whose name was spoken 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 a phantom (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 out" the phantom and takes his thing.

What develops: memory, attention, courage and willingness to answer for their actions.

kitty meow

How to play. The driver and one of the players stand in front of the rest of the participants: the driver - with his face, the player - with his back. The driver points to one of the participants and asks: “Kiss?” If the player with his back answers “throw”, 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 rest of the participants. Depending on the chosen color, the player and the participant from the team complete the task. The player has no right to refuse the task. White is the scariest color. 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 tricky questions like: “Do you love him?” Red - a kiss on the lips. Pink - the same, but on the cheek. Yellow - three questions in private. When choosing an orange color, you need to walk under the arm, preferably past adults. Blue - kiss the hand. Purple - do a bad deed. For example, stepping on your foot, pulling your hair, or taking away jewelry.

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

Cities

How to play. The leader stands with his back and says: “Kali-kali .... stop! Dot!". The word Kali is as many times as the facilitator 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 facilitator chooses a player and figures out how many steps are up to him - large and small. There are so many steps and steps to the city of such and such. Then he measures this amount, if the host manages to touch the city with his hand, he wins, if not, he plays again.

What develops: the ability to determine the distance "by eye"

Threads

How to play. Children hold hands and "get tangled", stepping over their legs and arms. Then they shout: “Grandma, the threads are torn!” and the grandma-leader tries to unravel her threads (arms and legs) without tearing (without unhooking the hands of the players).

What develops: dexterity and ingenuity

red Riding Hood

How to play. The children are divided into two parts. Some hold on tightly to the hands and do not let them 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 break through 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 becomes middle.

What develops: strength and endurance

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Inna Morozova

My dear teachers! Here comes the long-awaited summer! And that means a playground and outdoor games! I suggest you remember our old favorite games and teach them to the guys. I'm sure it will be great fun! Let's leave the Winx fairies and all kinds of robots, let them get bored... But we won't be bored!

Download:


Preview:


"Rubbers"
Target: develop the vestibular apparatus, coordination, attentiveness. To teach to train, to win, to lose with dignity, to jump above all and be friends with girls, even if at the moment they are rivals.
Game progress:
The main attribute of this game for girls is an elastic band. The ideal number of players is 3-4 people. Each participant performs jumping figures and combinations at different heights: from the level of the ankles (the "first" ones jump) to the level of the neck (the "sixth" ones jump). As soon as the jumper makes a mistake, another participant takes her place, and the girl who made a mistake puts on an elastic band. If there are four players, the pairs change places when both players from the same pair alternately make mistakes.


"Classics"

Target: develop dexterity, accuracy, ability to concentrate and knowledge of numbers.
Crayons, an asphalt pad and a pebble (or puck) are required. You draw small cells with numbers in a certain sequence, and you can even jump 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. The number of players in the "classics" can be any.

"Boyars"

Target: develop the ability to be in a team and win in a one-on-one situation.
The participants of this old 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. , 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 scatter and break through the enemy's chain. If the attempt is successful, the player returns to his team, if not, he remains on the other. The next round is started by the losing team. The goal of the game is to gather as many members as possible in a team.

"More quieter, you will continue - stop"

Target: develop coordination, the ability to run fast and respond to changing circumstances.
The task of the driver 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: “You go quieter, you will go further - stop.” While the driver is talking (and he can do it 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 a random move is out of the game. The winner is the one who gets to the finish line first and touches the driver.

"Sorcerers"

Target: develop the ability to run fast, think quickly and respond to what is happening.
Participants run away from the driver (this game is a kind of tag). The driver catches up with the player and touches him - he taunts. The salted one spreads his hands, and any other participant can run up, touch him and “rescue him”. The task of the driver is not to stray far from the greasy and not to let anyone take a step towards him.


"The sea is worried"
Target: develop imagination, spontaneity and artistry.
The host turns away from the players and says a rhyme:
The sea is worried
The sea is worried two,
The sea is rough three
Marine figure freeze in place!
As he speaks, the participants move chaotically in any order, imitating wave movements 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 could not be guessed becomes the leader himself.

"Cossack robbers"
Target: develop basic intelligence skills, the ability to navigate the terrain and stamina.
Players are divided into two teams - "Cossacks" and "robbers". They agree on what territory they play. It can be a yard, an entrance, a street, several yards. "Robbers" guess a secret word. "Cossacks" step aside 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 they scatter in all directions, trying to confuse the "Cossacks" with arrows. The task of the "Cossacks" is to find the "robbers" by the arrows.


