Tatar games in the Tatar language. Methodological development "Tatar folk games"

Tatar folk games

We sell pots

The players are divided into two groups. Potty children, kneeling or sitting on the grass, form a circle. Behind each pot stands a player - the owner of the pot, with his hands behind his back. The driver stands behind the circle. The driver approaches one of the owners of the pot and starts a conversation:

  • Hey buddy, sell the pot!
  • Buy it.
  • How many rubles should I give you?
  • Give me three.

The driver touches the pot three times (or as much as the owner agreed to sell the pot for, but no more than three rubles) and they begin running in a circle towards each other (they run around the circle three times). Whoever runs faster to an empty space in the circle takes that place, and the one who lags behind becomes the driver.

Rules of the game. You are only allowed to run in a circle without crossing it. Runners do not have the right to touch other players. The driver starts running in any direction. If he started running to the left, the stained one should run to the right.

Gray wolf

Two lines are drawn on the site at a distance of 20-30 m. One of the players is chosen as a gray wolf. Squatting down, the gray wolf hides behind one feature (in the bushes or in thick grass). The rest of the players are on the opposite side behind another line. At the signal, everyone goes into the forest to pick mushrooms and berries. The leader comes out to meet them and asks (the children answer in unison):

  • Where are you going, friends?
  • We are going into the dense forest.
  • What do you want to do there?
  • We'll pick some raspberries there.
  • Why do you need raspberries, children?
  • We'll make jam.
  • What if a wolf meets you in the forest?
  • The gray wolf won't catch us!

After this roll call, everyone comes up to the place where the gray wolf is hiding and says in unison:

I'll pick berries and make jam,

My dear grandmother will have a treat.

There are a lot of raspberries here, it’s impossible to pick them all,

And there are no wolves or bears to be seen at all!

After the words not in sight The gray wolf gets up, and the children quickly run over the line. The wolf chases them and tries to tarnish someone. He takes the prisoners to the lair - to where he himself was hiding.

Rules of the game . Depicting gray wolf you can’t jump out, and all players can’t run away before the words are spoken not to be seen. You can catch those running away only up to the house line.

Jump-jump

A large circle with a diameter of 15-25 m is drawn on the ground, inside it there are small circles with a diameter of 30-35 cm for each participant in the game. The driver stands in the center of a large circle.

The driver says: “Jump!” After this word, the players quickly change places (in circles), jumping on one leg. The driver is trying to take a seat

one of the players, also jumping on one leg. The one who is left without a place becomes the driver.

Rules of the game. You can't push each other out of the circles. Two players cannot be in the same circle. When changing places, the circle is considered to belong to the one who joined it earlier.

Firecrackers

On opposite sides of the room or area are marked with two parallel lines two cities. The distance between them is 20-30 m. All children line up in one line near one of the cities: left hand on the belt, right hand extended forward with palm up. The driver is selected. He approaches those standing near the city and says the words:

Clap and clapthe signal is like this: I'm running, and you're following me.

With these words, the driver lightly slaps someone on the palm. The driver and the stained one run to the opposite city. Whoever runs faster will remain in the new city, and the one who lags behind becomes the driver.

Rules of the game. Until the driver touches someone's palm, you cannot run. While running, players should not touch each other.

Take a seat

One of the participants in the game is chosen as the driver, and the rest of the players, forming a circle, walk holding hands. The driver walks in a circle the opposite side and says:

I chirp like a magpie, I won’t let anyone into the house. I cackle like a goose, I'll slap you on the shoulder - Run!

Having said run, the driver lightly hits one of the players on the back, the circle stops, and the one who was hit rushes from his place in the circle towards the driver. The one who runs around the circle first takes a free place, and the one who lags behind becomes the driver.

Rules of the game. The circle should stop immediately when you hear the word run.

You are only allowed to run in a circle without crossing it. While running, you must not touch those standing in a circle.

Traps

At the signal, all players scatter around the court. The driver tries to tarnish any of the players. Everyone he catches becomes his assistant. Holding hands, two of them, then three of them, four of them, etc., they catch the ones running until they catch everyone.

Rules of the game. The one whom the driver touches with his hand is considered caught. Those who are caught catch everyone else only by holding hands.

Zhmurki

They draw a large circle, inside it, at the same distance from each other, they make holes-holes according to the number of participants in the game. They identify the driver, blindfold him and place him in the center of the circle, the rest take places in the hole-holes. The driver approaches the player to catch him. He, without leaving his hole, tries to dodge him, now bending over, now crouching. The driver must not only catch, but also call the player by name. If he names the name correctly, the participants in the game say: “Open your eyes!” - and the one who is caught becomes the driver. If the name is called incorrectly, the players, without saying a word, make a few claps, making it clear that the driver has made a mistake, and the game continues. Players change minks, jumping on one leg.

Rules of the game. The driver has no right to peep. During the game, no one is allowed to go beyond the circle; exchanging minks is allowed only when the driver is on the opposite side of the circle.

Interceptors

At opposite ends of the site, two houses are marked with lines. The players are located in one of them in a line. In the middle, facing the children, is the driver. The children say the words in chorus:

We can run fast

We love to jump and gallop.

One, two, three, four, five,

There's no way they'll catch us!

After finishing these words, everyone runs scattered across the site to another house. The driver tries to tarnish the defectors. One of the stained ones becomes the driver, and the game continues. At the end of the game, the best guys who were never caught are celebrated.

Rules of the game. The driver catches the players by touching their shoulder with his hand. The stained ones go to the appointed place.

Timerbay

The players, holding hands, make a circle. They choose a driver - Timerbai. He stands in the center of the circle. The driver says:

Timerbai has five children,

They play together and have fun.

We swam in the fast river,

They got nasty, splashed,

Cleaned up nicely

And they dressed up beautifully.

And they didn’t eat or drink,

They ran into the forest in the evening,

We looked at each other,

They did it like this!

