Sports relays

Ball in the ring

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

Artists

In the center of the circle or stage are two easels with paper. The facilitator calls two groups of five people. At the leader’s signal, the first from the group take coal and draw the beginning of the drawing, 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 should be involved in drawing. The tasks are simple: draw a steam locomotive, a bicycle, a steamer, a truck, a tram, an airplane, etc.

Running with three balls

On the start line, the first one takes 3 balls in a convenient way (football, volleyball and basketball). On a signal, he runs with them to the turning flag and stacks 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 1m, puts them on the floor.
- instead of big balls, you can take 6 tennis balls,
- instead of running - jumping.

turnip

There are two teams of 6 children. This is a grandfather, grandmother, Bug, granddaughter, cat and mouse. There are 2 chairs on the opposite wall of the hall. A turnip sits on each chair - a child in a hat with a picture of a turnip.

The grandfather starts the game. On 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 to run together, go around the turnip again and run back, then the granddaughter joins them, etc. At the end of the game for a turnip clings to a mouse. The team that pulls out the turnip the fastest wins.

Relay with hoops

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, come back and pass the hoop to his friend. The team that finishes the relay first wins.

Relay with hoop and rope

Teams are built as if they were 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. On a signal, the player with the hoop rushes forward, jumping over the hoop (like a jump rope). As soon as the player with the hoop crosses the start line of the opposite column, the player with the rope starts, who moves forward by jumping the rope. Each participant, after completing the task, passes the inventory to the next player in the column. This continues until the participants complete the task and change places in the columns. Runs are prohibited.

Porters

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

Ball race underfoot

Players are divided into 2 teams. The first player sends the ball back between the spread legs of the players. The last player of each team leans over, catches the ball and runs forward with it along the column, stands at the beginning of the column and again sends the ball between the legs apart, etc. The team that finishes the relay the fastest wins.

Three jumps

The participants are divided into two teams. At a distance of 8-10 m from the start line, put a rope and a hoop. After the signal, the 1st, having reached the rope, picks it up, makes three jumps on the spot, puts it down and runs back. The 2nd takes the hoop and makes three jumps through it and the rope and the hoop alternate. Whose team can do it faster, that one will win.

Forbidden movement

The players, together with the leader, stand in a circle. The leader takes a step forward to be more visible. If there are few players, then you can build them in a line, and stand in front of them yourself. The leader invites the guys to perform all the movements behind him, with the exception of the prohibited, pre-established by him. For example, it is forbidden to perform the "hands on the belt" movement. The leader begins to make different movements to the music, and all the players repeat them. Suddenly, the leader performs a forbidden movement. The participant of the game, repeating it, takes a step forward, and then continues to play.

ball race

The players are divided into two, three or four teams and stand in columns one at a time. Those in front have a volleyball. At the signal of the leader, the transfer of balls back begins. When the ball reaches the one standing behind, he runs with the ball to the head of the column (everyone takes a step back), becomes the first and starts passing the ball back, etc. The game continues until each of the team players is first. It is necessary to make sure that the ball is passed with straight arms with an inclination back, and the distance in the columns would be at least a step.

Passed - sit down!

The players are divided into several teams, 7-8 people each, and line up behind the common starting line in a column one at a time. Captains stand in front of each column facing it at a distance of 5 - 6 m. Captains receive a volleyball. On a 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 the third and subsequent players. Each of them, returning the ball to the captain, crouches. Having received the ball from the last player of his column, the captain lifts it up, and all the players of his team jump up. The team with the fastest players to complete the task wins.

Snipers

Children stand in two columns. Place a hoop at a distance of 3m in front of each column. Children take turns throwing sandbags with their right and left hands, trying to hit the hoop. If the child hit, then his team counts 1 point. Outcome: whoever has more points, that team won.

needle eye

There are 2 or 3 hoops on the ground along the relay line. Starting, the first one must run to the first hoop, pick it up and pass it through itself. Then with the next hoops also. And so on the way back.

relay race with rope

The players of each team are built behind the common starting line in a column one at a time. A turntable is placed in front of each column at a distance of 10 - 12 m. On a 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 intercepts it in one hand. He moves back, jumping on two legs and rotating the rope horizontally under his feet. At the finish, the participant passes the rope to the next player of his team, and he himself stands at the end of his column. The team whose players finish the relay more accurately and earlier wins.

Counter relay with bars

Children are divided into teams of 6 - 8 people each. Participants are built in oncoming columns one by one at a distance of 8 - 10 m from one another. Guide columns of the first group receive 3 wooden bars, the thickness and width of which is not less than 10 cm, the length is 25 cm. Putting 2 bars (one on the start line, the other in front, a step away from the first), each of the managers stands on the bars with both feet, and holds the third bar in his hands. On a signal, the player, without leaving the bars, puts the third bar in front of him and transfers the leg that was behind him to it. He shifts the freed bar forward and transfers his leg to it. So the player moves to the opposite column. The guide of the opposite column, having received the bars behind the start line, does the same. The winner is the team whose players quickly change places in the columns.

Animal Relay

The players are divided into 2 - 4 equal teams and line up in columns one at a time. Players in teams take the names of animals. Those standing first are called "bears", the second - "wolves", the third - "foxes", the fourth - "hares". A starting line is drawn in front of those in front. At the command of the educator, team members must jump to a given place in the same way as real animals do. The team of "wolves" run like wolves, the team of "hares" jump, etc.

Relay "Loshariki"

Arrange inflated in a circle air balloons. At the teacher's command, all teams run to the balloons and, sitting on them, try to burst them, but at the same time collect the tails from the balloons. The team that collects the most ponytails wins. You can collect all the ponytails that will be around.

Rhythmic relay race with sticks

The game is played between two or more teams that line up in columns in front of the start line. The first team players have gymnastic sticks in their hands. At the signal of the leader, the players run with them to the counter, located 15 m from the start line, run around it and return to their columns. Holding a stick by one end, they carry it along the column under the feet of the players, who, without moving from their place, jump over it. Once at the end of the column, the player passes the stick to the partner in front of him, the next one, 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 players have covered the course.

Stripe jumping

On the floor across the site, there are strips 50 cm wide. The team players stand on one side of the site. On a signal, the first players begin to jump from strip to strip. Jumps can be performed from foot to foot, two at the same time, etc. - on the instructions of the teacher. Those who complete the task correctly receive a point. The team with the most points wins. Repeated 2-3 times.

unload the car

Children are invited to unload "cars" with "vegetables". Cars are placed against one wall, and two baskets are placed opposite them against the other wall. Near the baskets, one player stands up at a time and, on a signal, they run to the cars. You can carry vegetables one at a time. Vegetables should be the same in all machines, both in quantity and volume.
Other members can then "load" the machines; In this case, the players stand at the cars, run to the baskets on a signal and transfer the vegetables to the cars.
Cars can be boxes, chairs; vegetables - skittles, cubes, etc.

Relay "Fanta"

The players of each team take off one sneaker, sneaker, etc., put their shoes in a circle and, at the command of the teacher, run one at a time to the circle, choose their shoes and put them on there. After that, they run to the team and pass the baton. The team that gets the fastest wins.

Relay with stops

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

heavy burden

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

The passage of the swamp

Each team is given 2 hoops. With their help it is necessary to overcome the "swamp". Groups of 3 people. On a signal, one of the participants in the first group throws the hoop to the ground, all three players jump into it. They throw the second hoop at such a distance from the first one that they can jump into it, and then, without leaving the space of the second hoop, reach out to the first with their hand. So, making jumps and throwing hoops, the group gets to the turning point. You can go back to the start line along the "bridge", i.e. just roll the hoops on the ground. And at the start line, the hoops are passed to the next three. It is strictly forbidden to step foot outside the hoop - you can "drown".

snake

Two teams. One team has ribbons in their hands. On a signal, the team with ribbons begins to randomly run around the hall, waving the ribbons on the floor like a snake. The other team catches up with any player with a ribbon and tries to step on the snake. Whose ribbon is stepped on is out of the game. It's a timed game, so the team with the shortest time wins.

