Kokpar
Participants of the Kazakh national game "Kokpar" were zhigits from neighboring auls. They were preparing for the event in advance, as it was a competition for strength, agility, endurance, and the ability to stay in the saddle.
On the day of the competition, all participants and spectators were gathering on the field. Then, at a distance of 50-60 paces from the competitors, the carcass of a goat was thrown, and the fight for kokpar began, which could last from lunch to evening. The fight was conducted on horseback. The aul that eventually got kokpar wins. After winning the "battle trophy", the dzhigits proudly rode around the most respected courtyards of the aul, and the residents congratulated them and gave them gifts.
There are two variants of kokpar. In the first variant, dzhigits from two different auls take part in the fight, the fight for the carcass is conducted between the auls. This version of the fight is called dada-tartys. As for the second variant, the fight for the carcass can be conducted by the dzhigits of one aul among themselves. In that case, only one young man will be the winner, that type of fight is called zhalpy-tartys. Kokpar is still very popular today.
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Audaryspak
The equestrian competition is one of the Kazakh national sports games. Audaryspak is more related to equestrian sports than to wrestling. "Audaryspak" is one of the most spectacular, interesting and exciting games. It is a fight on horseback, which is attended by the best riders, because it requires exceptional endurance, strength, agility and excellent ability to stay in the saddle. Audaryspak is a competition between two riders to see which of them can pull the opponent off the horse. Whoever succeeds wins. This event is held at folk festivals, celebrations, and also as a sports competition. The game originated among the nomads to maintain the physical shape of the warriors. |
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Baige
Baige is a cross-country race over a long distance (5-15 km; in the past it was more than 50 km), in which the tactical skill of the rider plays a crucial role. Its origin is associated with the nomadic way of life, the need to prepare horses for long passages. Currently, the races are held at racetracks. Sometimes baige takes place in the form of a chase after the rider, who was given the opportunity to break away from the group beforehand.
Alaman baige - long-distance cross-country horse race. Only adult animals from 3 years and older participate in this race. There is no single standard for the length and distance of the race. In Kazakhstan, distances of 21 and 31 kilometers are usually used. Occasionally, races for 50 and 100 kilometers are held. This type of race is dependent solely on the endurance of the horse, and therefore, based on the practical experience of Alaman baige, thoroughbred horses of valuable breeds (English, Arabian, Akhal-Teke and others) are not allowed to take part in the race. Only horses of local Kazakhstan breeds participate in Alaman baige.
Kunan baige - horse racing on two-year-old colts.
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Kume alu (Pick up the coin)
The game has very deep historical roots. The rules of the game have not changed much over time, only the attribute did. According to the rules of the game, dzhigits, while riding from the start line to the finish, must collect as many coins as possible. The coins are wrapped in kerchiefs, and scattered across the field before the game starts. Previously, in ancient times, silver bars were used for the game, which were later replaced with coins. Children can also play Kume Alu. It is a very fun and agile game. The children's version of the game is as follows: First, start line and finish line are marked on the playground. Then the coins are laid out along the playing field. Zhigits stand along the start line, and on the command "start", imitating riders on horses, run "at a gallop" along the field to the finish line, gathering coins. The first one who, without stopping, "at a gallop", will collect the most coins and reach the finish line, is declared the winner of the game. The players need to simulate a horse race all the time until they reach the finish line, the coins have to be picked up on the go too.
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Zhamby atu
Zhamby atu is a competition among dzhigits in archery. Zhamby is a silver disk that was hung on a thin rope of horsehair to the crossbar. The goal of the participants was to shoot it down with an arrow. There were several variants of such competitions - on horseback and on foot, in the second variant, participants from a certain distance alternately tried to shoot down the disc. Whoever did it with the least number of attempts won.
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Altybakan
Altybakan is a Kazakh national game, an entertainment for young people. Nevertheless, traditional moments of its educational significance are of no small importance. In the evening, all the youth of aul, dzhigits and girls, assemble the "altybakan" (swing: alty — six, bakan — pole) outside the aul. The game is of great importance in the knowledge of art, the views of young people, and their relationships. Parents look at various amusements among youth with indignation, but they have no right to not let them go on "altybakan" (especially girls). Here young people sing songs, play various games, and this fun continues until midnight. "Altybakan" is a kind of entertainment activity.