WITH last words like this The driver makes some movement. Everyone must repeat it. Then the driver chooses someone instead of himself.

Rules of the game. Movements that have already been demonstrated cannot be repeated. The movements shown must be performed accurately. Can be used in the game various items(balls, braids, ribbons, etc.).

Chanterelles and chickens

At one end of the site there are chickens and roosters in a chicken coop. On

opposite - there is a fox. Hens and roosters (from three to five players) walk around the site, pretending to peck various insects, grains, etc. When a fox creeps up on them, the roosters cry “Ku-ka-re-ku!” That's why

At the signal, everyone runs to the chicken coop, and the fox rushes after them, who tries to stain any of the players.

Rules of the game. If the driver fails to tarnish any of the

players, then he leads again.

Guess and catch up

The players sit on a bench or on the grass in one row. The driver sits in front. He is blindfolded. One of the players approaches the driver, puts his hand on his shoulder and calls him by name. The driver must guess who it is. If he guesses correctly, he quickly takes off the bandage and catches up with the runner. If the driver says the player's name incorrectly, then another player comes up. If the name is named correctly, the player touches the driver on the shoulder, making it clear that he needs to run.

Rules of the game. If the driver does not catch your friend, you can repeat the game again with him. As soon as he catches the player, the driver sits at the end of the column, and the caught one becomes the driver. The game has a strict order.

Who's first?

The players line up on one side of the court, and on the other side a flag is placed indicating the end of the distance. At the signal, the participants begin running a race. Whoever runs this distance first is considered the winner.

Rules of the game. The distance from one end of the site to the other should be no more than 30 m. The signal can be a word, a wave of a flag, or a clap. When running, you should not push your comrades.

The players line up in two lines on both sides. There is a flag in the center of the site at a distance of at least 8-10 m from each team.

At the signal, the players in the first rank throw sandbags, trying to get it to the flag, and the players in the second rank do the same. The best thrower from each rank is revealed, as well as the winning rank, in whose team larger number participants will throw the bags to the flag.

Rules of the game. Everyone must quit when given a signal. The team leaders keep score.

Ball in a circle

The players, forming a circle, sit down. The driver stands behind a circle with a ball, the diameter of which is 15-25 cm. At a signal, the driver throws the ball to one of the players sitting in the circle, and he moves away. At this time, the ball begins to be thrown in a circle from one player to another. The driver runs after the ball and tries to catch it on the fly. The player from whom the ball was caught becomes the driver.

Rules of the game. The ball is passed by throwing with a turn. The catcher must be ready to receive the ball.

Tangled horses

The players are divided into three or four teams and line up behind the line. Opposite the line they place flags and stands. At the signal, the first team players begin jumping, run around the flags and run back. Then the second ones run, etc. The team that finishes the relay first wins.

Rules of the game. The distance from the line to the flags and posts should be no more than 20 m. You should jump correctly, pushing off with both feet at the same time, helping with your hands. You need to run in the indicated direction (right or left).

Timerbay.

The players, holding hands, make a circle and choose the driver - Timerbay. Timerbay stands in the center of the circle and says:

Timerbai’s five children play together and have fun.

We quickly swam in the river, played tricks, splashed,

They washed themselves well and dressed up nicely.

And they didn’t eat or drink, they ran into the forest in the evening,

They looked at each other and did this!

With the last words “That’s it!” The driver makes some movement. Everyone must repeat it. Then the driver chooses someone instead of himself. The game continues. The movements that were shown cannot be repeated. The movements shown must be performed accurately. You can use it in the game various items: balls, braids, ribbons, etc.

Take a seat.

One of the game participants is chosen as the driver. The rest of the players, forming a circle, walk holding hands. The driver follows the circle in the opposite direction and says:

I chirp like a magpie,

I won't let anyone into the house.
I cackle like a goose,

I'll slap you on the shoulder - run!

Having said “Run!”, the driver hits one of the players on the back, the circle stops, and the one who was hit runs from his place in the circle towards the driver. The one who runs around the circle first takes a free place, and the one who lags behind becomes the driver. At the same time, running is only allowed in a circle, without crossing it. While running, you must not touch those standing in a circle.

Gray wolf.

One of the players is chosen as a gray wolf, who, squatting, hides at one end of the site. The rest of the players are on the opposite side. At the signal, everyone goes to the forest to pick berries and mushrooms. The leader (a gray wolf) comes out to meet them and asks, and the children answer him in unison:

Where are you going, friends?

We are going into the dense forest.

What do you want to do there?

We'll pick some raspberries there.

Why do you need raspberries, children?

We'll make jam.

What if a wolf meets you in the forest?

The gray wolf won't catch us!

After this roll call, everyone comes up to the place where the gray wolf is hiding and says in unison:

I'll pick the berries and make jam.

My dear grandmother will have a treat.

There are a lot of raspberries here, it’s impossible to pick them all.

And there are no wolves or bears to be seen at all!

After the words “Not to be seen!” the gray wolf gets up and runs after the players, trying to tarnish someone. He takes the prisoners to the lair.

Jump-jump.

A large circle is drawn on the ground, inside it there are small circles with a diameter of approximately 30 cm for each participant in the game. The driver stands in the center of a large circle and says: “Jump!” After this word, the players quickly change places (in circles), jumping on one leg. The one who is left without a place becomes the driver. You can't push each other out of the circles. Two players cannot be in the same circle.

Firecrackers.

On opposite sides of the room or area, two cities are marked with two parallel lines. Do all the children line up in one line near one of the cities? The left hand is on the belt, the right hand is extended forward with the palm up. The driver is selected. He approaches those standing near the city and says the words:

Clap and clap - the signal is like this:

I'm running, but you wait!

With these words, the driver lightly slaps someone on the palm. The driver and the stained one run to the opposite city. Whoever runs faster will remain in the new city, and those who lag behind will become the driver.



Chanterelles and chickens.

At one end of the site there are chickens and roosters in a chicken coop. There is a fox on the opposite side. Hens and roosters walk around the site, pretending to peck at various insects, grains, etc.

