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Age: From 3 years
Number of participants: 5 to 10
MATERIAL: Scarf.
1-Delimiting a play space
2-One of the students is blindfolded with a handkerchief
to keep him from seeing
3 - The other children are around him/her.
4-The players sing:
Group: "blind man's buff, what have you lost?".
Blindman: "A needle and a thimble."
Group: "Give three spins and you’ll find them" (The group
makes the blindman spin on his/her own axis three
times).
5-The blindman tries to catch his companions.
6-When he/she catches one of them, he/she must guess
who is it just by touching his/her face. If he/she indeed
does it, the handkerchief passes to the caught boy/girl,
who is the new blindman. If not, the player plays again as
the blindman..
7-The players cannot get out from the play space.
En grupos de 3 Ăł 4 alumnos cada uno con una canica
situados, en un principio, a una cierta distancia (3-5
metros) del hoyo. El juego consiste en introducirla dentro a
través de lanzamientos utilizando el pulgar y el índice. Si
después del primer lanzamiento ninguno logra el objetivo
realizan, siguiendo el mismo orden, un segundo intento
desde el lugar donde se quedĂł la canica. Cuando uno de
ellos la introduce, debe impactar su canica con alguna de
las que todavĂ­a estĂĄn fuera. Si se golpea y posteriormente
se vuelve a meter la canica en el hoyo con otro
lanzamiento, se "gana" la canica impactada.
MARBLES
AGE: 7 YEARS FROM
Number of participants: 3 to 5
This is the quintessential children's game. They know no
seasons or boundaries
Perhaps much of the success of this game is due to the
simplicity of the required materials, since just small balls or
marbles are required, whether they are made of metal,
ceramic, glass, plastic or marble, to name a few .
There are many ways and different games, but the best
known is:
The hole
In groups of 3 or 4 students, each with a marble placed,
initially, to a certain distance (3-5 meters) from the hole. The
game goal is making the marbles enter in the hole by
throwing them with our thumb and forefinger. If after the
first throw, no player achieves the objective, following the
order, he/she will have a second attempt from the point
where where the marble fell before. When one player
throws his/her marble into the hole succesfully, he/she must
impact his/her marble with some of the other which are still
outside. If the player strikes it and then again throw the
marble into the hole, he/she "wins" the marble impacted.
MATERIAL: SACOS
El objetivo es ganar la carrera. Para ello serĂĄ preciso cubrir la
distancia prevista saltando como los canguros, siempre con los
dos pies dentro del saco. * En cuanto a las normas de juego, todo
corredor que tropiece intencionadamente con otro al caerse
quedarĂĄ descalificado. Ahora bien, si la caĂ­da es involuntaria, el
corredor puede levantarse de nuevo y seguir dando saltos.
1- Las líneas de salida y de meta deberån señalizarse
adecuadamente. Por lo general se precisa la ayuda de un juez de
lĂ­nea de meta porque en muchas ocasiones los metros finales son
muy apretados.
2-La longitud de la carrera se establece segĂșn la conveniencia de
los participantes o de los organizadores
* Es Ă©ste un juego tĂ­pico de las fiestas populares, en el que
pueden intervenir tanto los pequeños como los mayores. Tan sólo
se precisa buena disposiciĂłn para el ejercicio y, sobre todo,
sentido del humor para encajar con ĂĄnimo alegre las posibles
caĂ­das.
AGES: From 8 years
Number of participants: There may be many participants as
bags available, depending on the width of the track. The
track must be soft ground or grass, preferably, since the
asphalt is not a good option because of inevitable falls.
(relay races are more recommended for primary school
children)
MATERIAL: bags
The goal is to win the race. This will need to cover the
scheduled distance jumping like kangaroos, always with
both feet inside the bag. * As for the rules of the game,
every runner who intentionally collides with another one to
make him/her fall will be disqualified. Now if the fall is
involuntary, the rider can get up again and keep on jumping.
1 - The start line and the finish line shall be marked
appropriately. It isusually required the help of a finish line
judge because many times it is not clear who has come to
the finish line first.