Challenge players

The players are divided into 2 teams and stand in a column one at a time. Team players are calculated in numerical order. The manager calls the number. For example: 1, then 5, etc. The called players run until designated place, they run around the rack (object) and come back. The team whose player returned first gets a point. The team that gets the largest number points.

Running in bags

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

Bring a piece of paper

You need to prepare 2 sheets of paper (you can from a notebook) The players are divided into two teams, which are built in parallel to one another. The first player of each team is placed on the palm of a piece of paper. During the game, the sheet should lie in the palm of your hand by itself - it’s impossible to hold it. The first players from each team run to the flag. If a leaf suddenly falls to the ground, you need to pick it up, put it in your palm and continue on your way. Having reached his team, the player must quickly shift the leaf to right palm the next comrade in line, who immediately runs forward. Meanwhile, the first one stands at the end of the row. This continues until the turn reaches the first one. The team that completes the task the fastest wins.

stubborn egg

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

Running on the clouds

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

Jumpers

Children are divided into two teams and lined up in columns one after the other. At the signal of the leader, the participants of each team perform a jump, pushing off with two legs from a place. The first jumps, the second stops at the place to which the first 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 the farthest wins.

Pass the ball

Children are divided into two teams. The players of each team are built one after the other in a column. The first participants hold the ball in their hands. At the signal of the leader, the first player in each team passes the ball to the one who is behind, over his head. The last in the team, having received the ball, runs to the beginning of the column, gets up first and passes the ball to the next one behind him, also over his head. And so on until the first one returns to its place. The team that finishes the game first wins.

Air kangaroos

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

Climb through the hoops

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

Through jump ropes

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

Baba Yaga

Relay game. A simple bucket is used as a mortar, 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 a bucket by the handle, and in the other hand he holds a mop. In this position, it is necessary to go the whole distance and pass the mortar and broom to the next one.

Potato in a spoon

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

apple print

Divide the players into equal teams. The first team member takes an apple in his teeth and runs around the marker with it. Returning, the player without hands passes the apple in the teeth to the next participant. He also runs around the marker with an apple and passes the baton to the next participant, etc. Falling an apple or supporting with his hands brings a penalty point to the team. The team that completes the task first wins.

Go to cart

The participants are divided into two teams. Two baskets are placed at an equal distance from them. Each team is given a big ball. Participants in turn begin to throw the ball into the basket. The team with the most hits in the basket wins.

Cycling

The bicycle in this relay race will be replaced by a gymnastic stick. The stick must be saddled by two participants at once. They are cyclists. Each bike duo, holding a stick between their legs, will have to get to the turning point and back. The fastest win.

Changing places with gymnastic sticks

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

Relay race with sticks and jumps

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

Race balls overhead and underfoot

The participants of the game are built in columns one at a time. The distance between the players is 1 m. The balls are distributed to the first numbers. On the leader's signal, the first player passes the ball back over his head. The player who received the ball passes it further, but between the legs, the third - again through the head, the fourth - between the legs, etc. The last player runs with the ball to the beginning of the column and serves it back over the head. So each of the players passes the ball once over the head, and once between the legs. The player standing first in the column always passes the ball over his head. The team whose first player returns to their place first wins.

Run

On a signal, the 1st participant runs to the turning flag and back, having reached the team, claps on the hand of the next participant - passes the baton.

Kruzhilka

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

bean seed

On the chairs are two Chinese chopsticks and two saucers, one of which contains beans according to the number of players in the team. At the signal of the teacher, each player runs up to a chair and begins to transfer one bean from one saucer to another, then another, and so on. The team that finishes the relay the fastest wins.

Washer!

The team consists of 10 - 12 people. Teams stand in columns one at a time. The guides have hockey sticks in their hands and a puck on the floor. In front of each team there are 1 - 2 racks, and on the other side of the site there are gates. At the signal, the first players run with the puck and the game begins. Bring a piece of paper You need to prepare 2 sheets of paper. The players are divided into two teams. The first player of each team is placed on the palm of a piece of paper. During the game, the sheet should lie in the palm of your hand by itself - it’s impossible to hold it. The first players from each team run to the flag. If a leaf suddenly falls to the ground, you need to pick it up, put it in your palm and continue on your way. Having reached his team, the player must quickly shift the leaf into the palm of the next participant. The team that completes the task the fastest wins.

Siamese twins

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

roll the ball

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

Take it last

The players of two teams line up in a column one by one behind the common starting line. In front of the columns, at a distance of 20 meters, towns, maces, cubes, balls, etc. are arranged in a row. Items 1 less total number members of both teams. On a signal, the guides in the columns run to the objects and take one from the edge (one takes from the right, the other from the left), go back, run around their columns from behind and touch the next player in their column with their hand. Then he starts, and performs the same. The team whose player takes the last item wins.

Mummy

Requires two rolls toilet paper. One team member stands in the middle of the room. At the signal of the teacher, all team members run to their participant and begin to wrap him with paper. At the whistle, everyone stops. Whose team wraps the mummy without gaps will win.

bumpy running

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

Getting ready for the trip

The team lines up in a row, in front of the first participant lies a backpack. Dishes are located 15-20 steps from both teams. Each player needs to run to the dishes, take one item, return, put it in a backpack and touch the next player with his hand - "pass" the baton. Then the next participant runs. Teams are given three points for quickness and neat packing of the backpack.

Pair relay

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

Material: Two identical mugs, four empty matchboxes.

Game progress: The players are divided into two teams, the players of each team line up in pairs in front of the line. For the game, they take two identical mugs, fill them with water and place them in front of the first couples. At 10-15 m in front of the teams, one circle with a diameter of 1 m is drawn, two matchboxes are placed in each circle.

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

Agile dragons

Target: Development of speed and dexterity of movements. Development of the ability to coordinate actions with the actions of partners.

Game progress: The guys line up in two columns. Each holds in front of the one standing by the belt. They represent dragons. The first in the column is the head of the dragon, the last is the tail, at the command of the leader, the dragons begin to move. The task of the head is to catch the tail of another dragon. And the task of the tail is to escape from the head of the first dragon. The body of the dragon should not be torn, i.e. players are not allowed to unhook their hands. After capturing the tail of another dragon, you can choose a new head and a new tail, and continue the game.

Golden Gate

Target: Development of dexterity of movements. Development of the ability to coordinate actions with the actions of partners.

Game progress: The players are divided into equal teams. One team forms a circle, its players join hands and raise them up. There must be sufficient distance between the players so that a person can pass between them, even if bent over. The other team starts moving around each player of the first team in turn and each time passing through the gate formed by the hands of the players of the first team. The players of the second team hold hands, which cannot be disengaged! So, the second team finds itself in the circle, then outside it. The first team during the game says:

Golden Gate
They don't always miss.
The first one is allowed
The second time is forbidden
And for the third time
We won't miss you!

On last word the team throws up their hands. If someone from the second team is inside, he leaves the chain and stands in the center of the circle. Naturally, the second players try to be outside the circle on the last word, but it is not always possible. You can complicate the game by the fact that the players of the first team say their words with their own lips, carefully looking at each other, and suddenly lower their hands. When one person remains in the second team, but is recognized as the winner, and the teams change roles.


These competitions will help educators and parents to entertain children. They can be carried out in the classroom, festive events, at home, on the street.

