Dancing

Sports festival at school. Scenario. "Fun Starts" (6th grade) Competition program "Fun Starts"

All boys in the class are divided into 2 or 3 teams. Mothers and girls of the class are invited to the competition. A jury of 3-5 people is selected. The role of the leader is performed by the teacher.

The competition is best held in a small gym. The hall is decorated with balloons, melodies of sports songs are played, and places are reserved for teams.


To conduct competitions you will need 2-3 volleyballs, 4-6 envelopes, 2-3 glasses of water, 3 tablespoons, 3 small jars, 3 sets of identical letters (for example, for the word STRETCHER), 3 clean running bags, 3 identical sets of mosaics .


The host congratulates everyone on the holiday, wishes the teams victory and begins the competition.


Competition 1: Collect a picture.
Each team receives an envelope containing a cut card. The team's task is to collect the cut card. The maximum number of points is 3 points.


Competition 2: Passing the ball.
Teams line up in a column one at a time. The task is to pass the ball over the head, while the latter, having received the ball, runs forward, and so on until the one who started the competition is again the first.


Competition 3: Guess the riddle.
Team captains receive an envelope containing 3 riddles. Whoever guesses faster and more correctly also gets 3 points.


Puzzles:
A board on ropes is no worse than a horse, it gives rides to all the agile ones on the playground (swing).

There is a bed between the trees, swinging, you can rest (hammock).

The rain came out from under the roof (umbrella).

I reared the body and got rid of the load (dump truck).

There is not a squirrel in the wheel, but a colored arrow, whoever gets lost on the way is told where to go (compass).

What kind of a ribbon without wheels stretches among the birches, across the field, across the meadow, both north and south (river).

And he himself holds on to the bottom, and holds the ship at the same time (anchor).

Runs quickly in the wind without oars or a motor (sail).

In the white-trunked hall they cut off, tied up and let the beard run through the dusty city (broom).


Competition 4: Sleight of hand.
Carry water with a spoon (pour water from a glass into a jar). The winner is the team with more water will be in the bank.


Competition 5th: Shooter.
Hit the target with the ball. There is a small circle drawn on the wall. A soft ball is thrown from a distance of 5-6 m. Everyone makes 1 throw. The number of hits, the number of points a team gets.


Competition 6th: Know-It-All.
Each team receives a set of identical letters. For example: o, i, i, l, n, s, k. At the teacher’s signal, the teams must form a word, using all the letters. The word should not be shouted out, but collected on the floor. In our case, this is the word STRETCHER. The maximum number of points is 3.


Competition 7th: "Shoes".
Do you know your shoes well? Both teams sit on chairs. They take off their shoes, they are blindfolded, the shoes are shuffled, and the children must find their shoes while blindfolded and put them correctly on their feet. If the whole team does it quickly and correctly, they get 10 points. The next team gets the number of points for the number of team members who put their shoes on correctly.


Competition 8th: Sack Run.
Get into the bag, run to the indicated place, run around it and return to the team, quickly pass the bag to the next player and so on until the end.


Competition 9th: Build a mosaic.
Which team will complete the mosaic picture faster? The winner receives 5 points.


The jury counts the points. Teams line up to announce the results. All participants in the competition are awarded small souvenirs.

Target: teach children to jump in a bag. Develop agility, speed, endurance.

Progress of the game:

Two or three children put spacious bags on their feet and jump to a landmark; whoever manages to cover this distance faster wins.

Complication: There are 2 children in the bag.

Outdoor game "Wolves and Sheep"

Target: teach children to jump with long strides, trying to stain the “sheep.” Develop agility and speed. Strengthen leg muscles.

Progress of the game:

Children pretend to be sheep, two or three of them are wolves. The wolves are hiding on one side of the site in a ravine. The sheep live on the opposite side of the lawn. They go out for a walk, run across the lawn, jump, sit down and nibble the grass. As soon as the teacher says: “Wolves!”, the wolves jump out of the ravine and run in wide leaps after the sheep, trying to catch them; when caught, the wolves take them to their ravine.

Option 2:

Draw a ravine 80-10cm wide. The sheep must jump over the ravine, and the wolves must grease them.

Outdoor game “Fox and chickens”

Target: teach children to jump off objects, landing on their toes with bent knees, and to run in all directions without bumping into each other. Develop dexterity and attention. Strengthen the arches of your feet.