When a fox creeps up on them, the roosters cry: “Ku-ka-re-ku!”

At this signal, everyone runs to the chicken coop, and the fox rushes after them, which tries to stain any of the players.

Guess and catch up.

The players sit on a bench or on the grass in one row. The driver sits down. He is blindfolded.

One of the players approaches the driver, puts his hand on his shoulder and calls him by name. The driver must guess who it is. If he guesses correctly, he quickly takes off the bandage and catches up with the runner.

If the driver says the name incorrectly, then another player comes up. If the name is named correctly, the player touches the driver on the shoulder, making it clear that he needs to run. As soon as the driver catches the player, he sits at the end of the column, and the one caught becomes the driver.

Ball in a circle.

The players, forming a circle, sit down. The driver stands behind the circle with the ball. At the signal, the driver throws the ball to one of the players sitting in a circle, and he moves away. At this time, the ball begins to be thrown in a circle from one player to another. The driver runs after the ball and tries to catch it on the fly. The player from whom the ball was caught becomes the driver.

Traditional competitions

"Struggle" (Koresh)

Tatar national belt (sash) wrestling "Kuresh" is an ancient competition. Competitions were held during holidays and folk festivals, but the main competitions were held at the main Tatar holiday Sabantuy.
Rules: Wrestling matches are held in several age and weight categories. The wrestlers must hold each other by the sashes and thus try to put the opponent on his shoulder blades. Whoever was the first to throw his opponent on his back is the winner. Then there were fights between all the winners in the categories, and the winner of all traditionally received the title “Batyr” (Strong Man) and the main prize of a live ram.

"Shooting" (Uk atu)

Archery at targets. The one who hits the targets with the minimum number of arrows wins.

"Raising the Stone" (Tashlyk)

Participants lift heavy stones. The one who picks up the stone the most times wins.

"Pillar" (Bagana)

You need to climb onto a slippery polished vertical pole and reach for one prize of your choice. Standard prizes, as a rule, were boots, bast shoes, a live rooster, and a bunch of delicacies. In winter, sometimes the pillar was watered beforehand. The point of the competition is that it is very difficult to climb the pole, but from the outside it looks funny and interesting.

"Breaking the pot" (Chulmak vatu)

Blindfolded with a stick you need to hit clay pot and break it. Spectators give directions to the participants.

"Tug of War" (Arkan Tartysh)

A rope (or a thick rope rope) several meters long is placed in the middle of the platform along it. The middle of the rope is marked with a colored ribbon (rag). The players are divided into two teams, equal in number of players and strength. The players, divided into pairs as a team, stand to the right and left of the rope and try to pull the rope in their direction. When one of the teams manages to move back with the rope so that the ribbon crosses the control line, the whistle is blown and the fight stops. The winner is the team that was able to pull the rope to their side.

"Running in sacks" (Kapchyk yogeresh)

At the leader’s signal, the participants must quickly climb into the bag with their feet, and, holding it with their hands near their belts, jump to the designated place. Having run around it, the player returns, gets out of the bag and passes it to the next player, who repeats all the actions. During the game, the bag is not allowed to fall. If a participant falls during the relay, he can get up and continue the competition.

"Running with an egg on a spoon" (Yomyrka yogeresh)

Players must run with an egg on a spoon in their mouth to reach the finish line and return back. The main condition of the game is to keep a spoon with an egg in your mouth and reach the finish line without dropping the egg.

"Running with a yoke" (Koyantә yogeresh)

Race with buckets filled with water on a rocker. The main condition of the game is to reach the finish line without spilling water. Participants must run to a landmark with buckets filled with water. Having run around the landmark, return to the starting line without pouring water from the bucket. The winner is the player who returns to the starting line faster without pouring water from the bucket.

"Sack fight" (Әtәchlәr talashuy)

Comic competition. Players sit or stand on a fixed round log, they are given bags filled with rags or straw, and with these bags they must knock each other off the log.

"Blind Hunt" (Kisep alu)

Comic competition. Players must go blindfolded with scissors in their hands to the indicated place and cut off the souvenir. Whoever cut it faster wins. Spectators give directions to the participants.

"Katyk"

A comic competition - getting a coin with your teeth from a full bowl with a roll at speed.

Equestrian competitions

"Horses" (Bayge)

Competition between riders over straight distances and in a circle. 2 or more riders can participate. You need to ride your horse first to the finish line.

"Sleds" (Zhigelep bergә)

Race competition on paired horse-drawn teams.

"Under the saddle" (Mich tobe iyar)

Fast riding, when the rider stays under the body of the horse.

"Cut the apple" (Chabu alma)

It is necessary to chop an apple impaled on a rod at a gallop.

"Scarf" (Shәl)

The guy-rider must bend down at full gallop and pick up the woman’s scarf from the ground, while remaining in the saddle.

"Catch up and kiss" (Kyz kuu)

Grooms' competition. The guy-rider must catch up with the girl-rider and kiss her while galloping.

Children's games

"Running on the trail" (Ezennan baru)

The players are divided into; two teams and line up in two columns behind the starting line. For each team, continuous straight lines, large circles, spirals and other figures are drawn from the starting line. The first team players begin running along the drawn lines. Having returned, they touch their hands to the second players of their teams, and they themselves stand at the end of the column. The rest run the same distance. The team that finishes the relay first wins.

Rules:
-It is not allowed to start running until the returning player touches the next one with his hand.
-When running, you must strictly adhere to the distance lines.

“Into the knots” (Әyberlәrne tөenchek)

This game is good to play with the whole class.
A scarf or scarf is tied into a knot. Everyone chooses a driver and sits in a circle at a distance of 1.52 meters from each other. The driver leaves the circle, and the players begin to throw the bundle to the neighbor on the right or left. He catches it and throws it in any direction. The driver runs and tries to catch the knot. If he even touched the knot, the player who had it begins to drive.
Remember: the driver cannot enter the circle! You can’t tease the driver; you need to “play dogs” immediately after receiving the knot and throw it to another player. You cannot throw a knot through the center of the circle.

