16 of the best games of our childhood that we lost

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In the XXI century, children quietly disappeared from the courtyards of large cities - now they play computer games or spend time in specially organized children's clubs. Together with the children, the culture of yard games and yard socialization (with all its features) disappeared. And if babies can still be found on the sites under the supervision of relatives, then schoolchildren are not visible almost at all. "Newspaper. Ru" looks around the deserted spring yards and recalls the disappeared games that in many ways made us the adults we became.

Rubber bands

 

How to play. The main attribute of this game for girls is a clothesline. The ideal number of players is 3-4 people. Each participant performs jumping figures and combinations at different heights: from the level of the ankles (jump "first") to the level of the neck (jump "sixth"). Jumping over a rubber band stretched at hip level was mysteriously called "pozhepe". As soon as the jumper makes a mistake, another participant takes her place, and the girl who made the mistake puts on an elastic band. If there are four players, the pairs switch places when both players from the same pair take turns making mistakes.

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

Classics

 

How to play. Crayons, an asphalt pad and a pebble (or washer) are required. You draw small cells with numbers in a certain sequence, and you can jump at least alone. The main thing is to hit the cage with a stone, jump to it on one or two legs and return back in the same way. The most successful player is the one who manages to go all the way from a single to a dozen. The number of players in the "classics" can be any.

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

Boyars

 

How to play. The participants of this ancient Russian-folk game are divided into two equal teams and stand opposite each other in rows, holding hands, at a distance of 10-15 m. Teams move forward, taking turns saying a long speech: "Boyars, and we have come to you, dear ones, and we have come to you ..." The dialogue ends with the words: "Boyars, open the gates, give us the bride forever." The one who is chosen as the bride must then run away and break through the enemy's chain. If the attempt is successful, the player returns to his team, if not, he remains in another. The next con is started by the losing team. The goal of the game is to gather as many participants as possible in the team.

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

Drive quieter, then you go — stop

How to play. The task of the driver is to stand with his back to the participants on the finish line (the greater the distance between the driver and the participants, the better) and loudly say: "You drive quietly, then you will stop." While the driver is talking (and he can do this at any pace), the participants try to run as far as possible towards the finish line. As soon as the driver falls silent, you need to freeze in place. Anyone who did not have time to stop or made a random movement is eliminated from the game. The winner is the one who gets to the finish line first and touches the driver.

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

Sorcerers

 

How to play. Participants run away from the driver (this game is a kind of salok). The driver catches up with the player and touches him - sucks. The besieged person spreads his arms, and any other participant can run up, touch him and "help out". The task of the driver is not to move far from the besieged and not to let anyone take a step towards him. A summer version of sorcerers is to run around with "splash pads" and pour water on each other from leaky bottles. Usually five minutes after the start of the game, everyone is wet, but very cheerful.

What develops: the ability to run quickly, think quickly and enjoy life with all your might.

The sea worries once

How to play. The host turns away from the players and says the counting:
Sea worries once,Sea
worries two,Sea
worries three,Sea
figure in place freeze!
While he speaks, the participants randomly move in any order, depicting the movement of waves with their hands. As soon as the driver falls silent, you need to freeze in some figure. The driver approaches one of the players and touches him. The player depicts his piece in motion, and the driver guesses what it is. The player, whose figure could not be guessed, himself becomes the driver.

What develops: imagination, spontaneity and artistry.

Cossacks-robbers

 

How to play. Players are divided into two teams - "Cossacks" and "robbers". They agree on what territory they play in. It can be a yard, an entrance, a street, several yards. "Robbers" make a secret word. The "Cossacks" step aside so as not to see the "robbers". "Robbers" run away, marking with arrows on the asphalt (walls of houses, curbs, trees, etc.) the direction of their movement. They begin to run in a group, and then they run away, trying to confuse the "Cossacks" with arrows. The task of the "Cossacks" is to find the "robbers" by the arrows. Each "robber" "Cossack" brings to the "prison" and guards him, trying to find out a secret word, for example, with the help of torture with nettles. "Cossacks" win as soon as they find out the secret word or find all the "robbers".

