Conversational games for two. Oral games to pass the time

Encyclopedia of Plants 23.09.2019
Encyclopedia of Plants
Wikimedia Commons

oral games

Associations

Game for a big company. The host briefly leaves the room, during which time the rest decide which of those present they will guess (this may be the host himself). Returning, the player asks the rest of the questions - what flower do you associate this person with, with what vehicle, with what part of the body, with what object kitchen utensils etc. - to understand who is hidden. Questions can be very different - it is not limited by anything but the imagination of the players. Since associations are an individual matter and an exact match may not happen here, it is customary to give the guesser two or three attempts. If the company is small, you can expand the circle of mutual acquaintances who are not present at that moment in the room, although the classic version of “associations” is still a hermetic game.

P game

A game for a company of four people, an interesting variation on the "hat" theme (see below), but does not require any special accessories. One player guesses a word to another, which he must explain to the others, but he can only use words starting with the letter “p” (any, except for the same root). That is, the word "house" will have to be explained, for example, as follows: "built - I live." If it was not possible to guess right away, you can throw up additional associations: “building, premises, space, the simplest concept ...” And at the end add, for example, “Perignon” - by association with Dom Perignon champagne. If the guessers are close to winning, then the facilitator will need comments like “about”, “approximately”, “almost right” - or, in the opposite situation: “bad, wait!”. Usually, after the word is guessed, the explainer comes up with a new word and whispers it into the ear of the guesser - he becomes the next leader.

Primer "A. B. C. Trim, alphabet enchanté. Illustrations by Bertal. France, 1861 Wikimedia Commons

Say the Same Thing

A vigorous and fast game for two, which got its name from video of inventive rock band OK Go, from which many learned about it (musicians even developed mobile app, which helps to play it from a distance, although it is currently unavailable). The meaning of the game is that at the expense of one-two-three each of the players pronounces a word arbitrarily chosen by him. Further, the goal of the players is, with the help of successive associations, to come to a common denominator: for the next one-two-three, both pronounce a word that is somehow related to the previous two, and so on until the desired match occurs. Suppose that the first player said the word "house", and the second - the word "sausage"; in theory, they can coincide very soon, if on the second move after one-two-three both say “store”. But if one says “shop”, and the other says “refrigerator” (why not a sausage house?), then the game can drag on, especially since you can’t repeat it - neither the store nor the refrigerator will fit, and you will have to think, say, until "refrigerator" or "IKEI". If the initial words are far from each other (for example, "border" and "weightlessness"), then the gameplay becomes completely unpredictable.

Characters

Game for company ideal amount players - from four to ten), requiring from the participants not only a good imagination, but also, preferably, a little bit of acting skills. As usual, one of the players briefly leaves the room, and while he is gone, the rest come up with a word, the number of letters in which matches the number of participants remaining in the room. Next, the letters are distributed among the players, and a character is invented for each of them (therefore, words that contain “b”, “s” or “b” are not suitable). Until the word is guessed, the players behave in accordance with the chosen character - the leader's task is to understand exactly what characters his partners portray and restore the hidden word. Imagine, for example, that the company consists of seven people. One leaves, the rest come up with a six-letter word "old man" and distribute roles among themselves: the first, say, will With covered, the second - t laborious, third - a secondary, fourth - R heartless, fifth - and maned and sixth - to savory. The returning player is met with a cacophony of voices - the company "lives" their roles until they are unraveled, and the host asks the players questions that help reveal their image. The only condition is that as soon as the presenter pronounces the correct character - for example, guesses the insidious one - he must admit that his incognito has been revealed and announce the number of his letter (in the word "old man" - the sixth).

Primer "A. B. C. Trim, alphabet enchanté. Illustrations by Bertal. France, 1861 Wikimedia Commons

Know the song

A game for a company of four or five people. The host leaves, and the remaining players choose a well-known song and distribute its words among themselves - each with a word. For example, the song “Let there always be sun” is guessed: one player gets the word “let”, the second - “always”, the third - “will be”, the fourth - “sun”. The presenter returns and begins to ask questions - very different and unexpected: “What is your favorite city?”, “Where does the Volga flow?”, “What to do and who is to blame?”. The task of the respondents is to use their own word in the answer and try to do it so that it does not stand out too much; You need to answer quickly and not very extensively, but not necessarily truthfully. Answering questions in this case can be, for example, “It’s hard for me to choose one city, but let today it will be Rio de Janeiro" or "Volga - to the Caspian, but this is not happening always, every third year it flows into the Black. The presenter must catch which word is superfluous in the answer and guess the song. They often play with lines from poetry rather than from songs.