"Zhmurki" (Kuzbaylau uyen)

They draw a large circle, inside it, at the same distance from each other, they make holes according to the number of participants in the game. They identify the driver, blindfold him and place him in the center of the circle. The rest take places in the holes. The driver approaches the player to catch him. He, without leaving his hole, tries to dodge him, now bending over, now crouching. The driver must not only catch, but also call the player by name. If he names the name correctly, the participants in the game say: “Open your eyes!” and the one who is caught becomes the driver. If the name is called incorrectly, the players, without saying a word, make several claps, making it clear that the driver was mistaken, and the game continues. Players change minks, jumping on one leg.

Rules: The driver has no right to peep. During the game, no one is allowed to leave the circle. Exchange of minks is allowed only when the driver is on the opposite side of the circle.

"Take a seat" (Bush uryn)

One of the participants in the game is chosen as the driver, and the rest of the players, forming a circle, walk holding hands. The driver follows the circle in the opposite direction and says:

I chirp like a magpie
I won't let anyone into the house!
I cackle like a goose,
I'll slap you on the shoulder
Run!

Having said, run, the driver lightly hits one of the players on the back, the circle stops, and the one who was hit rushes from his place in the circle towards the driver. The one who runs around the circle first takes a free place, and the one who lags behind becomes the driver.
Rules: The circle must stop immediately when the word “run” is said. You are only allowed to run in a circle without crossing it. While running, you must not touch those standing in a circle.

The players line up in two lines on both sides of the court. There is a flag in the center of the site at a distance of at least 8-10 m from each team. At the signal, the players in the first rank throw the bags into the distance, trying to throw them to the flag, and the players in the second rank do the same. The best thrower from each rank is identified, as well as the winning rank, in whose team the largest number of participants will throw the bags to the flag.
Rules: Everyone must throw at the signal. The team leaders keep score.

"Who's first?" (Berenche by whom?)

The players line up on one side of the court, and on the other side a flag is placed indicating the end of the distance. At the signal, the participants begin running a race. Whoever runs this distance first is considered the winner,
Rules:

The distance from one end of the site to the other should be no more than 30 m. The signal can be a word, a wave of a flag, or a clap. When running, you should not push your comrades.

"Chanterelles and Hens" (Telki ham tavyklar)

At one end of the site there are chickens and roosters in a chicken coop. On the opposite side there is a fox.
Hens and roosters (from three to five players) walk around the site, pretending to peck various insects, grains, etc. When a fox creeps up on them, the roosters shout: “Crow!” At this signal, everyone runs to the chicken coop, and the fox rushes after them, which tries to stain any of the players.
Rules: If the driver fails to stain any of the players, then he drives again.

"Loviski" (Totysh uyena)

At the signal, all players scatter around the court. The driver tries to tarnish any of the players. Everyone he catches becomes his assistant. Holding hands, two of them, then three of them, four of them, etc., they catch the ones running until they catch everyone.
Rules: The one whom the driver touches with his hand is considered caught. Those who are caught catch everyone else only by holding hands.

"Ball in a circle" (Teenchek uyen)

The players, forming a circle, sit down. The driver stands behind a circle with a ball, the diameter of which is 15-25 cm. At a signal, the driver throws the ball to one of the players sitting in the circle, and he moves away. At this time, the ball begins to be thrown in a circle from one player to another. The driver runs after the ball and tries to catch it on the fly. The player from whom the ball was caught becomes the driver.

Rules: : The ball is passed by throwing with a turn. The catcher must be ready to receive the ball. When the game is repeated, the ball is passed to the one who was left out of the game.

"Copper stump" (Bakyr buken)

Players playing in pairs sit in a circle. Children representing copper stumps are sitting on chairs. The host's children stand behind the chairs.

To a Tatar folk melody, the driving buyer moves in a circle at alternating steps, looking carefully at the children sitting on the chairs, as if choosing a stump for himself. When the music ends, he stops near the couple and asks the owner:

I want to ask you
Can I buy your tree stump?
The owner answers:
Since you are a daring horseman,
The copper stump will be yours

After these words, the owner and the buyer go out of the circle, stand behind the selected stump with their backs to each other, and when they say: “One, two, three - run,” they scatter in different directions. The one who reaches first stands behind the copper stump.
Rules: Run only when given a signal. The winner becomes the owner.

"Throwing stick" (Soyosh tayak)

A circle with a diameter of 1.5 m is drawn. A stick 50 cm long is placed in the circle. A shepherd is chosen with a counting table. One player throws a stick into the distance. The shepherd runs out to pick up an abandoned stick. At this time, the players are hiding. The shepherd returns with the stick, puts it back and looks for the children. Having noticed the one hiding, he calls him by name. The shepherd and the named child run to the stick. If the player comes running before the shepherd, then he takes the stick and throws it again, and hides again. If the player arrives later, he becomes a prisoner. He can only be rescued by a player who calls his name and manages to take the stick before the shepherd. When everyone is found, the one who was discovered first becomes the shepherd.

Rules: You can start looking for players only when the stick is found and placed in the circle. The player called by name must immediately come out of hiding. The prisoner is saved by the player who reaches the stick before the shepherd.

"Sticky Stumps" (Yebeshkek bukender)

The three-four players squat as far apart as possible. They represent sticky stumps. The rest of the players run around the court, trying not to come close to the stumps. The stumps should try to touch the children running past. The greasy ones become stumps.
Rules: Stumps must not move from their places.

"Interceptors" (Kuyshu ueny)

At opposite ends of the site, two houses are marked with lines. The players are located in one of them in a line. In the middle, facing the children, is the driver. The children say the words in chorus:

We have to run fast,
We love to jump and gallop
One, two, three, four, five
There's no way they'll catch us!

