Sports events, relay race scenarios, children's outdoor games. Competitions for the relay race "fun starts"

Every time, preparing for a children's event in the open air, the question arises - what can children do to make it interesting and fun for them? To have somewhere to throw out your ebullient, irrepressible energy. Great solution can be sports relay race under the code name “Fun Starts”.

The competition program, as a rule, includes various competitions, relay races and outdoor games. It is desirable that most of the relay races be different in different groups, but no more than 10-13 tasks in grades 1-3 and no more than 13-18 tasks in grades 4-6 and 7-9.

The following tasks and competitions are traditional:

Presentation of teams by captains (emblem, motto, uniform, greetings for the jury and opponents).
- warm-up (participants guess riddles, answer questions from the area “ Physical Culture", "Sport", "Healthy lifestyle").
- captains competition (captains compete in various physical exercise and answer questions about sports).
- competitions “The Strongest”, “The Most Accurate” (usually held in the middle of the competition, so that the participants can relax after the running relay races and cheer for their competition participants)
- “Team Drag” and “Fan Drag” competitions usually complete the “Fun Starts” program.

You can vary the number of commands if desired. Staff them with a suitable number of people. These can be teams made up exclusively of girls or boys, or mixed versions. You can even include adults in teams in equal numbers.

Below we want to list the most famous relay competitions so that you can choose those that you think children will enjoy the most.

Night orienteering

At a distance of 10 meters from the start, a stool is placed and the first participants close their eyes. At the signal, they must walk or run to the stool, walk around it and, returning on command, pass the baton to the next participants, who are already standing blindfolded. And so does the whole team. While moving, the team can help its participants by shouting: “to the right,” “to the left,” “forward,” “backward.” And since all commands are shouting at the same time, the player must make out which calls apply specifically to him. When the last player returns to the starting line, it is “day” for the entire team. For whom the “day” comes earlier, they won.

Cheerful cooks

For this attraction you will need two chef's hats, two jackets or two white coats, and two aprons. Items are laid out on stools located on the starting line, on opposite stools they place a mug filled with water, a wide-necked kefir bottle, and a tablespoon. The competition participants are divided into two teams. They line up at the starting line. At the presenter’s signal, the first numbers run up to the stool, put on a cap, jacket and apron and run to the opposite stools. Then they take spoons, scoop water from a mug once and pour it into a bottle, after which they return to their team and undress, handing the second number an apron and cap. He quickly gets dressed and performs the same task, etc.

No worse than a kangaroo

You need to run, or rather, jump a certain distance, holding a tennis ball between your knees or Matchbox. Time is recorded by clock. If the ball or box falls to the ground, the runner picks it up, pinches it again with his knees and continues running. The one who shows it wins best time.

Without deviating from the route

Players from both teams line up in chains behind each other's heads. A line 5-6 m long with a circle at the end is drawn against each team on the ground. At the leader’s signal, team members run one after another exactly along the line to the center of the circle. Having reached it, they raise their right hand and, looking up, begin to spin. Having made 5 full turns in place, they run back along the line, again trying not to leave it. The team that finishes the competition the fastest wins.

Hockey players

For esta feta you will need plastic bottles different sizes, empty and filled with water (6-7 pieces). Bottles of water are placed in a straight line every 1 meter. At the end of the path, gates are installed or marked. Two teams each get a stick. The first player’s task is to use a stick to bring an empty plastic bottle, skirting obstacles like a snake, to the goal (to score), then return to the team and pass the stick to the next “hockey player.” The fastest team wins.

Balloon relay

2-3 teams of 5-6 people can participate in the relay race. Relay stages:
1. The first stage is to carry the ball on your head. If you fall, stop, pick yourself up and continue moving again.
2. The second stage is to run or walk, and toss the ball through the air.
3. The third stage is to carry two balls, pressing them together, between your palms.
4. The fourth stage is to drive the ball along the floor, going around the towns arranged like a snake (skittles, toys).
5. The fifth stage is to go the distance with a ball tied with a meter-long thread to the ankle.
6. The sixth stage is to carry the ball on a table tennis racket or in a large spoon.
7. The seventh stage is to hold the ball between your knees and jump with it like a kangaroo.

Rhythm relay race

A relay race between two or more teams that line up in columns in front of the starting line. The first team members have gymnastic sticks in their hands. At the signal, the players run with them to the stand located 15 m from the starting line, run around it and return to their columns. Holding the stick by one end, they carry it along the column under the feet of the children, who, without moving from their place, jump over it. Once at the end of the column, the participant picks up the stick and passes it to the partner standing in front of him, who passes it to the next, and so on until the stick reaches the player leading the column. He runs forward with a stick, repeating the task. The game ends when all participants have run the distance.

From one to five

This is a fun competition with plastic balls of different sizes. To play you still need two plastic sticks. Two teams of five people compete. The first players must use a stick to move one ball about seven meters. There is a large mace at the finish line, and the participant must go around it and return to his team. The second player is already dribbling two plastic balls, the third – three, the fourth – four, the fifth – five. It's very difficult, but exciting. The winner is the team that manages to carry out larger number balls.

Mushroom pickers

A relay race in which two teams participate. At the finish line they set up three towns for each team and cover them with colored circles - these are “mushrooms”. The first player at the start also has three circles in his hands, but of a different color. The player runs to the finish line, changes the caps of the “mushrooms” and returns, passing the circles to the second player. If the “mushroom” has fallen, then the movement cannot be continued. The team that was faster and more careful wins.

Simple matter

Two teams line up at the starting line. The first player receives a bowl filled with water and, at a signal, begins to run, trying not to splash the water. At the finish line, 15-20 steps apart, there are three stools or benches at some distance from each other. The player places the plate on a stool, crawls under it (if a bench is used, then steps over it), rearranges the bowl, etc. Then, taking the plate, he returns back. The second player starts running. If a team finishes the relay earlier, but there is less water left in the bowl than their opponents, then the game ends in a draw.

Population census

Teams compete on a relay basis. Participants run to where there is a sheet of paper and a thick marker. The person who has reached the point writes down the name of any member of his team (except himself and those already written down) and, taking the marker, runs back and passes it to another participant. It's very funny how the last players struggle to remember whose name has not yet been written down. The game allows you to better remember the names in the new company.

