Interesting games for children. oral games

oral games - games without the use of game equipment, devices. The basis of oral games is communication, for this reason, for an oral game there must be a company, you cannot play such a game alone.

The game requires two or more players.

Oral games do not require special preparations, but can be so exciting and interesting that they are an ideal option for playing on the road, during a long wait, in the hall of the station, on the train, in the car, outdoors in moments of relaxation from outdoor games, in a cafe, on walk, on the way to kindergarten and school.

Oral games are great for communication between older children with younger children in the family, parents with children, and also as entertainment in the company of any age.

Oral games develop communication skills, speech, sense of humor, memory, resourcefulness, create a great mood and a warm atmosphere of pleasant communication.

Oral games for toddlers

Oral games are a wonderful and affordable opportunity to communicate with a small child, a free alternative to educational toys. For oral play with a small child, a few minutes are enough. You can start playing oral games with children from three years old. Start with simple word games.

The game "Who is sitting on the cloud"

Number of players: two or more (must be played by an adult). Game time is five minutes. An adult says: “He is sitting on a cloud ... (then pronounces any word, for example, the word “Watermelon”). Then the adult says: “The next letter in the word“ Watermelon ”is the letter“ P ”. The task of the child is to find and pronounce any word that begins with the letter“ P ”. For example, the child said the word“ Fish ”. " letter in the word "Fish". This is the letter "Y". There are no words for the letter "Y". I name the NEXT letter. This is the letter "B". Baton sits on a cloud. And you name the NEXT letter "A". Etc.

The meaning of the game is that the child gradually learns letters and sounds in game form, replenishes it lexicon, as well as the child masters the concept of "Next", "Previous".

Game "What?"

An adult thinks of an object and asks the child about what this object, object or phenomenon (noun) is. For example, an adult says: "What is the sky?". The child answers: “Blue, summer, tall, beautiful”, etc. The task is to identify as many features of the subject as possible. The game develops speech, figurative thinking, the ability to concentrate, define and highlight the object and its features.

Game "Come up with a fairy tale"

A great oral game with a child is co-writing. Compose stories, fairy tales and stories! Learn poems, proverbs, sayings with your child, make riddles. When playing with young children, help them and tirelessly praise them for the smallest successes! Come up with oral games, let communication with your child give you joy and happy moments of friendship!

Oral games from 5 years

Oral games between players over the age of five can be characterized by the fact that children can play them on their own, without the participation of adults. It is enough to explain the rules of the game once.

There are many interesting oral games that adults also enjoy playing. Some of them will be discussed further.

Game "Magic Box"

The first player says the phrase: “I take it out of the magic box ....”, then names any item. For example, the first player says: "I take the ball out of the magic box."

The second player repeats the phrase of the first player and adds his item. For example, the second player says: " I get a ball and a cake from the magic box."

The third player repeats what the previous two players "got" and adds his item. Thus, the list of objects gradually increases, gradually it is difficult to repeat it correctly, since the objects must be repeated in the correct order and the complete list must be called.

The player who made the mistake is out of the game.

This game is great for developing memory. For an effective game, you can first introduce children to the techniques of mnemonics - memorizing a large number of words. Such knowledge will be useful in learning a foreign language and in any everyday situations. The main thing is to play with pleasure. As soon as the children get tired, stop playing or take a break. This game is good because it can be quite interesting for adults.

Oral games from 7 years

Oral games for players over the age of seven require some school knowledge and skills. The alphabet game can be fun. However, don't be fooled by its apparent simplicity!

Alphabet Reverse Game

The essence of the game is simple - you need to tell the alphabet in reverse order, starting from the letter "Z" to the letter "A". The winner is the player who is the fastest (use the stopwatch on your mobile phone) and pronounces all the letters of the alphabet in reverse order without errors. To participate in this game you need to know the alphabet, the rest is up to you!

Oral games from 10 years old

Oral games for players over ten years of age can be characterized by the fact that they often involve not only erudition, but also creativity, as well as a sense of humor! We can say that these are games for adults, since adults perfectly show their wit in such games if they find time for them ( a great opportunity for that - games on the way).

Game "Explain"

The first player guesses an object. And then asks the players in turn about what the hidden object looks like.

Each player gives an arbitrary answer. After that, the first player announces aloud the hidden word. Now each player must prove and convincingly explain to the players why the object conceived by the first player is similar to the object he said.

Sometimes such a connection is very difficult to find, and the art of persuasion comes into force, as well as a sense of humor that can help in any situation. Explanations should not be too formal and precise, but they should be convincing. The player who fails to defend his comparison is out of the game. All players take turns leading.

For example, the first player thought of "Watermelon". The second player said, "This is like a house," and the third player said, "This is like a dream." To prove his point, the second player can explain that a watermelon can be as big as a house. And the third player can explain that every person dreams of a watermelon!

The main advantage of oral games is the possibility of communication! Use the world of games to be closer to your children, plunge into the world of childhood. Let the child see your smile, feel your attention, hear your praise and become happier!

Links

  • About the benefits of logic games for kids
  • Group "Developing Games", social network for parents "Country of Moms"
  • The best educational games for children, social network for parents "Country of Moms"

Word games are a magic wand that helps pass the monotonous road and entertain the company of children and adults. We have put together a collection of fun and interesting word games for preschoolers, schoolchildren and adults.