After finishing these words, everyone runs scattered across the site to another house. The driver tries to tarnish the defectors. One of the stained ones becomes the driver, and the game continues. At the end of the game, the best guys who were never caught are celebrated.
Rules: The driver catches the players by touching their shoulder with his hand. The stained ones go to the appointed place.

"We sell pots" (Chulmak ueny)

The players are divided into two groups: potty children and potty owner players. Children potty form a circle, kneeling or sitting on the grass. Behind each pot stands the player who owns the pot, with his hands behind his back. The driver stands behind the circle.
The driver approaches one of the owners of the pot and starts a conversation:

- "Hey, buddy, sell the pot!"
-Buy!
-How many rubles should I give you?
-Give me three.

The driver touches the owner's hand three times (or as much as the owner agreed to sell the pot for, but no more than three rubles), and they begin running in a circle towards each other (they run around the circle three times). Whoever runs faster to an empty space in the circle takes that place, and the one who lags behind becomes the driver.

Rules: :
- running is only allowed in a circle, without crossing it;
- runners do not have the right to touch other players;
- the driver can start running in any direction. If he started running to the left, the stained one should run to the right.

"Gray Wolf" (Sory bure)

One of the players is chosen as a gray wolf. Squatting, the gray wolf hides behind the line at one end of the area (in the bushes or in thick grass). The rest of the players are on the opposite side. The distance between the drawn lines is 2030 m. At the signal, everyone goes into the forest to pick mushrooms and berries. The leader comes out to meet them and asks (the children answer in unison):

Where are you going, friends?
We are going into the dense forest.
What do you want to do there?
We'll pick some raspberries there.
Why do you need raspberries, children?
We'll make jam.
What if a wolf meets you in the forest?
The gray wolf won't catch us!

After this roll call, everyone comes up to the place where the gray wolf is hiding and says in unison:

I'll pick berries and make jam,
My dear grandmother will have a treat.
There are a lot of raspberries here, it’s impossible to pick them all,
And there are no wolves or bears to be seen at all!

After the words are out of sight, the gray wolf gets up, and the children quickly run over the line. The wolf chases them and tries to tarnish someone. He takes the prisoners to the lair where he himself was hiding.

Rules: The person portraying a gray wolf cannot jump out, and all players cannot run away before the words are spoken. You can catch those running away only up to the house line.

"Jump-jump" (Kuchtem-kuch)

On playground draw a circle with a diameter of 15-25 m, inside it there are small circles with a diameter of 30-35 cm for each participant in the game. The driver stands in the center of the large circle.
The driver says: “Jump!” After this word, the players quickly change places (in circles), jumping on one leg. The driver tries to take the place of one of the players, also jumping on one leg. The one who is left without a place becomes the driver.

Rules:
- you cannot push each other out of the circles;
- two players should not be in the same circle;
- when changing places, the circle is considered to be the one who joined it earlier.

"Tangled Horses" (Tyshauly atlar)

A line is drawn on the playground. Flags and stands are installed at a distance of no more than 20 m from it. The players are divided into three or four teams and line up behind the line. Flags and stands are placed opposite the line.
At the signal, the first team players begin jumping, run around the flags and run back. Then the second ones run, etc. The team that finishes the relay first wins.

Rules:
The distance from the line to the flags and posts should be no more than 20 m.
You should jump correctly, pushing off with both feet at the same time, helping with your hands. You need to run in the indicated direction (right or left).

"Shooter" (Uksy)

Two parallel lines are drawn at a distance of 10-15 m from each other. A circle with a diameter of 2 m is drawn in the middle between them. One player is the shooter. He stands in a circle with a ball in his hands. The remaining players begin to run from one line to another. The shooter tries to hit them with the ball. The one who is hit becomes the shooter.

Rules: At the beginning of the game, the shooter becomes the one who, after the sudden command “Sit down!” sat down last. The moment of throwing the ball is determined by the shooter himself. The ball is thrown wide, the players throw the arrow. If a player catches a ball thrown at him, this is not considered a hit.

"Timerbay"

The players, holding hands, make a circle. They choose a driver, Timerbai. He stands in the center of the circle. The driver says:

Timerbai has five children,
They play together and have fun.
We swam in the fast river,
They got nasty, splashed,
Cleaned up well
And they dressed up beautifully.
And they didn’t eat or drink,
They ran into the forest in the evening
We looked at each other,
And that’s how they all did it!

With the last words, the driver makes some kind of movement like this. Everyone must repeat it. Then the driver chooses someone instead of himself.

Rules: Movements that have already been demonstrated cannot be repeated. The movements shown must be performed accurately. You can use various objects in the game (balls, braids, ribbons, etc.).

"Guess and catch up"

The players sit on a bench or on the grass in one row. The driver sits in front. He is blindfolded. One of the players approaches the driver, puts his hand on his shoulder and calls him by name. The driver must guess who it is. If he guesses correctly, he quickly takes off the bandage and catches up with the runner. If the driver says the player's name incorrectly, then another player comes up. If the name is named correctly, the player touches the driver on the shoulder, making it clear that he needs to run. Rules:

If the driver does not understand his friend, you can repeat the game again with him. As soon as he catches the player, the driver sits at the end of the column, and the caught one becomes the driver. The game has a strict order.

"Flappers" (Abakle)

On opposite sides of the room or area, two cities are marked with two parallel lines. The distance between them is 20-30 m. All children line up near one of the cities in one line: the left hand is on the belt, the right hand is extended forward with the palm up. The driver is selected. He approaches those standing near the city and says the words:

Clap and clap the signal is: I’m running, and you follow me!

With these words, the driver lightly slaps someone on the palm. The driver and the stained one run to the opposite city. Whoever runs faster will remain in the new city, and the one who lags behind becomes the driver.
Rules: Until the driver touches someone's palm, you cannot run. While running, players should not touch each other.