Umbrella racing

Two teams take part in the relay. Two players run from each team at the same time, holding an open umbrella above them. The umbrella is passed to the next couple as a relay baton.

Waiters

Two teams are given a round tray and 15-20 empty ones plastic bottles of different volumes. The first player takes the tray with one hand, places one bottle on it, puts the other hand behind his back and begins to move towards the table located at the opposite end of the room. Having reached the table, the “waiter” puts down the bottle and runs back to the team with the tray. The second player repeats these actions. It is prohibited to hold the bottle with your hand. When a bottle falls, the player returns to the team and takes another one. The team that serves their table the fastest wins.

Book races

The relay requires two small balls and two books. Two teams are formed and line up on the starting line. Each team player races with a ball between their knees and a book on their head. If the book falls, the racing participant stops, puts the book on his head and continues moving. The fastest team wins.

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 on the clock. If the potato falls, they put it back and continue running. You can't run without potatoes! The one with the best time wins. It will be more interesting if it is a team competition.

Postman on horseback

Two teams of postmen line up at the start, and on command they saddle a stick and hold a balloon between their knees (it turns out to be a “horse”), put on a hat and take a bag of “mail” in their hand. Trying not to drop anything, players move to the turning piece and return back to hand the mail to the next postman. If a player loses at least one attribute, he stops, equips himself, and only then continues moving. The team that delivers the mail the fastest wins.

Dive into the hoop

Relay race. Team players take turns pushing the hoop from start to finish and at the same time try to slip into it as often as possible, first on one side, then on the other. Each dive brings the team one point, but if the hoop falls, then this point is deducted, and the race continues from the place of the “accident”.

Join our group

Scenario of sports competitions "Fun Starts" for children in grades 1-4.

Progress of the event:
Presenter 1: Good afternoon, dear friends, respected guests! We gathered to get to know each other better and become stronger friends, to see what we can do. And it doesn’t matter who becomes the winner in this competition, and there will definitely be a winner, the main thing is

Everybody wants to compete
Joking and laughing
Show strength and agility
And prove your skill.

We are all happy about this meeting
We did not gather for a reward.
We need to meet more often
So that we all live together.

Presenter 2: What is sport in your life? Health? Yes. And, perhaps, above all, health. As you know, you can live without good health, but what kind of life is this? I personally recognize only that life that does not glow, does not smolder, but boils, seethes, burns. This boiling, seething, burning requires energy - a lot of energy!

Presenter 1: Now answer, what gives us energy, strength, joy, vigor, health? And I think that everyone present here does not have another equally powerful source of the necessary vital energy.

Presenter 2: Dear friends! Dear guests! Remember this date - September 9, 2016_! Today, in a wonderful place, the “Fun Starts” competition is taking place. This is an extraordinary event.
OUR JURY:
Golovko Irina Vasilievna
Apryshkina Irina Nikolaevna
Tyutyunnikova Natalya Sergeevna

We divide into teams of 6 people.

1 relay race.

"Warm-up"
Run to the opposite side of the hall with the relay baton, going around the cube and run back.

2nd relay.

"Two Balls"
Roll two basketballs to the cube, going around the cube and back.

3. “Quiz” relay race
Quiz questions:
1. What Russian heroes do you know? (Ilya Muromets, Dobrynya Nikitich, Alyosha Popovich, Vasily Buslaev.)
2. Sacred animal of Egypt (cat)
3. Who did Ilya Muromets have to fight with? (With Nightingale - the robber near the Smorodinka River, with the filthy Idolishch, with Kalin - the king.)
4. What was the name of the hero’s headdress? (Helmet.)
5. When is the first thunderstorm most likely to occur? (in May)
6. What was the name of the heavy shell woven from metal rings. (Chain mail.)
7. Which berry is white, red and black? (currant)
8. On which tree was the golden chain? (oak)
9. This is a defensive weapon. During battle, the warrior covers his body with it. (Shield.)
10 The main villain in the field or vegetable garden? (Weed)

1. What color is the Olympic flag? (White)
2. How many rings are on the Olympic flag? (Five rings)
3. Which country is the birthplace of the Olympic Games? (Greece)
4. How many years later do the Summer Olympics take place? (Four years later)
6. What color are the Olympic rings? (Blue, black, red, green, yellow.)
7. What is awarded to the champion of the modern Olympic Games? (Olympic gold medal)
8. The motto of the Olympic Games? (Faster, higher, stronger)
10. What was awarded to the champion of the Olympic Games, in Ancient Greece? (Olive wreath)
12. Do children under 16 years old take part in the Olympiad? (No, only from 18)

4. "Ball between the legs"
The competition is fiery – the most charming.
The one who is lucky today will win here.
Gallop like a horse or a deer, but keep the ball in your feet.

5. “Crossing the swamp”
The first participants
2 sheets of paper. The task is to go through the “swamp” by stepping on “bumps” - sheets of paper. You need to put a “bump” on the floor, stand on it with both feet, and put the other “bump” in front of you. The winner is the team that passes the “swamp” first.

6. “Running with a tennis ball”
Running fast is common to everyone,
Try running like this.
So that the ball is very light from a spoon
Not to fall to the ground, but to be in your hands!

7.Relay
Sports competition "Passed - sit down"
The game is played in columns. Each team chooses a captain who stands opposite his team at a distance of five to eight steps. The captains each have a ball in their hands. At the presenter’s signal, the captain throws the ball (any way or in advance) in an established manner– from the chest, from the shoulder, from below, etc.) to the first player on his team. He catches it, returns it to the captain in the same way and immediately assumes a crouching position. The captain then exchanges passes with the second, third and rest of the team players. Each player, having made a return pass, takes a crouching position. When the last player in the column gives the ball to the captain, he lifts it up and the whole team quickly stands up.

8. "Riding the Broom"
Run on mops to the cube and back. Everyone takes turns.

9. “Hoop Relay”
Two lines are drawn on the track at a distance of 20 - 25 m 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.

10. "Three Jumps"
Participants are divided into two teams. Place a jump rope and a hoop at a distance of 8-10 m from the start line. After the signal, the first person, having reached the rope, takes it in his hands, makes three jumps on the spot, puts it down and runs back. The second person takes the hoop and makes three jumps through it and alternates between the jump rope and the hoop. The team that finishes it faster will win.