Progress of the game:

Children depicting chickens stand on benches, cubes, stumps. One child is chosen by the fox and sits in his hole. At a signal, the chickens jump from their perch and run around the yard, jumping up, flapping their wings, and pecking at grains. At the teacher’s signal, the fox runs out of its hole and tries to catch the hen who has hesitated. The chickens should quickly fly to roost. Whomever the fox catches, he takes him to his hole.

Option 2:

The fox slowly begins to approach the chickens, one of the children pretending to be a rooster notices the fox and shouts loudly: “Ku-ka-re-ku!” At this signal, the chickens run away to roost. The rooster keeps order and is the last to fly to roost. The fox catches the chicken that cannot stay on the roost or does not have time to fly to the roost. And he takes her into a hole, but on the way she unexpectedly meets a hunter with a gun (the teacher), frightened by the fox, lets go of the chicken and runs away, and the chicken returns home.

Outdoor game "Who's Jumping"

Target: teach children to jump on two legs, landing on their toes with their legs bent. Develop attention and speed. Strengthen the arches of your feet.

Progress of the game:

The children stand in a circle with the teacher with them. He names animals and objects that jump and do not jump, while raising his hands up. For example, the teacher says: - the frog is jumping, the dog is jumping, the turtle is jumping, the grasshopper is jumping, etc. according to the conditions of the game, the children must say “yes” and jump only if the teacher named an animal that can really jump.


Option 2:

Jumping legs cross or hops.

Outdoor game “Jumping in a circle”

Target: teach children to jump on two legs in a circle, keeping their hands on their belts. Landing on your toes with your legs bent. Strengthen the arches of your feet. Develop attention and the ability to act on a signal.

Progress of the game:

Each player lays out a circle with a diameter of 60 cm from cones, strings, and pebbles. Everyone stands with their left and right sides facing their circle, puts their hands on their belts and, at the teacher’s signal, begins to jump on two legs around their circle. At the signal: “Stop!” the children rest a little and again begin to jump in the opposite direction.

Option 2:

All players jump out of the circles and run around the clearing, running away from the circles. At the signal, children run to the circles and stand in them; there should be one less circle.

The players of each team take turns covering the distance, at any moment the leader can give a signal (whistle), the players must take a prone position, as if doing push-ups. When the signal is repeated, the relay continues.

Relay "Heavy Burden"


Participants are divided into teams of two. Each pair of players receives two sticks up to 50 centimeters long and a board 70-75 centimeters long, with a flag attached to it. Standing side by side, players keep their sticks facing forward. A board is placed on the ends of the sticks. In this form, with joint efforts, they must carry their burden to the designated place and return back. If the board falls, the players stop, pick it up and then continue on their way. Whoever completes the task faster is considered the winner.

Passage of the swamp


Each team is given 2 hoops. With their help it is necessary to overcome the “swamp”. Groups of three people. At the signal, one of the participants in the first group throws the hoop to the ground, all three players jump into it. They throw the second hoop at such a distance from the first that they can jump into it, and then, without leaving the space of the second hoop, reach out with their hand to the first. So, by jumping and throwing hoops, the group gets to the turning point. You can get back to the starting line using a “bridge”, that is, simply roll the hoops along the ground. And at the starting line, the hoops are passed to the next three. It is strictly forbidden to step your foot outside the hoop - you can “drown”.

Players' Challenge Relay


The players are divided into 2 teams and stand in a column one at a time. Team players are counted in numerical order. The manager calls the number. For example: 1, then 5 and so on. The called players run to the designated place, run around the stand (object) there and return back. The team whose player returns first gets a point. The team that gets greatest number points.

Relay race "Sack Run"


Children are lined up in two columns, the distance between the columns is 3 steps. Holding the bags with their hands near their belts, they jump to the designated place (flag, stick, or other object). Having run around him, the children return to their columns, climb out of the bags, and pass them on to the next ones. This continues until all the children have run through the bags. The team whose players complete the task faster wins.

Relay race "Bring a piece of paper"


You need to prepare 2 sheets of paper (you can use it from a notebook) The players are divided into two teams, which line up parallel to one another. The first player of each team is given a piece of paper on their palm. During the game, the sheet should lie on its own in the palm of your hand - it should not be held in any way. The first players from each team run to the flag. If a leaf suddenly falls to the ground, you need to pick it up, put it on your palm and continue on your way. Having reached his team, the player must quickly transfer the leaf to the right palm of the next comrade in line, who immediately runs forward. Meanwhile, the first one stands at the end of the row. This continues until the turn reaches the first one. The team that completes the task faster wins.

