Competitions for the relay "fun starts". Relay races for elementary grades in the gym Ideas for a relay race

The event must be held in gym. Games are played between three teams. In each team, the guys must choose a captain. The results of the competitions will be evaluated by the jury, which includes teachers and the best athletes.

For competitions you need: basketball, tennis racket and ball, hoop, badminton racket and shuttlecock, running bags, balls for table tennis, ski equipment, hockey stick, air balloons.

Competition "Homework"

Teams greet each other. Each must have a name, a motto, an emblem. The teams must also prepare a greeting for the jury members.

Contest "Build Up!"

Teams must line up in alphabetical order by last name. As soon as they complete, they shout "Ready!". The coach checks. Then the teams should line up in alphabetical order by name. The teams shout “Ready!” again. The coach checks again. After that, the participants should line up in a row according to their height. As soon as the guys complete the task, they again shout “Ready!”. Each time a team is first, it earns 1 point.

Competition "Badminton"

The contestants line up. The first participant receives a racket and a shuttlecock. They must run to the opposite wall, stuffing the shuttlecock, touch the wall and run back to the team, pass the racket and shuttlecock to the second participant, and so on until the end. Participants receive 5 points for winning.

Competition "Full equipment"

Each team has one participant. They stand in the middle of the room. The skier's equipment lies against the wall, from boots and skis to a hat. Each participant must run to the wall to take one item, put it on the "skier", and then return to the team. The team that is the fastest to fully and correctly equip their "skier" wins. 5 points are awarded for a win.

Competition "We are winners"

Participants tie their legs in such a way that the left leg is tied to the neighbor's right leg. In such a long chain, they must run to the opposite wall, where letters lie on the floor, from which they must form the expression "we are winners." The team that gets back the fastest will be the winner. For the victory - 5 points.

Competition "Ring"

The teams take turns. Each participant must hit the basketball into the ring. Players only have one try. For each hit, the team receives 2 points.

Competition "Pairs"

Two team members pinch the ball with their backs and run to the opposite wall, where the hoop lies. One participant gets into the hoop, and the other returns to the team, pinches the ball with another participant and again runs to the hoop. So the whole team should be in the hoop. They all come back together. The first team to do it gets 5 points.

Competition "Chop"

The first team member dribbles the basketball to the opposite wall. There he takes tennis racket and kicks the ball while returning to the team. Gives the racket and ball to the second participant. He goes to the wall with a tennis ball, and takes a basketball back. And so is the whole team. The winning team gets 5 points.

Competition "Jumping in bags"

The guys jump in bags to the opposite wall, on the way they go around various obstacles. At the wall, they crawl out of the bags and return back, jumping on their right foot. Winners receive 5 points.

Competition "My name"

Participants must run to the wall. There should be a piece of paper and a pencil on the chair. The children must write their last name, first name and patronymic in full. The winner will be the team that not only finishes the fastest, but also writes neatly and legibly. A team is awarded 5 points for a win.

Captains competition

The captains go to the outlined "ring". The guys hold the towel at different ends. The winner will be the one who can pull his opponent out of the contours of the "ring". A team gets 10 points for a win.

Captains competition

Captains must answer questions correctly. Each participant has 5 questions. For each correct answer - 2 points.

➢ How many major players in football team? (11 people)

➢ Until what score is played in volleyball? (Up to 25)

➢ How many minutes are there in a basketball half? (20 minutes)

➢ How is badminton played? (Racquets and shuttlecock)

➢ What is a “pass”? (Transfer from one player to another)

➢ Where do they score a “one-pointer” in basketball? (From a free kick)

➢ How many minutes are there in a football half? (45 minutes)

➢ What is another name for table tennis? (Ping pong)

➢ What is the short morning workout called? (Charger)

➢ How many people on the basketball team play on the court? (5 persons)

➢ What is a clear win called in boxing? (Knockout)

➢ What is the name playground for tennis? (Court)

➢ For which card is removed from the field during football match? (Red)

➢ What sport is played at Wimbledon? (Tennis)

➢ In which sport did Kostya Ju become famous? (Boxing)

Competition "In pairs"

The first participant stands on his hands, and the second - holds the first by the legs. So the guys must run to the opposite wall and come back. Then the second participant is held by the third. A team gets 10 points for a win.

Competition "Sit down"

At the command "Sit down!" all team members should quickly squat down. At the command "Stand up!" - get up. Each time the pace of the teams should increase. Such commands must be repeated 10 times, and at the end "Jump!". The team with the fastest correct response wins. 5 points are awarded for a win.