"12 sticks"

Target: develop the ability to competently hide and quickly run when necessary.
The game is reminiscent of the classic hide and seek. 12 small sticks are placed on the “lever” (for example, on a plank and a stone placed under it) so that, stepping on the lever, you can scatter the sticks. The driver's task is to collect the sticks, put them on the lever, say a counting rhyme with his 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, naming the name of the one found. The player becomes the leader. If the found one manages to get ahead of the driver and run to the sticks first, the driver does not change.


"Bouncers"
Target: develop the ability to dodge, agility, coordination of movements
"Bouncers" - two players - stand on both sides of the site. The rest of the 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 task of the players is to dodge the flying ball. The one who is hit is out of 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 fly out). When there is one member 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 the retired return to their original places.

"I know 5 names"
Target: develop multitasking, erudition, the ability to correct your mistakes and move on.
The first player takes the ball in his hands, says: “I know one girl’s name”, hits the ball with one hand on the ground and calls the name. Then he continues with different variations: “I know one name of the boy”, “I know one color”, “I know one animal”, “I know one city”. When all combinations are used, the player says the same counting rhymes, only at the expense of two: “I know two names of the girl” - and then in a circle. The game continues until ten. If, while hitting the ball, the player did not have time to 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.

"Edible-Inedible"
Target: develop a sense of humor, the ability to listen carefully and respond quickly.

All players sit or stand in a row. The driver throws the ball to one of the participants and at the same time calls some object. If the item is "edible", the player catches the ball. If not, it rejects. The task of the driver is to confuse the player, for example, in the chain “apple-melon-carrot-potato” unexpectedly say: “iron”. If the player makes a mistake and “eats” the “inedible”, then he becomes the leader himself. The faster the driver throws the ball and names the objects, the more exciting and interesting it is to play.

ring-ring
Target: develop the ability to follow the manipulations of others, to act quickly and decisively.
Players sit in a row and fold their palms like a boat. The driver holds a small object in his fist or folded palms, such as a coin, a button, a ring. He goes around each player in turn, putting his “boat” into his “boat” and saying a counting rhyme: “I wear, I wear a ring and I will give it to someone.” The task of the driver is to quietly put the “ring” into one of the players and say “Ring-ring, go out on the porch!” After that, the player who got the item jumps up and tries to run away. The task of the remaining participants is to detain the evader.

Are you going to the ball?
Purpose: to develop imagination, pick up synonyms and ask questions,the ability to think outside the box, monitor one's own speech, hold attention and quickly find a way out of the current situation.

The leader pronounces a rhyme:

The lady sent you a piece of blanket

Told me not to laugh

Sponges do not make a bow,

"Yes" and "no" do not say,

Do not wear black and white.

Are you going to the ball?
After the rhyme, the driver asks the player a variety of clarifying questions: what will he ride, what will he ride, 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.

"I was born a gardener"
Target: develop memory, attention, courage and readiness to be responsible for their actions.

Each player chooses a name for himself - the name of the flower and informs his "gardener"-driver and other players. The driver says a rhyme: “I was born a gardener, I was seriously angry, I was tired of all the flowers, except ...” And he calls the “name” (name of the flower) of one of the players. There is a dialogue between the driver and the player. The player says the name of one flower from those that are in the team. The participant whose name was spoken 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 a phantom (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 out" the phantom and takes his thing.

"Hot potato"
Target: develop dexterity, coordination of movements, attention.

All players stand in a circle and throw the ball to each other, beating it off. If one of the players did not hit the ball, he squats in the center of the circle ("cauldron"). The game continues.

Any player at will can help out the "guilty". To do this, he, beating the ball, tries to hit them on those sitting in the center of the circle. The “released” (the one who was touched by the ball) again takes part in the game.

Those sitting inside the circle try to catch the ball flying past. Important - at the same time, you can’t get up from your haunches to your full height, you can only try to jump up without getting up to your full height. If one of the players succeeded, then all the “punished” return to the game, and the player who threw the ball takes their place.

For younger players - the same thing, but you can not beat the ball, but catch it in two hands and quickly (!!! - the potatoes are hot, we'll burn ourselves !!!) toss to the next player. If someone hesitates, he also goes into the circle of "guilty".