This year we went to the camp in Slovenia and further to Greece by car, so we tried all these games on the road. I already talked about them in our social networks, and there the participants also threw in their favorite games, for which many thanks to them! Here I have collected all the games that we liked, and conditionally divided them by age. At the same time, older children, of course, enjoy playing those games that are listed here as games for kids.

Fun word games for kids 3-5 years old

barrel of laughter

Everyone thinks of a word (you can whisper in your neighbor's ear). The leader asks any question. For example: “What did you eat for breakfast today?”. And in response, you need to name the hidden word. It often turns out very funny.

Yes-No with emotions

The leader says “Yes”, the rest answer “No”. The task is to completely repeat the emotion, mood and volume of the presenter. And he speaks insinuatingly, and in a whisper, and screams, and creaks. Natasha, TV's daughter, spoke about this game at a meeting about T. V. Babushkina's Adventurous Pedagogy. It is good because it allows the child to feel the full scope and range of emotions, intonations, experiences that can be hidden in a short “Yes” or “No”.

My new car

Everyone in turn calls a number from 5 to 25, and then everyone counts the oncoming cars in unison. If you guessed, for example, 15, then the fifteenth car will be your car. It's a lot of fun when some particularly fashionable car or an old jalopy drops out. I got a BMW! Indeed, old...

Coquettes

You can offer the child, overtaking other cars: wave to them from the window, wave their feet, make a funny face, salute, smile, etc. If the passengers of that car reacted, then the child is counted plus one point. Scored 10 points, get a prize. I remember this as my favorite game from my childhood. The three of us always looked into the rear window of my father's Moskvich, semaphored, and smiled at all the oncoming and overtaken cars. No one has ever tried to catch up and snitch.

Whose drop is faster

The game is good for rainy weather. Everyone chooses a drop at the top of the glass. And then he watches her as she flows down. Whose drop is the first, he won!

machine rainbow

We drive in the car and carefully look around. If we play machine rainbow, we are looking for cars of red, orange, yellow, green, blue, blue and purple. If there are few cars, then you can just play rainbow of objects outside the window. Or in a rainbow of houses. Or a rainbow of billboards. Etc.

Word games for preschoolers (for children 6-7 years old)

What did I think outside

You think of something that you meet along the way and start counting it out loud. The task of the rest is to guess. It is especially interesting in the area of ​​large cities, where there is a lot of everything. You can guess, for example, billboards, red cars, two-story houses, road signs, trucks, cars with a top trunk, etc. Whoever guesses correctly, guesses next.

What did I think in the car

Thinking about something inside the cabin. Answer all questions with “Yes” or “No”. Descriptive questions can be asked: “Is it black?” “Is it plastic?” “Is it in the front of the car?” etc. The guesser guesses.

I'll take it with me in my suitcase

Time to train your memory.

  • I'm going on a trip and I'll take fins with me in my suitcase.
  • And I will take fins and binoculars with me in my suitcase.
  • And I'll take fins, binoculars and a doll with me in my suitcase.

Who rides ahead?

The game is especially good if you drive behind a car for a long time, and you can’t overtake. The task is to come up with and describe in detail who is driving. Gender, age, hairstyle, outfit, character. Overtaking, cheerfully wave your hand.

eyeball

The game is good for the city. Which of the passengers will be the first to notice what is hidden on the road: a cyclist, a bus stop, a broken car on the side of the road, a taxi, a dog in a car, a driver in a hat, a passenger with glasses, a tram, etc.

Word games for schoolchildren and adults

Three word story

Each of the players thinks of one any word. Then they are said out loud at the same time. It turns out a loosely connected, at first glance, set of words. And the leader must come up with a fairy tale with them.

Contact

A game for those who know letters. The driver thinks of a word and says the first letter. Players must come up with words starting with this letter, but not the words themselves, but their definitions. The task is to describe the word in such a way that one of the participants guessed, but the presenter did not. When someone guesses, he yells "Contact"! And he begins to count loudly up to 10 together with the one who guessed. At the expense of 10, they loudly pronounce their words. If the words match, the host opens the second letter. The host can guess faster, then he just says the guessed word and the game continues. For example, the presenter thought "Heat" and says "letter T"! The player asks: "Is this a barbel?". The host has no idea, and the second player shouts "Contact"! They count 1,2,3 ... 9,10 - Cockroach! Said at the same time, so they won. The host says the second letter - "E". Then he makes up words that begin with “those”.

Jar

The letter and size of the can are assigned. And everyone takes turns calling words starting with this letter, denoting objects that can be put in such a jar. For example, the letter K liter jar: tights, purse, doll, cereal, porridge, fist, etc. Whoever did not say - leaves.

In addition to word games, the “Entertainment Chest” with many interesting surprises helped us a lot during the journey. And I also share our findings about the rhythm of movement, which helps the whole family to travel in a cheerful and optimistic mood.

