Surely, many of today's children and adolescents born after 2000 may think that the childhood of their mothers and fathers (and even more so - grandparents) was boring.
After all, then there were no computers, no smartphones, or other already familiar gadgets, without which modern teenagers can not live an hour. And if once in the courtyards there was always a lot of children who knew each other perfectly and played everything together at all (mind you, without any supervision from adults). And today, on the playgrounds, you can only see kids, who are vigilantly monitored by grandmothers or mothers.
But those games in the yard (in which sometimes the whole surrounding children from 4-5 to 14-15 years old participated) - this was the real and, perhaps, the most correct, socialization.
We learned to interact with each other in different situations, developed dexterity, endurance and reaction (as well as mutual assistance skills) in outdoor games, memory, quick thinking, attentiveness and a sense of humor - in “quiet” games. And all this was very useful to us later in adulthood.
Let’s remember the 10 most popular games of the last Soviet generation (and do not be surprised that this top ten has neither hide-and-seek, nor blind men - thank God, they are very familiar to children today).
10. The sea worries once
This game has at least two rules (in any case, they are very simple). Here are two main ones. The host closes his eyes and begins to recite:
The sea worries once
The sea worries two,
The sea worries three,
Sea figure in place freeze!
At this time, all the players move as they want, depicting some things or living creatures (for example, since we are talking about the sea - waves, sharks, seagulls, etc.). When the leader reached the last word and opened his eyes, everyone should immediately freeze in the pose that they had time to take. And then there are two versions of the development of events:
1) The host watches the participants very carefully - they must be absolutely motionless! If someone suddenly moved (and was noticed behind it), he either goes to the place of the host himself or leaves the game (in this case, the game lasts until the most persistent “marine figure” wins).
2) The host is trying to guess who (or what) is represented by the dead players. The one whose figure was never “identified” now leads himself.
This game, by the way, perfectly develops imagination and acting skills.
9. Edible-inedible
The rules are simple. Players stand in a row. The leader goes along it and throws the ball to everyone in turn (or randomly), while pronouncing any word. If it means something edible, then the player catches the ball, if not, he throws it back to the lead (or simply hits it).
Of course, the presenter is trying to deceive the players: for example, he calls several “edible” words in a row, and then suddenly gives out “inedible”.
By the way, the leader also has the right to play the game at a different pace, suddenly changing it: first talk for a while and throw the ball slowly, and then suddenly accelerate, and vice versa. This gives the game even more excitement, because players begin to make mistakes more often.
The one who nevertheless “devoured” the inedible will now play the role of the host (or, so far, will exit the game, and so on, until the last, most attentive player).
A good reaction and attentiveness develops excellently.
8. I know five names
Someone is appointed as the leader: he sets the topics (names, fruits, animals, colors, dishes, etc.). And the host announces, for example: "I know 5 names of boys."
The first player takes the ball and begins to knock it on the ground, saying the “boy” name with each hit: “Petya - 1, Kolya - 2, Senya - 3, Vasya - 4, Vanya - 5”. The next player takes the ball after him and starts his own countdown: “Andrei - 1, Aleksey - 2, Yefim - 3, Fedya - 4, Sasha - 5”. Then the third player continues, the fourth, etc. (It is often agreed before a game that repeating the same name twice, the same color, or city, or country, etc. is not allowed).
Gradually, those participants who start to make mistakes drop out of the game - they cannot come up with another word on a given topic, hit the ball, but do not name the word, etc. If all the players do equally well, then the task can be complicated: “I know 6 names”, “I know 7 names” (and so on up to 10).
The game develops erudition, memory and mindfulness. And it’s also multitasking, because you need to remember words at the same time and remember to knock the ball.
7. Deaf (or damaged) phone
You can play as a team or two (hmm ... or even three). Participants sit in a row. Leading in a soft whisper, he speaks any word in the ear of the first of them. Now this player must (just as quietly) pass it on to the next "in the chain."
Word whisper to each other to the very end of the row. The extreme player gets up and says what he heard. Sometimes it turns out very funny - as you “move” along a series, the original word is distorted beyond recognition.
In the case when two or three teams played, the one that won the most accurately conveyed the leader’s original word wins. Mindfulness also develops here.
6. Fanta
Oh yeah! This game was one of the most beloved! The rules are as follows: the facilitator takes from each of the players a small object - an icon, a button, a hairpin, etc. (it is important to remember which one is whose!), and folds, for example, in a cap. And then every player writes any task on a small piece of paper.
The tasks are folded into tubes (or folded "envelope") and placed in another cap. Well, you can start. Leading, closing his eyes, mixes pieces of paper and takes out one of them. Also (without looking!) He pulls out someone's subject. All!
Now the player who owns the item must definitely complete this task. Of course, everyone wants to come up with a more difficult task for rivals (or even more insidious), but you can accidentally run into it yourself.
From the game (which perfectly develops not only imagination and sense of humor, but also the habit of thinking through the consequences of one's own ideas in advance), one who cannot or does not want to carry out the task assigned to him leaves.
