Word games for two at home. Children's word games

The buildings 23.09.2019
The buildings

Favorite letter

Number of players: any. Leaves need to be prepared ahead of time. different letters 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 leader's task is to set 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?” etc. 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.

In fact, these games are suitable not only for traffic jams. They will come in handy in any forced waiting, road, idleness or mechanical work- a long trip, the way home, queues, cleaning. For the Dumalogy team, this is a golden collection of games that will help out at any awkward moment without requiring additional props and preparation.

Here are seven simple word games to keep you and your kids entertained, spark your imagination, and practice out-of-the-box thinking.

1. Past and future

Game conditions:

Name any object and ask the child the question: “What was this object in the past?”. Then we begin to fantasize “What can this object become in the future?”

For example: chair

What was this item in the past?

Tree/tree sprout/tree seed (depending on how deep you dig).

What can it become in the future?

Firewood / club from a leg / swing, if hung somewhere, etc.

In this game, the child:

  • Penetrates the essence of objects and phenomena. Children understand how long the path that each object goes through before taking on its usual form can be.
  • Trains his imagination and forms the skills of invention. At the moment when children begin to fantasize about the future, there is a high probability of creating something new, making the unusual out of the ordinary.

2. What does it consist of?

Game conditions:

We represent any object and name its components

For example: Electric kettle(spout, lid, button, heater, bulb, wire, stand, etc.)

What do you teach your child by playing this game:

  • See to the root. Here, children learn to look not superficially at a thing as a whole, but in depth. So that the child understands that objects do not appear by themselves and consist of other objects.
  • Find relationships. Many of the surrounding objects are useful only in interaction with other things. The child gets acquainted with the concept of "subsystem" - components. The kettle will not work just like that, it needs to be plugged into the outlet, to do this, you need voltage at the outlet, etc.
  • Mindfulness. We often don't pay attention to the little things. habitual look. We begin to delve into something only in case of a breakdown. But even then difficulties arise, because, forgetting about one important detail, we are looking for the cause of the breakdown is not at all where it is needed.

3. Turn on variability

(from Anatoly Gin)

Game conditions:

We represent any subject. Thinking about how it can be used, in addition to its direct purpose

For example: plastic cup

1) put on the leg of a chair so as not to scratch the floor;

2) make an Aladdin hat with an elastic band;

3) cut out circles, paint them and make yourself colored glasses;

4) grow plants;

5) collect a lot of cups and make a costume...

What develops:

  • Overcoming psychological inertia. Psychological inertia is the way we used to think, small patterns in our head and stereotypes that prevent us from looking at things wider and finding the most unexpected decisions. It is necessary to destroy stereotypes and develop the ability to think beyond the usual.
  • Understanding the supersystem. We already talked about subsystems in the previous game. And the supersystem is something from the outside that can change the object beyond recognition, and make it supernova. The child learns not to be limited by the functions of the object itself, he activates knowledge about what is around the object.

4. Helpful / Harmful

Game conditions:

We choose a situation and list in turn what is harmful and what is useful in it.

For example:

Rain is beneficial because plants grow.

Rain is harmful because it can flood something.

Rain is useful, because in the heat it can freshen the air.

Rain is harmful because you can get wet and get sick...etc.

What develops:

The ability to see both sides of the coin. Children learn not to despair if something does not work out, and, on the contrary, not to be too naive, to be able to discern the negative in the most beautiful. The child trains not to take either side, learns to analyze both aspects, creating in his head the lines between them.

5. Yes/No

Game conditions:

You are thinking of something (an object, a phenomenon, a person, a figure, something magical, etc.). The child must guess what it is by asking questions that can only be answered with “yes” or “no”.

For example: house

Is it alive?

Is it man made?

Is it more than you?

Is it beneficial to humans?

What develops:

  • Ask the right questions. It is quite difficult to choose a question so that it gives specific, necessary information that can get closer to the correct answer. Often children think hard before they ask. It is what we need!
  • Classify. Such a game is a kind of mathematics: we divide the whole in half. The first questions are usually the most global “Is this alive? Is it inanimate? Made by man? and further in descending order. The further, the more and more the classification narrows, the more difficult it is to divide it, but the more interesting and mysterious.
  • Remember. This is especially evident when something like this is conceived. When a lot of questions and answers to them have already accumulated, you have to keep in mind the picture from the tips already received and not repeat the questions.