2-The race length is set at the convenience of the
participants or organizers
* This is a typical game in traditional festivals, which may
involve both small children and adults. So you just need a
willingness to exercise and, above all, sense of humor when
falling down.
.
EDAD: DESDE LOS 6 AÑOS
NÚMERO DE PARTICIPANTES: Desde dos.
MATERIAL: Un trozo de yeso para pintar en el suelo y una piedra plana
(tejo).
Se traza en el suelo con tiza o yeso un diagrama constituido
generalmente por una serie de rectĂĄngulos coronados por un
semicĂ­rculo.
2-El nĂșmero de casillas cambia de una variedad a otra; podemos
encontrar desde 6 a 11 o mĂĄs casillas. Se enumeran los distintos
compartimentos, a los que también se les puede dar distintos
nombres.
La/el jugadora/or arroja su tejo al primer compartimiento, que se salta
a pata coja, realiza el recorrido sin pisar el dibujo, y al final, empuja el
tejo fuera del diagrama, para luego pisarlo. Lo mismo hace con las
otras casillas hasta llegar a la Ășltima.
En algunas casillas que reciben el nombre de “descanso”, así como en
la casilla final, que puede llamarse “cielo”, “gloria” o “paraíso”, la/el
jugadora/or puede asentar los dos pies.
Otras casillas estĂĄn divididas en dos partes por una lĂ­nea diagonal o
vertical y deberĂĄ saltar sobre ellas con las piernas abiertas; es decir,
poniendo un pie en cada parte.
La/el jugadora/or pierde cuando posa los dos pies en las casillas donde
no estĂĄ permitido, cuando pisa las lĂ­neas del diagrama, cuando el tejo
sale del dibujo, o cuando el tejo quede sobre una lĂ­nea, pasando el
turno a la/el siguiente participante.
El juego puede concluir en el primer recorrido o pueden repetirse las
vueltas.
AGE: FROM 6 YEARS ON
NUMBER OF PARTICIPANTS: From two on.
MATERIAL: A piece of chalk to paint the course on the floor and a
flat stone.
1 – The course is scratched on the floor with the piece of chalk. It
is usually formed by a series of squares topped by a semicircle.
2-The number of rows changes from one variety to another, we
find from 6 to 11 or more squares. The squares are numbered (or
named by themes likes animals, colours...).
3 - the player throws the stone on the first square, then jumps on
one foot from square to square, in order, without touching the
drawing, and finally pushed the stone out of the diagram, and
then he/she steps on it. So does with the other boxes until you
reach the last one..
4 - In some squares the word “rest” is written down, and in the
last one, the words "heaven", "glory" or "paradise"are written
down. the players can stand on both feet on these squares.
5 - Other squares are divided into two parts by a diagonal or
vertical line.Thge players must jump on them with spread legs,
placing one foot on each side.
6 - The player lose when he/she stands with both feet on the
boxes where it is not allowed, when he/she steps on the lines of
the course, when the stone leaves the drawing, or when the puck
stops on a line, then passing his/her turn to the next player.
7 - The game can end with the first round or it can be repeated
once and again.
.
AGE: From 6 years
Number of participants: 10 to 20 (recommended)
MATERIAL: A handkerchief, or a bandana or similar.
1-Place two opposing groups separated by a distance.
2-Each member is given a number.
3-Between the two groups, one player holds a handkerchief.
When he/she shouts a number, each group’s player with
that number run to the holder, trying to be the first and take
the handkerchief.
4 – Whe one of them takes the handkerchief, he/she must
run back to his group before the other player catch him/her..
NOTE: If one of the players crosses the line marking the
middle of the playspace (on which the handkerchief is hold)
before tha handkerchief has been taken, the other player’s
group wins the point.
AGE: 5 YEARS FROM
NUMBER OF PARTICIPANTS: five players.
Objects used: Not any particular material needed, but just a
playing field, with four corners making a square.
GAME RULES:
1-A participant stays in the center of the four corners, while
the rest takes a corner each.