Firefighters

Turn the sleeves of two jackets inside out and hang them over the backs of chairs. Place the chairs at a distance of one meter with their backs to each other. Place two meters of string under the chairs. Both participants stand at their chairs. On a signal, they should take jackets, turn out sleeves, put on, fasten all buttons. Then run around the opponent's chair, sit on your chair and pull the rope.

Who is faster

Children with jump 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. After the agreed signal, all children simultaneously jump in the direction of the laid cord. The one who gets close to her first wins.

Hitting the ball on target

At a distance of 8-10 m, a skittle or a flag is set. 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 knocked down, it is set to its original place. The team with the most accurate hits wins.
- the ball does not fly, but rolls on the ground, thrown by hand,
- players kick the ball with their feet,
- Players throw the ball with both hands over their heads.

Ball in the ring

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

Artists

In the center of the circle or stage are two easels with paper. The facilitator calls two groups of five people. At the leader’s signal, the first from the group take coal and draw the beginning of the drawing, 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 should be involved in drawing.
The tasks are simple: draw a steam locomotive, a bicycle, a steamer, a truck, a tram, an airplane, etc.

Roll up the 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 up a snowball as large as possible. The group that rolls up the largest snowball by the specified time wins.

Running with three balls

On the start line, the first one takes 3 balls in a convenient way (football, volleyball and basketball). On a signal, he runs with them to the turning flag and stacks 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.

Chain

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

Inflate a balloon

For this contest you will need 8 balloons. 8 people are selected from the hall. They are given Balloons. At the command of the host, the participants begin to inflate the balloons, but so that the balloon does not burst when inflated. The one who completes the task first wins.

turnip

There are two teams of 6 children. This is a grandfather, grandmother, Bug, granddaughter, cat and mouse. There are 2 chairs on the opposite wall of the hall. A turnip sits on each chair - a child in a hat with the image of a turnip.
The grandfather starts the game. On 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 to run together, go around the turnip again and run back, then the granddaughter joins them, etc. At the end of the game for a turnip clings to a mouse. The team that pulls out the turnip the fastest wins.

Relay with hoops

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, come back and pass the hoop to his friend. The team that finishes the relay first wins.

Relay with hoop and rope

Teams are built as if they were 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. On a signal, the player with the hoop rushes forward, jumping over the hoop (like a jump rope). As soon as the player with the hoop crosses the start line of the opposite column, the player with the rope starts, who moves forward by jumping the rope. Each participant, after completing the task, passes the inventory to the next player in the column. This continues until the participants complete the task and change places in the columns. Runs are prohibited.

Porters

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

Ball race underfoot

Players are divided into 2 teams. The first player sends the ball back between the spread legs of the players. The last player of each team leans over, catches the ball and runs forward with it along the column, stands at the beginning of the column and again sends the ball between the legs apart, etc. The team that finishes the relay the fastest wins.

Three jumps

The participants are divided into two teams. At a distance of 8-10 m from the start line, put a rope and a hoop. After the signal, the 1st, having reached the rope, picks it up, makes three jumps on the spot, puts it down and runs back. The 2nd takes the hoop and makes three jumps through it and the rope and the hoop alternate. Whose team can do it faster, that one will win.

hoops race

The players are divided into equal teams and lined up along the sidelines of the court. On the right flank of each team is a captain; he is wearing 10 gymnastic hoops. On a 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 on to his neighbor, who, having completed the task, passes the hoop on. Thus, each player, having passed a hoop to a neighbor, immediately receives a new hoop. The trailing player in the line puts on all the hoops. The team whose players complete the task faster gets the 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 an inner circle is formed. The second and third numbers, holding hands, form a large outer circle. On a signal, the guys standing in the inner circle run to the right with side steps, and those standing in the outer circle - to the left. On the second signal, the players release their hands and stand in their triples. Each time the circles move in the other direction. The players of the trio who gather faster get the winning point. The game is played 4 - 5 minutes. The trio with the most points wins.

Forbidden movement

The players, together with the leader, stand in a circle. The leader takes a step forward to be more visible. If there are few players, then you can build them in a line, and stand in front of them yourself. The leader invites the guys to perform all the movements behind him, with the exception of the prohibited, pre-established by him. For example, it is forbidden to perform the “hands on the belt” movement. The leader begins to make different movements to the music, and all the players repeat them. Suddenly, the leader performs a forbidden movement. The participant of the game, repeating it, takes a step forward, and then continues to play.

Politeness check

This contest is a trick and is only held once. Before the start of the boys' competition, a girl passes in front of them and, as if by chance, drops her handkerchief. The winner is the boy who guessed to pick up the handkerchief and politely return it to the girl. After that, 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

A fairy tale with a sad ending is taken as a basis (for example, the Snow Maiden, the Little Mermaid, etc.). And the task is given to the children to think about how this fairy tale can be remade using characters from other fairy tales, so that it ends happily. The team that plays the fairy tale in the form of a mini-performance in the most funny and fun way wins.

Train

The participants of the game 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.
Ahead of the chain are becoming stronger and more dexterous participants - "clockwork". Standing against each other, the “clockwork” also take each other by the arms bent at the elbows and pull each in their own direction, trying to either break the enemy’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 host says the first words from the name of folk tales, the participants must say this name in full. The team with the most correct answers wins.
1. Ivan Tsarevich and gray ... (wolf)
2. Sister Alyonushka and brother ... (Ivan)
3. Finist - Clear ... (falcon)
4. Princess - ... (Toad)
5. Geese - ... (Swans)
6. By pike ... (by command)
7. Frost ... (Ivanovich)
8. Snow White and seven ... (gnomes)
9. Horse - ... (Humpbacked)

Speak without mistakes

Whoever speaks these proverbs better, he will win:
Sasha walked along the highway and sucked dry.
Carl stole the corals from Clara, and Clara stole the clarinet from Carl.
The ships tacked, tacked, but did not catch.
He reported, but under-reported, and began to report - he reported.

Night travel

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

Sharp arrows

A target is attached to the wall. You can use small balls or darts.
Each player has three attempts.
After the game, the host rewards the winners and cheers up the losers.

keep your balance

With their arms outstretched to the sides, the players, like tightrope walkers, walk along the very edge of the carpet.
The winner is the one who last leaves the race.

Horror

The conditions are as follows - there are five eggs in the cassette. One of them is raw, warns the presenter. The rest are boiled. It is necessary to break the egg on the forehead. Whoever gets raw is the brave one. (But in fact, the eggs are all boiled, and the prize is just the last participant - he consciously risked becoming a laughingstock.)

Cheerful Orchestra game

An unlimited number of people participate in the game. A conductor is chosen, the rest of the participants are divided into balalaika players, harmonists, trumpeters, violinists, etc., depending on the number of participants. At the signal of the conductor, who points to a group of musicians, they begin to “play” to the motive of any well-known song: balalaika players - “Shake, shake”, violinists - “tili-tili”, trumpeters - “turu-ru”, harmonists - “tra- la-la." The complexity of the task lies in the fact that the pace of the change of musicians is constantly increasing, the conductor points to one or the other group, and if the conductor waves both hands, then the musicians must “play” all together. You can complicate the task, if the conductor waves his hand strongly, then the musicians should “play” loudly, and if he waves a little, then the musicians “play” quietly.

Game "Collect a bouquet"

There are 2 teams of 8 people each. 1 child in the team is a gardener, the rest are flowers. On the head of flower children are caps with the image of flowers. Flower children squat in a column one at a time. considerable distance from each other. At a signal, the gardeners run to the first flower, which grabs the gardener behind his back. Already the two are running to next flower etc. The team that runs to the finish line first wins.

ringlet

You will need a long cord and a ring. Pass the cord through the ring and tie the ends. Children sit in a circle, put a cord with a ring on their knees. In the center of the circle is the driver. Children imperceptibly from 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 is stopped, the ring also stops. The driver must indicate who has the ring now. If you guessed correctly, it changes places with the one who had the ring.