Contest "Collect the cones"

Each team has one representative. They are blindfolded, and cones are placed all over the site. Within a minute, the guys walk around the site and collect chips. For each found cone get one point.

Competition "Catch with your mouth"

The first participant runs to the opposite wall, where there is a bucket of water and table tennis balls are floating. The player must catch the ball with his mouth without the help of hands and return to the team. Then the next participant runs. The team that completes the task faster will be the winner. For winning the competition, the team receives 5 points.

Competition "Master of Sports"

The teams take turns calling different kinds sports. The team that is more erudite wins.

Competition "Passing the ball over the head"

The team line up. The first participant passes a basketball to the second with outstretched arms. The second passes to the third and so on. When the last player receives the ball, he stands in front of the first player and passes the ball back again. The winner is the team whose leader, who at the beginning of the competition was in front of the line, will be back in his place. For winning the competition, the team receives 10 points.

Competition "Hockey"

Participants take turns driving a basketball with a stick to the opposite wall, circling various obstacles laid out on the floor. They come back running. The winning team gets 5 points.

fan competition

Fans of the first team must pretend to be fans of the team that loses the decisive match. Fans of the second team are fans who quarrel in the stands. Fans of the third team are joyful fans. Fans who coped with the task better than others bring 5 points to their team.

Competition "On the knees"

Each team sits on a bench. The guys must pass the tennis ball from the first participant to the last one without the help of hands. Then pass the basketball in the same way. If the ball falls, then you need to start with the first participant. The most cohesive team wins. For winning the competition, the team receives 5 points.

Competition "handle the ball"

One member is selected from each team. They receive soccer ball. Competitors must kick the ball on their feet as many times as possible within one minute. After that, for one minute - on the knee. Then for one minute on the head. The winner will be the participant who filled the ball more than his rivals. For this competition, the participant brings the team 10 points.

Contest "Secret Orange"

On the opposite wall there is an orange in one bag, and tennis balls in the rest. Each participant is allowed to take only one bag. You can see what's in the bag only when you return to the team. For the victory, the most successful and fastest get 5 points.

Competition "Pumps"

The first participant must run to the opposite wall. There are balloons there. The participant must inflate the balloon until it bursts, then he returns to the team, and the second participant runs to the wall. Winners receive 10 points.

Competition "Get in the bottle"

One player from each team takes part in the competition. A pen (pencil) is attached to the belt on a thread 20 cm long. The participant must hit the neck of the bottle in a minute the maximum number of times. For each hit, the participant brings the team 5 points.

Contest "Get in the Ring"

The team chooses one member to be the "goalkeeper". He stands at a distance of 5 meters from the team. Each participant must throw the ball, and the "goalkeeper" to catch it. For each hit, the team receives 1 point. The teams take turns.

Competition "Big relay"

The first contestant runs to the opposite wall, rolling the hoop and running through it. He comes back holding it in his hands. This is how the whole team goes. Then the participants in pairs, holding hands, must jump to the wall on the right foot, and back on the left. Then the couples, standing with their backs to each other, holding hands, run to the wall and back. A team gets 15 points for a win.

It is important to go in for sports and love for movement must be instilled with early childhood. If children do not work with their parents, do not exercise and do not like physical culture at school, that is a way to show them that sport is fun, interesting and exciting.

Relay races for elementary grades in the gym come to the rescue. Children will definitely like sports competitions in the form of games, and then they will go to a physical education lesson with pleasure and look forward to the next fun starts.

Rules for fun starts for elementary grades

Fun starts should be carried out according to the rules and not violate the safety rules for children in the classroom.

The competition must be run by a judge. In his role can be a teacher or someone's parent.

In addition to the judge, there may be other teachers with parents in the hall to monitor their children, who may fall, collide or get hurt, which is so typical of younger students in outdoor games and races.

Note: the relay races themselves must necessarily be held in the gym, where there is the necessary equipment for any competition and a special floor covering so that the blows, if any, are not too painful.

Sports competitions for children indoors

In the sports hall you can hold competitions and competitions throughout the year, in any weather.

Moreover, such sport games can be timed to any holiday.

They will definitely cheer up all the participants, as there are often comic, funny tasks.

  • curling game

For a children's game, you need to bring a puck, a mop or a long stick and 2 cones. Next to the start line, the host puts cones, and behind them puts a flag. The task of each player in turn with a mop is to move the puck first between the cones, that is, to pass them in a zigzag, then bring it to the flag. Together with a mop and a puck, run to the finish line and pass the baton to the next one.