Favorite letter

Number of players: any. You need to prepare leaflets with different letters in advance and put them in an envelope. A volunteer is called. He randomly pulls out a piece of paper with a letter, for example, he got the letter "P". Now he must answer the host's questions (it is also desirable to involve other players in this so that they do not get bored, but take an active part) and so that all his words begin only with the selected letter. Here is an example dialogue: What is your name? - Novel. What country do you live in? - In Russia. What is your favorite vegetable? — Radishes. What movie did you watch yesterday? - Romeo and Juliet. What is your favorite writer? — Remark. So that the questions are not repeated, it is advisable for the facilitator to prepare in advance collections of a wide variety of questions. The game is played at a fast pace. If the player made a mistake and called the word with a different letter or hesitated and could not name the word at the expense of “One-two-three”, he leaves the game, and the next participant is called - he pulls out another letter. And so - until the game gets tired of the guests. A simple but quite gambling game, try it!

Variant of this game: some letter is selected, and any question of the leader must be answered by the players with words starting only with this letter. The task of the presenter is to ask tricky questions, to confuse the players. The game is played at a very fast pace. Whoever calls the word with a different letter is out. The winner is the one who has never made a mistake.

The last two letters

Number of players: any.

An interesting word game for ingenuity and speed of reaction; despite the fact that it is quite simple, but, nevertheless, the brain makes you work.

Basic rules: words must be singular nominative nouns; you can't say the words out loud. It is also not allowed to think of such words, on the last two letters of which it is impossible to make new ones.

The first participant calls any word. The next participant in the last two letters of this word comes up with his own, but does not say it, but explains it in any other words. The third player understands what the word is (he can ask leading questions), but does not say it out loud, and thinks up his own word for the last two letters of this word and explains it to the next player. And so it continues until you get bored.

Example:

1st player: "Ball"

2nd player: "They spread it on a sandwich" (caviar)

3rd player: "When boiled, it turns red" (cancer)

4th player: "He performs at the circus" (acrobat)

5th player: "A person who denies the existence of God" (atheist)...

The most interesting thing in this game is that everyone understands what is at stake, but you can’t say something!

forbidden letter

The driver alternately asks any simple questions to the players, for example: “Where did you wake up today?”, “What do you eat soup with?”, “What is the date today?” and so on. The player who is asked the question needs to give a quick meaningful answer, while avoiding the letter in the words of the answer, which, by agreement, is declared forbidden. Assume that the letter "o" is forbidden. Then to the driver’s question “Where did you wake up today?” you can’t answer “in bed” - you have to choose an answer that does not contain the letter “o”. For example, you can say: "On the couch." Thinking for a long time is not allowed. The one who hesitates or uses the forbidden letter in his answer becomes the leader, and the game starts all over again. You can complicate the task somewhat by declaring two forbidden letters: one is a vowel, the other is a consonant. In this case, the participants will need more resourcefulness, and the game will be more fun and lively.

Look at this interesting new topic. And he voiced it for us again anonymously, but I hope they just forgot to log in. But let's hear it anyway:

Games on paper (using a leaf and a pencil). For one, for two, for the company. It is interesting to read and learn (learn the secrets, if there are such games) to play them.

I am sure that even now it is a computerized and gadget time, but there are always situations when you will have nothing but friends and a piece of paper. So remember or write it down! There will be, like all known games, and I hope that for someone new. At one time, when, as you understand, there were no computers and mobile phones, I played almost everything!

1. Bulls and cows

The first player thinks of a four-digit number so that all the digits of the number are different. The goal of the second player is to guess this number. Each move, the guesser calls a number, also four-digit and with different numbers. If the figure from the named number is in the guessed number, then this situation is called a cow. If the figure from the named number is in the guessed number and is in the same place, then this situation is called a bull.

For example, the first player thought of 6109, and the second player called 0123. Then the first player must say: one bull and one cow (1b, 1k).

Each partner has his own word. They take turns. The one who guesses the opponent's number first wins.

The Executioner is another popular puzzle game designed specifically for two players. For this game, you will need clean paper and a pen.

The first player thinks of a word. It must be an existing word, and the player must be sure that the other player knows the word and is familiar with its spelling. It depicts a series of empty spaces needed to write a word. Then he draws the following diagram, which depicts a gallows with a noose.

The game begins when the second player suggests a letter that can be included in this word. If he guesses correctly, the first player writes it in the right blank space. If there is no such letter in the word, he writes this letter on the side and begins to draw the gallows, adding a circle representing the head to the loop. The opponent continues to guess the letters until he guesses the whole word. For each incorrect answer, the first player adds one body part to the gallows.

If the torso is drawn before the opponent can guess the word, the first player wins. If the opponent guesses the word correctly before the body is drawn completely, he wins, and then it is his turn to think of the word.

3. Tic-tac-toe on an endless field

To get rid of the predetermination of the result in Tic-Tac-Toe allows the expansion of the playing field.

On an endless field (a sheet of paper is quite suitable), the players take turns putting their sign (cross or zero). The game ends when one of the players wins or if the field ends.

The winner is the one who manages to line up five of his signs in one line, straight or diagonal.

If you play computer games, you can easily guess which creators have given this extended version of tic-tac-toe a lot of time.

4. Labyrinth

The field can be square or in the form of a pyramid. If desired, you can come up with more bizarre forms.

On the playing field, participants take turns putting lines one cell long - vertically or horizontally.

One of the participants who closed the square (placed the fourth component of it), puts his sign (cross or zero) in this square and walks again.