"The Lame Fox" (Aksau tolke)

Before the game starts, two circles are drawn on the ground: with a diameter of 510 m (the chicken coop) and a diameter of 12 m (the owner’s house). The players (there can be from five to twenty people) choose the owner and the fox. The rest of the playing chickens. The fox runs past the owner's house. The owner asks her: “Where are you going?” “For a fur coat,” the fox answers. After this, the owner “falls asleep,” and the fox runs into the chicken coop and must, jumping on one leg, catch the chickens (chickens run on two legs). If a fox smears a chicken, it becomes a fox.

And the owner from his circle makes sure that the fox always jumps on one leg. If the fox stands on two legs, the owner “wakes up”, runs into the chicken coop and catches it. If caught, he becomes a fox himself.

"Yurt" (Tirma)

The game involves four subgroups of children, each of which forms a circle at the corners of the site. In the center of each circle there is a chair on which a scarf with a national pattern is hung. Holding hands, everyone walks in four circles at alternating steps and sings:

We are funny guys
Let's all gather in a circle
Let's play and dance
And let's rush to the meadow!

To a melody without words, the guys move in alternating steps into a common circle. At the end of the music, they quickly run to their chairs, take a scarf and pull it over their heads in the form of a tent (roof), it turns out to be a yurt.

Rules: When the music ends, you must quickly run to your chair and form a yurt. The first group of children to build a yurt wins.

Among the Tatars, as well as among other peoples, games are associated with folk holidays and rituals, combining sports competitions and theatrical performances. All folk games strengthen relationships between children, unite the team, help develop dexterity and resourcefulness, which will definitely be useful to them in the future.

Traps (Totysh uena)

At the agreed signal, all players scatter around the court. The driver's task is to stain any of the players. Everyone he catches becomes his assistant. Holding hands, two of them, then three, four, etc., they catch the running players until they catch everyone.

Rules of the game:

The one whom the driver touches with his hand is considered caught;

Caught players catch everyone else only by holding hands.

Zhmurki (Kuzbaylau uyen)

A large circle is drawn on the site, and holes-holes are made inside it at the same distance from each other according to the number of participants in the game. Players choose a driver, blindfold him and place him in the center of the circle. The rest take places in burrow holes. The driver's task is to catch the players standing in the holes. The players, without leaving their hole, try to dodge it, either bending or crouching. Having caught the player, the driver must call him by name. If he names the name correctly, the participants in the game say: “Open your eyes!” - and the caught participant in the game becomes the driver. If the name is called incorrectly, the players, without saying a word, make several claps, making it clear that the driver was mistaken, and the game continues. Players change minks, jumping on one leg.

Rules of the game:

The driver has no right to peep.

During the game, no one is allowed to leave the circle;

Exchange of minks is allowed only when the driver is on the opposite side of the circle.

Gray wolf (Sary Bure)

Before the start of the game, parallel lines are drawn at a distance of 20-30 meters, and a leading and gray wolf is selected. Crouching down, the gray wolf hides behind the line at one end of the area. The rest of the players are on the opposite side. At the signal, everyone goes into the forest to pick mushrooms and berries. The leader comes out to meet them and asks (the children answer in unison):

Where are you going, friends?

We are going into the dense forest.

What do you want to do there?

We'll pick some raspberries there.

Why do you need raspberries, children?

We'll make jam.

What if a wolf meets you in the forest?

The gray wolf won't catch us!

After this roll call, everyone comes up to the place where the gray wolf is hiding and says in unison:

I'll pick berries and make jam,

My dear grandmother will have a treat

There are a lot of raspberries here, it’s impossible to pick them all,

And there are no wolves or bears to be seen at all!

After the words are out of sight, the gray wolf gets up, and the children quickly run over the line. The wolf chases them and tries to tarnish someone.

He takes the prisoners to the lair - to where he himself was hiding.

Rules of the game:

The person portraying the gray wolf cannot jump out, and all players cannot run away before the words are spoken.

You can only catch fleeing players up to the house line.

We sell pots (Chulmak ueny)

Before the start of the game, one driver is selected, and the rest of the children are divided into two teams: potty children and their owners. Potty children, kneeling or sitting on the grass, form a circle. Behind each pot stands a player - the owner of the pot, with his hands behind his back. The driver approaches one of the owners of the pot and starts a conversation:

Hey buddy, sell the pot!

Buy it.

How many rubles should I give you?

Give me two.

The driver touches the owner of the pot with his hand twice (or as much as the owner agreed to sell the pot for, but no more than three rubles), and they begin to run in a circle towards each other (they run around the circle twice (as many circles as there are rubles)). The one who runs faster to an empty space in the circle takes that place, and the one who lags behind becomes the driver.

Rules of the game:

You are only allowed to run in a circle without crossing it;

Runners must not touch other players;

The driver starts running in any direction; if he starts running to the left, then the owner of the pot should run to the right.

Skok-jump (Kuchtem-kuch)

One large circle with a diameter of 15-25 meters is drawn on the ground, inside it there are small circles with a diameter of 30-35 cm for each participant in the game. The driver stands in the center of a large circle.

When the driver says: “Jump!” the remaining players quickly change places (in circles), jumping on one leg. The driver's task is to take the place of one of the players, also jumping on one leg. The one who is left without a place becomes the driver.

Rules of the game:

You cannot push each other out of the circles;

Two players cannot be in the same circle;

When changing places, the circle is considered to belong to the one who joined it earlier.

Firecrackers (Abakle)

Before the game starts, a driver is selected and two cities are marked on opposite sides of the court or room with two parallel lines. The distance between them is approximately 20m. All children line up in one line near one of the cities: the left hand is on the belt, the right hand is extended forward with the palm up.

The driver approaches the players standing near the city and says the words:

Clap and clap is the signal

I'm running, and you're following me!

With these words, the driver lightly slaps someone on the palm. The driver and the stained one run to the opposite city. Whoever runs faster will remain in the new city, and the one who lags behind becomes the driver.