Relay race "Stubbed Egg"


Form teams of 6 people each. Divide the teams into pairs. The pair's task is to carry the egg between their foreheads to the indicated marker and back. After this, the egg is passed on to the next couple. Competitors may only support the egg with their hands beyond the starting line. The fall of the egg means the team is out of the fight. The team that completes this task the fastest wins.

Relay "Running on the Clouds"


For this game you will need five representatives from each team. Place participants in a row and tie two inflated balloons to each participant's right and left leg (4 balloons per person). On command, the first participants set off - their task is to run to the end of the distance marker and return back, passing the baton to the next member of their team. Each burst balloon earns the team one penalty point.

Relay "Jumpers"


Children are divided into two teams and line up in columns one after the other. Following the leader’s signal, the participants of each team perform a jump, pushing off with both feet. The first one jumps, the second one stands at the place where the first one jumped, and jumps further. When all players have jumped, the leader measures the entire length of the jumps of the first and second teams. The team that jumped further wins.

Pass the Ball Relay


Children are divided into two teams. The players of each team line up one after another in a column. The first participants hold a ball in their hands. Following the leader's signal, the first player in each team passes the ball to the one behind him, above his head. The last person on the team, having received the ball, runs to the beginning of the column, stands first and passes the ball to the next person behind him, also over his head. And so on until the first one returns to its place. The team that finishes the game first wins.

Air Kangaroo Relay


Divide participants into teams and ask participants to stand one behind the other. Give each team balloon. The first participant holds the balloon between his knees and, like a kangaroo, jumps with it until the end of the distance marker. Returning back in the same way, he passes the ball to the next player and so on. The winner is the team whose players finish the relay first.

Relay race "Climb through hoops"


All players are divided into two teams and lined up in columns one at a time. At a distance of 3 and 5 meters opposite each column there are two hoops one after the other, and at a distance of 7 meters there is a ball. Following the leader’s signal, the first players of each team run to the first hoop, stop in front of it, take it with both hands, lift it above their heads, put the hoop on themselves, squat down, put the hoop on the floor, run to the second hoop, stand in the center of it, take it with their hands , raised above your head and lowered to the floor. After this, the players run around the ball and return to their place. The next child continues the game. The team that completes the task first wins.

Relay "Through the jump ropes"


The players are divided into two teams, each of which is divided into pairs. Pairs of each team stand in columns 3-4 steps from each other and hold short jump ropes by the ends at a distance of 50-60 centimeters from the floor. At the leader’s signal, the first pair quickly puts the rope on the ground and both players run (one to the left, the other to the right) to the end of their column, and then successively jump over the ropes of all pairs standing in the column. Having reached their places, both players stop and again take their rope by the ends. As soon as the first rope is picked up from the ground, the second pair puts down their rope, jumps over the first rope, runs past the column to its end and jumps over the ropes to their place. Then the third pair comes into play and so on. The team whose players finish the relay first wins.

Baba Yaga


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

Potatoes in a spoon


You need to run a certain distance, holding a spoon with a large potato in your outstretched hand. They run in turns. The running time is recorded. If the potato falls, they put it back and continue running. You can't run without potatoes! The one who shows it wins best time. Team competition is even more exciting.

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Participants are divided into two teams. Two baskets are placed at equal distances from them. Each team is given a large ball. Participants, in order, begin to throw the ball into the basket. The team with the most hits in the basket wins.

Bicycle racing


The bicycle will be replaced by a gymnastic stick in this relay race. Two participants need to ride the stick at once. They are cyclists. Each cycling duo, holding a stick between their legs, will have to ride to the turning point and back. The fastest ones win.

Changing places with gymnastic sticks


Players from 2 teams line up opposite each other at a distance of 2 meters. Each player supports a gymnastic stick with his hand (covering it with his palm on top), placed vertically on the floor behind the marked line. At the signal, the players of each pair (participants facing each other make up pairs) must change places. In this case, the player must pick up his partner’s stick so that it does not fall (everyone leaves their stick in place). If any player's stick falls, his team receives a penalty point. The team whose players score fewer penalty points wins.