2- Instead of corners you can use trees, lampposts, or
simple stones to mark the playing field.
3-Whe the game starts, the the players at the corners run
and exchange them very quickly, so the player in the middle
can not reach any free corner in time.
4 - If he/she does indeed, the player who has not reach any
free corner passes to the middle of the field.
.
Age: From 4 years
Number of participants: more than 10
1-We choose the "mouse" and "cat".
2-The rest of players hold hands and form a circle.
3 - The mouse, within the circle, runs out of the circle,
passing between two players.
4-After that, the cat comes inside the circle and says,
"where did the mouse go out throgh?".
5 - The players answer "through the door" and point out
where the mouse went out through.
6-The cat comes out the circle through that door chasing the
mouse and passing through all the doors through which
he/she passes.
The others sing the song:
"Mouse, the cat is about to catch you,
mouse, you're going to be caught,
If the cat doesn’t catch you tonight,
tomorrow he will. "
If the cat catches the mouse, they exchange roles in the
game..
.
Se juega con una cuerda. Dos jugadores la agarran, uno por cada
extremo, para dar vueltas a la cuerda. Los demĂĄs se colocan en fila para ir
pasando a saltar sin perder turno, una vez que empieza a saltar el
primero. Si uno no salta cuando le toca, o tropieza con la cuerda, se para
el juego y Ă©ste pasa a "ligĂĄrsela", o lo que es lo mismo, a "dar a la comba".
Mientras que uno salta, los demĂĄs cantan una canciĂłn y segĂșn como
sea Ă©sta, se da a la comba a un ritmo diferente. En el juego de la comba
existen muchas variantes, casi siempre acompañada de una canción
determinada.
AGE: FROM 6 YEARS ON
Number of participants: MORE THAN 3
It is played with a rope. Two players grab it, one at each end,
and make it turn. The others are placed in line and one by
one, in turns, they jump the rope. If the does not jump
when he/she has to, or he/she tripps over the rope, the
game stops and this player leaves the line and goes to one
of the ends of the rope to grab it and make it turn.
Meanwhile a player is jumping,, the rest sings a song
whose beat must be followed by the holders of the rope in
its turning, and by the player, of course, in his/her jumping.
In this game there are many variations, along with different
songs.
SOME SONGS :
"Passing the boat"
"Passing the boat,
the boatman told me:
beautiful girls,
do not pay money.
I'm not pretty,
Not that I want it to be,
Up with the boat,
One, two and three. “
The Cocherito
The Cocherito Lere
He said last night, Lere,
that if I wanted Lere,
to get in his car, Lere.
And I said, Lere,
dazzling, Lere
I do not want car, Lere,
That makes me dizzy, Lere. "
By "Lere" string rotates in the air
and children's university squats.
AGE: From 6 years
Number of participants: maximum of 5 children
Material: bottle caps and crayons.
1-Painting a circuit on the floor.
2 - Several students (2-5) travel along it hitting the caps with
their forefinger.
3 – Players must follow an order.
4 – Whe one player pushes his/her cap out from the circuit
boundaries, he/she must get back to the beginning of the
race.
AGES: From 8 years
Number of participants: Depending on the size of the play
space surface, from ten players on, but always an even
number.
MATERIAL: soft ball
1 – We’ll start by marking the field.
2 - We will form two teams with the same number of
players in each.
3- Teams are placed in their respective sides of the field.
4 – The team who starts the game is decided randomly..
5- The player who starts the game will try to "kill" any of his
opponents by throwing the ball towards him/her, so the ball
hits him/her anywhere on his/her body before touching the
ground. The “target player” can move or run across the field
to avoid it.
6 - A player is not considered "dead" if the ball, after
touching him, is collected by him or by a teammate before it
hits the ground.
7 – When the ball is thrown, the player who throw it cannot
step on or cross the center line dividing the two fields.
8-If you "kill" a player, he/she must pass to the outer side.
9-This player may try to kill one of his/her contenders, from
the new position where he will receive the ball from his/her
"alive" teammates if their enemies canÂŽt intercept it..