  • Ambulance

To play, you need a board and a flag in the center of the hall. The first and second participants take the board on the sides, the third lies on it. The task is to go all the way to the flag, go around it and return to pass the baton. If the child lying on the board fell or put his feet on the ground, then the guys need to return to the very beginning and go the way again.

Sports relay races for children of 1, 2, 3, 4 classes

At the age of 7 and up to 10-12 years, schoolchildren are especially active and take part in various relay races with pleasure.

  • Battle of the captains

For the competition, you need to put a bucket at the end of the site. Those guys who volunteered to be captains are blindfolded with scarves and given a ball. The goal is to run all the way, drop the ball into the basket and come back. The team whose captain returned first and did not make a single mistake won.

  • head down

All you need for this relay is a wand. Each member of the team clamps the inventory under the chin and runs in this position to the end of the hall, without helping with their hands. If the wand fell, then you need to start from the beginning until everything goes well.

Relay races with a ball for younger students

There are a lot of games using balls, and the latter can be of different diameters, colors and weights.

  • penguin gait

For the game you need 2 balls for each team. The first in the column takes one ball in his hands, and squeezes the other between his legs. In this position, waddling from one foot to the other like a penguin, you have to go from the beginning to the end of the hall and return without dropping the balls.

  • Full speed ahead

Each team stands in a column and puts its feet shoulder-width apart. The first player gives the ball and it is passed over the top. As soon as the first participant has given the ball, he runs to the end, and having received the ball, he gives it through the bottom, that is, kicks it so that it reaches the first player through the legs and so on in a circle. Fun round robin.

Funny relay races for schoolchildren

When you need to stir up and liberate the participants, an explosion of laughter and fun is guaranteed!

  • On knees

Each participant from two teams will have to run. Put up a flag in the middle of the road. Before him, the guys run on all fours head first, after and to the end of the hall with their backs down, and their stomachs up. The path from the end of the hall to the finish line must be run headfirst.

  • Together

Players in teams are divided into pairs. Each stands with her back and holds hands tightly. All couples must run sideways without disengaging their arms and backs. After passing the test, it is necessary to give the baton to the next pair.

Hoop games for schoolchildren

There are also competitions using hoops - here you can also use inventory of different diameters, at your discretion. It is allowed to decorate hoops with a bright ribbon or New Year's tinsel.

  • narrow path

Each team is given hoops, but the last player in the column is left without anything. After a couple of meters, they put 3 cones, and behind them a rack, on which hoops are thrown. The team captain runs to the cones, runs around each of them with a “snake”, after which he puts the hoop on the rack and passes the baton to the next in the team. The last player plays an important role - his task is to run the same path, but now pick up all the hoops and return.

  • Across the sea

All the way they put hoops one after another, leaving a gap between them. Participants - 3 people together must jump from hoop to hoop, jumping over sea obstacles. They must do everything together, not fall and take the hoop when it is left behind.

Rope relay races for younger students

It is not always important to be able to jump on ropes, especially if you are preparing games for first graders, you can use it in a different way.

  • With a rope

The participant jumps on a rope on two legs to the end of the hall, and on the way back he needs to fold the rope and twist it under his feet in a vertical position.

  • Rider

The guys in the team are divided into pairs. One plays the horse, and the other "harnesses" him and guides him. In this position, you need to run to the end, and then switch roles and pass the baton to another pair.

Skittle relay for children

Skittles and balls are great for relay races and games, some of them require concentration, some speed and agility.

  • Bowling

5 pins are placed in the center of the hall. Participants must take turns kicking the ball so that it hits as many pins as possible. The team that knocks down wins more inventory.

  • Who quickly

3 skittles are placed in the middle of the hall. The task of the first player is to run up to them and carry them one at a time to the end of the hall, then pass the baton. The second player runs to the end of the hall and moves the pins one at a time to the center, and then runs to the next player, so the circle continues.

Combined relays for children

Using a variety of equipment, often combining one with another, you can come up with the most unusual, sometimes funny and interesting competitions.

  • skipping

A hoop and a rope are placed in the middle of the hall. The first player runs, makes 3 jumps, runs to the end, returns, makes 3 jumps through the hoop and goes to the finish line. Then the guys do the same.

  • Race

A jump rope is placed at the end of the hall. The guys in the team are divided into pairs. One lies down, and the second takes him by the legs. In this position, the couple goes to the end of the hall, then the one who walked jumps 3 times on the rope, and they get to the finish line in the same position, passing the baton to the next.