tip

A game for four people, divided into pairs (in principle, there can be three or four pairs). The mechanics is extremely simple: the first player from the first pair whispers a word (common noun in the singular) into the ear of the first player from the second pair, then they must take turns calling their associations with this word (in the same form - common nouns; single-root words cannot be used). After each association, the teammate of the player who voiced it calls out his word, trying to guess if it was originally guessed, and so on, until the problem is solved by someone; at the same time, all associations already sounded in the game can be used in the future, adding one new one at each move. For example, let's say that players A and B are on one team, and C and D are on the other. Player A whispers the word "old man" into player C's ear. Player C says aloud to his partner D: "age". If D immediately answers "old man", then the pair C and D has earned a point, but if he says, for example, "youth", then the move goes to player A, who, using the word "age" proposed by C (but discarding the irrelevant "youth" from D) says to his partner B: "age, male". Now B will probably guess the old man - and his team with A will already earn a point. But if he says "teenager" (thinking that it is about the age when boys turn into men), then C, to which he suddenly returned move, say “age, man, eightieth”, and here, probably, “old man” will be guessed. In one version of the game, it is also allowed to "shout": this means that, having suddenly guessed what was meant, the player can shout out a variant not on his turn. If he guessed right, his team will get a point, but if he rushed to conclusions, the team will lose a point. They usually play up to five points.

Primer "A. B. C. Trim, alphabet enchanté. Illustrations by Bertal. France, 1861 Wikimedia Commons

MPS

Game for a big company. Here we are forced to warn readers that, having seen this text in full, you will never be able to drive again - the game is one-time.

Spoiler →

First, the player who happened to drive leaves the room. Upon returning, he must find out what MPS means - all that is known in advance is that the bearer of this mysterious abbreviation is present in the room right now. To find out the correct answer, the driver can ask other players questions, the answers to which should be formulated as “yes” or “no”: “Does he have blond hair?”, “Does he have blue eyes?”, “Is this a man?”, “He in jeans?", "Does he have a beard?"; moreover, each question is asked to a specific player, and not to all at once. Most likely, it will quickly become clear that there is simply no person in the room who meets all the criteria; Accordingly, the question arises on what basis the players give answers. "Opening" this principle will help to answer the main question What is MPS. The Ministry of Railways is not the Ministry of Railways at all, but m oh P right With settled (that is, each player always describes the person sitting to his right). Another option is COP, to then about yelled P last (that is, everyone talks about who answered the previous question).

Contact

A simple game that can be played by a group of three or more people. One thinks of a word (noun, common noun, singular) and calls its first letter aloud, the task of the others is to guess the word, remembering other words for this letter, asking questions about them and checking whether the presenter guessed. The task of the presenter is not to reveal the following letters in the word to the players for as long as possible. For example, a word with the letter "d" is made up. One of the players asks the question: “Is this by any chance not the place where we live?” This is where the fun begins: the facilitator must figure out what the player means as quickly as possible and say “No, this is not“ house ”” (well, or, if it was “house”, honestly admit it). But in parallel, other players also think the same thing, and if they understand before the leader what “house” means, then they say: “contact” or “there is a contact”, and they begin to count up to ten in unison (while the count is going on, the host still has a chance to escape and guess what it is about!), and then call the word. If at least two matched, that is, at the expense of ten, they said “house” in chorus, the leader must reveal the next letter, and the new version of the guessers will already begin with the now known letters “d” + the next one. If it was not possible to beat the host on this question, then the guessers offer a new option. Of course, it makes sense to complicate the definitions, rather than asking everything directly - so the question about "home" would be better sounded like "Is this not where the sun rises?" (with a reference to the famous song "House rising sun» by The Animals). Usually, the one who eventually gets to the word being searched for (names it or asks a question leading to victory) becomes the next leader.