6. Foreteller

Game conditions:

We take as a basis any object / action / phenomenon. We call that instead of this object/action/phenomenon it was before. What performed the same function, how it has improved over time and how it can be modernized in the future.

For example: dating

How did people meet in ancient times?

They sniffed each other, fought, through touch, etc.

How do they meet now?

On the streets, in cafes, on the Internet, etc.

How will they meet in the future?

They will send a personal robot to each other and transmit with it full information about yourself or read it from someone, etc.

What develops:

Assess the rate of progress. In the game, the main idea is for the child to come to the conclusion that the future colossally changes everything around him: objects, people, and even nature.

Look into the past, be interested in history. It is always interesting and funny to plunge into the history of antiquity, when everything was completely different. Probably, the child will want to study the history of mankind more deeply in order to rely not on his imagination, but on real historical facts.

Create something new according to the TRIZ methodology. The game will lead the child to one of the important concepts of the TRIZ methodology (Theory of Inventive Problem Solving) - how to make it “itself”. The ideal solution of any problem by the TRIZ method assumes that the problem is solved by itself. AT modern life everything goes towards this: things are already erased in washing machines, vehicles drive themselves on autopilots, etc. Maybe both you and the children will come up with something like that, without which it will be difficult to imagine modernity in the future. Go ahead.

7. Visible-non-obvious

Game conditions:

Imagine two completely different objects and find as many similarities between them as possible.

For example: a boot and a flying ship

1) both can smell;

2) both can take off;

3) the boot has a cavity inside and in the ship too;

4) both can be solid;

5) can be the same color...

What develops:

The ability to see the unobvious in the obvious. When children look for similar items, they delve into all sorts of characteristics of objects in order to fish out the most subtle ones that can somehow resemble the second object. Children sort out the functions of objects, their composition, and visual design.

The games are simple and versatile: you can choose any one you like, use it anywhere, train your mind and have fun at the same time. You can arrange a competition with a child ... Believe me, children's imagination is much brighter than that of adults. For each game, you can pick up an infinite number of your items, objects, phenomena, situations. Any item you pick up is another new game!

We thank the students of the Dumalogia school and their parents for inspiring us to write this article.

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 four-digit number so that all 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 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 winner is the one who, after completely filling the field, has more of these signs.

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 also cannot place objects (ships) side by side).

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 a blank sheet of paper, draw horizontal and vertical lines from small dots at the same distance from each other. A very fast game would consist of ten along and ten dots 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 in such a way as to be able to create big number squares with one extra 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 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.

Time travel will take 19 moves: MIG will turn into an HOUR, then into a YEAR, then there will be a CENTURY and finally an ERA.

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 surrender. 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 himself loses, 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.

ten . 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("BUT"). After visiting this cell, the player begins to "limp" and the enemy during his turn (already advanced) 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!).

in) 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 (permanent skipping 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 this. 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 the enemy's "virus" is 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 you can create new “viruses” anywhere farther from it or have 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 deployed 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, repeat the same words forbidden. 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 should also be common noun in its initial form and not as an abbreviation (not as an abbreviation for 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 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 is filled, there is less and less free space, and at the end a good judgment is needed to finish the game. A player who can no longer place his trait because everything is already blocked, losing.

Simple and pretty 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 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 half-closed constructions, to sacrifice, it was necessary to carry a few 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 on any one letter, 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 from 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

More complex and long game, built on the same principle as other paper coordination games: the movement of a pen standing vertically across the sheet from a slight 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, high-risk zones: 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 (that is, 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.

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Queues at the clinic, waiting at the bus stop, a long bus ride... All these situations make our kids very tired, they start to whine and act up. For such moments (when running is problematic and there is little interesting nearby), all kinds of word games will become a lifesaver. Some of these games you probably already know, some your parents played with you, but something may turn out to be new! :).

word game

Mom calls the word, the baby - the word that begins with the last letter of the mother's word: sea - echidna - shark - iceberg. Mom's task is not just to answer the child, but to select words that would end in rare letters (u, h, d, x ...). Along the way, you can expand the horizons of the child, explaining to him the meaning of unfamiliar words.