Conclusion

All competitions, especially fun starts, develop children in sports plan and set to teamwork which is especially good for schoolchildren from 8 years old. Therefore, it is worth holding them regularly to amuse children and raise sports spirit.

Not a single noisy and cheerful holiday is complete without outdoor games, fun relay races and public entertainment. They create a special atmosphere of general fun, enliven a fading holiday and unite all guests. Particularly good are various competitive games at corporate parties, as they contribute to team building and in an unobtrusive game form raise team spirit in the team.

Many outdoor games and relay races, which are included in the entertainment program of adult holidays - come from childhood, but adult guests who have amused themselves to a certain "degree" play them with great excitement.

We offer a large selection of outdoor games for any holiday, which contains games and contests for different occasions: for family holidays, for youth parties or for corporate events - the choice is yours.

1. Outdoor games for any holiday:

"Two centipedes".

This is fun entertainment to cheer up. All guests are divided into two teams - these will be two “centipedes”. Each player stands behind the other, takes the waist of the one in front.

Then cheerful music is turned on and different commands are given to the “centipedes”: “go around obstacles” (you can first put chairs), “move by squatting”, “disconnect the second centipede”, etc.

This can be done as a team activity by inventing a scoring system, but it is better to arrange it simply for fun and excitement, or during the dance break.

"Music has tied us".

Depending on how many pairs of players the host plans to call, he will have to stock up on so many coils of a narrow ribbon. The length of the tape is at least five meters.

The girls wrap this ribbon around their waists (it’s more convenient if someone helps), and their gentlemen, on the command of the leader, approach their partners, attach the free end of the ribbon to their belt and quickly begin to spin around their axis to incendiary music. This is necessary so that all five meters of the tape are already wound around his waist.

Which pair will quickly move the tape from the female waist to the male one, she won.

"Trouble in the chicken coop."

For this outdoor games are called or created in place of a couple, in each - one of the representatives of the strong and weak half of humanity, they will have to participate in a funny chase.

Men are blindfolded, but first they agree with their ladies who and how will “cluck”: ko-ko-ko, cluck-tah-tah, chick-chick, pee-pee-pee, chiv-chiv-chiv and so on - to whom, as far as fantasy is enough, according to this call, every blindfolded man must catch his “chicken”.

Immediately it is worth warning that the room for an imaginary chicken coop should be small. If the presenter has too impressive spaces at his disposal, then we advise you to fence off the “chicken nook” with ordinary chairs. "Trouble" is best arranged to the music - in this case, the musical theme from the cartoon "Just you wait!" will do, when the wolf also ends up in the chicken coop.

"The feet feed the artist."

Tamada solemnly announces that in order to stage a new blockbuster, he needs "the brave seven", the seven most talented and beautiful guests. If there are none, then he himself conducts the selection and selects candidates for the roles. Then he gives them small props or just cards with the name of the roles: Gingerbread Man, Grandmother, Grandfather, Bunny, Wolf, Bear and, of course, Fox.

Then he says that in vain we think that artists have an easy life. “The life of a Russian artist is hard and unsightly” - they, at times, in order to get a role, oh, how much they need to run. Therefore, if you want to become stars, you need to practice.

There are 7 chairs, the “artists” sit down, but as soon as the name of his hero is heard in the text, he quickly gets up and runs around the chairs. The host reads the fairy tale "Kolobok", only to make it more interesting and unexpected for the participants - he improvises, and then he adheres to the storyline, then he composes on his own - so that no one stays too long.

Here is an example: “Once upon a time there was a grandfather and Grandma ... Here Grandma and Grandfather come to visit ... Bear! And menacingly asks why Grandfather and Grandma do not have children. Frightened, Grandfather and Grandmother grab the first Bunny that comes across and present it to the Bear. But the Bear is not so easy to deceive. Then Grandfather and Grandmother begin to bake Kolobok ... "

When the guests run in plenty, you can give each a diploma of an honored artist, ask the audience to give them a standing ovation and remind them once again that "the legs feed the novice artist."

Such runners can be thematic and universal, and they are among the most popular

"Adventures in the Swamp".

Two participants in these "swamp" competitions are given a pair of sheets of paper - they will depict bumps. The goal of the players is to move from one end of the room or hall to the other, placing one sheet of paper under their feet in turn. You can step only on the issued "bumps".

The winner is the one who quickly passes the obstacle course back and forth, never stumbling from a paper sheet.