And I!

Mindfulness game.
Rules of the game: the host 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 referred to in the story can be performed by a person or remain silent if the action is not suitable. For example, the leader says:
“Once I went to the forest ...
All: "Me too!"
I see a squirrel sitting on a tree ...
-…?
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 going through the forest, picking flowers ...
— …
- I sing songs ...
— ….
- I see a goat nibbling grass .... -…? - I'm whistling...
— ….
- The goat was frightened and galloped off ...
-…?
- And I went on ...
— …
There are no winners in this game - the main thing is a cheerful mood.

repeater

Children stand in one line. I choose the first participant by lot or counting. He becomes facing everyone and performs some movement, for example: clapping his hands, jumping on one leg, turning his head, raising his hands, 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 the rest of the participants in the game do so in turn. When the whole team finishes the show, the game can go around the second round. The player who fails to repeat any gesture is out of the game. The last child left is the winner.

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" - the children will lie down on the floor. And with the command "Crows" - climb onto the bench. Now you can start the game. An adult slowly pronounces “In - ro - ... we!” Children must quickly complete the movement that was given to the crows. Who completed the last or mixed up - pays forfeit.

Pinch feathers

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

Looking for a ball

Participants of the game stand in a circle and close their eyes. Lead beret small ball or any other small object and throws it away to the side. Everyone listens carefully, trying to guess by the sound where the ball fell. At the command "Search!" children run into different sides looking for the ball. The winner is the one who finds it, quietly runs up to a prearranged place and knocks with a stick with the words “The ball is mine!”. If other players have guessed who has the ball, then they try to catch up with him and knock him down. 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 signal of the leader, the children begin to rewind the ball onto a pencil. One of the children holds a ball, the second winds the thread around a pencil. The pair that completes the job the fastest wins. The second prize can be awarded for the most accurate ball.

Two rams

This game can be played in pairs. Two children, legs wide apart, tilt their bodies forward, rest their foreheads against each other. Hands are clasped behind the back. The task is to confront each other without moving, as long as possible. You can make the sounds "Be-e-e."

Potato

Invite the children to check attentiveness, observation and speed of reaction. It's very easy to do. Let the guys answer any of your questions: “Potato”. 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 easy to imagine. Whoever makes a mistake is out of the game. Do not forget to forgive the most inattentive after the first two questions, otherwise you will not have anyone to continue the game with. Here are some questions you can ask:
- What did you eat for lunch today?
- What would you like to eat for dinner?
— And who is late and now enters the hall?
What did your mother bring you as a present?
What do you dream about at night?
- What is the name of your favorite dog? … and so on.
At the end of the game, give the winners - the most attentive guys - a comic prize - a potato.

truckers

Plastic glasses or small buckets of water filled to the brim are placed on children's trucks. Ropes of the same length are tied to the cars (according to the height of the child). On command, you need to quickly “carry the load” from start to finish, trying not to spill the water. The winner is the one who reached the finish line the fastest and did 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. An unfolded newspaper is placed on the floor in front of the players. The task is to crumple the newspaper at the signal of the presenter, trying to collect the entire sheet into a fist.
Whoever can do it first is the winner.

dexterous janitor

To play, you need to prepare a broom, “leaves” (You can use small sheets of paper). A circle is drawn - this is the place of the "janitor." A janitor is selected. "Janitor" with a broom becomes a circle. At the signal of the presenter, the rest of the participants depict the “wind”, that is, they throw papers into the circle, the “janitor” sweeps the garbage. "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

On a sheet of drawing paper or cardboard, two cuts are made for hands. Participants take each of their sheets, putting their hands through the slots, draw a portrait with a brush, without looking. Whoever's "masterpiece" turned out more successfully - takes the prize.

"Monkey"

Children are divided into two teams. After that, the players of the first team confer and think of a word to one of the players of the second team. His task is to show this word to the members of his team only with gestures, without using any sounds and 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 with complex concepts, the names of films, cartoons, books.

Snowflake

Each child is given a "snowflake", i.e. by a small ball of cotton. 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 smartest one wins.

Land - water

Participants of the competition stand in one line. At the word of the leader "land" everyone jumps forward, at the word "water" - back. The competition is held at a fast pace. The host has the right to pronounce other words instead of the word “water”, for example: sea, river, bay, ocean; instead of the word "land" - coast, land, island. Those jumping out of place are eliminated, the winner is the last player - the most attentive.

Draw a portrait

Participants try to draw a portrait of any of the people sitting opposite. Then the leaves are started in a circle. Everyone on reverse side will try to write who he recognized in this portrait. When the leaves, having passed in a circle, return to the author, he will count the number of votes of the participants who recognized the drawing. The best artist wins.

Lock

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

Sniper

All the players close their eyes and pull from a pile of matches one at a time. You cannot show your match to a neighbor. One of the matches is broken, and whoever takes it out becomes a sniper. Then everyone opens their eyes, the day begins. A sniper can kill a player by looking into his eyes and winking. "Killed" leaves the game and loses the right to vote.
If one of the players witnesses the “murder”, he has the right to say it out loud, 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 if they made a mistake. The task of the sniper is to shoot everyone before he is exposed, the task of everyone else is to expose the sniper until 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 neighbor's symmetrical foot. Inside the circle there is a ball that 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, a boy-girl-boy-girl, and so on), in the center is the leader. The players clap their hands rhythmically and speak in chorus following words: “Aram-shim-shim, aram-shim-shim, Arameya-Zufia, show me! And once! And two! And three! ”, At this time, the leader, closing his eyes and pointing forward with his hands, rotates in place, 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 by him also goes to the center, where they stand back to back. Then everyone else clap their hands again, saying in chorus: “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 left, if in one direction, they shake hands. After that, 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 by “Wider, wider, wider circle! He has seven hundred girlfriends! This one, this one, this one, this one, and this one’s beloved!”, although in general it doesn’t matter.
Playing the game on younger age, it makes sense to replace kisses with scary faces that the two in the center make each other.

And I'm going

The players stand in a circle facing inward. One of the seats remains free. The one who is standing to the right of the free space says loudly “And I'm going!” and goes to it. The next one (that is, the one who is now standing to the right of the empty seat) says loudly “Me too!” and goes to it, the next one says "And I'm a hare!" and also occupies a place on the right. The next one, passing, says “And I'm with ...”, and calls someone from those standing in a circle. The task of the one who was called to run across to an empty seat. In this game, you can add a driver who will wedge into an empty seat when someone thinks too long.

Game "Flashlights"

This game is played by 2 teams. Each team has 3 yellow balls. At the command of the presenter, the audience begins 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 up and return them back in the same way without extinguishing the fire (i.e. without bursting the ball).

Contest "Who will collect coins faster"

The competition is attended by 2 people (more possible). Game coins made of thick paper are scattered on the site. The task of the participants is to raise money blindfolded. The winner is the one who collects more coins faster and more. This contest can be repeated 2-3 times.

Rain

Players are freely placed in the room. With the beginning of the text, everyone performs arbitrary movements. With the last word “stopped”, all movements stop, the participants in the game seem to freeze. The leader, passing by them, notices the one who has moved. He is out of the game. A wide variety of movements can be used, but always standing still. At the end of the game, the host also notes 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, did not cut
And tired, and stopped!