Relay race with sticks and jumps


The players are divided into 2 - 3 equal teams, which line up in columns one at a time, 3 - 4 steps from each other. They stand parallel in front of the line, and in the hands of the player standing in front is a gymnastic stick. At the signal, the first numbers run around to the mace (medicine ball) installed 12 - 15 meters away and, returning to their columns, pass one of the ends of the stick to the second numbers. Holding the ends of the stick, both players pass it under the feet of the players, moving towards the end of the column. Everyone jumps over the stick, pushing off with both feet. The first player remains at the end of his column, and the other runs to the counter, goes around it and carries a stick under the feet of those playing with number 3, and so on. The game ends when all participants run with the stick. When the starting player is again first in the column and a stick is brought to him, he raises it up.

Ball race over heads and under feet


The participants of the game line up in columns one at a time. The distance between players is 1 meter. The first numbers are given balls. At the leader’s signal, the first player passes the ball back over his head. The player who received the ball passes it further, but between his legs, the third - again over his head, the fourth - between his legs, and so on. The last player runs with the ball to the beginning of the column and passes it over his head back. So each player passes the ball once over his head and once between his legs. The player standing first in the column always passes the ball over his head. The team whose first player returns to his place first wins.

Relay "Running"


At the signal, the first participant runs to the turning flag and back, having reached the team, slaps the hand of the next participant - passes the baton.

Mug


This game is a relay race with a jump rope: before the turning point, players jump over the rope from foot to foot, and when returning back, they take the rope folded in half in one hand and rotate it horizontally under their feet.

Siamese twins


Two participants stand with their backs to each other and clasp their hands tightly. They run sideways. The backs of the players should be pressed tightly against each other.

Relay race "Roll the ball"


Teams line up in columns one at a time. In front of the first player of each team lies a volleyball or medicine ball. Players dribble the ball forward with their hands. In this case, the ball is allowed to be pushed at arm's length. Having rounded the turning point, the players return to their teams and pass the ball to the next player. The team that completes the task wins.

Relay "Take Last"


Players of two teams line up in a column, one at a time. common line start. In front of the columns, at a distance of 20 meters, towns, clubs, cubes, balls, and so on are placed in a row. Items are 1 less than the total number of participants on both teams. At a signal, the guides in the columns run to the objects and take one at a time from the edge (one takes it from the right, the other from the left), return back, run around their columns from behind and touch the next player in their column with their hand. Then he starts and does the same thing. The team whose player takes the last item wins.

Running over bumps


The players are divided into teams, the players of which line up in columns one at a time. In front of each team, from the start line to the finish line at a distance of 1 - 1.5 meters from each other, circles with a diameter of 30 - 40 centimeters are drawn along a straight or winding line. At the leader’s signal, the first numbers with the relay baton jump from circle to circle, after which the shortest route return back and pass the baton to the next player who performs the same task. The team whose players finish the relay first wins.

Getting ready for the hike


The team lines up, with a backpack in front of the first participant. There are dishes 15-20 steps away from both teams. Each player needs to run to the dishes, take one item, return, put it in the backpack and touch the next player with his hand - “pass” the baton. Then the next participant runs. Teams are given three points for speed and for neatly packing their backpack.

Pair relay


Goal: Development of speed and dexterity of movements. Developing the ability to coordinate actions with the actions of a partner.

Material: Two identical mugs, four empty matchboxes.

Progress of the game: The players are divided into two teams, the players of each team line up in pairs in front of the line. To play, take two identical mugs, fill them with water and place them in front of the first couples. 10-15 meters in front of the teams, one circle with a diameter of 1 meter is drawn, two matchboxes are placed in each circle.

At the command of the leader, the players of the first pair take one mug together (in any way) and run forward, trying not to spill the water. Having reached the circle, they also carefully place the mug in the circle and take the boxes. The box is placed on the shoulder, the couple joins hands, connecting them crosswise, and runs to the starting mark, carrying the boxes on their shoulders. The second couple does everything in reverse order- and so on until all participants have completed the distance.

Ball in the ring


The teams are lined up in a single column, one at a time, in front of the basketball backboards at a distance of 2 - 3 meters. After the signal, the first number throws the ball around the ring, then puts the ball, and the second player also takes the ball and throws it into the ring, and so on. The team that hits the hoop the most wins.