5. Stop, hali halo
Here you also need a leader. He takes the ball and informs the players that he has made a word - it refers to such and such an area, starts with such and such a letter and ends with that (for example: this is a flower, starts at “A”, also ends at “A”).
Players standing around the leader shout their options. When the host heard the correct answer, he loudly says “Hali-halo!”, Throws the ball (as high as he can) and rushes to run.
The participant who names the correct word quickly catches the ball and shouts “Stop, hali-halo!”. And the leader freezes where he managed to run. Now the player with the ball needs to guess how many steps are up to him.
Moreover, these steps can be both ordinary and difficult - giant (that is, the largest that the child is capable of), Liliputian (the smallest), frog (jumping and squatting), etc. This point is pre-negotiated before the game. If the participant with the ball guessed the number of steps to the lead (of course, they must immediately “walk”), then he will replace him.
4. Cossack robbers
This game has many versions of the rules (sometimes they differ only in the details). But, in any case, we need two teams - respectively, “Cossacks” and “robbers” (the more teams there are more people, the more fun it will turn out). The game territory is always specified in advance (for example, we don’t run away to the neighboring yard).
The "robbers" are given a handicap (5-10 minutes), they run away, marking their path with chalk (by drawing arrows on the asphalt, on the trees, on the walls, etc. - and so cunningly so that the "Cossacks" also had to have them first search).
And the “Cossacks” are still looking for a place for a “prison”, where the “robbers” caught by them will sit. Near her leave protection (one or two "Cossacks"). The remaining "Cossacks" go out to look for and catch "robbers". The "robbers" who first fled together were long divided and hid.
The essence of the game, of course, is that the "Cossacks" must catch all the "robbers" to one and put them in a "prison". Well, the task of the robbers is not to get caught as long as possible. Moreover, they are also allowed to release their “prisoners” comrades if they manage to get past the guards and touch them (without having caught themselves). If the "Cossack" caught up with the "robber" and touched his hand, he is automatically considered to be caught. And so you can play for hours.
In other versions of the rules of the same game, there are some nuances. For example, you can enter some kind of “robbery” password (secret word) that Cossacks will find out from captive “robbers” with the help of “torture” (nettles on bare legs are the most effective way). As soon as the password is issued, the game is over. Or “Cossacks”, in addition to “prison”, may have a headquarters. And then the "robbers" will try to capture him (and, accordingly, - win the game). Etc.
This game, as you can see for yourself, teaches not only quickness, dexterity and stealth, but also mutual assistance, the basics of strategy, worldly tricks, etc.
3. Salki (or catch-up)
Well, everything is simple. To begin with, the territory is negotiated (for example, we run from a bench to a path and from a fence to a swing). Then they choose the "salka" (the one who will catch up and "salve" all the others). Go!
Everyone runs away, but the “salka” has to catch up with someone and touch it with his hand. Then hurt himself will become a "salka". And so without end, until you get bored.
You can introduce some kind of "complication" for more interest. How do you like this option: each “salted” also becomes a “salka” and helps the first “salka” to catch the rest. Or like this: each “salted” “salka” leads to the center of the court and guards, running alongside and trying not to let any of the other players touch it and thereby “free” it. And so, until the “Hulk” catches all the players (or gets tired completely). Speed, dexterity and mutual assistance - our everything!
2. Erasers
I remember that in the late 1980s and early 1990s it was impossible to pass through yards so as not to stumble over gum. Girls from 5 and up to about 14 years old jumped in them one and all (and the boys watched the process with interest and envy).
All that is needed for this game is an ordinary linen gum. Two girls pulled it together at the ankles, and the third performed some jumps and combinations on this stretched elastic (you could play four of them - two by two).
As soon as the jumping girl was mistaken (performed the wrong movement or simply got entangled in the elastic), the next one replaced her.
The difficulty levels were 5 or even 6, and they depended on the height of the stretched elastic: on the ankles, at the knees, on the hips (under the boot), on the waist, under the armpits, and (aerobatics and the highest jumping!) - on the neck. This game perfectly developed coordination, speed, agility and a huge will to win.
1. Bouncers (or bouncers)
Two teams are needed (better - at least 3 people in each, ideally - 8-10). The first of them is divided into two parts and, accordingly, gets into 2 lines along the edges of the court - these are “bouncers” (and they have a ball). Players of the other team are in the center between them - they will be "kicked out".
“Bouncers” begin to throw the ball to each other from one edge of the court to the other, always trying to “hook” them with any of the opponents (and they carefully dodge). Whoever gets hit leaves the game and steps aside. And so - until they knock out all the other team members.
Or (another option) he squats here in the middle of the field and waits: the eliminated player can be returned - if one of his comrades catches the flying ball and touches the knocked out ball, he can continue the game. This is called “potato,” “candle,” or “trap.” (By the way, the player who caught the ball has the right to save a “candle” for himself, as an additional “life.” Then, if he is knocked out, he can continue to play).
The game goes on until the bouncers knock out all the bouncers. Sometimes, if the "kicked out" left the last player, he is allowed to "save" the whole team. The main condition is to “survive” after so many ball shots, “kicked out” how old this player is.