Presenter1: And now, while the jury is summing up the results, we will conduct

captains competition:
“who can name more sportswear”

Presenter 2: Our holiday is over. All team members showed their agility, strength, and speed. And most importantly, we received a boost of energy and mass positive emotions. Play sports, improve your health, develop strength and endurance! See you again!

These competitions will help teachers and parents entertain their children. They can be carried out in classes, festive events, at home, on the street.

Firefighters

Turn out the sleeves of two jackets and hang them on the backs of chairs. Place the chairs at a distance of one meter with their backs facing each other. Place a two-meter long rope under the chairs. Both participants stand at their chairs. At the signal, they must take their jackets, turn out the sleeves, put them on, and fasten all the buttons. Then run around your opponent’s chair, sit on your chair and pull the string.

Who is faster

Children with skipping ropes in their hands stand in a line on one side of the playground so as not to interfere with each other. In 15 - 20 steps, a line is drawn or a cord with flags is laid down. Following the agreed signal, all children simultaneously jump in the direction of the placed cord. The one who gets near her first wins.

Hitting the ball on target

A pin or flag is placed at a distance of 8-10 m. Each team member gets the right to one throw, he must try to knock down the target. After each throw, the ball is returned to the team. If the target is shot down, it is replaced in its original place. The team with the most accurate hits wins.
- the ball does not fly, but rolls along the ground, launched by hand,
- players kick the ball,
- players throw the ball with both hands from behind their heads.

Ball in the ring

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.

Artists

In the center of the circle or stage are two easels with paper. The leader calls two groups of five people. At the signal from the leader, the first from the group take the coal and draw the beginning of the picture; at the signal, they pass the coal to the next one. The task is for all five competitors to draw a given drawing faster than their opponents. Everyone must participate in drawing.
The tasks are simple: draw a steam locomotive, a bicycle, a steamship, a truck, a tram, an airplane, etc.

Roll a ball

The players are divided into groups of 2 - 5 people. Each of them receives a task: within a set time (8 - 10 minutes) roll a snowball as large as possible. The group that rolls the largest snowball by the specified time wins.

Three ball run

At the starting line, the first person 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 m, places them on the floor.
- instead of large balls, you can take 6 tennis balls,
— instead of running, jumping.

Chain

In the allotted time, make a chain using paper clips. Whose chain is longer wins the competition.

Blow up the balloon

For this competition you will need 8 balloons. 8 people are selected from the audience. They are given Balloons. At the leader’s command, the participants begin to inflate the balloons, but in such a way that the balloon does not burst when inflated. The one who completes the task first wins.

turnip

Two teams of 6 children each participate. This is grandfather, grandmother, Bug, granddaughter, cat and mouse. U opposite wall hall 2 chairs. On each chair sits 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, etc. At the end of the game, A turnip catches a mouse. The team that pulled out the turnip the fastest wins.

Hoop relay

Two lines are drawn on the track at a distance of 20 - 25 m 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 opposite column, the player with the jump rope starts and moves forward by jumping the rope. After completing the task, each participant passes the equipment to the next player in the column. This continues until the participants complete the task and change places in the columns. Jogging is prohibited.

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 to pick up a fallen ball without outside help It's 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.

Ball race underfoot

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, etc. The team that finishes the relay the fastest wins.

Three jumps

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

Hoop race

The players are divided into equal teams and lined up along the side lines of the court. On the right flank of each team there is a captain; he is wearing 10 gymnastic hoops. At the signal, the captain takes off the first hoop and passes it through himself from top to bottom, or vice versa and passes it to the next player. At the same time, the captain takes off the second hoop and passes it to his neighbor, who, having completed the task, passes the hoop on. Thus, each player, having passed the hoop to his neighbor, immediately receives a new hoop. The last player in the line puts all the hoops on himself. The team whose players complete the task faster receives a winning point. The team whose players win twice wins.

Quick threes

Players stand in a circle in threes, one after the other. The first numbers of each three join hands and form an inner circle. The second and third numbers, holding hands, form a large outer circle. At the signal, the guys standing in the inner circle run to the right with side steps, and those standing in the outer circle run to the left. At the second signal, the players release their hands and stand in their threes. Each time the circles move in a different direction. The three players who come together the fastest get a winning point. The game lasts 4 - 5 minutes. The trio whose players score the most points wins.

Prohibited movement

The players and the leader stand in a circle. The leader takes a step forward to be more noticeable. If there are few players, then you can line them up and stand in front of them. The leader invites the children to perform all the movements after him, with the exception of those prohibited, which were previously established by him. For example, it is prohibited to perform the “hands on the belt” movement. The leader begins to make different movements to the music, and all the players repeat them. Unexpectedly, the leader performs a prohibited movement. The player repeating it takes a step forward and then continues to play.

Courtesy check

This competition is tricky and is only held once. Before the start of the boys' competition, a girl passes in front of them and, as if by accident, drops her handkerchief. The boy who guessed to pick up the scarf and politely return it to the girl wins. After this it is announced that this was the first competition.
Option: if the competition is between two teams, then the point is awarded to the one from which the most polite boy was.

Good fairy tale

The basis is a fairy tale with a sad ending (for example, the Snow Maiden, the Little Mermaid, etc.). And the children are given the task of thinking about how this fairy tale can be remade, using characters from other fairy tales, so that it ends happily. The winner is the team that plays out the fairy tale in the form of a mini-play in the most funny and cheerful way.

Train

The game participants are divided into two equal groups. The players of each group hold on to each other and form one chain with their arms bent at the elbows.
Stronger and more dexterous participants – “groovy” ones – become ahead of the chain. Standing opposite each other, the “clockwork” also takes each other’s arms bent at the elbows and each pulls in their own direction, trying to either break the opponent’s chain or pull it over the intended line.
Rule: start pulling exactly at the signal.