The task of the players is to put as many of their signs as possible, the one who, after completely filling the field, has more of these signs, wins.

The more complex and larger the field, the more interesting and unpredictable the game is.

5. Sea battle

The goal of this game is to destroy enemy objects (ships). Two people are playing. The events of the game take place on 2 square fields 10x10 in size. One of the fields is yours, the other is your opponent. On it you place your own objects (ships) and the enemy strikes at them. On the other field, the enemy places his objects (ships).
Your armed forces, as well as enemy forces, contain the following objects (ships):

1 deck (size 1 cell) - 4 pieces
2-deck (size 2 cells) - 3 pieces
3-deck (size 3 cells) - 2 pieces
4-deck (4 cells in size) - 1 piece.

Objects (ships) cannot be placed side by side, that is, there must be at least one free cell between two adjacent objects (ships) (note that the enemy cannot place objects (ships) side by side either).

When all the preparations are completed and the objects (ships) are placed, it's time to start the battle.

The player whose objects (ships) are located on the left field has the first move. You choose a cell on the opponent's field and "shoot" at this square. If you sank an enemy ship, then the opponent should say “killed”, if you wounded the ship (that is, you hit a ship with more than one deck), then the opponent should say “wounded”. If you hit the opponent's ship, you continue to "shoot".
The game ends when one of its participants loses all ships.

6. Dots

Dots is a game of skill for two or four people. However, it is best to play only two. For this game, you will need blank paper and as many pens as there are players. The goal of the game is to connect the drawn lines into squares, the player who creates the most squares wins the game.

First, create a field on clean slate paper, draw horizontal and vertical lines from small dots at the same distance from each other. Very quick game would consist of ten along and ten points across. You can make the field as large or small as you like, depending on the level of play and the number of players.

Once the field is created, each player takes turns making a move, drawing one line at a time connecting two dots. Dots can be connected horizontally or vertically, but sometimes they can be connected diagonally. Once a player completes a square, they put their initials inside the square and get their next turn, and so on, as long as they manage to create a square with one extra line.

Two strategies are possible in this game: first, you can prevent opponents from creating squares. Secondly, you can shape the field so that you can create a large number of squares with one additional line.

7. Football

To play football, you need a checkered piece of paper that will serve as a field. Two people are playing. The gate is six cells in size. The game starts at the center point of the field (leaf). The first move is played by lot.

The move is a broken line consisting of three segments, each of which is a diagonal or side of the cell.

Lines cannot be crossed or touched. If the player cannot make the next move, then the opponent breaks through the penalty: a straight line of six cells (vertically, horizontally or diagonally).

If, after a free kick, the ball stops on an already drawn line, or the player cannot make a move, then another free kick is taken.

They play until the first goal.

8. Chain

The task is to come up with a chain of metagrams for a given pair of words that turns one of these words into another. Each subsequent word is obtained from the previous one by replacing exactly one letter. The winner is the one whose chain is shorter. This game was invented by Lewis Carroll, the author of Alice in Wonderland. So, the GOAT turns into the WOLF, the FOX, the LEOPARD and other animals.

In 17 moves, NIGHT changes to DAY.

In 11 moves, a RIVER turns into a SEA.

For 13 from the DOUGH you can make a BUN.

Traveling through time will take 19 moves: MIG will turn into an HOUR, then into a YEAR, then a CENTURY will arise, and finally an ERA will turn out.

The first player writes a letter, the next player adds a letter in front or behind the written letter, and so on. The one who, as a result of the substitution of whom, a whole word is obtained, loses. Letters need to be substituted not just like adding another letter, you must have in mind some specific word in which the combination of letters written by you occurs. If the one who must make the next move cannot come up with a single word with the combination of letters that was formed before his move, he must give up. In this case, the player who wrote the last letter must say what word he had in mind, if he cannot name the word, then he loses himself, if he named it, the one who surrendered loses. The one who loses the first time receives the letter B, the second time - A, etc., until the word Balda is obtained. The one who becomes Balda first loses completely.

Naturally, you can play not only on paper, but also verbally.

10 . Football 8x12

A field of 12x8 cells is drawn. The dots in the middle of the short sides are the gates. The first move is exactly from the center of the field. They move alternately placing a dash on one cell (along a line or diagonally). If the move ends at a sketched point (that is, through which they have already walked - for example, the center of the field), then the right is given to one more dash, and so on, until the move ends at an empty point. The sides are considered to be sketched points (that is, the ball “bounces off the sides”). The goal is to score the ball into the goal.
An additional rule that we came up with in the class is that putting the ball into a position from which it cannot be exited is an illegal move (for example, a move to a corner). If this is the only move a player can make, then this is his loss.

Each field is played for one goal (if desired, for more, but practice has shown that it is better to play for one goal after all). The convenience of this game compared to standard football is that it takes up little space and you can also use a partially written sheet for it.

11. Maze with objects

Two are playing. Players draw two 10x10 fields. For convenience, you can assign the designations to the cells: a, b, c, ..., i, k - horizontally and 1, 2, 3, ..., 9, 10 - vertically. (Helps with communication on the game). On one field, a labyrinth is drawn, along which the opponent will walk. The second, while empty, field is the opponent's labyrinth, along which the player himself walks. It marks the objects of the enemy's labyrinth explored during the game. The goal is to take the treasure out of someone else's labyrinth faster than the opponent will take the treasure out of yours.
Here there is an opportunity to simultaneously prove yourself both as an adventurer and as a "owner of the dungeon."