By the way, you can complicate the task and require the contestants to bring something from the opposite end of the room, that is, they go there lightly, and carry back in their hands, for example, a glass or a glass filled to the brim with alcohol. Whoever comes last drinks both as a penalty, and the winner gets a prize

"Pull the rope..."

For this game, two chairs are placed in the middle of the hall, a rope is placed under the chairs (the length should match the width of the two chairs), so that its ends stick out quite a bit from under the chairs. Then two players are called, who artistically walk around to the music. seats, and as soon as the music stops, they must stop quickly to sit on a chair and pull the rope lying under it. This is repeated three times.

The winner is the one who can pull the rope in his direction more often - he gets the prize!

"Fight for Survival".

Inflated balls are tied to the ankles of the participants (the number can be any), two balls each. On command, everyone rushes to burst each other's balls with their feet, trying to protect their own.

The game continues until the last ball. The winner is the owner of that very last ball.

(More extreme variants of the outdoor game with balls can be found)

2. Team games and relay races for any holiday:

"Pass the sausage."

2 teams are formed, with any number of participants, the main thing is to get equal teams. They line up at the back of each other's head, each team is given a long ball - a sausage. Task: quickly pass the “sausage” sandwiched between the legs from the beginning of your column to the end. The last in the column, having received the ball, clamps it tighter and runs to the first player, taking his place. And so on until, again, the first player will not take his place. For each fall of the ball - one point is deducted

The team that does everything faster and with fewer penalty points wins.

"Nimble spoon".

The leader gathers two teams - male and female. They become against each other. Each team is given a large tablespoon. At the command of the host, each player must “skip” the spoon, that is, pass it through any hole in their clothes (through sleeves, trousers, belt, straps). Then the “nimble spoon”, having reached the last player of the team, should return back in exactly the same way.

The team with the fastest boat wins.

Merry relay race "Ferry and ferryman".

For this relay race, you will need two ice sleds and a long rope, about ten meters. We select the strongest participant from each team and send him to the “opposite shore”. Those who remained on “this shore” (there must be at least ten of them) take turns sitting in the sled. The strong man on the opposite side pulls them up to him, as if ferrying them across the river. Then the presenter's assistants deliver the ice cubes back, and the next batch is loaded onto them.

The second time, it is much easier for the “ferryman” to work, since the comrades who have already been transported may well help him in his work. By the way, different things happen “on the way”, and if there are those who have fallen from the sled, then they are out of the game and are considered “drowned”. At the finish line, there is always a count of the players who have safely crossed to the other side.

The winner is the team that will transport the most people and cope with this task faster. Such outdoor games are especially recklessly held at youth parties or corporate holidays.

"How are you?"

For a change, invite guests to measure each other's temperature. Then present a huge fake thermometer. The leader selects a team of boys and girls. A huge thermometer, of course, is placed under the left armpit of the first male player. He must measure the temperature of the lady opposite him, without using his hands, that is, the thermometer must migrate from one alleged patient to another. And so on until the players find out which of them has a fever. The “sick”, that is, the one who dropped the thermometer, is eliminated from the competition.

The “healthiest” team wins (the one that lost the fewest players). If both teams are in an equal position, the competition can be repeated, complicating the conditions, for example, speed up the pace (make a timed competition) or offer to pass through one, while the player who is in the middle should not help in any way.

"Race in the mortar".

In this game, the participants will pretend to be hedgehogs, so they will need a "mortar" and a "broom" (bucket and mop). The bucket must have a handle, as you need to hold it while running.

The leader gathers two equal teams. He places one part of each team at one end of the hall, the other at the opposite. The first participant places left leg into a bucket, takes a mop in his hands and, holding the bucket by the handle, hurries to his team, standing at the other end. There he passes the "fabulous" props to a teammate, who, in turn, rushes the run in the opposite direction.

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 the lying emphasis, as in push-ups. When the signal is repeated, the relay continues.

Relay race "Difficult burden"


Participants are divided into teams of two. Each pair of players receives two sticks up to 50 centimeters long and a board 70-75 centimeters long, with a flag attached to it. Standing side by side, players hold their wands 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 three. 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", that is, 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".

Relay race "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 and so on. The called players run to the established place, they run around the rack (object) and come back. The team whose player returned first gets a point. The team that gets the most points wins.

Relay "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.

Relay race "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 transfer the leaf to the right palm of 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.

Relay race "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.

Relay race "Running on clouds"


For this game you will need five representatives from each team. Line up the participants and tie two inflated balloons to the right and left legs of each participant (4 balloons 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.