Rules of the game:

Until the driver touches someone’s palm, you cannot run;

While running, players should not touch each other or push each other.

Take a seat (Bush Ursh)

One of the participants in the game is chosen as the driver, and the rest of the players form a circle and walk holding hands. The driver follows the circle in the opposite direction and says:

I chirp like a magpie

I won't let anyone into the house.

I cackle like a goose,

I'll slap you on the shoulder -

Having said, “run,” the driver lightly slaps one of the players on the back, the circle stops, and the one who was hit rushes from his place in the circle towards the driver. The one who runs around the circle first takes a free place, and the one who lags behind becomes the driver.

Rules of the game:

The circle should stop immediately at the word run;

You are only allowed to run in a circle without crossing it;

While running, you should not touch children standing in a circle.

Interceptors (Kuyshu uyen)

Before the start of the game, a driver is selected and two houses are marked on opposite sides of the court with two parallel lines. The players sit in one of them in a line, and the driver stands facing them. The children say the words in chorus:

We can run fast

We love to jump and gallop,

One, two, three, four, five,

There's no way they'll catch us!

After finishing these words, everyone runs scattered across the site to another house. The driver tries to stain the defectors, the stained one becomes the driver, and the game continues.

Chanterelles and chickens (Telki ham tavyklar)

At one end of the site there are chickens and roosters in a chicken coop. At the opposite end there is a fox.

Hens and roosters walk around the site, pretending to peck grass or grain. When a fox creeps up on them, the roosters cry: “Ku-ka-re-ku!” and at this signal everyone runs to the chicken coop, followed by a fox who tries to stain any of the players.

Rules of the game: if the driver fails to stain any of the players, then he drives again.

The players line up in two lines on both sides of the court. There is a flag in the center of the site at a distance of at least 8-10 m from each team. At the signal, the players in the first rank throw the bags into the distance, trying to throw them to the flag, and the players in the second rank do the same. The best thrower from each line is revealed, as well as the winning line, in whose team the largest number of participants will throw the bags to the flag.

Rules of the game: everyone must throw at the signal. The team leaders keep score.

Ball in a circle (Teenchek uyen)

Children playing sit down to form a circle. The driver stands behind the circle with the ball and, at a signal, throws it to one of the players sitting in the circle, and then moves away. At this time, the ball begins to be thrown in a circle from one player to another. The driver runs after the ball and tries to catch it on the fly. The player from whom the ball was caught becomes the driver.

Tatar

folk games

1. “We sell pots”

2. "Gray Wolf". 3. “Jump-jump.”

4. Firecrackers. 5. “Take a seat.” 6. "Traps".

7. "Blind Man's Bluff."

8. "Interceptors".

9. "Timerbay".

10. “Chanterelles and chickens.”

11. “Guess and catch up.”

12. "Who's first."

14. “Ball in a circle.”

15. “Tangled Horses.”

Tatar folk games

1. We sell pots

The players are divided into two groups. Potty children standing onkneeling or sitting on the grass, form a circle. Behind every potThe player - the owner of the pot - is standing, his hands are behind his back. The driver is standingbehind the circle.The driver approaches one of the owners of the pot and starts a conversation:

    Hey buddy, sell the pot!

    Buy it.

    How many rubles should I give you?

    Give me three.

The driver three times (or as much as he agreed to sell for)the owner's pot, but no more than three rubles) touches the owner's handpot and they start running in a circle towards each other (circlerun around three times). Who can reach the free space in the circle faster?he takes this place, and the lagging behind becomes the driver.

Rules of the game. You are only allowed to run in a circle without crossing it.Runners do not have the right to touch other players. The driver beginsrunning in any direction. If he started running to the left, stainedmust run to the right.

2. Gray wolf

Two lines are drawn on the site at a distance of 20-30 m. One ofThe players are chosen as a gray wolf. Squatting, gray wolfhides behind one line (in bushes or thick grass). Restthe players are on the opposite side behind the other line.At the signal, everyone goes into the forest to pick mushrooms and berries. Towards themThe presenter comes out and asks (the children answer in unison):

    Where are you going, friends?

    We are going into the dense forest.

    What do you want to do there?

    We'll pick some raspberries there.

    Why do you need raspberries, children?

    We'll make jam.

    What if a wolf meets you in the forest?

    The gray wolf won't catch us!

After this roll call, everyone approaches the place where the gray one is hidingwolf, and they say in unison:

- I'll pick berries and make jam,

My dear grandmother will have a treat.

There are a lot of raspberries here, it’s impossible to pick them all,

And there are no wolves or bears to be seen at all!

After the wordsnot in sight The gray wolf gets up, and the children quickly run over the line.The wolf chases them and tries to tarnish someone. Prisonershe takes you to the lair - to where he himself was hiding.

Rules of the game . The one depicting a gray wolf must not jump out, andall players should run away before the words are spokennot to be seen. You can catch those running away only up to the house line.


3. Jump-jump

A large circle with a diameter of 15-25 m is drawn on the ground, inside itsmall circles with a diameter of 30-35 cm for each participant in the game.The driver stands in the center of a large circle.

The driver says: “Jump!” After this word, the players quicklychange places (in circles), jumping on one leg. Drivertrying to take a place

one of the players, also jumping on oneleg. The one who is left without a place becomes the driver.

Rules of the game. You can't push each other out of the circles. Twoplayers cannot be in the same circle. When changing places, the circle is considered to belong to the one who joined it earlier.

4. Firecrackers

On opposite sides of the room or area, two cities are marked with two parallel lines. Distance between them20-30 m. All children line up near one of the cities in oneline: left hand on the belt, right hand extended forward with palm up.The driver is selected. He approaches those standing near the city and says the words:

- Clap and clap - the signal is like this:
I'm running, and you're following me.

With these words, the driver lightly slaps someone on the palm. The driver and the stained one run to the opposite city. Whoever runs faster will remain in the new city, and those who lag behindbecomes a driver.