Surprise

A rope is pulled across the room, to which are tied with strings
various small prizes. The children are blindfolded in turn,
scissors and they cut off their prize with their eyes closed. (be
Be careful not to leave children alone during this game!).

cockroach race

For this game, you will need 4 matchboxes and 2 threads (based on two participants). The thread is tied to the belt in front, 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, like a pendulum, the boxes between the legs, the participants must push the boxes lying on the floor. Whoever completes the predetermined distance faster is considered the winner.

Fishing

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

watchman

The guys sit on chairs so that a circle is formed. Behind each person seated on a chair there must be a player, and one chair must be free. The player standing behind him must wink discreetly at any of those sitting in a circle. All seated competitors must face the player with the free chair. The seated participant, seeing that he winked, must quickly take a free seat. The functions of the players standing behind the seated ones are not to let their wards pass to free places. To do this, they only need to put their hand on the shoulder of the seated person. If the "watchman" did not release the "fugitive", they change places.

One - knee, two - knee

Everyone sits down on the chairs again in a tight circle. Then everyone should put their hand on the right knee of the neighbor on the left. Have you put it down? So, and now, starting with the leader, clockwise along all the knees, in turn, a light clap of the hand should pass. At first - right hand counselor, then left hand his neighbor on the right, then the right hand of the neighbor on the left, then the left hand of the leader, and so on.
The first round is held so that the guys understand how to act. After that the game starts. The one who made a mistake during the game removes the hand that either delayed with its clap or produced it earlier. If the player removes both hands, he leaves the circle and the game continues. To complicate the task, the counselor, faster and faster, gives an invoice for which cotton should be produced. The last three players left win. and get a certificate for attestation?

It often happens that such major holidays as New Year, company birthday, etc. are noted not at the enterprise itself, but on the road, that is, in a boarding house, rest home or in nature. This has its pros and cons. On the one hand, everything is not as formal as in the office, on the other hand, field conditions not everyone likes it. However, when right approach to the organization, you can celebrate anything and anywhere. It is for such exit options that this scenario was developed.

In this scenario, there is absolutely no official part, but fun and entertainment that you will remember for a very long time - as much as you like!

For fun starts, you need to determine the venue, outline the teams (although they can be made already on the spot) and, of course, come up with a good reason. And what better occasion than celebrating the New Year?

In order for the competition not only to take place, but also to be funny, you need to stock up on good music, interesting legend(i.e. for what, in fact, people will suffer) and, of course, worthy prizes. It is also impossible to do without Santa Claus, and therefore you will also need a Santa Claus costume.

There can be two teams, or maybe more, it all depends on how active the employees of a particular organization are. If someone does not want to take a direct part in the competition, you should not force him - the passive participants of the holiday will be an excellent support group. They should be given flags, balloons, horns, scarves, posters, i.e. everything that will help to cheer for this or that team.

Competitions can be held both outdoors and indoors, if, of course, space allows.

Each team needs to be given an interesting name, come up with a motto, what is good to do in the form of a preliminary competition, about 10 days before the planned trip, and provide identification marks - baseball caps, scarves, T-shirts, bandanas, etc.

For such competitions, it makes no sense to paint the script by roles, because. no one will appreciate your efforts anyway. The main thing is to know the tasks and be able to sensibly explain to the competitors what, in fact, is required of them.

Legend for New Year's fun starts

At the general meeting before the start of the competition, the host announces to all those present:

Ladies and Gentlemen!

A terrible disaster has happened!

Due to inflation, speculation and some witchy stuff, the new year 200... is cancelled! From now on, and forever and ever, the entire population of the Earth will live in the old 200 ... year!

The New Year refused to come to people who only know how to work, work, work ... like Energizer batteries, that is, ten times longer than usual, and have completely forgotten how to relax! Today at 11 pm Moscow time, Father Frost made an open statement in the press, which said, and I quote: People have become too old, even children! This cannot continue, and therefore I, Santa Claus, as a sign of protest, announce the wintering of deep freezing and refuse to give gifts and work miracles until people come to their senses and prove that there is still a place for the holiday in their lives . End of quote.

As a matter of urgency, the President issued a decree dated December 28, 200, No. NG 2007 / SG 2007 On holding large-scale festive events as a sign of the seriousness of mankind's intentions to celebrate the New Year.

And you and I, dear working citizens, today have to save the country and all of humanity from eternal vegetation in the old year and bring the long-awaited new year closer!

I believe in you, dear workers! Hooray! Hooray! Hooray!

After that, the start of fun starts is announced.

Here are a few tasks that you can use at an outdoor holiday.

HARVESTING

The participants of each team must transfer oranges to a certain place without the help of hands. The team that managed to move the most oranges in 3 minutes wins.

GIRL ON THE BALL

3 people from each team participate - two men and one woman. Each three players receive a tight volleyball. At the signal of the leader, the woman stands on the ball and, supported by two men under her elbows, stepping on the ball, rolls it. The first team to reach the mark and return wins.

SYMBOL OF THE YEAR

The members of each team line up one by one. The first participant is given a set of colored crayons by the team. In front of each team, at a distance of 5-7 meters, put a hoop. The task of the relay race participants in turn, on a signal, running out with crayons, collectively draw an animal - a symbol next year inside the hoop. The team that completed the task faster and drew the most beautiful symbol wins.

JOURNEY BLINDLY

This game will require skittles and blindfolds according to the number of participants. Skittles are arranged in a snake in front of each team. The teams, holding hands, blindfolded, try to cover the distance without hitting the skittles. Whose team will have fewer pins knocked down, that one becomes the winner of the trip. Each pin not knocked down is worth one point.

KANGAROO

Team members take turns running, or rather, jumping a certain distance, holding a tennis ball or a matchbox between their knees. If the ball or box falls to the ground, the runner picks it up, knees it again and continues running. The team that completed the task faster than the others wins.

BE HEALTHY!

Team members without the help of hands at speed pass a fake thermometer so that it is necessarily under the left hand. The team that completes the task first wins.

COUNTRY OF FOOLS

The members of each team temporarily become scammers from the Golden Key fairy tale. Two couples are called. In a pair, one player is the fox Alice, the other is the cat Basilio. The fox bends one leg at the knee and holds it with his hand, and the cat Basilio is blindfolded. Thus, embracing, a couple of scammers must get to the mark and back. The team whose rogues made the journey the fastest wins.

THE SONG HELPS US TO BUILD AND LIVE

The most vociferous representative is called from each team. Participants take turns choosing a song that each of them would like to sing. After that, the presenter turns on a soundtrack with a recording of a song. A Christmas tree was born in the forest or It's cold in the winter for a Little Christmas tree. And the participants must sing their own song to this phonogram. The winner is the one who turned out funnier than the others.


Two people are involved. On two chairs there is a bowl of water and one spoon each. There are two more chairs a few steps away with an empty glass on them. Whoever fills the empty glass first wins.

Potato in a spoon


It is necessary to run a certain distance, holding a spoon with a large potato in an outstretched hand. They take turns running. Running time is measured by 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. Team competition is even more exciting.

No worse than a kangaroo


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

Thermometer


Without the help of hands, both teams at speed pass a fake thermometer so that it is necessarily under the left hand.

Getting ready for the trip


The team is given a backpack (it can be replaced with any bag), a set of dishes (cup, mug, spoon, flask) and matches. If there are many people in the team, then you can take two sets of dishes.

The team lines up in a row, in front of the first participant lies a backpack. Dishes are located 15-20 steps from both teams. Each player needs to run to the dishes, take one item, return, put it in a backpack and touch the next player with his hand - "pass" the baton. Then the next participant runs.

Teams are given three points for quickness and neat packing of the backpack.

Orientation


Two circles are drawn on the ground, in which the players of the teams stand in turn (starting from the first pair). In front of them are signs with cardinal points (north, south, east, west).

