Useful Tips

USSR Museum 20th Century


“Banks” is such a noble courtyard sport of my barefoot childhood that came in the 80s, and in theory, any Moscow kid of those years should have remembered this game. For everyone who I knew then played in cans - all available daylight hours, in any wasteland. But now few people remember about it, and someone with a cruel fate turned out to be completely deprived of this useful experience.

In fairness, it is worth noting that this game was played not only in Moscow. It was only called differently: "Baker", "Stick-cans", "Jack", "Pop", "Bun", etc.

But, unfortunately, no matter how it is called, the game of banks has now completely disappeared from our yards - erased by all sorts of PSP, mobile phones and other Internet. My friends and colleagues decided to fix this matter - to revive for a start, at least in our own circle. To play several games with our children, to refresh the rules, and then - what the hell is not joking - maybe to establish the Banking Games Club is one of a kind.

Let's start with the rules that we remember.

Large asphalt space. Length: approximately 20 meters. Width: not regulated.

Bank. Canning, large. The classic version is from a pea of ​​the GLOBUS type. If there are only small cans, you can use a couple of three.

The brick on which the bank is placed.

Chalk to draw important lines and signs on the pavement. Better - different colors.

Stick. For each player. Gripping, comfortable for throwing. Height - to the chest. (The most trump sticks came from old hockey sticks).

Colored electrical tape. To wrap your stick with different stripes - and thus it is good to distinguish it among other similar ones.

Number of players

Any number plus one driver. In the diagram below, for example, six players and a driver are drawn.

  1. Tactical

For one horse - throw a stick from your line with a horizontal throw and knock down a jar. Then pick up the stick (even if not knocked down) and return to the line. In this case, do not be sedentary driving.

Shoot down the jar in each horse, gradually approaching it (after each shot down the jar you can throw a step closer the next time) - until you reach the final line. This is the victory and the end of the game.

Determining the sequence and the first driver

Before the start of the game, all seven players gather behind the first line. The stick is placed on the toe of the foot and kick kicked as far as possible (while there is no problem to get into the jar). The succession of the rolls in the further horses is determined by the range of the fallen sticks: whoever is farthest from all is the one and the first. The one whose stick fell the closest becomes a driver.

Functionally, con consists of two parts:

a) aiming alternately throwing a stick at a jar, and
b) returning to hell with a stick.

In the process of the con, the following can happen:

a) getting into the bank - increasing the "rank" of the player,
b) change of driver.
c) or nothing may happen.

So, everyone lined up below the line, the driver cautiously stepped aside (he can’t interfere with flying sticks, he would take care of himself). Let's go take turns. The first - by, far flew away. The second is short. The third. Fourth. The fifth player knocks down a can, and it, ringing, flies away somewhere far away! The driver follows her and puts in place. Sixth throws - again by. Everything, it's time for the sticks.

Player Challenge: get to your stick, grab it and go back beyond the line.

The task of the driver: put a stick on any player and then knock down a can with a stick. If this happens, everyone relaxes, the one who is deceived in this way becomes the lead. Everyone, slowly, calmly picks up their sticks, returns to hell, the con is over. The former driver throws in the next horse last in turn.

Driving condition : between the moment of salting and knocking down the can - the can stands on the brick. That is, two events in a bunch should happen in a row: a player touching a stick with a stick + knocking down a standing jar.

Player counter-task : Do not let the driver touch the stick to himself (graceful fencing is welcome), and also - to have time to knock down the can with a stick at the moment when the driver managed to get someone off the boat. In this case, the driver, cursing, returns the can to its place and again tries to frighten someone.

Driver's counter-task : protect the jar from churning.

If someone sticks down so badly that he cannot approach her without turning into a driver, he should rely on the rest of the players. Those need to distract the driver and contrive to knock down the can. While he will run after her and put in place, the player grabs his stick and joyfully runs beyond the line.

As soon as everyone gathers under the line, the con is over. The fifth player who knocked down the can now throws one step closer, from a new trait called the Corporal.


It may happen that the driver is unlucky and he doesn’t bury anyone - then everyone, turning around cautiously, returns to the line. In this case, he remains to drive on.

On a horse, no one can bring down a jar - anyway, after all the throws, you need to follow the sticks and beware of the driver.


You cannot knock down a jar with your foot or hand. Only the driver can take it, and even then - only for the sake of returning it to its place.

You can’t grab someone else’s sticks, the driver will notice (and hit the jar with the announcement of the violation) - you’ll go and drive.

It is impossible to go beyond the line after returning - the same algorithm for the driver, if he notices.

By the number of titles there are "long banks" or "short". In the "long" you can play up to 5-6 hours, so we will consider the "short" option. Each "title" makes it possible to throw a stick one step closer and sometimes some bonuses.