Participants - at least 4 people.

We choose the driver by counting. He takes the ball in his hands and stands in the center of the circle, which is formed by the rest of the players. The driver throws the ball up and calls the name of any player (for example, "Shtander-Pasha"; "Shtander-Vasya", another variation is "Khali Halo Pasha"). The one whose name was called must catch the ball, at which time everyone else scatters as far as possible from it. As soon as the ball is caught, the player shouts: Shtander-stop! (Hali halo stop!)
Everyone freezes in place.

The player with the ball chooses any player to whom he will need to touch the ball.

Steps:

Giant - full leg span step

Human - ordinary steps

Lilliputian - when the heel of one foot is placed immediately in front of the toe of the other

Ants - take small steps on their toes (one step immediately in front of the other)

Umbrellas - a circle around you on one leg

Duck - squatting steps

Frog - jump

Camel - you had to step where you spit

It's better to name a bunch of "entertaining" steps to make it more fun. For example: "There are 7 giant ones before Katya, three umbrellas, two Lilliputian ones ..." After all the steps are named, the player with the ball performs them and must throw the ball towards the hidden player. If the player catches the ball or dodges, the driver throws the ball up again and everything repeats from the beginning. If hit, then the player becomes the driver.


Now let's remember what we did in the yards, between homework, music school and "good night, kids."

It is clear that there were bicycles, badminton and football ... But now you will not surprise anyone with this. But the forgotten yard fun is worth a separate mention. Especially those that were not particularly approved by their parents and caused curses from the neighbors. And then they brought to the district police officer ...

Karta-abla and company

To begin with, it was necessary to raise capital, that is, to have at least a small collection game currency- inserts from chewing gum, caps, ingots, stickers. The game itself was not to say very highly intellectual. For example, chewing gum inserts were stacked face down, and the stack had to be hit with the palm of your hand. Those earbuds that turned over became yours. Similarly, they cut into caps - round bright chips with a variety of cartoon and computer evil spirits - only they threw a pile on the asphalt. Battles with all kinds of caps, corks, ingots, acres and other trash attributes of that era were lined up almost according to the same scheme.

Each player had his own tactics and his own know-how; in the evenings, many hours of training took place on the linoleum - the movements had to be strictly honed, mathematically correct and psychologically oppressive to the opponent. Naturally, in every yard there was a lucky man (read: cheater), who turned all the liners over with one movement of his sweaty palm or won all the chips with one blow on the asphalt. In the courtyard they hated such people, but on the sly they envied and silently respected them.

slingshots

It will be strictly about self-made authentic devices.
Such slingshots were of two types: classic and keyed. The classic ones were made from a thick Y-shaped branch, there was a gray tourniquet (for example, in a pharmacy), a piece of skin was poked somewhere, and the whole structure was fixed with electrical tape or copper wire (blue electrical tape - there is nothing more feng shui!). Anything could be fired from such a weapon, but stones were the best and most traumatic. Well, of course, through the windows!


It was easier to make a keyed slingshot, but its life was also short. All I had to do was find a thick braided aluminum wire in a landfill and - at home - an elastic band from my underpants. The charges for this subspecies of yard weapons were dowels - bent pieces of wire. The weapon did not have a special destructive power, but the cats were not badly scared, and in the war it was possible to charge the enemy robustly between the eyes.

Sikalka

Well, in general, you already understood where the name of this entertainment came from. During the times of stagnation and perestroika, the sikalka perfectly replaced water pistols, which were expensive, and disposable syringes, which were not.

This melee weapon was made like two fingers: they took an empty bottle of shampoo, bleach, or any soft container with a cork. With a red-hot nail, a hole in the cork was widened and the top of an ordinary ballpoint pen was soldered there. For fidelity, it was still possible to seal with mastic or plasticine. Well, they chased each other around the yard. So what? Water battles a la Tsushima, only without the Japanese.

Dart

In the absence of real ones, darts were made from improvised materials: paper, matches, needle, glue and thread. Such darts flew quite well and even stuck. Particularly high scores for aerodynamics were received by devices with pigeon feathers.
On the carpet (which certainly hung on the wall - in best traditions muligambii) a "target" from a notebook sheet was hung up, and the game began.

Of course, they also played war games with darts. They were the instruments of revenge and - sometimes - the decisive word in the eternal dispute "who is the circle on the bike."