Primer "A. B. C. Trim, alphabet enchanté. Illustrations by Bertal. France, 1861 Wikimedia Commons

Writing games

Encyclopedia

Not the fastest, but extremely exciting game for a company of four people - you will need pens, paper and some encyclopedic Dictionary(preferably not limited thematically - that is, TSB fit better than the conditional "biological encyclopedia"). The host finds a word in the encyclopedia that is unknown to anyone present (here it remains to rely on their honesty - but cheating in this game is uninteresting and unproductive). The task of each of the players is to write an encyclopedic definition of this word, inventing its meaning from the head and, if possible, disguising the text as a real small encyclopedic article. The facilitator, meanwhile, carefully rewrites the real definition from the encyclopedia. After that, the “articles” are shuffled and read out by the host in random order, including the real one, and the players vote for which option seems most convincing to them. In the end, the votes are counted and the points are distributed. Any player receives a point for correctly guessing the real definition and one more point for each vote given by other participants to his own version. After that, the sheets are distributed back and a new word is played out - there should be about 6-10 of them in total. You can also play this game in teams: come up with imaginary definitions collectively. The game “poems” is arranged in a similar way - but instead of a compound word, the host selects two lines from some little-known poem in advance and invites the participants to add quatrains.

Game from Inglourious Basterds

A game for a company of any size, which many knew before the Quentin Tarantino movie, but it does not have a single name. Each player comes up with a role for his neighbor (usually some famous person), writes it on a piece of paper and sticks the piece of paper on his neighbor's forehead: accordingly, everyone sees what role someone has, but they don’t know who they are. The task of the participants is to find out who exactly they are with the help of leading questions, the answers to which are formulated as “yes” or “no” (“Am I a historical figure?”, “Am I a cultural figure?”, “Am I a famous athlete?”). are. In this form, however, the game exhausts itself rather quickly, so you can come up with completely different topics and instead of famous people play, for example, in professions (including exotic ones - "carousel", "taxidermist"), in film and literary heroes (you can mix them with real celebrities, but it's better to agree on this in advance), in food (one player will be risotto , and the other, say, with green cabbage soup) and even simply into objects.

Primer "A. B. C. Trim, alphabet enchanté. Illustrations by Bertal. France, 1861 Wikimedia Commons

Bulls and cows

A game for two: one participant thinks of a word, and it is agreed in advance how many letters should be in it (usually 4-5). The task of the second is to guess this word by naming other four- or five-letter words; if some letters of the named word are in the hidden one, they are called cows, and if they have the same place inside the word, then these are bulls. Let's imagine that the word "eccentric" is conceived. If the guesser says “dot”, then he receives an answer from the second player: “three cows” (that is, the letters “h”, “k” and “a”, which are in both “chu-duck” and “dot”, but in different places). If he then says "head of head", he will no longer get three cows, but two cows and one bull - since the letter "a" in both "eccentric" and "head" is in the fourth position. As a result, sooner or later, they manage to guess the word, and the players can switch places: now the first one will guess the word and count the bulls and cows, and the second one will name their options and track the extent to which they coincide with the guessed one. You can also complicate the process by simultaneously guessing your own word and guessing the opponent's word.

Intelligence

A writing game for the company (but you can also play together), consisting of three rounds, each for five minutes. In the first, players randomly type thirteen letters (for example, blindly poking a book page with their finger) and then form words from them, and only long ones - from five letters. In the second round, you need to choose a syllable and remember as many words as possible that begin with it, you can use single-root ones (for example, if the syllable “house” is chosen, then the words “house”, “domra”, “domain”, “domain”, "brownie", "housewife", etc.). Finally, in the third round, the syllable is taken again, but now it is necessary to remember not ordinary words, but the names of famous people of the past and present in which it appears, and not necessarily at the beginning - that is, Karamzin will also fit the syllable "kar", and McCartney, and, for example, Hamilcar. Important detail: since this con provokes the most disputes and scams, the participants in the game can ask each other to prove that this person is really a celebrity, and here you need to remember at least the profession and country. Typical dialogue: “What, you don't know Hamil-Kar? But this is a Carthaginian commander!” After each round, points are calculated: if a particular word is the same for all the players, it is simply crossed out, in other cases, the players are awarded as many points for it as the opponents could not remember it. In the first round, you can still add points for especially long words. Based on the results of the rounds, it is necessary to determine who took the first, second, third and other places, and add up these places in the final game. The goal is to get the output smallest number(for example, if you were the winner of all three rounds, then you will get the number 3 - 1 + 1 + 1, and you are the champion; it cannot be less than purely mathematical).