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Bastangy
Bastangy is an analogue of modern parties. When the parents left the house and went on a long travel or a short trip, the young people gathered together as a group and had a merry feast. The main purpose of such gatherings was simple. Boys and girls wished their relatives an easy road, a successful journey, nice travelers, and good health. The young people wanted the relatives who had left to return home as soon as possible, and remember their journey only as a joyful and peaceful one. Such ceremony was never forbidden and was even welcomed by the elders, as the young people demonstrated their care and respect in this way.
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Togyz kumalak
A game called "Togyz Kumalak"is one of the oldest Kazakh national games. It is a board game that trains logic and ingenuity, and is also designed to develop thinking and self-control. The game belongs to the Mankala family, which includes games like wari or kalah. The number 9 (9x9=81 and 2x9x9=162), which was considered sacred by the ancient Mongols and Turks, is the basis of the game. In the scientific world, it was called "shepherd algebra", because during the game, the opponents have to use all four basic mathematical actions. The game is based not only on the speed of counting, but also on tactics.
According to the rules, this game involves two players, each of them has 9 holes on the board (i.e. a total of 18 holes,"otau"), located opposite each other. Each hole has its own name: 1 — art, 2 — tekturmas, 3 — atotpes, 4 — atsyratar, 5 — bel, 6 — belbasar, 7 — kandykakpan, 8 — kokmoin, 9 — mandai. |
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Khan "alchi". Asyk
5 to 10 children can take part in this game. You will need a sufficient number of asyks. Then you will need to choose the largest one and repaint it red. This asyk will be the "khan". First, the game leader is selected with the help of a nursery rhyme. He needs to collect all asyks in a handful, then throw them in front of the rest of the players sitting in a circle. After that, they should carefully look at which side the "khan" landed on. If the " khan" landed on the "buk", "chic" or "taiki" sides, then the leader must knock out the nearest asyks using his forefinger with the help of his thumb. He takes the knocked-out asyks for himself. The "Khan" can be knocked-out only by the most recent asyk, which fell on the same side as the "khan". If the game leader accidentally touches other asyks with his hand or his asyk, the right to lead the game passes to another player. If the "khan" lands on the "alchi" side, then each of the players should try to get it for themselves. Whoever gets the "khan" is the winner. The winner starts the next game.
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Ak suyek
Participants of the game stand into a row. The game leader takes a white bone (you can use a rubber ball, a wooden key, carved sticks, etc.) and sings: White bone - symbol of happiness, the key, may you fly to the moon, to the white snow peaks! Smart and happy is the one who will find you in a heartbeat!
Afterwards, the leader throws the bone behind the row of players. During this moment, no one should look back, so as not to see which way the bone is flown. Once the bone falls, the game leader says: Find a bone - and you will find your happiness! And the one who is faster and more agile will find it!
The goal is to quickly find the bone and bring it to the leader without anyone noticing. When the children notice the player with the bone, they chase him, and, with a light tap on the shoulder, take away the bone, then also run to the leader. In order to be inconspicuous and bring the bone to the leader without hindrance, players can show their cunning and quickness. Some players, under the pretense that they can't find the bone, walk to the leader, while distracting the attention of their opponents in various ways (for example, they speak loudly, point at the other player, and claim that they have the bone, etc.). If the player was lucky and found the bone, and brought it to the leader, then one of the players or the whole group fulfills his wish: they sing, read poems, imitate the voices of animals.
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Oramal
The game leader gives a handkerchief tied in a knot to one of the participants. Participants form a circle around the leader. On the command of the game leader, " One, two, three!", everyone runs away. The leader has to overtake the player with the hanky, touch his shoulder and take the handkerchief. During the chase, the player with the hanky can pass it to a friend, the friend - to the next, etc. If the leader catches the player with the hanky, he has to fulfill any of his wishes: sing a song, read a poem, etc. Afterwards, he becomes the game leader.
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