Boomerang

Soviet Kulibins figured out how to make a boomerang in conditions of total shortage. In the late 80s, nothing like this was ever sold, and the punks simply took two ordinary wooden rulers and electrical tape, and over the steam, with patience and skill, the blades could be slightly twisted. Such a boomerang was clearly to scare the birds. Or similar ones, but younger.

Crossbow (pugach)

This weapon was made in 10 minutes from a clothespin, thread and a match.

Instead of a match, it was possible to take a needle inserted with an eye into a piece of a match. Such a dart not only pierced cardboard perfectly, but stuck into a person just as well.

Harkalka

An integral attribute in the yard and the number one device at school breaks (yes, to be honest, and in the classroom too ... no - especially in the classroom!) Was a tube from which you could spit at enemies and girls.

Harkalka. You could spit with anything, including a natural product of your own production, but the same plasticine flew into girlish curls with particular relish. It was very difficult to get such a pipe, and its owners boldly added 50 points to their skills. Of course, one could simply remove the rod from a ballpoint pen and spit, but this was a purely proletarian option. It was necessary to spit strictly from spitting.

Plasticine

In general, it is worth immediately dwelling on such an important thing as ordinary plasticine.

There was a little more than a fig in every house, because it: a) was cheap, and b) was considered the third most important source of creativity (after paints and colored pencils). In fact, resourceful Soviet boys used it for such near-creative things as:

Forgery of stamps on movie tickets
manufacturing of especially powerful projectiles for shooting from slingshots and slingshots
throwing mashed and maximally colored shells into the hair of the girls or boys they liked (I remember my mother had to somehow hear from the teacher, and I was far from the injured party of the plasticine battle)
plugging the exhaust pipe to a neighbor, Uncle Kolya.
covering up the peephole and the lock on Uncle Borya's neighbor's door
weighting shuttlecock in badminton, etc.

bombs

Specifically, homemade bombs. In fact, these were explosive packages either from red lead and silver, or from magnesium and potassium permanganate. Serebryanka is quite an ordinary paint, so it was painlessly in a household or art store. Potassium permanganate was bought in pharmacies. Minium was mined from batteries, magnesium - most often by vandalism, i.e. just breaking off pieces from everything that catches your eye. Then these ingredients had to be crushed.
For the manufacture of the mixture, experience was needed and, importantly, compliance with safety regulations. If on a test drive after the sample ignited, a "bunny" was furious in the eyes for a long time - the mixture is approx. Otherwise - for revision.


The simplest explosives are stones covered with an infernal mixture, stuffed into polyethylene, tied tightly with electrical tape. The punks excelled as best they could. Instead of bags, they used balls, empty cans, siphons. The more destructive the better. The dumber, the tougher. The most important thing was to have time to be at a safe distance from the explosion, but at the same time "to look at it like it shied away."

Chimneys

There were countless of them. Each district of the city contributed to this multi-volume encyclopedia of courtyard wisdom. But the most popular and simplest were chimneys using a certain type of plastic. A broken ping-pong ball or pieces of a plastic tumbler were wrapped in foil.

We set fire, move away, look, extinguish, stink. Based on these options, with the addition of ingredients and devices such as sparklers, it was possible to get a chimney that not only smokes, but also beautifully throws a fountain of smoke to a height of 2-3 meters! One of the most simple ways have fun - throw a couple of pieces of slate into the fire. It doesn't smoke much, but it shoots like that. in pieces.

Dowel

Everything here is for beginners. The dowel was driven into the asphalt, taken out, and sulfur from matches was crushed into the resulting hole. From above, the dowel was tightly inserted again and a stone was thrown from above. The explosion caused a sea of ​​primitive emotions, and the hole expanded to 4 cm in diameter, turning the asphalt inside out. There was a version of a flying firecracker - from a plastic bag, 2 bolts, 1 nut for bolt threads and, of course, sulfur from matches as the most accessible explosive material. The explosive package was thrown vertically up or against the wall. A box of matches at that time cost 1 kopeck.

Carbide

Remember the pebbles with a specific smell, bubbling in the water? Caring gas welders shook out the carbide from the cylinders, and the kids found and had fun. Calcium carbide is remarkable in that it burns well, and when combined with water, it releases gas. They simply threw it into a puddle, setting it on fire, and warmed their hands, squeezing the carbide in a palm immersed in a puddle, and thrust it into water bottles, plugging it with a cork ... Found carbide meant several hours of fun. And sometimes a whole day of traumatic experiments.