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

12 sticks

 

How to play. The game resembles classic hide-and-seek. 12 small sticks are placed on a "lever" (for example, on a board and a pebble placed under it) so that, stepping on the lever, you can scatter the sticks. The task of the driver is to collect the sticks, put them on the lever, say the counting with his eyes closed and go in search of the hidden players. As soon as the driver detects the player, runs to the "lever" and breaks the sticks, calling the name of the found. The player becomes the driver. If the finder manages to get ahead of the driver and run to the sticks first, the driver does not change.

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

Bouncers

 

How to play.« Bouncers" — two players — stand up on both sides of the court. The rest of the players are in the center. The task of the "bouncers" is to throw the ball to each other, to hit any of the "central" players. The task of the players is to dodge the flying ball. The one hit is out of the game. Other participants can "save" the eliminated player by catching the ball in the air (the main condition is not from the ground, otherwise you will also fly out). When there is only one player left in the "central" team, he must dodge the ball as many times as he is old. If he manages to do this, all those who have dropped out return to their former places.

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

I know 5 names

How to play. The first player picks up the ball, says, "I know one girl's name," hits the ball on the ground with one hand, and says the name. Then he continues with different variations: "I know one boy's name", "I know one color", "I know one animal", "I know one city". When all the combinations are used, the player says the same counts, only on the count of two: "I know two names of the girl" - and then in a circle. The game lasts until ten. If, while hitting the ball, the player did not have time to name or hit the ball, the move passes to another participant. When the ball, having passed through all the participants, returns to the first player, he continues to play with the phrase on which he made a mistake. The winner is the one who is the first to get to the top ten in this river.

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

Edible-inedible

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

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

Knives

 

How to play. Players mark a circle on the ground. Next, in turn, they try to get a knife into the delineated territory of the enemy and thus win back as much land as possible from him. The knife can be thrown, including from the shoulder, with a flip, from the nose and even from the head. There are many versions of the game of "knives" under different names: "land", "cities", "benches", "grandfathers", "tanks", "ships", "football", "sea battle". The knife can be stuck into the ground, sand and even a wooden bench.

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

Ring-ring

How to play. Players sit in a row and fold their palms with a boat. The driver holds in his fist or folded palms a small object, for example, a coin, a button, a ring. In turn, he goes around each player, putting his own in his "boat" and saying: "I carry a ring and give it to someone." The task of the driver is to imperceptibly insert a "ring" to one of the players and say "Ring-ring, go to the porch!" After that, the player who got the object jumps up and tries to escape. The task of the other participants is to detain the fleeing.

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

Will you go to the ball?

How to play. The driver says the counting:
Yes and no do not say,
black and white do not call,
Will you go to the ball?

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

What develops: the ability to think outside the box, monitor your own speech, keep attention and quickly find a way out of the situation.

I was born a gardener

 

How to play. Each player chooses a name - the name of the flower and informs it to the "gardener"-driver and other players. The driver utters the counting: "I was born a gardener, I was seriously angry, I was tired of all the flowers, except..." And calls the "name" (the name of the flower) of one of the players. There is a dialogue between the driver and the player. The player pronounces the name of one flower from those that are in the team. The participant whose name was spoken must respond. The dialogue continues. The one who made a mistake: for example, did not react to his name, confused the name of the flowers, gives away a fant (any of his things). At the end of the game, the fantasies are played. The "gardener" turns away, the thing is taken out and asks the driver: "What should this player do?" The "gardener" assigns a task (jump on one leg, squat, sing, tell a poem, etc.) - the player "works out" the fanta and takes his thing.

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

Keys-meow

How to play. The driver and one of the players stand in front of the rest of the participants: the driver - with his face, the player - with his back. The driver points to one of the participants and asks, "?" If the player standing with his back answers "splash", the driver continues to choose. As soon as the player says "meow", the driver asks him: "What color?" The player chooses a color and turns to face the rest of the participants. Depending on the selected color, the player and the participant from the team perform the task. The player does not have the right to refuse the task. White is the scariest color. Two have to retire in the stairwell. What they do there – history is always silent. Green is three questions that the player can only answer "yes". Usually the questions are tricky like: "Do you love him?" Red is a kiss on the lips. Pink is the same thing, but in the cheek. Yellow is three questions in private. When choosing an orange color, you need to walk under the handle, preferably past adults. Blue is to kiss your hand. Purple --do a bad thing. For example, step on a leg, pull on the hair or take away the decoration.

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

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