The host calls the direction of the world, both participants must simultaneously turn to the corresponding sign. As soon as one of the pair makes a mistake, a point is given to the team of the second participant, and the following players are called into the circle.

Swamp bumps


Teams are given two newspapers ("bumps"), the participants again compete in pairs.

At the start, the players stand on one newspaper, holding the second in their hands. The earth plays the role of a swamp. You need to run over the bumps without falling into the swamp. On command, the players put a newspaper in front of them, move to it, take the one they stood on, put it in front of them, move on, and so on. A point is given to the team whose player reached the finish line faster, without stepping on the ground (without falling into the "swamp"). If the player steps past the bump, the opposing team automatically gets a point.

Cooking competition


Take water from a cup into a spoon, bring it to the next cup without spilling, then return and pass the baton to the next participant. The host, before running, must come up with and name one animal or bird with a given letter, for example:

Relay race


Jump on one leg to the finish line and return back. The host must come up with and name one plant with a specific letter:

K (maple, nettle, bluebell, feather grass, burnet, clover, and so on)

L (lily of the valley, linden, onion, larch, chanterelle, lily and so on)

The winning team gets five points, the losing team gets three points.

merry tree


Ropes of the same length are tied to two trees with trunks approximately equal in thickness. Participants are called in pairs, one from each team. On command, both participants begin to run around the trees and wind ropes around them. A point is given to the team whose member is the first to "wind up".

knock down the skittles


Can be used as pins plastic bottles in which a little water is poured for stability.

Before each team - 3-5 bottles. You can shoot down with a stick or bottles, throw - once.

Each team gets as many points as they knocked down the bottles.

Come on, don't back


On level ground, at a step distance from each other, 8-10 towns are placed on the same line (or pins). The player stands in front of the first town, they blindfold him with a blindfold and offer him to go between the towns back and forth. The one who knocks down the fewest towns wins.

paper arrow


To play, you need a dove-type paper arrow, which any student can make. It is better to play in calm weather. The guys are divided into two equal teams. A straight line is drawn on the ground, on which the first player who throws an arrow stands. From the place where the arrow fell, the player of the second team throws in the opposite direction. And again from this place where the arrow fell, the player of the first team throws it again in the opposite direction. So alternately, one after another, players from different teams throw an arrow with all their might in two opposite directions. If, during the last throw, the arrow fell on a line drawn along the ground, both teams threw the same. If the arrow was in the direction from the line in which one of the teams threw, then this team won.

Centipedes


The players are divided into two or three teams of 10-20 people and line up at the back of each other's heads. Each team receives a thick rope (rope), which all players take with their right or left hand, evenly distributed on both sides of the rope. Then each of the participants of the attraction, depending on which side of the rope he is on, is taken with his right or left hand by the ankle of his right or left leg. At the signal of the leading centipede, they jump forward 10-12 meters, holding on to the rope, then turn around and jump back. You can run just on two legs, but then you should put the guys very close to each other. The victory is awarded to the team that first ran to the finish line, provided that none of its participants unhooked from the rope while running or jumping.

relay race with balls


Two or three teams of five to seven people can participate in the relay race. Stages of the relay race: The first stage is to carry the ball on the head. If it falls, stop, pick it up and start moving again. The second stage is to run or walk, and drive the ball through the air. The third stage is to carry two balls, pressing them to each other, between the palms. The fourth stage is to drive the ball along the ground, going around the towns (skittles, toys) placed by the snake. The fifth stage is to quickly walk the distance with a ball tied with a meter thread to the ankle of the leg. The sixth stage is to carry the table tennis ball on a racket or in a large spoon. The seventh stage is to hold the ball between your knees and jump with it like a kangaroo.

Hunting for a wild elephant


There are chairs in front of the teams of players at a distance of 5 - 10 meters. At the signal of the leader, the first scouts run to the chairs and tie the rope with a given knot, the second participants tie a new one to this rope, and so on. The team that quickly ties the rope and pulls the chair out to them wins.

Word volleyball


The ball is thrown through the center of the circle. In this case, the player names a word, a noun. The one who catches the ball simultaneously adds a suitable verb. For example: a bird is flying. Whoever speaks nonsense is out of the game.

Centipede running


This is a group competition. Play 2 - 3 teams of 15 people. The host ties each team with a rope. On a signal, groups of centipedes begin to move to the finish line.

The team that does not fall along the way and comes first wins.

Spider


Draw two circles on the start line. Divide the guys equally into two groups of 15 - 20 people, and put each group in a circle. Now tie both groups with ropes, you get two "spiders". On command "march!" both "spiders" begin to race to the finish line, where two other circles are drawn in which they must stand. "Spiders" stumble, do not run, but barely crawl. All players must be either in boots or barefoot.

Nimble hockey player


Participants are built in a column one by one behind the end line of the site. At 3 meters from it, the first vertical stand is installed on the ground (a stuffed ball, a brick, a bucket of sand, thick wooden chocks), then five more stands are installed at the same distance on the same line, the last of them is located on the opposite front line.

The guide, holding the hockey stick, leads the volleyball (you can tennis, football, and so on) and the obstacles (racks) encountered on the way back and forth around the snake. Having caught up with the team, he stops the ball and passes the stick to the next player, and he goes to the end of the team. The relay race ends when all participants hold the ball and stick and pass it to the captain. The winner is the team that manages to do it the fastest.

Relay race with overcoming obstacles


Each team is divided into two equal subgroups. Players of all subgroups are built in columns one by one, one against the other at a distance of 15 meters. Obstacles are installed between them in the middle of the site: a rope stretched across the site at a height of 40 - 50 centimeters, a ditch 1.5 meters wide, is indicated by two lines (the distance between obstacles is 5 meters). At the signal of the leader, the first players of the subgroups standing on one side of the site, with a flag in their hands, run forward towards the second subgroups of their teams, overcome both obstacles one after the other along the way, after which they pass the flag to the players standing first in opposite subgroups. These players run in the opposite direction, overcoming obstacles in reverse order. The first team to complete the flag transfer wins. The number of obstacles and their nature can be varied.

my friend backpack


The team is built in a column one by one behind the end line of the volleyball court. The guide has a tourist backpack behind his back, filled with the things necessary for the trip: a blanket, a badminton racket, a sleeping bag, deflated soccer ball And so on. On a signal, a participant with a backpack behind his back runs along the distance, runs along the gymnastic bench, crawls under three or four ropes stretched above the ground, gets up and runs to the opposite front line, runs around the limit post, returns back, having overcome both obstacles, passes the backpack on the start line next, and he goes to the end of his team. The relay race ends when all participants have run their stages. The winner is the team with the best time.

Just burners


The players stand in pairs, holding hands. Pairs line up one after another, and in front of all - one, the one who, by lot, got to "burn". He cannot turn back. Those standing in the last pair of "one, two, three" part their hands, run forward and try to reconnect, running around the driver "burning" one on the left, the other on the right. The same one pursues the fleeing, and if he manages to catch someone, then he becomes with the one caught in the first pair, and the one who is left alone will “burn”.

Double burners


An easy way to play can be made more difficult by playing double burners. Then there are four people in a row. One pair is on fire. You can play with singing:
Burn, burn bright
To not go out!
Look at the sky
The birds are flying
The bells are ringing!
Everyone falls silent, and the "burning" couple continues to count alone: ​​"One, two, three!", clapping their hands. After the word "three!" both rear pairs scatter and try to connect together in front of the "burning" pair. If they succeed, the old pair "burns". If any of the "burning" pairs has caught a pair, then the "burning" pair is connected with the caught one; the four of them stand in the front row.
Rule: running couples must not separate their hands, and a "burning" couple has no right to start moving before the running couples pass it.