Chemical-pharmaceutical fun, in general, was especially common, and long before the appearance of chemistry lessons in the schedule. Saltpeter, carbide, ammonia, sodium, dry alcohol, hydroperite tablets, analgin, potassium permanganate, glycerin were used ... For example, cool flying machines were obtained using ammonium nitrate, in which a newspaper was soaked, and then twisted and set on fire. Such a newspaper was thrust into a jar of hairspray, and the rocket rushed in an unknown, however, direction. Sometimes at the head, sometimes at Aunt Zoya's window from the ground floor. Or here's another, from the favorites: capacitors were taken out of a TV found in a landfill and placed on a lit tablet of dry alcohol. Or more simply - thrown into the fire. Figachilo just unrealistically beautiful. And if you grind a couple of tablets of hydroperite and analgin, then acrid smoke became the key to a disrupted lesson. Well, the classic: a mixture of iodine and ammonia. The resulting precipitate was filtered off with a blotter, cut out when wet, and dried. Now it was possible to put the infernal crystals under the leg of Marivanna's chair and wait quietly. And again a disrupted lesson and thunderous applause from classmates. Particularly fearless (they are also brainless) stuffed this sediment wet into the keyhole of the head teacher - in a successful scenario, the key flew into the stomach.

flatten everything

It was very fashionable to find the rails and put something on them before the approaching train - a nail, a coin, a fanta cover. If you're lucky, you get an original boy's souvenir or a game ingot.

Matches

Matches, although not a toy, were always at hand by the punks. There was, for example, such a popular pastime: you take a match, spit on the wall in the entrance and immediately spread white lime on the match; then you light a match and throw it at the ceiling. For those who were especially lucky, the match stuck and left an artistic black spot. Repeating the action several times, we got an abstract picture on the ceiling. Well, a slap from the parents, as a result of a misunderstanding of high art by the masses.

knives

Every self-respecting kid had to have a folding knife in his pocket. Borrow from your brother, steal from your father, beg from your grandfather, but take it out into the yard and prove that you are a man. The knife was needed both for imaginary self-defense and for playing "knives". Varieties, again, a lot, but in general it was something like this. A field was drawn on the ground, divided into sections. Each occupied his own area. Then, while standing, it was necessary to stick a knife into the enemy’s area and thus gradually cut off piece by piece from his ground. Did not stick (“prearranged”) - the transition of the move. Well, then a bunch of rules and exceptions to them. Dangerous, but vital. The first political strategy, cho there.

pistons

In general, the bands of caps were intended for single shots from pestles. But it was too simple and unbearably boring, so a tape (or even several) of caps was taken and folded in a pile, for example, on a curb or, better, on a metal surface. To extract the maximum sound and get a magical smell, it was necessary to hit the caps hard with a stone or hammer.

Voynushka

Almost all of the above could be used simultaneously in this most popular yard game.

They played war games, breaking into two teams. Usually shared for the sake of the game itself, that is, spontaneously. And there were moments when the game reflected the real state of affairs in the yard and helped to finally find out who is cooler - the fifth house or the house nine building BE. Sometimes they pulled a match, which determined who would be for the Germans, and who - for "ours." The game made the most of the achievements of the Soviet toy industry, and self-made devices and gadgets. Soviet children imitated the battles of the Great Patriotic War with the help of any available means at hand - from expensive machine guns to wooden pistols made with a hacksaw and a rasp. Bows, crossbows with clothespins and rubber bands, buggies made of copper pipes, harkalki, sikalki, slingshots, bombs stuffed with magnesium and saltpeter, wooden swords made of boards, daggers, daggers, pneumatic guns from pumps from a large ...

Varieties of warfare was the game of Indians and "Cossack robbers." Girls were accepted into the game, but mostly as part-time nurses.

Elephants

Elephants were played by two teams of approximately equal weight. One team - elephants - becomes a chain and each, bending over, hides his head in a neighbor. It is recommended to play in teams of five people. The players of the other team - riders - take turns jumping onto the construction of elephants from a run. They must not only fit, but also hold.

According to the logic of the game, the first jumper must make every effort and reach the head of the first elephant. The second is behind him, and so on. You can't move after landing. There are three options for the development of events: either one of the elephants can’t stand it and breaks the chain (elephants lose), or one of the riders flies by, falls, says a word, doesn’t jump at all (elephants win), or the elephants carry everyone sitting on them riders to the finish line (elephant victory). Silly, traumatic, not aesthetically pleasing, but a lot of fun.