Relay race "Running with three balls"


At the starting line, the first participant conveniently takes 3 balls (football, volleyball and basketball). At the signal, he runs with them to the turning flag and places the balls near it. It comes back empty. The next participant runs empty to the lying balls, picks them up, returns with them back to the team and, not reaching 1 meter, places them on the ground.

Instead of large balls, you can take 6 tennis balls,

Instead of running - jumping.

Relay "Turnip"


Two teams of 6 children each participate. This is grandfather, grandmother, Bug, granddaughter, cat and mouse. There are 2 chairs on the opposite wall of the hall. On each chair there is a turnip - a child wearing a hat with a picture of a turnip.

Grandfather starts the game. At a signal, he runs to the turnip, runs around it and returns, the grandmother clings to him (takes him by the waist), and they continue running together, again go around the turnip and run back, then the granddaughter joins them, and so on. At the end of the game, a turnip clings to the mouse. The team that pulled out the turnip the fastest wins.

Hoop relay


There are two lines on the track at a distance of 20 - 25 meters from one another. Each player must roll the hoop from the first to the second line, go back and pass the hoop to his friend. The team that completes the relay first wins.

Counter relay race with hoop and skipping rope


Teams line up as if in a relay race. The guide of the first subgroup has a gymnastic hoop, and the guide of the second subgroup has a jump rope. At the signal, the player with the hoop rushes forward, jumping through the hoop (like jumping rope). As soon as the player with the hoop crosses the starting line of the opposing team, the player with the jump rope starts and moves forward by jumping the rope. After completing the task, each participant transfers the equipment to the next player in the team. This continues until the participants complete the task and change places in the teams. Jogging is prohibited.

Relay "Porters"


4 players (2 from each team) stand on the starting line. Everyone gets 3 large balls. They must be carried to the final destination and returned back. It is very difficult to hold 3 balls in your hands, and picking up a fallen ball without outside help is also not easy. Therefore, porters have to move slowly and carefully (the distance should not be too great). The team that completes the task faster wins.

Relay race "Race of balls under your feet"


Players are divided into 2 teams. The first player throws the ball back between the players' spread legs. The last player of each team bends down, catches the ball and runs forward with it along the column, stands at the beginning of the column and again sends the ball between his spread legs, and so on. The team that finishes the relay the fastest wins.

Three Jump Relay


Participants are divided into two teams. Place a jump rope and a hoop at a distance of 8-10 meters from the starting line. After the signal, the first participant, having reached the rope, takes it in his hands, makes three jumps on the spot, puts it down and runs back. The second participant takes the hoop and makes three jumps through it. There is an alternation between jump rope and hoop. The team that finishes it faster will win.

Relay "Ball Race"


The players are divided into two, three or four teams and stand in columns one at a time. Those standing in front each have a volleyball. At the manager’s signal, the balls are passed back. When the ball reaches the person standing behind, he runs with the ball to the head of the column (everyone takes a step back), becomes the first and begins passing the ball back, and so on. The game continues until each team player is first. You need to make sure that the ball is passed with straight arms and tilted back, and the distance in the columns is at least a step.

Relay "Passed - sit down!"


The players are divided into several teams, 7-8 people each, and line up behind the common starting line in a column, one at a time. Captains stand in front of each column, facing it at a distance of 5-6 meters. The captains receive a volleyball. At the signal, each captain passes the ball to the first player in his column. Having caught the ball, this player returns it to the captain and crouches. The captain throws the ball to the second, then third and subsequent players. Each of them, returning the ball to the captain, crouches. Having received the ball from the last player in his column, the captain raises it up, and all the players on his team jump up. The team whose players complete the task faster wins.

Snipers


Children stand in two columns. Place a hoop at a distance of 3 meters in front of each column. Children take turns throwing sandbags with their right and left hands, trying to hit the hoop. If a child hits, then his team gets 1 point. Result: whoever has the most points wins.

Relay "Eye of the Needle"


There are 2 or 3 hoops on the ground along the relay line. When starting, the first person must run to the first hoop, pick it up and thread it through himself. Then do the same with the next hoops. And so on the way back.