Swedish burners


Participants become pairs, and each pair, starting with the leader, receives its number in order: first, second, third, and so on. In the middle, a corridor must be left for the run, so in this game the pairs do not join hands and form two lines. Someone needs to be in charge of this game. He steps forward, ten paces from the first couple. In both hands he has a wand. One by one, he calls pairs (in any order). Both of the called pair run along the inner corridor to the leader, grab the sticks from his hands and, running around the standing pairs with outside, again give him these sticks. The one who gave his wand first brings his line a point. When all the pairs run across, it turns out that one of the ranks has more points, and she won.
After each run, the lines change places: the first becomes left, and the left becomes right.

Rhythmic relay race with sticks


The game is played between two or more teams that line up in columns in front of the start line. The first team players have gymnastic sticks in their hands. At the signal of the leader, the players run with them to the counter, located 15 meters from the start line, run around it and return to their columns. Holding a stick by one end, they carry it along the column under the feet of the players, who, without moving, jump over it. Once at the end of the column, the player passes the stick to the partner in front of him, the next one, 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 players have covered the course.

Stripe jumping


On the floor across the site, there are strips 50 centimeters wide. Players line up on one side of the court. On a signal, the first players begin to jump from strip to strip. Jumps can be performed from foot to foot, two at the same time, and so on - on the instructions of the teacher. Those who complete the task correctly receive a point. The team with the most points wins. Repeated 2-3 times.

Agile dragons


Purpose: Development of speed and dexterity of movements. Development of the ability to coordinate actions with the actions of partners.

Game progress: The guys line up in two columns. Each holds in front of the one standing by the belt. They represent dragons. The first in the column is the head of the dragon, the last is the tail, at the command of the leader, the dragons begin to move. The task of the head is to catch the tail of another dragon. And the task of the tail is to escape from the head of the first dragon. The body of the dragon must not be torn, that is, the players do not have the right to unhook their hands. After capturing the tail of another dragon, you can choose a new head and a new tail, and continue the game.

Golden Gate


Purpose: Development of dexterity of movements. Development of the ability to coordinate actions with the actions of partners.

Game progress: The players are divided into equal teams. One team forms a circle, its players join hands and raise them up. There must be sufficient distance between the players so that a person can pass between them, even if bent over. The other team starts moving around each player of the first team in turn and each time passing through the gate formed by the hands of the players of the first team. The players of the second team hold hands, which cannot be disengaged! So, the second team finds itself in the circle, then outside it. The first team during the game says:

Golden Gate
They don't always miss.
The first one is allowed
The second time is forbidden
And for the third time
We won't miss you!

At the last word, the team abruptly lowers its hands. If someone from the second team is inside, he leaves the chain and stands in the center of the circle. Naturally, the second players try to be outside the circle on the last word, but it is not always possible. You can complicate the game by the fact that the players of the first team say their words with their own lips, carefully looking at each other, and suddenly lower their hands. When one person remains in the second team, but is recognized as the winner, and the teams change roles.

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Conduct free time, playing various entertaining games are loved not only by children, but also by their parents. And what could be better for them than fun relay races for adults? Let's learn about the features of organizing such events, and also consider interesting ideas for this kind of competition.

What is a relay race and features of this type of competition

Not every group competition is a relay race. It can be called such only when, in the process of completing a task for speed, the participants pass each other a projectile or a queue to move along the distance.

For example, tug-of-war or "Twister" are not relay races, but just games, but jumping in bags in turn - yes.

Where can these events be held?

Most often, relay races are held for children and adults in nature. It can be a park, a clearing in the forest or on the banks of a river.

Sports competitions of this type are held at the stadium or in the gym. Sometimes competitions can be organized in swimming pools / water parks. However, such activities must be supervised by lifeguards, as playing on the water can have unfortunate consequences. It is because of this that neither relay races for adults nor for children are organized in open water.

Often the place for such events is the premises of a cafe, restaurant or banquet hall. As a rule, relay races for adults are held in such places during the celebration of weddings, anniversaries or corporate parties. In the latter case, the purpose of such competitions is not only to entertain, but also to rally the team, teaching colleagues to work effectively in a team.

Basic Rules

Depending on the specific game task, and the conditions for its implementation are changing. However, there are general rules characteristic of each such competition.

  • The relay race for adults or children is a team competition. The number of groups can be different, naturally from two or more.
  • The number of players in each such company must be equal. In case of a shortage, the first participants will complete the tasks twice, compensating for the absence of players.
  • If one of the players during the execution of the task violated the conditions (dropped the ball, stumbled, etc.), he must return to the start and start over. This rule is not always followed. Often players are allowed to correct the error and continue without starting over.
  • Each next participant enters the competition only when the previous one returns to the start and passes the projectile to him (ball, hoop, spoon, glass, etc.). In the absence of such, simply clapping the palm on the palm in the style of "high five" is allowed.
  • If a player runs out before receiving the relay from his predecessor, he should return to the start and start all over again.
  • The victory in the competition can be awarded according to different criteria. Most often it is the speed of execution. So the team that finished first is declared the winner. There are additional evaluation criteria. It all depends on the scenario of the relay for adults. As an example, consider the competition "Water Carriers". To conduct it, each team is given a bucket of water and a mug. Empty measured containers are placed at the finish line. All players take it in turns to carry the liquid in the mug from the start to the finish tank. The winner is determined not only by the speed of the task, but also by the amount of water brought.

Requirements for organizers, teams and participants

When holding any competition, its organizers must evenly distribute the players among the teams. This is done in order to equalize the chances of winning.

An exception may be such relay races for adults, in which there is a deliberate opposition of teams based on age, gender or other characteristics. For example: women against men, adults against children, one class or student group against another (another).

If possible, players should be warned in advance about the dress code. As a rule, it is better that she be athletic. When relay races for adults are held in restaurants or banquet halls during the celebration of some significant event, it makes no sense to warn about it. Guests will be dressed in festive attire, not very practical for participating in competitions. Therefore, when planning such events, this fact should be taken into account. By the way, the unsuitability of the outfits of the people present for participation in competitions of this kind can be amusingly beaten. For example, arrange a race with obstacles for teams of girls in high heels.

The organizers of any game must take into account the physical characteristics of the persons involved. Especially if these are relay races for adults in the age category 40+. If most of the participants may have problems with the heart, lower back, etc., then you should not plan competitions that require excessive physical effort from them.

If during the task it will be necessary to drink alcohol, it is worth warning the participants about this.

It would also be nice to hint at the essence of the relay if the participant is required to take off their clothes, hug or kiss strangers. Otherwise, such a competition may end in scandal.

Sports relay races for adults

Contests of this kind aim not to entertain or make the participants laugh, but to test their physical fitness. That is why optimal location for their holding - a stadium or a gym. Alternatively, it is permissible to organize such relay races for adults in nature. However, in this case, the territory should be cleared as much as possible and all holes should be filled.

Below are the most popular contest options for such cases. In sports relay races for adults, the winners are those who completed the task first.


Alcohol competition

Relay races for adults in nature can be diversified if you use alcohol as one of the elements of the game. In this case, it is better if such entertainment takes place near the house or cottage of one of their participants. So that after the competition you can relax. It would also be appropriate to look at such relay races at corporate parties. Moreover, such competitions are held indoors without any problems.

Which of the drinks to choose should be discussed in advance with the participants. Better not too strong. For example, low-alcohol or non-alcoholic beer. This is provided that the participants did not drink anything before. Wine or vodka is better not to take. After all, the task of the game is not to get drunk, but to have fun or warm up before the banquet.