Catching of living creatures

children and in Soviet time were prone to sadism and livelihood. In the summer, the common entertainment of the young Nazis was catching flies, bees, beetles, lizards and then imprisoning them in matchboxes, cans, and bottles. Some released their pets whole after a couple of days, some conducted dismemberment experiments, especially perverted ones watched when and how the insect would die. The children.

Throwing at passers-by

We think this fun exists to this day. As children, we took bags, poured water into them, tied them up and threw ourselves from the balconies. It was considered cool to add potassium permanganate to the water and not get hit on the ears, remaining unrecognized by Zorro. The children of wealthy parents threw eggs, the children of hard workers - potatoes and tomatoes.

Sifa

It was probably the most popular game. From the inventory, she did not require anything, except, in fact, the sif. Usually the sifah was a rag for wiping the board, and in the conditions of the yard - any garbage found in the garbage. The meaning of the game is to get a sipha into the body of a comrade. It was especially fun and humiliating to get somewhere in the area of ​​\u200b\u200bthe face. The victim is publicly declared a Seth, and now everyone runs away from her as from a typhoid. The Sif man must now hit another, and so on. Usually the game ended with the arrival of a teacher or a noble battle - often due to the fact that sooner or later the sif flew into the face of an element not participating in the fun.

There was a variation called "catch me brick". It was a humiliating game, both mentally and physically. The loser ran with the heavy brick after the others until he remained a Sith forever.

rubber band

We sincerely feel sorry for those who missed this game. Those who stick to their iPhone during breaks, and when they go out into the yard in the evening, they discuss their achievements in “ fun farm". Fifteen years ago, the rubber band game was one of the most popular. Everyone jumped everywhere. All that was needed was an elastic band 3-4 meters long, but better is a new, elastic, long, whole one, and not taken out of six pairs of shorts and tied in knots.

They played either each for themselves, or in pairs. Persistent (not to be confused with stubborn) trained in splendid isolation, pulling an elastic band between trees, poles or at home between stools. The game had strict rules, levels (ankles, knees, hips, etc.), simple varieties, runners, steps, a bow, a candy, a boat, a handkerchief.

Daughters-mothers

The game was considered “girly”, but in certain cases, boys were also allowed to play, who, even before entering adulthood, could understand what marriage is and what it threatens. The game had one rule - to play using the maximum of fantasy and life experience, peeped from parents or in soap operas.

During the game, the roles could change (“come on now, you are a mother, and I seem to be your daughter?”), Accidentally found children, stepmothers who suddenly appeared, and lovers who inexplicably worked up inexplicably came into the game from time to time. And revived dolls, baby dolls, plush animals. Played out scenes "let's as if we were in a store", weddings, quarrels, intrigues, fights, death! Everything is like in life.

The sea is worried

This game usually did not last long, as it was quite monotonous and therefore boring. The players moved chaotically, the host uttered a mantra-rhyme about “freeze in place,” and everyone had to freeze in the position in which they found themselves. The host went around all the "sea figures" and examined them for movement. Whoever jerked first, he became the leader in the next round, or dropped out of the game. Something like this. No thrash. For excellent students and retarded.

Classics

Believe it or not, this is actually a rather old game that originated almost in the Roman Empire. In Soviet times, "classics" was played on asphalt, on which a field of squares was drawn with chalk.

The bottom line: players throw a cue ball (stone, candy, etc.) into a certain square (class), then jump on one or two legs in a special way across the field, move the cue ball to the next square, trying not to step on the line. There were a lot of variations and rules. The boys usually did not play, but hung around in the hope that one of the girls would pull up her skirt.

Bubble

This is now a jar of magic bubbles you can buy it everywhere - with different smells and even with Barbie on the package, even with mikimaus. And before, everything was not so simple, and the children made the mixture for bubbles themselves. For example, they cut soap and diluted it with water. Or take shampoo. Then a tube was made of thick paper, the wide end was moistened in a solution, and it was necessary to blow into the narrow one. There was ten times more joy from such a bubble, and they were more beautiful, or something ...

beat out

Ball games have always been popular. The game is especially good if you can kick someone with this ball. Such a game was "knock out". Two players, standing at a distance of 5-7 meters, tried to hit the players running between them. Developed and accuracy, and reaction, and endurance.