Story competition folk tales

Children are divided into two teams. The presenter says the first words from the title of folk tales; participants must say the entire title. The team that gives the most correct answers wins.
1. Ivan Tsarevich and the gray... (wolf)
2. Sister Alyonushka and brother... (Ivan)
3. Finist - Clear... (falcon)
4. Princess - ... (Toad)
5. Geese - ... (Swans)
6. By pike... (order)
7. Moroz... (Ivanovich)
8. Snow White and the seven... (dwarves)
9. Horse - ... (Humpbacked Little Humpback)

Speak without mistakes

Whoever pronounces these proverbs better will win:
Sasha walked along the highway and sucked on a dryer.
Karl stole corals from Clara, and Clara stole a clarinet from Karl.
The ships tacked and tacked, but did not tack.
He reported, but didn’t report enough, but when he began to report more, he reported.

Night travel

The presenter says that the driver will have to drive at night without lighting, so the player is blindfolded. But first, the driver is introduced to a freeway made from sports pins. Handing the steering wheel to the driver, the presenter offers to practice and drive so that not a single post is knocked down. The player is then blindfolded and brought to the steering wheel. The presenter gives a command - a hint where to turn to the driver, warns about danger. When the path has been completed, the leader unties the driver's eyes. Then the next participants in the game “go”. The one who knocks down the pins the least wins.

Sharp shooters

There is a target on the wall. You can use small balls or darts.
Each player has three tries.
After the game, the host rewards the winners and encourages the losers.

Keep your balance

With their arms extended to the sides, the players, like tightrope walkers, walk along the very edge of the carpet.
The last one to leave the race wins.

Horror

The conditions are as follows: there are five eggs in the cassette. One of them is raw, the presenter warns. And the rest are boiled. You need to break an egg on your forehead. Whoever comes across something raw is the bravest one. (But in general, the eggs are all boiled, and the prize is simply awarded to the last participant - he deliberately took the risk of becoming everyone’s laughing stock.)

Game "Merry Orchestra"

An unlimited number of people participate in the game. A conductor is selected, the remaining participants are divided into balalaika players, accordionists, trumpeters, violinists, etc., depending on the number of participants. At a signal from the conductor, who points to a group of musicians, they begin to “play” to the tune of any famous song: balalaika players - “Trem, shake”, violinists - “tili-tili”, trumpeters - “turu-ru”, accordionists - “tra- la-la." The difficulty of the task is that the pace of change of musicians is constantly increasing, the conductor points first to one group, then to the other, and if the conductor waves both hands, then the musicians must “play” all together. You can make the task more difficult: if the conductor waves his hand strongly, then the musicians must “play” loudly, and if he waves his hand a little, then the musicians “play” quietly.

Game "Collect a bouquet"

2 teams of 8 people each participate. 1 child in the team is a gardener, the rest are flowers. On the heads of the flower children are hats with images of flowers. Flower children squat in a column, one at a time, at a considerable distance from each other. At a signal, the gardeners run to the first flower, which grabs the gardener’s back. Already the two of them are running to to the next flower etc. The team that reaches the finish line first wins.

ring

You will need a long cord and a ring. Thread the cord through the ring and tie the ends. Children sit in a circle and place a cord with a ring on their knees. In the center of the circle is the driver. Children, unnoticed by the driver, move the ring from one to another (not necessarily in one direction, you can move the ring in different directions). At the same time, music sounds, and the driver carefully monitors the movements of the ring. As soon as the music stops, the ring also stops. The driver must indicate who currently has the ring. If you guess right, you change places with the one who had the ring.

And I!

A game of attentiveness.
Rules of the game: the presenter tells a story about himself, preferably a fable. During the story, he pauses and raises his hand up. The rest should listen carefully and, when the leader raises his hand up, shout “and I” if the action mentioned in the story can be performed by a person or remain silent if the action is not suitable. For example, the presenter says:
“One day I went into the forest...
All: “Me too!”
I see a squirrel sitting on a tree...
-…?
The squirrel sits and gnaws nuts...
— ….
- She saw me and let’s throw nuts at me...
-…?
- I ran away from her...
-…?
- I went the other way...
— ….
- I’m walking through the forest, picking flowers...
— …
- I sing songs...
— ….
— I see a little goat nibbling the grass... -...? - As soon as I whistle...
— ….
- The little goat got scared and ran away...
-…?
- And I moved on...
— …
There are no winners in this game - the main thing is a cheerful mood.

Repeat

Children stand in one line. By lot or counting, I choose the first participant. He faces everyone and performs some movement, for example: clapping his hands, jumping on one leg, turning his head, raising his arms, etc. Then he stands in his place, and the next player takes his place. He repeats the movement of the first participant and adds his own.
The third player repeats the two previous gestures and adds his own, and so do the rest of the game participants in turn. When the whole team has finished showing, the game can go on for the second round. A player who fails to repeat any gesture is eliminated from the game. The winner is the last child standing.

Sparrows and crows

You can play together with a child, but better company. Agree in advance what the sparrows will do and what the crows will do. For example, with the command “Sparrows,” children will lie down on the floor. And when the Crows command, climb onto the bench. Now you can start the game. An adult slowly pronounces, syllable by syllable, “Vo - ro - ... ny!” Children must quickly perform the movement that was assigned to the crows. Whoever completed it last or got it wrong pays a forfeit.

Plucking feathers

You will need clothespins. Several children will be catchers. They are given clothespins, which they attach to their clothes. If the catcher catches one of the children, he attaches a clothespin to his clothes. The first catcher to free himself from his clothespins wins.

Looking for the ball

The participants of the game stand in a circle and close their eyes. The leader takes a small ball or any other small object and throws it further to the side. Everyone listens carefully, trying to guess by the sound where the ball fell. At the command “Look!” children run away different sides, looking for the ball. The winner is the one who finds it, quietly runs up to a pre-agreed place and knocks with a stick with the words “The ball is mine!” If other players guess who has the ball, they try to catch up with him and grab him. Then the ball goes to the player who caught up. Now he is running away from the others.

Glomerulus

Children are divided into pairs. Each pair is given a ball of thread and a thick pencil. At the leader’s signal, the children begin to rewind the ball onto a pencil. One of the children holds the ball, the second winds the thread around the pencil. The pair that completes the job the fastest wins. A second prize can be awarded for the neatest ball.

Two rams

This game can be played in pairs taking turns. Two children, with their legs spread wide apart, bend their torsos forward and rest their foreheads against each other. Hands clasped behind back. The task is to confront each other without budging for as long as possible. You can make the sounds “Bee-ee”.