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AGE: FROM 4 YEARS

  • 1.
  • 2. Age: From 3 years Number of participants: 5 to 10 MATERIAL: Scarf. 1-Delimiting a play space 2-One of the students is blindfolded with a handkerchief to keep him from seeing 3 - The other children are around him/her. 4-The players sing: Group: "blind man's buff, what have you lost?". Blindman: "A needle and a thimble." Group: "Give three spins and you’ll find them" (The group makes the blindman spin on his/her own axis three times). 5-The blindman tries to catch his companions. 6-When he/she catches one of them, he/she must guess who is it just by touching his/her face. If he/she indeed does it, the handkerchief passes to the caught boy/girl, who is the new blindman. If not, the player plays again as the blindman.. 7-The players cannot get out from the play space.
  • 3. En grupos de 3 Ăł 4 alumnos cada uno con una canica situados, en un principio, a una cierta distancia (3-5 metros) del hoyo. El juego consiste en introducirla dentro a travĂ©s de lanzamientos utilizando el pulgar y el Ă­ndice. Si despuĂ©s del primer lanzamiento ninguno logra el objetivo realizan, siguiendo el mismo orden, un segundo intento desde el lugar donde se quedĂł la canica. Cuando uno de ellos la introduce, debe impactar su canica con alguna de las que todavĂ­a estĂĄn fuera. Si se golpea y posteriormente se vuelve a meter la canica en el hoyo con otro lanzamiento, se "gana" la canica impactada.
  • 4. MARBLES AGE: 7 YEARS FROM Number of participants: 3 to 5 This is the quintessential children's game. They know no seasons or boundaries Perhaps much of the success of this game is due to the simplicity of the required materials, since just small balls or marbles are required, whether they are made of metal, ceramic, glass, plastic or marble, to name a few . There are many ways and different games, but the best known is: The hole In groups of 3 or 4 students, each with a marble placed, initially, to a certain distance (3-5 meters) from the hole. The game goal is making the marbles enter in the hole by throwing them with our thumb and forefinger. If after the first throw, no player achieves the objective, following the order, he/she will have a second attempt from the point where where the marble fell before. When one player throws his/her marble into the hole succesfully, he/she must impact his/her marble with some of the other which are still outside. If the player strikes it and then again throw the marble into the hole, he/she "wins" the marble impacted.
  • 5. MATERIAL: SACOS El objetivo es ganar la carrera. Para ello serĂĄ preciso cubrir la distancia prevista saltando como los canguros, siempre con los dos pies dentro del saco. * En cuanto a las normas de juego, todo corredor que tropiece intencionadamente con otro al caerse quedarĂĄ descalificado. Ahora bien, si la caĂ­da es involuntaria, el corredor puede levantarse de nuevo y seguir dando saltos. 1- Las lĂ­neas de salida y de meta deberĂĄn señalizarse adecuadamente. Por lo general se precisa la ayuda de un juez de lĂ­nea de meta porque en muchas ocasiones los metros finales son muy apretados. 2-La longitud de la carrera se establece segĂșn la conveniencia de los participantes o de los organizadores * Es Ă©ste un juego tĂ­pico de las fiestas populares, en el que pueden intervenir tanto los pequeños como los mayores. Tan sĂłlo se precisa buena disposiciĂłn para el ejercicio y, sobre todo, sentido del humor para encajar con ĂĄnimo alegre las posibles caĂ­das.
  • 6. AGES: From 8 years Number of participants: There may be many participants as bags available, depending on the width of the track. The track must be soft ground or grass, preferably, since the asphalt is not a good option because of inevitable falls. (relay races are more recommended for primary school children) MATERIAL: bags The goal is to win the race. This will need to cover the scheduled distance jumping like kangaroos, always with both feet inside the bag. * As for the rules of the game, every runner who intentionally collides with another one to make him/her fall will be disqualified. Now if the fall is involuntary, the rider can get up again and keep on jumping. 1 - The start line and the finish line shall be marked appropriately. It isusually required the help of a finish line judge because many times it is not clear who has come to the finish line first. 2-The race length is set at the convenience of the participants or organizers * This is a typical game in traditional festivals, which may involve both small children and adults. So you just need a willingness to exercise and, above all, sense of humor when falling down. .
