LITTLE FISHERMAN

Draw a circle (5-7m in radius) round the tree or the stake - "the pond". Tie a 3-4m long string to the tree. The leader - "the little fisherman "holds the end of the string in his hands. " The fisherman" tries to catch the players - "the fish" - who run within the circle. The players who are caught are out of the circle. The last player who remains within the circle becomes the leader in the next round.

THERMOMETER

TWO OXEN

WITCH-2

TAG

There are several variants of the well-known game.

The first variant - to catch the running player only (not to catch players who squat).

The second variant - not to catch the players who hold each other by the hands

The third variant: Every player except the leader has a fillet hidden under the collar. The leader tries to draw the fillet out. The player whose fillet is drawn out becomes the leader.

DECORATE A FIR TREE

MARATHON

GOLDEN KEY

HUNTING WITH THE BALL

Divide the players into "animals" and "hunters". Give " the hunters" the balls. "The hunters" try to hit "the animals" with them. "The animal hit by the ball is out of the game. The task of "the animals" is to catch the ball on the spot.

CAP ON A CAP

PUT ON A CAP

WITCH

FISHING-ROD

The players get into a circle. The leader is in the center of the circle with "the fishing-rod" in his/her hands. "The fishing-rod" is a 3-4m long string with the sac full of sand attached to the end of it. Standing in the center of the circle the leader spins round "the fishing-rod". While gliding the floor the sac may touch the players' feet. So their task is to jump up as the sac does not touch them. The player touched by the sac is out of the game.


CROOKED PATH

HUNTERS

DIVER

CROSSING ROADS

One player chases the other. But the chased player may be "saved", if one of the players crosses the line of run between the chaser and the chased. According to the rules of the game the chased turns to chase the player who "saved" his/her fellow-player.

THE FASTEST

JOURNEY

RALLY

POLAR BEARS

Outline the playing ground (approximately 10m x 12m) - "the sea". Near it outline the less ground - "the ice - floe". 2 players are "polar bears", whose place is "the ice - floe". All the rest players are "the bear cubs". They take up their positions on the large playing ground - "the sea". On hearing "the signal" "the polar bears" begin to catch "the bear cubs" ("The polar bears" link their arms and catch "the bear cubs "so that they are between their linked arms). The captured "bear cub" is led to "the ice - floe". When there are 2 "bear cubs" on "the ice - floe" they may also catch "the bear cubs". The game continues until all 'the bear cubs" are caught. The player who is caught the last is considered to be the deftest. The rules of the game. The players who run out the playing ground are considered to be caught and they must go to "the ice - floe". "The polar bears mustn't grab the players at their clothes or hands. They may only encircle them. The captured "bear cubs" mustn't tear themselves away from "the polar bears".

CUP AND BALL

THERMOMETER

TWO OXEN

WITCH-2

Each player takes a twig. Then the players choose "a witch". "The witch" must be the deftest player. At first "the witch" draws the line of border of her camp. All the rest players are out of the camp, they mustn't walk there. Then the witch goes out and cries: "The witch goes out for a walk!" and begins to chase the players with the twigs. The player who is struck by the witch's twig, becomes her "son" and they quickly run the camp. All the rest players chase them striking them with the twigs. Then "the witch" goes out for the second time. Now she holds her "son" by his twig and they chase the players together. But it is only "the witch", who may strike the players with the twig. Her "son" may only detain the player. But the player becomes the witch's captive only when she strikes him/her with the twig. New captives become witch's "children". They hold each other by the twigs, so they make a chain. As the new player is caught the chain breaks and they together run to the witch's camp, being chased by the other players. The witch's "children" must also save themselves (to run to the camp) if the chain is broken by one of the players or if "the witch" forgets to say her words: "The witch goes out for a walk!" The player who strikes the witch's children not in time becomes witch's "son". The game finishes when all the players become witch's children or when she catches more than 4-5 players.

WIND UP THE CORD

DECORATE A FIR TREE

MARATHON

GOLDEN KEY

The players act as swindlers from the tale "Pinocchio". In each pair of the players there should be Alice fox and Bazilio cat. Alice fox bends one knee and holds it with the hand. Bazilio cat is blindfolded. Alice fox and Bazilio cat cover the distance embracing one another. The pair which hobbles the finish the first gets "the golden key"- the prize.

CINDERELLA

CAP ON A CAP

PUT ON A CAP

WITCH

The player steps with one of his feet into the empty pail. Another foot is on the ground. Holding the handle of the pail in hands and a swab in another, the player must cover the fixed distance and then pass a pail and a swab to the following player.


CATCH THE FISH

CROOKED PATH

HUNTERS

DIVER

With the flippers on their feet the players must pass a certain route, looking through the binocular turned upside down.

NOT WORSE THAN KANGAROO

THE FASTEST

JOURNEY

RALLY

Sitting on the skateboard the player must reach the place where there is a prize. You may change this game: Standing on the skateboard and using the skiing sticks to reach the finish as fast as possible.

POTATO IN THE SPOON

CUP AND BALL

THERMOMETER

TWO OXEN

Put "the harness" (a long string) on 2 players. Each of them tries to drag the rival off his/her direction. At the same time each player tries to reach the prize, which lies at a 50cm distance from each player.

SKITTLE

WIND UP THE CORD

DECORATE A FIR TREE

MARATHON

With the help of a usual syringe the player must lead the ping-pong ball to the end of the distance as fast as possible.


RAFFLING THE PRIZE

CINDERELLA

CAP ON A CAP

PUT ON A CAP

The object of the player is to put on a paper cap attached to long stick onto the rival's head. Usually 2 players take part in this game. They try to put on the caps on each other's heads as fast as possible.

TO BURST A RIVAL'S BALLOON

CATCH THE FISH

CROOKED PATH

HUNTERS

The players' object is to fire a gun or to shoot a bow. But they should fire at those animals only, the voices of which they hear on the tape. Among these animals may be a fox, a cock, a duck, a cow, a frog etc.


HOSTESSES

NOT WORSE THAN KANGAROO

THE FASTEST

JOURNEY

Draw several crossing "paths" with the color chalks on the floor. Each player chooses his/her own path and walks along it as fast as possible. The player who finishes "the journey" the first is the winner.

DON'T DIE OF THIRST

POTATO IN THE SPOON

CUP AND BALL

THERMOMETER

Without using the hands the teams pass a fake thermometer to one another. The thermometer must always be under the left arm. The fastest team wins the game.


DOLLS

SKITTLE

WIND UP THE CORD

DECORATE A FIR TREE

Take several new year tree decorations with the wire hoops. Take a fishing-rod with hook. With the help of the fishing-rod the player put all the decorations on the fir tree and then takes them off. The player who copes with it in a prescribed time (e.g. 2 minutes) wins the game. For a fir tree you may also use a dry branch with plenty of twigs.

PUSS IN BUTS

RAFFLING THE PRIZE

CINDERELLA

CAP ON A CAP

Make a large paper cap and several smaller ones. The smaller caps must be of different colors. The small caps hang each on the string. In turn the players put on the large cap and then being blindfolded and turned around for several times they must squat and stand up so that to hit a smaller cap with the large one.

DASHING DRIVERS

TO BURST A RIVAL'S BALLOON

CATCH THE FISH

CROOKED PATH

Draw a crooked line on the floor with the chalk. It's "a path". The object of the players is to walk along this "path" looking at it through the binocular turned upside down. The player who walks this "path" the fastest is the winner.

ARTISTS-VIRTUOSOS

HOSTESSES

NOT WORSE THAN KANGAROO