Potato

Invite the children to test their attentiveness, observation and reaction speed. It's very easy to do. Let the guys answer any of your questions: “Potatoes.” Questions can be addressed to everyone, and sometimes it is better to ask one. For example: “What do you have in this place?” (pointing to his nose).
The reaction is not hard to imagine. Whoever makes a mistake leaves the game. Do not forget to forgive the most inattentive ones after the first two questions, otherwise you will have no one to continue the game with. Here are some questions you can ask:
— What did you have for lunch today?
-What would you like to eat for dinner?
- Who is this who is late and is entering the hall now?
— What did your mother bring you as a gift?
-What do you dream about at night?
— What is the name of your favorite dog? … and so on.
Give the winners - the most attentive guys - at the end of the game funny prize- potato.

Truckers

Plastic cups or small buckets of water filled to the brim are placed on children's trucks. Ropes of the same length (according to the child’s height) are tied to the cars. On command, you must quickly “carry the load” from start to finish, trying not to splash the water. The winner is the one who reaches the finish line the fastest and does not spill the water. You can make two prizes - for speed and for accuracy.

Crumple up the newspaper

You will need newspapers according to the number of participants. There is an unfolded newspaper on the floor in front of the players. The task is to crumple the newspaper at the presenter’s signal, trying to collect the entire sheet into a fist.
Whoever can do this first is the winner.

Clever janitor

To play, you need to prepare a broom and “leaves” (You can use small pieces of paper). A circle is drawn - this is the place of the “janitor.” The janitor is selected. The “janitor” stands in a circle with a broom. At the leader’s signal, the rest of the participants pretend to be “the wind,” that is, they throw pieces of paper into the circle, and the “janitor” sweeps out the trash. The “janitor” is considered the winner if after the agreed time (1-2 minutes) there is not a single piece of paper in the circle.

Self-portrait

Two slits for hands are made on a sheet of whatman paper or cardboard. Participants take each sheet of paper, insert their hands into the slots, and draw a portrait with a brush without looking. Whoever has the most successful “masterpiece” takes the prize.

"Monkey"

Children are divided into two teams. After which the players of the first team confer and think of a word for one of the players of the second team. His task is to show this word to his team members only with gestures, without using any sounds or words. When the word is guessed, the teams change places.
Depending on the age of the participants, the complexity of the hidden words may vary. Beginning with simple words and concepts, such as “car”, “house”, and ending complex concepts, names of films, cartoons, books.

Snowflake

Each child is given a “snowflake”, i.e. a small ball of cotton wool. Children loosen their snowflakes and, at your signal, launch them into the air and begin to blow on them from below so that they stay in the air as long as possible. The most dexterous one wins.

Land - water

Participants of the competition stand in one line. When the leader says “land,” everyone jumps forward; when they say “water,” everyone jumps back. The competition is held at a fast pace. The presenter has the right to pronounce other words instead of the word “water,” for example: sea, river, bay, ocean; instead of the word “land” - shore, land, island. Those who jump at random are eliminated, the winner is the last player - the most attentive.

Drawing a portrait

Participants try to draw a portrait of any of those sitting opposite. Then the leaves are sent in a circle. Everyone on back side will try to write who he recognized in this portrait. When the leaves go around the circle and return to the author, he will count the number of votes of the participants who recognized the one drawn. The best artist wins.

Lock

Players are given a bunch of keys, closed the padlock. It is necessary to pick up the key from the bunch and open the lock as quickly as possible. You can put a lock on the cabinet where the prize is hidden.

Sniper

All players close their eyes and pull matches from the pile one at a time. You cannot show your match to your neighbor. One of the matches is broken, and the one who takes it out becomes a sniper. Then everyone opens their eyes and the day begins. A sniper can kill a player by looking into his eyes and winking. The “killed” person leaves the game and loses the right to vote.
If one of the players witnesses a “murder”, he has the right to say loudly about it, at this moment the game stops (that is, the sniper cannot kill anyone), and the players find out if there are any more witnesses. If not, the game continues, and if there is, the angry players lynch the suspect, taking the match away from him and thus finding out whether they made a mistake. The sniper's task is to shoot everyone before he is exposed, and everyone else's task is to expose the sniper before he shoots everyone.

Chinese football

The players stand in a circle facing outward, with their feet shoulder-width apart, so that each foot stands close to the symmetrical leg of its neighbor. Inside the circle there is a ball, which the players try to score into each other’s goal (that is, roll the ball between their legs with their hands). The one between whose legs the ball rolls removes one hand, after the second goal - the second, and after the third - leaves the game.

Aram-shim-shim

The players stand in a circle, alternating by gender (that is, boy-girl-boy-girl, and so on), with the driver in the center. The players clap their hands rhythmically and speak in unison the following words: “Aram-shim-shim, aram-shim-shim, Arameya-Zufiya, point to me! And again! And two! And three!”, at this time the driver, closing his eyes and pointing his hands forward, rotates in place, and when the text ends, he stops and opens his eyes. The representative of the opposite sex closest in the direction of rotation to the place shown to them also goes to the center, where they stand back to back. Then everyone else claps their hands again, saying in unison: “And once! And two! And three!". On the count of three, those standing in the center turn their heads to the sides. If they looked in different directions, then the driver kisses (usually on the cheek) the one who came out, if in one direction, they shake hands. After which the driver stands in a circle, and the one who leaves becomes the driver.
There is also a version of the game in which for the representatives of the stronger sex spinning in the center the words “Aram-shim-shim, ...” are replaced with “Wider, wider, wider circle! He has seven hundred girlfriends! This one, this one, this one, this one, and my favorite one is this one!”, although in general it doesn’t matter.
While playing the game younger age, it makes sense to replace kisses with scary faces that the two in the center make at each other.

And I'm going

The players stand in a circle facing inward. One of the seats remains free. The one standing to the right of the free space says loudly, “And I’m coming!” and goes over to him. The next one (that is, the one who is now standing to the right of the empty seat) loudly says “Me too!” and moves on to him, the next one says “And I’m a hare!” and also takes place on the right. The next one, moving on, says “And I’m with...” and names someone from those standing in the circle. The task of the one who was named is to run to an empty place. In this game, you can add a driver who will wedge into an empty seat when someone is thinking too long.