Maze Requirements:

Between the cells there can be walls, which, in fact, form a labyrinth. In addition, the entire labyrinth along the perimeter is also surrounded by a wall, which is called the “wall of the labyrinth”.

The labyrinth should contain:

1 Crossbow
1 crutch
1 Trap
4 Pits
4 exits from the pits (each pit uniquely corresponds to one exit)
3 False Treasures
1 Real treasure
4 exits from the maze on each side.
In addition, each participant has 3 grenades at the beginning of the game.

Map example:

Game process.

Players tell each other the coordinates of the points from which they would like to start the game.
The players take turns. During a turn, a player can move one cell to the right, left, up or down, if the cell in which he is and the one he wants to move to is not separated by a wall. If such a wall is still present, the player is informed about this and he remains on his cell until the next move. If this wall is a maze wall, this is reported separately. However, by prior arrangement, no distinction can be made between interior walls and maze walls and eliminate the concept of "maze wall", but this can greatly delay the game. By spending one grenade, the player can eliminate any wall (including the labyrinth wall) until the end of the game. You don't need to discover it first. Let's say, having intuitively felt that there is a wall on the right, the player may not spend a move to go to the right and make sure that it exists. He can immediately use a grenade, and even then there will definitely not be a wall there. But it may be that it was not there, then the grenade is still considered spent. Throwing a grenade counts as a move. You cannot throw a grenade and move on the same turn.

After the player has moved to a new cell, the opponent informs him that he is on the new cell (and only one object can be on one cell).
These can be (with examples of notation):

A) crossbow("A"). After visiting this cell, the player begins to "limp" and the enemy during his turn (already attacked) can take +1 action (move, throw a grenade, stumble on a wall). The crossbow works once, but its effect lasts until the end of the game.

b) crutch("Y"). Visiting this cell gives the player himself, starting from the next turn, to perform 1 more action per turn. This is not a cure for the action of a crossbow, but an independent object. The crutch works once, but its effect lasts until the end of the game.

The actions of the crutch and crossbow add up. That is, visiting both of these cells gives the same result as not visiting either of them. If you have found a crutch, and your opponent has a crossbow, then in a turn you can already do three actions (not four!).

V) trap("K"). Allow three moves. Those. while you are getting out of the trap (more correctly - traps), the enemy makes four moves, after which you can move again. The presence of the opponent's crutch allows him to make eight moves. If you fall into a trap after being wounded by a crossbow before, the enemy takes only four turns (permanently skipping moves does not work, because you still do not move). The trap triggers every time a player visits a square with it.

G) you fell into a hole No. 1, 2, 3 or 4. ("1,2,3,4") - instantaneous movement (in the same move) to the cell "Exit from the pit No. 1, 2, 3 or 4" ("I, II, III ,IV"), respectively. The exit coordinates are not reported to the player. He continues the game from the cage with the exit from the pit and determines his location by indirect signs. If the player got to the “exit from the pit” cell without falling into the pit itself, but simply “stumbled”, he is informed about it. Now, having fallen into the hole with this number, he will know where he will appear.

e) you found a treasure. False (“O”) or true (“X”), can only be found out by leaving the maze.
To exit the maze, you can use any of the exits that are available, one on each side, or break through a new one using a grenade. (However, we can agree that the walls of the labyrinth do not take grenades, although they are spent).

A player who exits the maze on his turn (accidentally or intentionally) is told that he has exited the maze. If at the same time he has a treasure in his hands, it is also reported what kind of treasure it is: false or real.

Only one treasure can be carried at a time. At the same time, the actions of the crossbow, crutch, trap are not canceled. You can’t throw treasure wherever you like, but you can change one for another. It is not necessary to take the treasure. If you find yourself on a cell with a treasure and decide to take it, you need to inform the enemy about it.

The maze must be designed in such a way that it is possible to visit each cell and exit the maze without using grenades, starting the game from anywhere. You can't build traps: when a player, having fallen into a hole, leaves it into a closed space from which he cannot get out without using grenades. The trap can be placed anywhere.
After leaving the labyrinth, the player can only enter the exit from which he left. However, the option with the possibility of re-entry through any exit also has the right to exist. In this case, you can fence off areas that can only be reached through a certain entrance to the labyrinth, if the starting point is outside them.

12. Nonsense

And even the seemingly stupid game "Nonsense" carries a deep meaning if you play it with the whole family. Each player receives a piece of paper and writes the answer to the question “Who?” at the top. (Winnie the Pooh, Behemoth cat, neighbor Uncle Vasya, etc.). Then the answer is folded in such a way that it cannot be read, and the sheets are passed around. The next question is "With whom?" Then follow: “When?”, “Where?”, “What did you do?”, “What came of it?” When all the answers are written, the pieces of paper are unfolded and read. "So what's the point of all this?" - you ask. If the whole family laughs at the resulting nonsense, if parents and children are interested and have fun together - isn't this the main, most important meaning of any family games?