  • 7. EDAD: DESDE LOS 6 AÑOS NÚMERO DE PARTICIPANTES: Desde dos. MATERIAL: Un trozo de yeso para pintar en el suelo y una piedra plana (tejo). Se traza en el suelo con tiza o yeso un diagrama constituido generalmente por una serie de rectĂĄngulos coronados por un semicĂ­rculo. 2-El nĂșmero de casillas cambia de una variedad a otra; podemos encontrar desde 6 a 11 o mĂĄs casillas. Se enumeran los distintos compartimentos, a los que tambiĂ©n se les puede dar distintos nombres. La/el jugadora/or arroja su tejo al primer compartimiento, que se salta a pata coja, realiza el recorrido sin pisar el dibujo, y al final, empuja el tejo fuera del diagrama, para luego pisarlo. Lo mismo hace con las otras casillas hasta llegar a la Ășltima. En algunas casillas que reciben el nombre de “descanso”, asĂ­ como en la casilla final, que puede llamarse “cielo”, “gloria” o “paraĂ­so”, la/el jugadora/or puede asentar los dos pies. Otras casillas estĂĄn divididas en dos partes por una lĂ­nea diagonal o vertical y deberĂĄ saltar sobre ellas con las piernas abiertas; es decir, poniendo un pie en cada parte. La/el jugadora/or pierde cuando posa los dos pies en las casillas donde no estĂĄ permitido, cuando pisa las lĂ­neas del diagrama, cuando el tejo sale del dibujo, o cuando el tejo quede sobre una lĂ­nea, pasando el turno a la/el siguiente participante. El juego puede concluir en el primer recorrido o pueden repetirse las vueltas.
  • 8. AGE: FROM 6 YEARS ON NUMBER OF PARTICIPANTS: From two on. MATERIAL: A piece of chalk to paint the course on the floor and a flat stone. 1 – The course is scratched on the floor with the piece of chalk. It is usually formed by a series of squares topped by a semicircle. 2-The number of rows changes from one variety to another, we find from 6 to 11 or more squares. The squares are numbered (or named by themes likes animals, colours...). 3 - the player throws the stone on the first square, then jumps on one foot from square to square, in order, without touching the drawing, and finally pushed the stone out of the diagram, and then he/she steps on it. So does with the other boxes until you reach the last one.. 4 - In some squares the word “rest” is written down, and in the last one, the words "heaven", "glory" or "paradise"are written down. the players can stand on both feet on these squares. 5 - Other squares are divided into two parts by a diagonal or vertical line.Thge players must jump on them with spread legs, placing one foot on each side. 6 - The player lose when he/she stands with both feet on the boxes where it is not allowed, when he/she steps on the lines of the course, when the stone leaves the drawing, or when the puck stops on a line, then passing his/her turn to the next player. 7 - The game can end with the first round or it can be repeated once and again. .
  • 9.
  • 10. AGE: From 6 years Number of participants: 10 to 20 (recommended) MATERIAL: A handkerchief, or a bandana or similar. 1-Place two opposing groups separated by a distance. 2-Each member is given a number. 3-Between the two groups, one player holds a handkerchief. When he/she shouts a number, each group’s player with that number run to the holder, trying to be the first and take the handkerchief. 4 – Whe one of them takes the handkerchief, he/she must run back to his group before the other player catch him/her.. NOTE: If one of the players crosses the line marking the middle of the playspace (on which the handkerchief is hold) before tha handkerchief has been taken, the other player’s group wins the point.
  • 11.