Game "Lanterns"

This game involves 2 teams. Each team has 3 yellow balls. At the command of the presenter, the spectators begin to pass the balls from hand to hand from the first row to the last. You need to pass the balls (fire) with your hands raised and return them back in the same way, without extinguishing the fire (i.e. without bursting the ball).

Competition "Who can collect coins faster"

The competition is open to 2 people (more is possible). Game coins made of thick paper are scattered around the site. The participants' task is to collect money blindfolded. The one who is faster and wins will collect more coins This competition can be repeated 2 - 3 times.

Rain

The players are free to sit in the room. When the text begins, everyone performs voluntary movements. WITH the last word“stopped” all movements stop, the participants in the game seem to freeze. The presenter, passing by them, notices the one who moved. He leaves the game. A wide variety of movements can be used, but always while standing still. At the end of the game, the presenter also marks those who performed the most beautiful or complex movements.
Text:
Rain, rain, drop,
Water Saber,
I cut a puddle, I cut a puddle,
Cut, cut, didn't cut
And he got tired and stopped!

Surprise

A rope is stretched across the room, to which the
various small prizes. The children are blindfolded one by one and given
scissors and they cut off their prize with their eyes closed. (Be
Be careful, do not leave children alone while playing this game!).

Cockroach race

For this game you will need 4 matchboxes and 2 threads (for two participants). The thread is tied to the belt in front, and a matchbox is tied to the other end of the thread so that it hangs between the legs. The second box is placed on the floor. Swinging boxes between their legs like a pendulum, participants must push boxes lying on the floor. Whoever covers the pre-determined distance faster is considered the winner.

Fishing

A deep plate is placed on a chair, participants must take turns throwing a button or a bottle cap into it from a distance of 2-3 meters, trying to hit it so that the button remains in the plate.
This simple game It really captivates and captivates the kids.

Watchman

The guys sit on chairs so that a circle is formed. There must be a player behind each person sitting on a chair, and one chair must be free. The player standing behind him must discreetly wink at any of those sitting in the circle. All seated participants must face the player with an empty chair. A sitting participant, seeing that he has been winked at, must quickly take an empty seat. The functions of the players standing behind those sitting are to prevent their players from going to empty seats. To do this, they just have to put their hand on the shoulder of the person sitting. If the “guard” does not release the “fugitive”, they change places.

One - knee, two - knee

Everyone sits down on chairs again in a tight circle. Then everyone should place their hand on the right knee of the person on their left. Did you put it in? So, now, starting with the counselor, a light hand clap should pass clockwise across all knees in turn. First - the counselor’s right hand, then left hand his neighbor on the right, then the right hand of the neighbor on the left, then the left hand of the counselor, etc.
The first round is held so that the guys understand how to act. After this the game begins. The one who made a mistake during the game removes the hand that either delayed its clap or made it earlier. If a player removes both hands, he leaves the circle and the game continues. To complicate the task, the counselor gives the count faster and faster, under which the clap should be made. The last three players standing win. and receive a certificate for certification?

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Games - relay races - these types sports games, in which the participants take turns performing some action, and each participant, having completed his stage, passes the “move” to the next player.

Relay games develop children's physical abilities: running speed, agility, strength, endurance, reaction speed, coordination of movements. In addition to the benefits for the child’s physical health, relay races are useful because they teach children to work and interact in a team, coordinate their actions with friends, and jointly achieve a goal. Participation in team relay games very useful for shy and uncommunicative children. Such children have difficulty speaking in front of other people and often refuse games where they can be the leader or the loser because they are afraid of excessive attention to themselves. Participation in team play gives them confidence, helps them overcome their fears and gives them the opportunity to socialize and play with their friends.

Relay games belong to the category of team outdoor games with given rules. All children are divided into two or large quantity teams, and teams compete with each other. Each team selects a captain who coordinates the participants and ensures that the rules are followed in his team.

The main element of any relay race is covering the allotted distance by running or other means of movement and completing some task. Simple relay races for preschoolers include only covering a distance or covering a distance and completing some task (throwingball , climbing or jumping over obstacles). Relay races for older children can be more complex and include 2-3 types of additional tasks.

Before the start of the game, all participants line up in a column one after another. On command, the first players in each column begin to move. Each participant who has completed the relay stage gives the right to participate to the next player by handing him an object or touching it with his hand. The game continues until the last participant completes the task. The team whose members finish the relay first is declared the winner.

In the swamp.

Two participants are given two sheets of paper. They must go through the “swamp” along “bumps” - sheets of paper. You need to put the sheet on the floor, stand on it with both feet, and put the other sheet in front of you. Move to another sheet, turn around, take the first sheet again and place it in front of you. And so, who will be the first to cross the room and come back?

No worse than a kangaroo.

You need to jump a certain distance, holding a regular or tennis ball between your knees. If the ball falls to the ground, the runner picks it up, pinches it again with his knees and continues jumping.

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, you need to walk the entire distance and pass the mortar and broom to the next one.

Pass by, don't touch me

On level ground, at a distance of a step from each other, 8–10 towns are placed on the same line (or pins). The player stands in front of the first town, is blindfolded and asked to walk back and forth between the towns. The one who knocks down the fewest towns wins.

Centipede

The players are divided into two or three teams of 10-20 people and line up behind each other. Each team receives a thick rope (a rope, which all players grab with their right or left hand, evenly distributed on both sides of the rope. Then each of the participants in the attraction, depending on which side of the rope they are standing on, grabs their ankle with their right or left hand or the left leg. At the signal of the leader, the centipedes jump forward 10-12 meters, holding on to the rope, then turn around and jump back. You can simply run on two legs, but then the guys should be placed very close to each other. Victory is awarded to the team that is first. ran to the finish line, provided that none of its participants unhooked from the rope while running or jumping.

Draw the sun

This relay game involves teams, each of which lines up in a column one at a time. At the start, in front of each team there are gymnastic sticks according to the number of players. A hoop is placed in front of each team, at a distance of 5-7 meters. The task of the relay participants is to take turns, at a signal, running out with sticks, placing them in rays around their hoop - “draw a sun.” The team that completes the task faster wins.