Complicated options:
Option 1. You can only speak words on a certain topic, for example, only plants or cities.
Option 2. Words must form a logical chain.
Apricot - garden(apricot grows in the garden) - wood(trees grow in the garden) - nut(growing on a tree) - halva(often made with nuts)...

We compose a fairy tale

The adult begins his story according to the type of life they were ..., says a few sentences, and the child should continue your story. Then again you tell a few sentences, so you compose and take turns telling a fairy tale / story. You can complicate the task - let each player begin his part with the words "And suddenly" or "But" The more participants, the more interesting the game, as a rule.

Road stories.

The most incredible stories can be written. And to make them more interesting, you just need to come up with a principle by which your stories will be built. For example, like this:
Unfortunately or fortunately?
Luckily, we took a clockwork parrot with us.
Unfortunately, it's broken.
Fortunately, it will be quiet now, and you can sleep.
Unfortunately, daytime sleep causes insomnia.
Fortunately, at night you can walk on fresh air and look at the stars...etc.

Words with one letter

We call the words in turn from the same letter: Light bulb - fox - lemon - skiing - swallow

Find the extra

Mom says some 3-4 objects or concepts, and the baby finds something superfluous and, ideally, also explains why this word is superfluous on the list.

Dog - cat - apple - bear. The rest is an apple.
House - hut - notebook - apartment. Extra - notebook.

Finders

You can look outside the window for objects that begin with a certain letter or a certain color. With older kids, you can do it at speed. With younger children it is better to do without any competition. You may even have to help the child with hints about what begins with this letter from what is currently in his field of vision.

Riddles

Mom (or child) guesses an object in the visibility zone, and the child guesses it. You can’t ask direct questions, only leading ones, for example: is this object large? he gray color? is he soft? etc. You can only answer "yes" or "no"

Descriptors :)

For younger kids, "riddles" can be simplified. For example, a mother describes an object without naming it, and the child must guess. It is better to use objects in the line of sight.

"Who is first"

You need to guess some object that there is a chance to see outside the train window: a truck, a tractor, a birch, two-storey house, chicken, white car, etc. And then you just need to look out the window! Whoever sees the hidden object first wins!

Changelings

Take any word, for example, butterfly, and swap the letters, you get a baobchak. Invite the child to guess what this strange word is. You can write on the sheet in large letters so that the child’s visual memory also works. This game is very popular with children, because. familiar animals, birds, insects become so funny. A gopher is a liscus, a fox is an asil, a hare is a king, a cat is an ashokk, etc.

"Yes and No do not say, do not call black and white"

A game from our childhood, which is good for developing ingenuity, memory and speech. Its meaning is to force the opponent to go astray and still choose black or White color and say "yes" or "no"

The host says: "The lady sent you 100 kopecks, 100 rubles. Will you go to the ball?" A person, out of inexperience, can immediately answer "Yes" - this is the end of the game. And if he answered: "Of course, I'll go" or something like that, the game continues. Various questions are asked - the color of the dress, the car, even what the teeth will be, in general human confuse so that he would say what cannot be said.

Converters

The player turns the noun from the last phrase into an adjective and creates a new phrase. For example, the first player: clear glass-> next player: glass window -> next: window handle, etc.

Combine incompatible

The Italian writer Gianni Rodari in his book "Grammar of Fantasy" described many word games. The secret of these games is to combine the incompatible. A paradoxical combination of words "knocks out" our brain from its usual course. That's when the imagination begins to work to its fullest.

1. Binomial fantasy.

The essence of the game is to think of two arbitrary words, and then come up with a mini-tale based on these words. It is best to play this game with two or in a group, but you can also play alone. For example, one person thought of "coal", another "tower".

Binom: ember - tower Try to come up with a story based on these two words. Your imagination will immediately begin to sort through the options. For example: - The clock on the tower stopped and the city froze. Only a magical ember can make them start again. - A man who carries a cart with coal passes by the tower every day. At this time, the clock on the tower always strangely begins to ring. - People cut down and burned the forest tree, which was not a tree, but was the tower of the people of the forest dwarfs. - etc.