Relay "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 stands on 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.

Relay "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.

Relay "Aerial 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.

Relay race "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 meters in front of each column, two hoops lie one after the other, and at a distance of 7 meters - a ball. 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.

Relay race "Through the 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 centimeters 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 sequentially 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 comes into play 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 entire distance and pass the mortar and broom to the next participant.

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.

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 bike in this relay will replace 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 opposite each other at a distance of 2 meters. 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 (each 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 meters, 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, and so on. The game ends when all participants run with a 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 players is 1 meter. 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 over the head, the fourth - between the legs and so on. The last player runs with the ball to the beginning of the column and serves it back over his 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.

Relay race "Running"


On a signal, the first 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 foot to foot, and when returning back, they take the rope folded in half in one hand and rotate it horizontally under their feet.

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.

Relay "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.

Relay "Take the last"


The players of the 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, and so on are arranged in a row. Items are 1 less than the total number of participants in 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 of their column with their hand. Then he starts and does the same. The team whose player takes the last item wins.

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 meters from each other, circles with a diameter of 30 - 40 centimeters 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


Purpose: 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 meters in front of the teams, one circle with a diameter of 1 meter 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.

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 in, 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.

Relay "Running with three balls"


On the start line, the first participant 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 meter, puts them on the ground.

Instead of large balls, you can take 6 tennis,

Instead of running, jumping.

Relay "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 and so on. At the end of the game, a turnip clings to the 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 meters 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 on a relay race. At the guide of the first subgroup - 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 opposing team, the player with the rope starts, who moves forward by jumping over the rope. Each participant, after completing the task, passes the inventory to the next player in the team. This continues until the participants complete the task and switch places in teams. Runs are prohibited.

Relay "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.

Relay "Race of balls 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 bends down, catches the ball and runs forward with it along the column, stands at the beginning of the column and again sends the ball between the legs apart, and so on. The team that finishes the relay the fastest wins.

Relay race "Three jumps"


The participants are divided into two teams. At a distance of 8-10 meters from the start line, put a rope and a hoop. After the signal, the first participant, having reached the rope, takes it in his hands, makes three jumps on the spot, puts it down and runs back. The second participant takes the hoop and makes three jumps through it. There is an alternation of a rope and a hoop. Whose team can do it faster, that one will win.

Relay "Race of balls"


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 and so on. The game continues until each player on the team 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.

Relay "Handed - 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 meters. 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. At a distance of 3 meters in front of each column, put a hoop. 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.

Relay "Eye of the Needle"


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. In front of each column at a distance of 10 - 12 meters, a turntable is placed. 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 meters from one another. The guides of the columns of the first group receive 3 wooden bars, the thickness and width of which are at least 10 centimeters, the length is 25 centimeters. Having put 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" - like hares, and so on.

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 and the like.

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Those who want to play (6 people) need to be divided into two teams. Give each of them big ball, very well pumped up. On command, the players must reach their destination as quickly as possible. Moreover, one of the team must move on the ball, seeding on it with their feet, and the other two players of the team must support it to maintain balance.

Hunting

The place for the game turns into a field for hunting. On both sides of it, border stripes are drawn at the ends of the site. From each team you need one person - a hunter. The rest will be objects for hunting. Hunters should become in the center of the playing space, turning to the "game". At the sign of the leader, all the “game” leaves the place behind the line where it was previously and runs behind the line on the opposite side of the field of play. Hunters, holding hands, should catch in their "snares" as much "game" as possible, closing their arms around it. Whoever is caught must work for the benefit of the hunters. He joins them, thus increasing the size of the "snares" and catching the rest of the "game" together with the hunters. If the hands of the hunters open, the caught has the right to run away. The game continues until there is a circle of all players holding hands.

deliver water

This fun game requires a clean floor or grassy area. First you need to mark the boundaries of the game (start and finish): make two chalk strips (or lay two ropes), placing them 10 meters apart. Participants stand before the start, leaning on their knees and hands ("dog-like"). On the backs of the players you need to put small containers of water. It is better, of course, to fill them only 1/2 of the volume. On command, the participants must reach the finish line as quickly as possible, and then back to the start. The winner is the one who returns faster than others without spilling the contents of the container.

Ball boxing

The game is noisy and exciting. Participants should wear something bulky on their hands, ideally boxing gloves. On command, the players should burst small balloons. Whoever slammed the greater number of them, he won. Game time should be limited to 1-2 minutes.