Rollers

There are rollers now, and many have them. But then the commercials are something.

Either an unfinished constructor, or a Spanish boot. But in general, such a veiled death on wheels. Of course, the pleasure of Soviet-style roller skating overcame the negative sensations of trembling in the knees and the pain of torn palms and knees into meat. But the adrenaline!

Pioneer-pioneer-give-shift

This game was popular, but very strange. What she developed, we still cannot understand. Two teams line up opposite each other. The players hold hands tightly. By a simple chants, one player is selected from a team, who must accelerate, run to the opposite wall and break the chain of the other team with his body. Breaks - takes someone else's player to his team, does not break - remains in captivity. That is, you understand that a stranger among your own does not lead to anything good ... Yes, and you can succumb if the same beautiful girl. In general, intrigues, scandals, investigations.

hide and seek

There is no need to even explain. During the crazy counting rhyme, everyone was hiding, and one unfortunate person had to look for them. After detection, both had to develop maximum speed and, pushing each other, "knock" in a predetermined place. It was fun only for the first five laps, because then all the places suitable for hide and seek became known and the moment of surprise disappeared. True, this did not cancel the competition in speed and speed of reaction. As well as power moves.

in the goat

It would seem that this is another humiliating kind of game of sifu. But no. This is a game with a ball that was hit against the wall, and after the rebound it was necessary, spreading the legs in a jump, without touching the ball, to jump over it. It is clear that, for certain reasons, it was distributed mainly among girls.

Vyshenogi

This is a type of tag, but runners can avoid getting "salted" by jumping on something or otherwise getting their feet off the ground and staying in that position for 20-30 seconds. Interesting, but the degree of injury is higher than in conventional tags.

Secrets under glass

Totally girly bullshit. A hole was dug in the ground, “values” were put into it - candy wrappers, colored glass, buttons, tsatski and other children's rubbish. The hole was covered with a piece of glass, carefully masked with branches and leaves.

The girls, under great secrecy, boasted to each other about their burial grounds, updated them, tried to make the crypt brighter and more attractive than that of their friends.

snow fun

AT winter time entertainment was also up to the throat: both sleds (of course, facing a tree on the first space one), and skis (an obligatory element of the program was to decompose crosswise after an unsuccessful landing and, gathering yourself in a pile, be sure to give skis and sticks to friends in their faces), and ice skates (read: bruises), and chaste snowman building.

But we want to remember the most popular fun. Gender. When, after school, the boys mercilessly “washed” the girls with snow. It would seem cruel, but about love.

In general, it was an interesting time, to be sure. And dangerous, and fun, and risky. What is at school, what is in the yard, what is at the birthday party of a friend. Some games developed certain qualities and gave some skills. Others were just pho fun. In any case, now there is no such diversity among children. Boring, kids.

Hi all!

Today we will talk about what outdoor games allow children to diversify their walk. After all, it is so important that rest on fresh air was active and helpful!

We will tell you about interesting games, which are familiar to many parents since they played them in their childhood.

You can play different games in the yard:

Children's outdoor game "Traffic light" - rules

Draw on the site two parallel lines with a distance of about 6 m from each other. All players stand in one line, and between them, with their backs to all participants, is the leader. The leader calls a color. If the player has him in clothes, he freely passes through the other line. If there is no named color in the clothes, the player tries to run across the line, and the driver must knock him down. If he taunted, the player takes the place of the driver.

Sedentary game "Sabzhe" - rules

The children hardly sit on the bench, the leader is chosen, who stands in front of them. The host approaches each player, comes up with a question, voices it and throws the ball, offering his own answers.

If the player likes this option, he catches the ball, if not, he hits it.

The leader offers up to 3 answers to each player. If the player pushed all three, he is assigned the third option by default.

The host has the opportunity to throw the ball and say:
- Subject!

If the player has caught the ball, he himself comes up with an answer that he likes to the question asked.

The questions are different, for example:
- What is your name?
- Where do you live?
- How old are you?
- Who is your wife (husband)?
- How many children do you have?
- What is your car?
- What's your job?

Children's outdoor game "Olympiad" - rules

To play Olympiad, you need a company that consists of at least 3 people. And also a very important prop - an elastic band, about 5 m long.

The rubber band needs to be tied. Two players stretch it and cross it, as shown in the picture:

Or these:
- "Olympics,
eat three poisons
and choke!”