Rules of the game. Until the driver touches someone's palm, runit is forbidden. While running, players should not touch each other.

5. Take a seat

One of the game participants is chosen as the driver, and the restThe players form a circle and walk holding hands. The driver walks alongcircle in the opposite direction and says:

- I chirp like a magpie,
I won't let anyone into the house.
I cackle like a goose,
I'll slap you on the shoulder
-Run!

Having said run, the driver lightly hits one of the players on the back, the circle stops, and the one who was hit rushes from hisplaces in a circle towards the driver. Having circled beforetakes an empty seat, and the straggler becomes the driver.

Rules of the game. The circle should stop immediately when you hear the word run.

You are only allowed to run in circles, notcrossing it. Don't touch while runningstanding in a circle.

6. Traps

At the signal, all players scatter aroundsite. The driver is trying to tarnishany of the players. Everyone he catches becomes his assistant. Holding hands, together, then three, four, etc. they catch the ones running until theywill be caughteveryone.

Rules of the game. The one whom the driver touches with his hand is considered caught. Caughtthey catch everyone else just by graspinghands.

7. Zhmurki

They draw a large circle, inside it there is oneat what distance from each other dopits-minks according to the number of participants in the game.They identify the driver and blindfold him.and put in the center of the circle, the rest are occupiedthere are places in hole-holes. The driver approaches the player to catch him. That one, notleaving his hole, he tries to dodgewalking away from him, now bending, now crouching.The driver must not only catch, but alsocall the player by name. If he's rightbut calls a name, the participants in the game say: “Open your eyes!” - AndThe one who is caught becomes the driver. If the name is namedwrong, the players, without saying a word, do severalclaps, making it clear that the driver was mistaken, and the game continues. Players change minks, jumping on one leg.

Rules of the game. The driver has no right to peep. Duringgame, no one is allowed to go outside the circle, exchangeminking is allowed only when the driver is onthe opposite side of the circle.

8. Interceptors

At opposite ends of the site two lines are markedHouses. The players are located in one of them in a line. INThe driver is in the middle, facing the children. The children say in choruswords:

- We can run fast

We love to jump and gallop.

One, two, three, four, five,

There's no way they'll catch us!

After the end of these words, everyone runs scattered across the platformto another house. The driver tries to tarnish the defectors. One ofthe stained ones become the driver, and the game continues. At the endgames, the best guys who have never been caught are celebrated.

Rules of the game. The driver catches the players by touching their shoulder with his hand.The stained ones go to the appointed place.


9. Timerbay

The players, holding hands, make a circle. They choose a driver - Timerbai. He's a hundredis renewed in the center of the circle. The driver says:

- Timerbai has five children,

They play together and have fun.

We swam in the fast river,

They got nasty, splashed,

Cleaned up nicely

And they dressed up beautifully.

And they didn’t eat or drink,

They ran into the forest in the evening,

We looked at each other,

They did it like this!

With last wordslike this the driver does somethingmovement. Everyone must repeat it. Then the driver choosessomeone instead of yourself.

Rules of the game. Repeat the movements that have already been shownit is forbidden. The movements shown must be performed accurately. Canuse different objects in the game (balls, braids, ribbons andetc.).

10. Chanterelles and chickens

At one end of the site there are chickens and roosters in a chicken coop. On

opposite - there is a fox.Hens and roosters (from three to five players) walk around the court, makinglook like they are pecking at various insects, grains, etc. When to thema fox creeps up, the roosters cry “Ku-ka-re-ku!” That's why

At the signal, everyone runs to the chicken coop, and a fox rushes after them, whichtries to tarnish any of the players.

Rules of the game. If the driver fails to tarnish any of the

players, then he leads again.

11. Guess and catch up

The players sit on a bench or ongrass in one row. The driver sits in front.He is blindfolded. One of the playersapproaches the driver, puts his hand on his shoulderand calls him by name. The driver mustguess who it is. If he guesses right, thenquickly removes the bandage and catches uprunning away. If the driver named the nameplayer is wrong, then another one comes upplayer. If the name is called correctly, the playertouches the driver on the shoulder, making it clearthat you need to run.

Rules of the game. If the driver does notcatches a friend, you can repeat the game again with him. As soon ascatches the player, the driver sits at the end of the column, and the caughtbecomes a driver. The game has a strict order.

12. Who's first?

The players line up on one side of the court,on the other, a flag is placed indicating the end of the distance. ByAt the signal, the participants begin running a race. Who will run thisdistance first, he is considered the winner.

Rules of the game. Distance from one end of the site to the othershould be no more than 30 m. The signal can be a word, a waveflag, cotton. When running, you should not push your comrades.

The players line up in two lines on both sides. In the centersite there is a flag at a distance of at least 8-10 m fromeach team.

At the signal, the players in the first rank throw sandbags,trying to reach the flag, the players in the second rank do the same.The best thrower is identified from each rank, as well as the rankthe winner whose team has the most participantsbags to the flag.

Rules of the game. Everyone should give upnalu. The team leaders keep score.

14. Ball in a circle

The players, forming a circle, sit down. Driverstands behind a circle with a ball, the diameter of which is 15-25 cm. At a signal, the driver throws the ballone of the players sitting in a circle, and hedeparts. At this time the ball begins to movethrow in a circle from one player toto another. The driver runs after the ball andIt is impossible to catch it on the fly. Driving campsthe player from whom he was caught appearsball.

Rules of the game. The ball is passed by throwing with a turn. The catcher mustbe ready to receive the ball.

15. Tangled horses

The players are divided into three or four teamsand line up behind the line. Is it the other way around?they put up flags and stands. On signalThe first team players start jumping, run around the flags and run back. Then the second ones run, etc. Winningsshouted by the team that completed the relay racehowl.

Rules of the game. The distance from the line to the flags and posts should beno more than 20 m. You should jump correctly, pushing off with bothwith your feet at the same time, helping with your hands. You need to run in the indicateddirection (right or left).



 
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