Train

A starting line is drawn in front of the teams standing in columns, and racks are placed or medicine balls are placed 10-12 m from each of them. At the leader’s signal, the first numbers from each team run to the racks, run around them, return to their column, but do not stop, but go around it and run to the racks again. When they cross the starting line, the second numbers join them, hugging the first ones by the waist. Now the two players run around the counter. In the same way, third numbers join them, etc. The game ends when the entire team representing the train cars finishes. In the game, a large load falls on the first numbers, so when the game is repeated, the participants in the columns are arranged in the reverse order.

Ball in the ring

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.

Three ball run

At the starting line, the first person 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 m, puts them on the floor.

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

Instead of running - jumping.

Ball race underfoot

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, etc. The team that finishes the relay faster wins.

Snipers

Children stand in two columns. Place a hoop at a distance of 2m in front of each column. Children take turns throwing sandbags with their right and left hands, trying to hit the hoop. If the child hits, then his team gets 1 point. Result: whoever has the most points wins.

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 sits 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, etc. At the end of the game, A turnip catches a mouse. The team that pulled out the turnip the fastest 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 opposite column, the player with the jump rope starts and moves forward by jumping the rope. After completing the task, each participant passes the equipment to the next player in the column. This continues until the participants complete the task and change places in the columns. Jogging is prohibited.

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.

Three jumps

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

Ball race

The players are divided into two, three or four teams and stand in columns one at a time. Those in front each have a ball. 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, becomes the first and begins passing the ball back, etc. The game continues until each of the team players 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. Complication: before passing the ball, throw the ball up, catch it after clapping and pass it over your head to the next participant.

Passed - sit down

The players are divided into several teams 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 m. The captains receive the ball. 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.

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 8-10 m. At the signal, the guide in the column runs out from behind the starting line and moves forward, jumping over the 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.

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 when given a signal and carry the vegetables into the cars.

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 jumps further wins.

Crossing.

Children are divided into two teams that “relax on the river.” Each team has a hoop - this is a “boat”. Teams must swim in a “boat” from one bank to the other. Start and finish lines are determined. At the leader’s signal, the first players get into the “boat”, take one player with them and help him swim to the other side. Then they come back for the next one. You can only take one passenger with you. The team that gets to the other side faster wins.

Roll the ball.

Teams line up in columns one at a time. The first player on each team has a volleyball or medicine ball in front of them. 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.

The ball is towards you.

Two teams of 10 people are divided into two groups and stand opposite each other at a distance of 4-6 meters. The first numbers have balls. At the leader’s signal, the guys roll the balls towards each other so that the balls do not collide. Having caught the balls, the players pass them to the next numbers.

Caterpillar .

Also, two teams line up between two lines at a distance of 4 meters. But at the leader’s signal, they take the “caterpillar” position, that is, each player gives his left leg, bent at the knee, to the player standing behind, and with his left hand supports the leg of the one in front. Right hand puts it on his shoulder. At the second signal, the columns begin to move forward by jumping on one leg. The task is not easy, requiring dexterity and strength. The team whose finisher crosses the finish line first will win. In this game it is important to maintain rhythmic movement. Therefore, one of the players can count out loud - one, two, etc.

Bowling.

At a distance of 3 m there are 10 pins in one row. Each team member tries to knock down the pins with a ball. The winner is the team that knocks down all the pins using the fewest number of throws.

Football player's path.

The area for these competitions must be level. Along its length, place five to six flags at intervals of six to seven steps. Place exactly the same row of flags parallel to them at a distance of ten steps. Use a rope or a line to mark the start line on the ground, which will also be the finish line. Divide everyone who wants to participate in the relay game into two equal teams and place them in single file at the starting line, each opposite its own row of flags. Give the first numbers in the teams a ball.

Everyone will have to jog with the ball, moving it with their feet in front of them along a broken zigzag line between the flags. Whether it is easy, players will see from their own experience. When running fast, you need to try not to let the ball go far from you. This skill is very important for a football player. After running back and forth with the ball, the players kick the ball to the next numbers on their team. So, one after another, all the team players run between the flags. Some will do it faster, others slower, which will decide the outcome of the competition. If a player makes a mistake, he returns to the place where it happened and dribbles the ball from there again.

Funny frogs.

The game involves two teams (more are possible). A jump rope is placed 3–4 m from the starting line. The first team numbers go to the starting line. At the signal, participants run “frog” jumps to the jumping ropes, perform 10 jumps and run back to the starting line.

By thread.

On the ground, with a sharp stick, several (according to the number of participants in the game) parallel straight lines are drawn, marking the distance. Start! Everyone is running a race - it is important not only to come first, but also to run the distance “like on a thread” - so that the tracks always fall on the drawn straight line.


Fun relay races for children.

Fun relay races for children are active team competitions.

Basically, children's relay races are held as useful entertainment during ordinary public or special events, however, they can also be organized for teenagers in a slightly more serious format, that is, as professional children's team building.

All relay races must be conducted by a judge (any adult or physical education teacher). Venue: school gym or sports field.

    Planting vegetables

The props needed for this relay are three volleyballs, three hoops, and a turn sign.

The judge lines up the participants in one line, parallel to the starting line (he then uses this formation in all subsequent games).

At a distance of several meters from this line there is a turning sign, and before it: three hoops (there should be a distance of three meters between each of them).

The task of the first participant standing in the line: taking three volleyballs in his hands, quickly run up to the hoops and put one ball into each of them. After this, without the balls, the first participant reaches the turning point, runs around it and returns to the rest of the players to touch the next participant standing in the line with his hand. The task of the next player (second) will be the same run, but first he must run to the turning sign, and only then to the hoops from which he must pick up the balls. The second participant gives the balls to the third player standing in a line. The third participant repeats the actions of the first, and the fourth - the second, etc.

    Swap places

Props for the relay race: a hoop, a soccer ball, a cube (made of light but non-breakable material).

At a distance of several meters from the starting line, the referee places a hoop on the ground and places a soccer ball inside it.