13. War of viruses

Virus War. game for two more is possible, but an even number of players is desirable, otherwise one quickly becomes a victim), on the field 10*10 ( again, you can do more, then even more interesting), “viruses” is denoted by crosses, circles and other evil spirits (each player has his own color or figure). Three "viruses" are exposed per turn. Viruses begin their reproduction from opposite corner cells of the field. You can put a "virus" only next to your other "live virus". If there is a "virus" of the enemy nearby, then you can eat it by painting the cell in your color. The enemy can no longer “overeat” this cell for the second time. Such formations are called "fortresses". If the “fortress” touches at least one living virus of its color, then it is possible to create new “viruses” anywhere farther from it or there is an enemy. The goal of the game is the complete destruction of the living forces of the enemy. If both sides manage to hide their live viruses behind the enemy's fortress of eaten viruses, the game ends in a draw.

"Bedbugs". Virus Warriors variation. Can be played by 2 to 6 players, but 4 players are optimal. They play on a notebook sheet, each player must have his own color. The game begins with drawing the "main bug" - a cross surrounded by a frame and the "headquarters" environment of the "main bug" of 8 crosses in the corners of the sheet. Further, you can make 5 “walkers” per turn, and not 3 as in the “war of viruses”. The game is played to destroy the "main bugs". But the most interesting thing about this version of the game is that the players who play by default, each for themselves, have the right to make alliances and break them as the situation or personal preferences change. Often a good "political" intrigue in this variation brings more dividends than the combinational class of the game. Possible addition: a player who has built a square of 8 bugs can place a new "main bug" in the center, while the old one is painted over in the player's color. Such a revolution allows you to save your army from defeat, if the enemy gets close to the old "main".

"War". A very difficult variation of "virus warriors". Can be played by 2 to 6 players, but 4 players are optimal. They play on a notebook sheet, each player must have his own color. The game starts from the "generals", which are denoted by the letter G and are located in the corners of the sheet. For each move, the player may place:
4 infantrymen (indicated by the letters P);
2 horses that are placed with a letter as in chess (and are denoted by the letter K);
2 tanks that move through one cell (you can also diagonally) (indicated by the letters T);
1 plane that moves through 4 squares horizontally, vertically or diagonally (indicated by the letters C).
During any turn, you can abandon one type of troops and make an extra one extra walker with another type. For example, you can go immediately 3 more times by plane in one turn, refusing, respectively, from all infantrymen, from all horses and all tanks.
Unlike the “war of viruses”, new fighters can only be placed next to living fighters (or next to a “living” fortress) of the corresponding type, provided that they have a live connection with the general! That is, troops without control do not fight. Communication can be carried out through another type of troops. They play, of course, to destroy the generals.

14. Pyramid

Two players play. They take turns writing words in the form of a pyramid according to the crossword rule, in addition, it is forbidden to repeat the same words. They start with a three-letter word, under the word you can write a word of the same length or one letter longer. Under each word, you can only write a word of the same length once, the next word must be one letter longer. After the opponent's move, the player carefully analyzes the resulting game word pyramid and tries to make a word of at least three letters, taking for it the first letter from an arbitrary level of the pyramid, the second from the next level below it, etc. one letter from each next level. This word must also be a common noun in its initial form and not an abbreviation (not an abbreviation of the GAI type). The player who finds such a word adds as many points to his score as there are letters in this word. Then the next round begins, and so on, until any player scores 12 points. He becomes the winner.

An example of one round of this game with the words: the 1st player writes the word LUK, the 2nd writes the word MIG under it. The 1st player needs to find a 4-letter word already, he writes the word SHAWL. Both players try to pick up words from already used letters in order not to give the opponent a chance to win the round. Here the 2nd player is carefully looking to see if it is possible to make up some word, but all sorts of nonsense like KISH, LIL, YUM, etc. is obtained. Then the 2nd player writes the 4-letter word SHILO (and could also write the 5-letter word):
LUKE
MOMENT
SHAWL
AWL

The 1st player analyzes the pyramid... He sees the words GAI, IL and SOUTH, which, according to the condition of this word game, do not fit, and does not notice the word KILO! The pyramid has another level:
LUKE
MOMENT
SHAWL
AWL
A DROP

Player 2 sees the words FACE and THORN, then notices the word KILO... And suddenly finds a beautiful 5-letter word LILY! It adds 5 points to the score of the 2nd player.

Such games on paper with words develop attentiveness and the ability to combine words.

Two players draw 7-10 "tanchiks" each. or? starships?, each on its own half of a double notebook sheet (preferably not in a box, but in a ruler or an empty A4). Having placed the army, the players begin to fire at each other in the following way: the shot is drawn on their own half of the field, then the sheet is folded exactly in the middle, and the shot, visible through the light, is marked on the second half of the field. If it hits a tank, it is knocked out (the second? knocking out? fatal), and if it hits it exactly, the tank is immediately destroyed.
Each successful shot gives the right to the next; in some versions of the game, you cannot fire the next shot at the same tank.
After a preliminary shooting, the game very quickly goes into the stage of "blitzkrieg", or rather, a rapid denouement. The winner, of course, is the one who first shot the opponent's army.