  1. Private. No special bonuses.
  2. Corporal. No special bonuses.
  3. Sergeant. No special bonuses.
  4. Lieutenant. Can throw a stick "spear" (optional). When hit, jumps over the rank.
  5. Captain. No special bonuses.
  6. Major. No special bonuses.
  7. Colonel You can’t get off without a stick.
  8. General You can’t get into a stick.
  9. Marshal. It can’t be poured at all, but in the second part of the horse he cannot shoot down a jar. But he can walk where he wants and bring other people's sticks.
  10. "Sun" is the final feature. End of the game.

Schematically, the field with all the "ranks" looks like this:

Yard Games: Stick Banks

You can meet the stick-can game these days, but in the 80s it was one of the most famous yard games for boys of any age. She was also called “pop”, “banker”, “cook”, etc. The essence of the game was to knock down standing cans with a stick and advance along the ladder of “ranks”. Ranks were different - from the army (soldier, officer, generalissimo, etc.) to the card (nine-ace-God). On the pavement, special markings were made, somewhat resembling markings for playing "classics", with army or card ranks. Hitting the banks propelled the player one square forward. Sometimes for the "banker" platforms in the yard were chosen, and sometimes the usual street became the place of the game. 4-10 people played stick cans.

The author of the article repeatedly had to play the "banker", but rarely played out to the end. Usually, a “banker” ended up with either an injury to one of the participants or a window in a neighboring house breaking with a stick. Broken fingers and knees in stick cans are an indispensable attribute of every game. Indeed, in order not to become “on the banks”, one had to pick up his stick after the throw, and the driver had to touch his stick in order to put another player “on the banks”. But such touches were too tangible, because depending on the rank, it was necessary to touch only to a certain part of the body. For example, a soldier (nine) was required to be mastered on any part of the body, and a general (king) could become “on banks” only after touching his heels. Naturally, the "banker" did not try to do it carefully, since the worst thing was to stand "on the banks." But, regardless of rank, the driver was forbidden to touch the goals of the players.

Beginning of the game
First of all, we needed the main components - banks. Usually it was 2-3 metal cans from under condensed milk or any others from which it was possible to build a pyramid. Sometimes it was one can put on a brick. But in some areas exclusively metal paint cans were used for the game, and any other containers were completely unsuitable.

Equally important equipment - sticks of players. If some players didn’t bother too much and took any stick they got, then others had special sticks for the game made of old hockey sticks, ski poles, shovel cuttings and even reinforcing bars.

Before the game, it was necessary to choose a driver (banker, sifu, water), whose task was to protect the cans. To do this, each player had to use his foot to launch the stick as far as possible. The one who would make it worse than everyone stood on the banks. The one who threw the stick farthest than others opened the game with the first throw on the banks.

Tasks of the driver
The bank guard waited for the others to throw sticks. If no one knocked them down, then the driver should have put down with his stick players who were striving to pick up their sticks after throwing and be sure to bring down the banks. If someone shot down the banks, then all the players had the right to immediately take them from the playing field. The "banker" was to quickly put the banks in place and do the above procedure to "get off the cans." It was at this time that it was possible to get various injuries, since the game was very dynamic.

"Banker" had the right to stop the sticks of players during the flight with his stick, but only after they flew over the banks. Sometimes, after the throw, the sticks lay on top of each other, forming a cross. That player, whose stick fell on another, became a sif.

Although the game was notable for the risk of injury, stick-cans were very popular throughout the USSR. Even in the most remote villages, this game was famous and beloved.

The rules of the game "stump"

The deck is shuffled and transmitter removes the deck and draws cards from the middle of the deck, then shows everyone the card, suit this card is trump card.

Next, each player is dealt 2 cards, which the player puts next to him, face down, not looking at the card. These two cards are called stump. You cannot touch these cards until a certain point.

Then 4 cards are dealt to each player. The remaining deck is placed in the center of the table.

The first move belongs to the player to the left of the dealer. He who comes in puts one of his cards picture up, the next player must beat her.

You can fight back either with a high card of the same suit, or a non-trump card with a trump card.

The player puts a card, which he beats on top of the one that he beats, and then walks - puts another card (any) upstairs. Thus, a stack of cards is formed on the table.

Immediately after the move, if the player has less than four cards left in his hands, he gets the cards to four from the deck. If a player cannot (or does not want) to beat, then he takes a few top cards from the pile.

How much is determined by the card that he could not beat: if it is an ace, 6 cards are taken, the king - 4 cards, the queen - 3 cards, the jack - 2 cards, the rest at face value of ten - 10 cards, nine - 9 cards, etc. .d.

If there are fewer cards in the pile than you need to take, then the entire pile is taken. After which the move goes to the next player, he must beat the top card in the pile (as if the previous player was like her), if the whole stack was taken, the player simply walks.

When a player runs out of cards (and there is no deck anymore), he takes his stump and continues the game, if he had one card and beat it off, he goes to one of the stump cards.

A player who has run out of cards leaves the game. If at the same time he fought off the last card, and he had nothing to go, the next should beat this card.

The last remaining in the card game is the loser, and he is called the offensive word stump.

A draw is possible - after one player has entered and he has no cards, and the other player has discarded this card and he also ran out of cards.

In the next game, the distribution of cards belongs to a stump.