At the judge's signal, the participant first standing in a column with a cube in his hands, runs to the hoops, puts the cube in it and takes the ball. After that, he runs to the column and passes the ball to the next participant standing behind him in the column. The player (second) runs with the ball in his hands to the hoop, takes the cube from it, and leaves the ball. This participant then returns to the other players and gives the cube to the next player, who is third in the column. This player repeats the actions of the first participant, and the participant who was fourth in the column repeats the actions of the player who occupied the second position in the line, etc.

    Curling

Equipment: mop, puck (light, not hockey), three cones.

Opposite the starting line, the judge places three cones on the ground (perpendicular to the line), and behind them places a turning sign (branch, flag, etc.).

At the referee’s signal, the participants take turns, holding a mop in their hands, with which they must move the puck lying on the ground, and move to the cones as quickly as possible. Then they “snake” around these cones (along with the mop and puck), get to the turning sign, go around it and return (ignoring the cones) to the line.

Notes

Participants must pass the mop with the puck behind the starting line, and not before it.

    You feel weak

Props: one basketball and two volleyballs. A few meters from the starting line, the referee places a flag or cone.

The first player standing in the column takes a volleyball in each hand and holds a basketball with his knees. At the leader’s signal, this participant runs with the balls to the flag, goes around it and returns back to pass the balls to the child standing second in the column. All relay participants repeat the actions of the first player.

    Bolomania.

For the relay race"Bolomania" You will need two balls, as well as a rope (it can replace the “finish line” on the floor; you can also use two chairs for this purpose). The facilitator divides the participants into two groups with an equal number of players. Children from both teams stand in lines, and the lines, in turn, are one opposite the other, while both teams are given one ball.

The task of each participant is to run with the ball in his hands to the finish line, and then come back and pass this ball to the next player standing in the line. However, there are special rules regarding how a player occupying a certain position in his line must carry the ball:

first participant – holding the ball only with the little fingers;

second – holding the ball between your knees;

third – holding the ball between the ankles;

fourth – holding the ball in a fully open palm and at the same time bouncing;

fifth – dribbling the ball along the ground backwards

The team whose members were the first to complete the relay with the ball and made no mistakes is considered the winner.

Number of participants : any from 10 people

Additionally : ball, rope

    Wheelbarrow

Teams divide players into pairs. One of the participants in the “pair” should lie on the ground, and the other should take his legs (it turns out a kind of ). After this, the “pairs” move to the start: the first player on his hands, and the other in the usual step, but holding his partner by the legs. “Pairs” of both teams line up in front of the starting line and, at the judge’s signal, run to the finish line. The winner is the team that is the first to gather at the finish line in full force.

    Speed ​​jumping

Speed ​​jumping isn't hard, but what if you made the rules more complicated and forced players to jump on their haunches? Participants must jump in single file, one after another, from start to finish.

    Cheerful couple

And another competition in which pairs of players participate: two participants stand with their backs to each other and tightly clasp their hands. They need to get to the finish line faster than the members of the other team, but they can only move sideways and, in no case, without releasing their arms.

    Cheek to cheek

To conduct a relay race, you need two teams with an even number of players and a certain obstacle course (you can arrange chairs, throw pillows, buckets, toys, in general, anything), which must be overcome along a certain route.

Teams line up in columns of two, after which the leader pronounces the method of movement for the next pair of children: for example, “cheek to cheek.” In this case, the first pair of participants from each team must lean their cheeks against each other and in this position, without looking away from each other, overcome the obstacle course and return to their team. The leader gives the next pair another task, etc. The winning team is the one whose members are the first to complete the distance.

What other combinations can be called, for example:

Elbow to elbow

Head to head

Hand to foot

Back to back

Knee to foot

Ear to back

    turnip

For the relay it is necessary to form two teams. Each player is given a role: grandfathers, grandmothers, granddaughters, Bugs, cats and mice. The players of both teams line up in a column one at a time, and on the opposite side of them there are chairs on which a child, a turnip, sits.

Then, at the leader’s signal, each first player of each team (grandfather) runs to the turnip, goes around it and returns to the team. Then the next participant, the grandmother, clings to him (by the belt) and together they run to the turnip and back, Zhuchka joins them, etc. In the end, when there is a mouse in the column, the turnip must grab it by the belt and everyone must run to the finish line together. If the formation breaks during the run, the players must repeat the circle with the last participant again.

The team that pulled out the turnip first wins.

    “Notes” relay race

You will need: two paper bags, strips of paper, pencil and chalk

Step 1. Getting ready for fun starts . We set the starting line (we draw it on the asphalt or mark it with a flag or in any other way). We divide the children into two teams. Also prepare two packets with tasks on notes.

Write instructions and tasks on strips of paper.

    Jump to the tree, touch it, and then jump back!

    Run to the wall, touch it, run back!

    Run to the tree, run around it five times, run back!

    Squat down and jump up to the presenter, shake his hand, and come back with the same jump!

    Walk backwards to ... (insert your goal), touch ... and go back backwards!

    Jump to the asphalt path, write the name of your team on it with chalk, and come back jumping!

    Walk with giant steps to..., return back with Lilliputian steps!

    Run to the tree, touch it, run to asphalt path, write the name of your team in chalk REVERSE, run back!

    Take the Panama hat/cap of one of your comrades, jump to the fence, hang it on the fence, jump back!

You need to print or write two copies of each instruction - identical sets should be prepared for the players of each team. Divide the tasks into packages - each package contains tasks according to the number of players in the team.

Step 2. Let's play fun starts! The first player draws a task strip from the bag, completes it, then passes the baton to another player, who does the same. The team that completes all tasks the fastest wins.

Additionally:

"Kangaroo" . Participants move with a ball pressed between their feet to a landmark and back.

"Animals" . Participants in teams turn into animals: the first into bears, the second into hares, the third into foxes and move on command, imitating the animals in turn.

"Arrows" . Team captains stand with hoops raised above their heads, which participants take turns trying to hit with balls.

"Trucks" . Each participant must carry three balls (possibly of different diameters) in the back (with their hands folded into a ring) to the landmark and back.

"Three Jumps" . The presenters place a hoop and a jump rope at a distance of 10 m from the participants. The first participant must run to the rope and jump 3 times, the second must run to the hoop and jump 3 times.

"Ball on a Racket" . The participant places the ball on the racket and tries to carry it to the landmark and back.