16. Barriers

A simple tactical game, the essence of which is the positional struggle for space. On an 8x8 field (i.e. the size of a chessboard), players draw small lines one after another that overlap any 2 cells in a row: i.e. for example, player 1 draws a vertical line occupying e2 and e3.
Player 2 does the same, but his line cannot cross or touch any existing ?obstacles?. As the field fills up, there is less and less free space, and at the end a sober calculation is needed to finish the game. A player who can no longer place his trait because everything is already blocked, losing.

A simple and rather fun game, built on the same principles as the parade of coins, but completely different in form.
On a small field (it can be a square or a rectangle of arbitrary size, it's not particularly important), players place about 15-20 points in various places, although more or less evenly.
Then the first player draws a rounded but free-form rim that goes through at least 1 point. The maximum in the classic version is unlimited, although I would recommend giving a maximum of 4 dots per border.
The next player draws their own rim, the only limitation? it cannot intersect with already drawn ones. The rims can be drawn inside the rims, or, conversely, surround existing ones, the main thing is that they do not intersect. After a while, there is very little space left, and the one who draws the last rim loses.
A variation of this game is the rule to draw circles that cover only 1 or 2 points, no more.

The one who destroys the last zero loses.

19. Dots and squares

The author of this game, the popularizer of mathematics and sciences, Martin Garner, considered it ?pearl of logic games?. Without sharing his opinion, however, it is quite possible to call the game one of the best tactical games, interesting at any age.
Playing field? rows of dots from 3x3 to 9x9. It is better to start with a small field, and after feeling the taste, increase the size. The rules are very simple: the players connect two dots with a line, and when the player can close the square, he puts his sign in it (for example, the first letter of his name).
Closing the square, the player gets the right to an additional move, until he draws a line that does not close anything. At the end of the game, who has closed more squares is counted, and the winner is determined.
With seeming simplicity, the game is a good space for combinatorial play, especially on the fields of 5x5 and more. The essence of winning tactics? to force the field with semi-closed constructions, to sacrifice, it was necessary to carry, several squares in favor of the opponent, and then, when there is practically nowhere to bet, to force him to make an unfavorable move (not closing anything)? and after that close most of the squares in one series.

The simplest word game, according to the principle of tic-tac-toe, only with letters.
On a 3x3 field (then try other sizes), two players bet any one letter each, and the winner is the one who, by the end of the game (when all the fields are filled), will be able to write diagonally, vertically or horizontally more well-known words of 3 letters.
The game is useful for children who are learning to write. For adults, it does not have a rather small competitive value, but players with humor will find a lot of fun. For children, you can play the option? who will be the first to create a word, and not who will have more words.

21. Racing

A more complex and longer game, built on the same principle as other paper coordination games: the movement of a pen standing vertically across the sheet from a light click.
On a sheet (single or double) is drawn race track(Race), in the form of two curving, uneven circles, repeating the outlines of each other, 2-3-4 cells wide (depending on the number of participants). Then, in an arbitrary place of the resulting ring, a start / finish line is drawn, from which racing cars start.
With short, neat strokes, the racers move around the ring, overcoming bends and special obstacles, flying into a ditch, entering the field again, and as a result, one of them comes to the finish line first and reaps the laurels.
Each time a rider's line touches or crosses a track boundary, a cross is placed at the intersection and the rider skips the next turn by turning his car so he can continue the run. There are 5 such intersections for each car in stock. (5 hit points) and the sixth encounter becomes fatal.
In addition, there can be any obstacles on the track? for example, zones heightened danger: flying into such a zone, the car takes more damage, and loses two hit points. Or special obstacles that protrude from the edges and make the passage narrower, or, on the contrary, stand in the middle and force cars to squeeze into
It is also possible to enter touch points points, or rather, small circles, which the car must get into when passing by (i.e., through which the line must pass). The figure shows all the listed complications of the track at once, and it is clear that the race is still far from over.
You can invent and introduce your own rules, new obstacles, and if there are 4 or more participants, you can even arrange a racing series by making several tracks, and in between allowing players to purchase equipment, for the amount of points depending on the place taken. For example, buy extra hit points or attacking spikes, and take 1 hit point from the car you overtake.

22. Golf

Players start from two points next to each other at the bottom of a double sheet standing upright (see picture).
Everyone plays with a pen of his own color, and what is the task of each? for the minimum number of strokes (lines from the handle sliding along the sheet) to bring the ball into the hole. The hole is at the opposite end of the field, i.e. top of the sheet. And a person with good coordination needed a maximum of 4-5 strokes to drive the line into the hole.
But in advanced versions of Golf, the path to it is not so easy, because long straight lines are protected by hills that act as a buffer and do not allow the player. When hitting a hill, the enemy performs a rollback i.e. shoots the line of the violator in any direction, and he is forced to continue his series of blows from the place where this line came. Or, perhaps, 1 or 2 extra moves are attributed to the track of the one who hit the hill.

To keep up to date with upcoming posts on this blog there is a Telegram channel. Subscribe, there will be interesting information that is not published on the blog! Well, if you go back to computer games then find out what it is , and The original article is on the website InfoGlaz.rf Link to the article from which this copy is made -

Tru-la-la

The players start counting aloud from one to one hundred, calling the numbers in turn. The task of the players is to say the word “tru-la-la” instead of numbers that are divisible by 7 or include the word “seven” in their name (you can think of any other funny phrase; and instead of 7, choose another number, for example, 4). The one who makes a mistake is out of the game. The remaining participants start counting from the beginning. You need to keep score quickly, then misses happen often, and the game turns out to be very fun. The winner is the one who has never made a mistake.