  • 12. AGE: 5 YEARS FROM NUMBER OF PARTICIPANTS: five players. Objects used: Not any particular material needed, but just a playing field, with four corners making a square. GAME RULES: 1-A participant stays in the center of the four corners, while the rest takes a corner each. 2- Instead of corners you can use trees, lampposts, or simple stones to mark the playing field. 3-Whe the game starts, the the players at the corners run and exchange them very quickly, so the player in the middle can not reach any free corner in time. 4 - If he/she does indeed, the player who has not reach any free corner passes to the middle of the field. .
  • 13.
  • 14. Age: From 4 years Number of participants: more than 10 1-We choose the "mouse" and "cat". 2-The rest of players hold hands and form a circle. 3 - The mouse, within the circle, runs out of the circle, passing between two players. 4-After that, the cat comes inside the circle and says, "where did the mouse go out throgh?". 5 - The players answer "through the door" and point out where the mouse went out through. 6-The cat comes out the circle through that door chasing the mouse and passing through all the doors through which he/she passes. The others sing the song: "Mouse, the cat is about to catch you, mouse, you're going to be caught, If the cat doesn’t catch you tonight, tomorrow he will. " If the cat catches the mouse, they exchange roles in the game.. .
  • 15. Se juega con una cuerda. Dos jugadores la agarran, uno por cada extremo, para dar vueltas a la cuerda. Los demĂĄs se colocan en fila para ir pasando a saltar sin perder turno, una vez que empieza a saltar el primero. Si uno no salta cuando le toca, o tropieza con la cuerda, se para el juego y Ă©ste pasa a "ligĂĄrsela", o lo que es lo mismo, a "dar a la comba". Mientras que uno salta, los demĂĄs cantan una canciĂłn y segĂșn como sea Ă©sta, se da a la comba a un ritmo diferente. En el juego de la comba existen muchas variantes, casi siempre acompañada de una canciĂłn determinada.
  • 16. AGE: FROM 6 YEARS ON Number of participants: MORE THAN 3 It is played with a rope. Two players grab it, one at each end, and make it turn. The others are placed in line and one by one, in turns, they jump the rope. If the does not jump when he/she has to, or he/she tripps over the rope, the game stops and this player leaves the line and goes to one of the ends of the rope to grab it and make it turn. Meanwhile a player is jumping,, the rest sings a song whose beat must be followed by the holders of the rope in its turning, and by the player, of course, in his/her jumping. In this game there are many variations, along with different songs. SOME SONGS : "Passing the boat" "Passing the boat, the boatman told me: beautiful girls, do not pay money. I'm not pretty, Not that I want it to be, Up with the boat, One, two and three. “ The Cocherito The Cocherito Lere He said last night, Lere, that if I wanted Lere, to get in his car, Lere. And I said, Lere, dazzling, Lere I do not want car, Lere, That makes me dizzy, Lere. " By "Lere" string rotates in the air and children's university squats.
  • 17.
  • 18. AGE: From 6 years Number of participants: maximum of 5 children Material: bottle caps and crayons. 1-Painting a circuit on the floor. 2 - Several students (2-5) travel along it hitting the caps with their forefinger. 3 – Players must follow an order. 4 – Whe one player pushes his/her cap out from the circuit boundaries, he/she must get back to the beginning of the race.
  • 19.
  • 20. AGES: From 8 years Number of participants: Depending on the size of the play space surface, from ten players on, but always an even number. MATERIAL: soft ball 1 – We’ll start by marking the field. 2 - We will form two teams with the same number of players in each. 3- Teams are placed in their respective sides of the field. 4 – The team who starts the game is decided randomly.. 5- The player who starts the game will try to "kill" any of his opponents by throwing the ball towards him/her, so the ball hits him/her anywhere on his/her body before touching the ground. The “target player” can move or run across the field to avoid it. 6 - A player is not considered "dead" if the ball, after touching him, is collected by him or by a teammate before it hits the ground. 7 – When the ball is thrown, the player who throw it cannot step on or cross the center line dividing the two fields. 8-If you "kill" a player, he/she must pass to the outer side. 9-This player may try to kill one of his/her contenders, from the new position where he will receive the ball from his/her "alive" teammates if their enemies canÂŽt intercept it..