On the last words, the participants who hold the elastic band confuse it by putting their legs (one leg) on ​​it, raising their hands up, or one up, one down, or in another way. A kind of cobweb is learning. It is important that it be more thoughtful.

Further, the players who hold the rubber band freeze in this position. Everyone else must get through the web without touching the elastic. You can jump over an elastic band, you can crawl under it, etc. The most important thing is not to touch it. Who touched - lost. This participant takes the place of one of those who held the rubber band.

Children's outdoor game "Counselor-counselor, give a pioneer" - rules

Children are divided into two teams. These teams line up opposite each other, approximately 15 paces apart. Children join hands and hold each other tightly. In turn, each team calls a player from the other team, saying the phrase: “Counselor, counselor, give a pioneer!”

- Whom? the other team answers.

- Vasya (Tanya, Sasha ...).

The named player must, having run up, break through the line of the opposite team (break the clasped hands). Children usually hold the defense tightly, and the players who have to “break through” it choose the weak ones. If the chain is broken, the “pioneer” takes an additional player to his team, if not, he remains in the opposing team. The team with the most players left wins.

And the game lasts until one of the teams runs out of players.

Creative game "The sea worries - one, the sea worries - two"

The leader is selected. He turns away from the rest of the players and says the following words: "The sea is worried - one, the sea is worried - two, the sea is worried - three, the marine figure is in place - freeze."

The rest of the players at this time behind the leader move randomly. When the word "Freeze!" all players must stop and freeze in the most unusual position. The host goes around all the participants and carefully watches whoever laughs and moves first, he is out of the game. The winner is the player who lasts the longest in a frozen pose.

Children's outdoor game "Grandma, unravel the threads!"

We choose a leader. He turns away. The team becomes in a circle, and all participants join hands. Everything is woven into a ball, a kind of tangled mass. The main condition is not to break your hands. Confused, the players call the host: “Grandma, unravel the threads!”. The host unravels all the participants without tearing their hands. If someone releases his hand, he takes the place of the leader.

Mobile children's game “You go quieter - you will continue. Stop!"

The leader is selected. Children line up in a line, 15-20 steps from the leader. The leader stands at the finish line, with his back to the players and says the following phrase: “You go quieter - you will continue. Stop!". As he speaks, the players quietly take small steps towards the finish line. Saying the word: “Stop!”, The leader turns around. If he notices even the slightest movement, he sends the child to the start. The game continues until someone reaches the finish line first. At the finish, you need to touch the leader with your hand.

Sedentary children's game "Ring"

The leader is selected. All players, except the leader, sit on the bench, fold their hands in a boat. The leader also folds his hands like a boat, and puts a ring in them. Next, you need to go through each participant and put your hands in his hands. To one of the participants, he imperceptibly puts a ring. At the same time, the leader should gesticulate, wink, indicating that someone else got the ring. After that, the host says the phrase: “Ring-ring, go out on the porch!”.

The participant who has the ring in his hands must quickly get up and jump out of the shop so that he is not detained by other players. If he succeeds, he gets the role of the leader, if not, he leaves the game.

Mobile children's game "At the bear in the forest"

The site must be divided by a line parallel to the long sides into two fields. A line is also drawn from the short side of the site. Behind her are the players. And on the other short side, mushrooms, berries, trees are drawn beyond the line - this is “boron”. In the middle of each field in the form of circles are depicted "dens" of bears.

Two leaders are chosen - these are the "bears". They occupy their "lairs" and turn their backs to the players. Secretly, after conferring, the bears give two small balls to one of the players.

One of the "bears" says a verse:
At the bear in the forest
Mushrooms, I take berries,
And the bear growls
He is angry with us!
Lukoshko overturned,
The bear is after us!

During its sounding, the players go to the “boron”, bypassing the bears. To the sound of the verse, they depict the picking of berries and mushrooms, show how the basket overturned.

When the last word sounds, the "bears" come out of the "lair" and begin to salve the players who are on their field. The players run to their home. If the participant froze and stands motionless, the "bear" cannot pin him down. Those children who were taunted by the bear are temporarily out of the game.

The player who got the balls can "shoot" the "bears" by hitting them with the ball. The “shot” “bear” returns and crouches in its lair. He can no longer dump players.

If one "bear" is "killed", the second one must send the players on two sites.