2. What happens if? This game differs from the previous one only in that you need to guess the "hero" and the action that it performs. And then ask yourself the question: what happens if [hero] [action].

For example: - And what happens if the body starts spinning in the dance? - And what will happen if Moscow flies to the sky? - And what happens if the nail wants to wash?

3. Prefix.

The essence of this game is that a word is taken and a prefix is ​​added to it. It turns out a binomial from the original and modified words. As prefixes, you can use: "not" "anti" "one", "two", "three", "half", "super", "mini", "micro", "macro", "under", "re" , "at", "under", "above", "quasi", etc. You can add these prefixes to those objects that you see around you, standing in line or from the window of a bus / car / train.

Stupid suggestions.

One player names a word, the second comes up with a sentence consisting of words starting with the letters of the intended one. For example, the word "cube" can be deciphered as "a red snail runs and somersaults" or "a brick barbel drums and bows." In general, any nonsense. Which, nevertheless, perfectly develop figurative thinking. At home, invite your child to draw memorable examples.

A modern version of the game "In the city".

The first one says: “I will go to Ashgabat. Why?". The next one should answer with a word to A: “Why? Learn the alphabet! The second continues: “I will go to Barcelona! Why?" Third: “To Barcelona - suck barberries!” I will go (now the city is on the) to Vilnius! Why?" The answer should be B.

Here, there is no need to follow the logic at all, that is, the answers “the cooler, the more interesting” fit much better than the truth of life. The main cities and the answers to “why” should be in alphabetical order, and not in the letter that ends the previous word, as we used to play before

Grandma's chest

This fun game improves memory and helps you focus. Someone begins to chant: "I went to the attic and found ..." - and calls any object he wants. It could be real, or it could be fictional. For example: "I went to the attic and found a purple dog with yellow stripes (or a submarine floating upside down, a gold pocket watch, three Martians, a one-armed doll)."

The second repeats: “I went to the attic and found ...” At the same time, he must name the item that the first participant in the game chose and add his own, continuing the story. And then each next player repeats everything that was said by the previous one, and adds his own. Count how many items you can remember in sequence by the time the game ends.

The review was compiled by Kornilova A.


In contact with

Oral word games It's a fun activity for both adults and children. For kids, this is a great opportunity to remember letters, train memory, expand vocabulary. Start with the simplest oral games: words in a chain, words with common theme. An older child will like: a sentence - a story, memory training.

Words in a chain

The first player says the first word, the second player says the words starting with last letter first, etc. Words should not be repeated. If you write down all the spoken words, you get the following chain: bus - forty - pencil - chance).

Words with a common theme

First, a topic is chosen, such as names, or plants, or clothes. The first player says the first word corresponding to the topic, then the second player does the same. Words cannot be repeated. As a topic for such oral game you can take: "words with the letter" A "".

Half a word

This oral game passes more dynamically and more excitingly if you use a ball in it. The players stand opposite each other or in a circle, if there are a lot of them, the one who has the ball says the first half of the word and throws the ball to the next player. He must finish the words and catch the ball. For example, the first pronounces “paro-”, and the second quickly finishes “-voz”.

Antonyms

In this oral game one calls the word, and the second selects the opposite in meaning to it: sour - sweet, big - small, black - white, bright - pale.

What is superfluous

The first player says several words, all but one of them are combined common sense. The second player must name superfluous word. In the very simple version this oral game the question may sound like this: “What is superfluous: chamomile, rose, dandelion, butterfly?”

Offer - history

Such oral games can be an opportunity to come up with a whole fairy tale. In the simplest version, the first player pronounces the word, the second “attaches” the next meaning to it, so a long sentence is built. After which you can start and the next, logically continuing it. For example:

Ginger cat.

The red cat is washing himself.

The red cat washes his paw.

The red cat washes his paw and squints.

The red cat washes his face with his paw and squints his eyes.

The red cat washes his face with his paw and squints his eyes from the sun.

Memory training

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