As a bonus, you can grab a few bottles of kvass with beer. Thus, filling glasses with booze, you can alternate kvass and beer. This will add an element of surprise and help keep players sober longer.

Relay races using alcohol must not be consecutive. It is better if they alternate. In addition, do not give too large physical exercise after them.

  • "Treat a friend." This relay is for cheerful company adults in nature. At the finish, a table is placed with 200 g plastic cups with beer (as an option, you can fill half of them with kvass, the main thing is that they look no different). The first player runs to the table, takes a drink and carries it to the start. There he gives a drink to the second participant. Having consumed, he must run for beer / kvass for the third, and so on in turn until the very end. The last one brings a glass of liquid to the first one, and as soon as he finishes drinking, the competition is over.
  • "Priceless Spoon". At the start, a half-liter glass of beer, vodka or wine is placed, and at the finish - an empty measuring glass. Each team is given a teaspoon. The essence of the competition: all players take turns scooping alcohol from a container with a spoon and, holding it in their teeth, carefully carry a priceless pile to the finish line. There, the liquid is drained into an empty measuring cup. They return back in a normal run and pass the spoon to the next participant, who repeats the operation. The competition ends when all the players from the team have taken part in it. The winner is determined in two categories: speed of execution and who had more time to endure drinking.
  • "Hmelnoy Bezrukov". For this relay, you need to put a table at the finish line with 100 g cups of beer according to the number of participants. The first player is tied with a ribbon behind his back. In this form, he runs to the finish line. There, without the help of limbs, he must drink one glass and then return to the start. The second player frees his hands, and the third helps the previous one to tie the ribbon and he repeats the path of the first (after drinking his glass, he returns and passes the baton on). The competition lasts until all participants drink a glass. The winner is the team that finished their alcohol tour before the others.

relay races in nature

Leaving the city, you can hold competitions not only related to sports. Today, thematic fun starts are especially popular.

Relay races for adults in such cases have a clear focus. For example, if competitions are related to testing tourism skills, it is a good idea to hold such competitions.

  • "Let's go camping." At the finish line, a box with things is placed for each team. The first player is given an empty travel bag. On the whistle, he runs with him to the finish line, collects things and returns to the beginning. Here he passes the full backpack to the next participant. He, in turn, having reached the end, unloads and, returning, gives the empty bag to a friend, etc.
  • "Cat in a bag". For this relay you will need 2 sleeping bags for each team. Even before the start of the competition, the first player goes to the finish line and climbs into an unfolded sleeping bag. The second is at the start with its folded copy. On command, he runs to the finish line and, having laid out his equipment, climbs inside. After that, the first one gets out of his "cocoon" and, having folded it, runs to the start, passing it to the third. He rushes to the second and, having dismantled his bag, plunges into it. After that, the second climbs out of his "shelter" and, having folded it, carries it to the start to give it to the fourth. Thus, each of their players has time to visit the bag. When the last participant is there, the game is over.
  • "Herbarium". Relay races for adults can be held both in the gym and on the street. However, this competition is only for nature. A list is made in advance medicinal herbs, which can be found in the place where the competition takes place. The list for the game should include approximately four types of plants, which alternate. For example: plantain, chamomile, tansy, yarrow, plantain, chamomile ... Then each team is given a sheet with such a list. At the whistle, the first participants run around the site and look for a plantain, pluck one of its leaves and bring it to the start. The next step is to pass the list to the second one, who runs with it and finds a chamomile in the clearing, picks it up and brings it to the start, etc. At the end of this competition, all the plants from the leaf must be laid out on the table of each team, according to the specified order. Whoever collected this herbarium first is the winner.

Indoor relay races

Holding such competitions indoors is always associated with certain difficulties. So, it is impossible to allocate very long distances for relay races (except in cases with gyms). You also have to limit the use of fire and water (except for water parks and swimming pools).

Among the advantages is the ability to include funny melodies or sounds that accompany the competition. This diversifies the game, and also makes such relay races for adults funny.

For example, in the contest "We walk like animals" during the distance "start-finish-start" for each participant, the voices of different animals are included in a free order. The player must quickly recognize each of them and begin to move like this creature. In the final, such a game is evaluated not only by the speed of completing tasks, but also by the level of artistry.

If team members don't know each other well, the Census Relay can be used as a way to remedy this. Each team is given a marker, and a sheet is hung at the finish line. The first participant, having reached there, writes down the name of any player on his team, except for his own. When returning, he passes the marker to the next player. That one also makes a record, and so on. You can only add other people's names from your team and those who are not there yet. The competition ends after all players are listed at the finish line.

You can make this competition a little more difficult if you are allowed to write down names only by taking a marker in your mouth and folding your hands behind your back. True, in this case, it should not be with the players (in the role of a baton), but lie next to the fixed sheet at the finish line.

A huge advantage of the premises is a flat floor. In this regard, you can safely play the game "Guide". At the start-finish interval, pins (or 1.5-liter bottles filled with water) are placed at a distance of half a meter between each other. Each participant is blindfolded and the team must tell him how to go so as not to knock down the pins during the game. At the finish line, he removes the bandage and runs back to the start on his own, passing the line to the next one.

Funny relay races for adults without complexes

This type of competition is held more often indoors. It is usually an immutable attribute. wedding celebrations, less corporate. These are the so-called "adult games". Relay races of this kind are always characterized by a certain piquant zest. Let's take a look at some of these competitions.

  • "Rescue Rope" For this competition, the finish line should be moved as far as possible. One of the participants is put in its place. It is to him that the team must extend the very "saving rope" made from their own clothes. How to play? At the whistle, the first player runs from the start line to the rescued comrade. At the finish line, he takes off any detail of his clothes and gives it to him, and he returns. The next participant at the finish line also loses part of his outfit, tying it to the previous one. In this way, each of their teams "donates" a part of the outfit to form a "rope". If all the players managed to participate, and the woven rope is not enough to reach from the start to the finish, they will have to participate in the second round. The competition lasts until one of the teams wins or runs out of clothes (within reason). The competition should be evaluated not only by the speed of its implementation, but also by the number of repeated runs of the players.
  • "Magic Ring". Players are given matches without sulfur (toothpicks are absolutely not suitable) and, holding them with their teeth, they must pass a ring to each other with their help. The team that does it faster than the others wins.
  • "Apple Kiss" Players are divided into pairs consisting of members of the opposite sex. The first stand opposite each other and squeeze an apple between their stomachs (you can replace it with an orange or something similar). Their task is to raise it to the level of the lips without the help of hands. As soon as they succeed, the fruit is passed to the next couple, and they perform exactly the same task. The team that does it faster than the others wins.

Joint relay races for kids and their parents

In conclusion, it is worth considering competitions designed for participation in them by both adults and children. Such activities are best carried out outdoors in the summer. To make it more fun, it is better to create mixed teams in which both kids and parents are equally divided. Although it is possible to divide them by age. However, in such cases, you will have to select tasks very carefully so that the chances of winning in them are equal. Below are ideas for competitions designed for mixed teams.


In addition to the above relay races for children and adults, competitions using inflatable pools can also be held in nature. In the heat, they will be a great way to cool off and will be safer than a pond. An example of the use of such a projectile is the game "Catch a fish". In this case, each team needs its own small pool. It is placed at the finish line and toys or cubes are placed in the center of it. It is important that they do not float, but lie on the bottom. Their number should correspond to half of the players in each team. So, adults line up at the finish line, and children line up at the start. At the whistle, the first kid runs to the pool, climbs into it and takes out a toy. He passes it to an adult, who runs back to the start and passes the baton to the next child. Thus, by the end of the game, all children should swim and be near the finish line, and parents should move to the start and get caught toys.