Earth, air, water, fire

An interesting word game for children on the speed of thinking. The participants of the game form a circle, in the middle of which the driver stands. He throws a ball or a balloon to the players in turn, naming one of the elements: earth, air, water or fire. If the driver said the word “Earth!”, Then the one who caught the ball needs to quickly (while the driver counts to five) name some domestic or wild animal; to the word "Water!" the player responds with the name of a fish or aquatic animal; to the word "Air!" - the name of the bird (flying insect). At the word "Fire!" everyone should wave their hands. Anyone who makes a mistake or cannot name the animal is out. It is impossible to repeat the names of animals, fish and birds.

Word volleyball

In this game, participants stand in a circle and throw a ball or a balloon to each other. At the same time, the player who throws calls any noun, and the one who catches the ball needs to name a verb that is suitable in meaning, for example: the sun is shining, the dog is barking, etc. If the player calls an inappropriate verb, he is eliminated from the game.

All questions - one answer

In advance, you need to prepare cards with the names of various household items. It can be kitchen utensils, household appliances, household and other items, for example: a frying pan, a saucepan, a vacuum cleaner, an iron, a broom, a mop, etc.

The players sit in a circle. The facilitator approaches each participant and offers to pull out a piece of paper with the name of the subject from the hat (box). When everyone has sorted out the cards, the leader stands in the center of the circle, and the game begins. The host asks the players in turn a variety of questions, and the players must answer these questions only with the names of the items they got on the cards (in addition, only prepositions are allowed). Rules: you need to answer questions very quickly, while the one who is talking to the host is forbidden to laugh, while the rest of the participants can deliberately make him laugh.

Options for questions and answers:

  • What is your name? - Mop.
  • And what do you brush your teeth with in the morning - Vacuum cleaner.
  • What is the name of your hairstyle? - Washcloth.
  • And who are your friends? - Frying pans.
  • What do you have instead of eyes? - Spoons.

The main task of the presenter is to come up with such questions, the answers to which involuntarily cause laughter from both specific players and all other participants. The laughing player is out of the game. The most imperturbable participant who knows how to restrain his emotions wins.

Answers out of place

The essence of the game: you need to answer any questions of the host very quickly, without hesitation, with any proposal that is not related to question asked. For example, the facilitator asks: “Isn’t the weather wonderful today?” The player needs to answer something like this: "I think today is Saturday." If he makes a mistake or answers in monosyllables (for example, says "yes", "no", "true" or "false"), then he is out of the game. One participant in the game cannot be asked more than three questions in a row. The leader's task is to try to confuse the player. For example, he asks: "Isn't it wonderful weather today?" The player replies, "I think today is Saturday." Host: Is today Saturday? Player: "I like to go to the movies." Host (quickly): “Do you like to go to the movies? One, two…” Playing by inertia: "Yes" - that's it, he lost the dialogue and is out!

Sausage

This simple fun game that does not require any additional props can be played while sitting at a table. A leader is chosen, who asks everyone in turn a variety of questions. The task of the players is to give the same answer: “sausage” or related words: “sausage”, “sausage”, etc. The main thing is to answer with the most serious face. Whoever laughs first is out of the game. The winner is the player who will cope with his emotions to the end and will not succumb to the host's provocations. Laughter during the game is guaranteed!

Backwards

Fun outdoor game for kids. The host calls the participants words denoting the names of objects, and the players need to quickly find this item and hand it to the host. The difficulty lies in the fact that the presenter calls all objects “back to front”, for example: chyam, akzhol, agink, alquq (ball, spoon, book, doll). Fun for kids guaranteed!

Are you going to the ball?

A fun word game for quick reaction for a small company. The essence of the game: the participants are not allowed to laugh (and even smile!), as well as to pronounce the words: “yes”, “no”, “black” and “white”. The one who violates these conditions gives the phantom to the host of the game - any item he has, after which he leaves the game. When there is no longer a single player left in the game, everyone who has given away forfeits redeem them by completing fun tasks invented by the presenter.

The game begins with the host coming up to each player in turn with the words: “The lady sent you a golik and a broom, and a hundred rubles of money, ordered not to laugh, not to smile, not to say yes and no, black, white do not wear. Are you going to the ball?"

Examples of possible dialogs with player errors:

  • - Are you going to the ball?
  • - I'll go.
  • “Would you like to stay at home?”
  • No, I'll go. Oh…
  • What color will your dress be? White?
  • — Yellow.
  • - Then the hat, of course, will be white?
  • - Not white, and pink. Oh…
  • - Are you going in a carriage?
  • - Most likely in a carriage
  • What will you wear to the ball?
  • - Nice dress.
  • — Black?
  • — Blue.
  • - Will it be sewn especially for this ball?
  • - Certainly.
  • “And you will be the most irresistible lady at the ball?”
  • - Necessarily.
  • - And you will kiss everyone in a row?
  • No! Oh…

During the game, the host tries to make the one who answers laugh; in addition, he asks questions so that the forbidden words are spoken as soon as possible, and the players pay for it with forfeits.