Relay race with skipping rope


The players of each team line up behind the common starting line in a column one at a time. A rotating stand is placed in front of each column at a distance of 10 - 12 meters. At the signal, the leader in the column runs out from behind the starting line and moves forward, jumping rope. At the turntable, he folds the rope in half and grabs it in one hand. He moves back by jumping on two legs and rotating the rope horizontally under his feet. At the finish line, the participant passes the rope to the next player on his team, and he himself stands at the end of his column. The team whose players finish the relay more accurately and earlier wins.

Counter relay with bars


Children are divided into teams of 6 - 8 people each. Participants line up in opposing columns, one at a time, at a distance of 8 - 10 meters from one another. The column guides of the first group receive 3 wooden blocks, the thickness and width of which is at least 10 centimeters, and the length is 25 centimeters. Having placed 2 bars (one on the starting line, the other in front, a step from the first), each of the managers stands on the bars with both feet, and holds the third bar in his hands. At the signal, the player, without leaving the bars, places the third bar in front of him and transfers the leg that was behind him to it. He moves the freed block forward and places his foot on it. So the player moves to the opposite column. The guide of the opposite column, having received the bars behind the starting line, does the same. The team whose players switch places in the columns the fastest wins.

Animal relay


The players are divided into 2 - 4 equal teams and line up in columns one at a time. Those playing in teams take the names of the animals. Those standing first are called “bears,” those standing second are called “wolves,” those standing third are called “foxes,” and those standing fourth are called “hares.” A starting line is drawn in front of those in front. At the teacher’s command, team members must jump to a given place just like real animals do. The “wolves” team runs like wolves, the “hares” team runs like hares, and so on.

Unload the car


Children are invited to unload the “cars” with “vegetables”. The machines are placed against one wall, and two baskets are placed opposite them against the other wall. One player at a time stands near the baskets and, at a signal, runs to the cars. You can carry vegetables one at a time. Vegetables must be the same in all machines, both in quantity and volume.

Other participants can then "load" the machines. In this case, the players stand near the cars, run to the baskets at a signal and carry the vegetables into the cars.

Machines can be boxes, chairs. Vegetables - skittles, cubes and the like.

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Game "Jumping in bags"

Purpose of the game: development of agility, endurance, speed of movements and reactions, communication and motor abilities; formation and consolidation of skills in playing and working as part of a team.

Equipment: 2 bags large sizes, sewn from thick fabric of any color; children's colored crayons.

Progress of the game.

This game is played in the form of a relay race, which can be played by an unlimited number of people, chosen at random. As a rule, it
group take part kindergarten or primary class high school in full force. The only condition is that the number of children participating in the process be even. Then, before the start of the game, on the asphalt of the street playground, on its opposite sides, two even, straight lines, parallel to each other, are drawn with the help of children's colored crayons - the starting and finishing lines.
Next, all participants are divided into two teams with the same number of people in each, which line up at the very beginning of the playing field, at the starting line, in two columns at a distance of three steps from each other, turning their shoulders to their opponents and looking at the back of their partners’ heads according to the game.
After this, the presenter, who can be any adult, standing opposite the players and turning to face them, explains the rules of the game, which are quite simple and are as follows.
The first team players stand with both feet in the bag, holding it with both hands at a level just above the waist. The game begins at the agreed signal from the presenter. Having heard the signal, the first
At the end of the count, team members begin to jump in bags, pushing off with both legs, right and left at the same time, from the ground straight to the finish line, upon reaching which they must turn around and jump in the opposite direction, where the rest of the participants are waiting for them. Having jumped to them, the players get out of the bag and pass it to the second children in a row, who also stand in it with both feet and begin to jump towards the finish line, and, upon returning, pass them to the third team members.
Then, the fourth, fifth, sixth, and so on players gradually enter the game, reproducing the same actions as the rest of the children.
The game continues according to the above rules until each player in the column has covered the specified distance and tried his hand at this relay race. As a result, the team that completes the task in the fastest time wins. The team that comes to the finish line last is considered the loser.

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 on the main Tatar holiday Sabantuy.
Rules: In several age and weight categories wrestling matches are underway. 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, you need to use a stick to hit a 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, trying 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” (Әiberlәrne 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 is first?" (Berenche by whom?)

The players line up on one side of the court, and on the other side a flag is placed to indicate 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 tavıklar)

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 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 uyen)

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 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: To the person depicting gray wolf You can’t jump out, and all players can’t 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 dirty, 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 last words This is how the driver makes some kind of movement. 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 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.

"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: left hand 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 is hung a scarf with national pattern. 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.