Primer "A. B. C. Trim, alphabet enchanté. Illustrations by Bertal. France, 1861 Wikimedia Commons

frame

A game for any number of people, which was invented by one of the creators chess program Kaissa and the author of the anagram search program Alexander Bitman. First, the players choose several consonants - this will be the frame, the skeleton of the word. Then the time is recorded (two or three minutes), and the players begin to “stretch” vowels (as well as “y”, “ь”, “ъ”) onto the frame to make existing words. Consonants can be used in any order, but only once, and vowels can be added in any number. For example, players choose the letters "t", "m", "n" - then the words "fog", "cloak", "mantle", "coin", "darkness", "ataman", "dumbness" and other. The winner is the one who can come up with the most words (as usual, these should be common nouns in the singular). The game can be played even with one letter - for example, "l". The words “silt”, “lay”, “yula”, “aloe”, “spruce” are formed around it, and if we agree that the letter can be doubled, “alley” and “lily”. If the standard "framework" is mastered, then the task may be to compose a whole phrase with one consonant: a textbook example from the book by Evgeny Gik - "Bobby, kill the boy and beat the woman at the baobab."

chain of words

Game for any number of players. Many people know it under the name "How to make an elephant out of a fly", and it was invented by the writer and mathematician Lewis Carroll, the author of "Alice". The "chain" is based on metagram words, that is, words that differ in only one letter. The task of the players is to turn one word into another with the least number of intermediate links. For example, let's make a "goat" out of a "fox": FOX - LINDE - PAWS - KAPA - KARA - KORA - GOAT. It is interesting to give tasks with a plot: so that “day” turns into “night”, “river” becomes “sea”. The well-known chain, where the “elephant” grows out of the “fly”, is obtained in 16 moves: FLY - MURA - TURA - CONTAINER - KARA - KARE - CAFE - KAFR - MURDER - KAYUK - HOOK - URIK - LESSON - TERM - DRAIN - STON - ELEPHANT (example of Evgeny Gik). For training, you can compete in the search for metagrams for any word. For example, the word "tone" gives "sleep", "background", "current", "tom", "tan" and so on - whoever scores more options wins.

Primer "A. B. C. Trim, alphabet enchanté. Illustrations by Bertal. France, 1861 Wikimedia Commons

Hat

A game for a company of four people, requiring simple equipment: pens, paper and a “hat” (an ordinary plastic bag will do). Sheets of paper need to be torn into small pieces and distributed to the players, the number of pieces depends on how many people are playing: the larger the company, the less for each. Players write words on pieces of paper (one for each piece of paper) and throw them into the "hat". Here, too, there are options - you can play just with words (noun, common noun, singular), or you can play with famous people or literary characters. Then the participants are divided into teams - two or more people in each; the task of everyone is to explain to their teammates in 20 seconds (or 30, or a minute - the timing can be set at your own choice) the largest number words arbitrarily pulled out of the "hat", without using the same root. If the driver could not explain a word, it is returned to the hat and will be played by another team. At the end of the game, the words guessed by different representatives of the same team are summed up, their number is counted, and the team that has more pieces of paper is awarded the victory. A popular version of the game: everything is the same, but in the first round the players explain the words (or describe the characters) orally, in the second they show them with mime, in the third they explain the same words in one word. And recently appeared board game, where you need not only to explain and show, but also to draw.

Telegrams

Game for any number of players. The players choose a word, for each letter of which they will need to come up with a part of the telegram - the first letter will become the beginning of the first word, the second - the second, and so on. For example, the word "fork" is chosen. Then the following message can become a telegram: “The camel is healed. I'm flying a crocodile. Aibolit". Another round of the game is the addition of genres. Each player gets the task to write not one, but several telegrams from the same word - business, congratulatory, romantic (the types of messages are agreed in advance). Telegrams are read aloud, the next word is chosen.



word game
- a game with a complete absence of a material component, which takes place exclusively through the verbal interaction of players acting according to the original set of rules.


1. Associations

The essence of the game:

The host briefly leaves the room, during which time the rest decide which of those present they will guess (this may be the host himself). Returning, the player asks the rest of the questions - what flower do you associate this person with, what vehicle, what part of the body, what kitchen utensils, etc. - in order to understand who is hidden.

Questions can be very different - it is not limited by anything other than the imagination of the players. Since associations are an individual matter and an exact match may not happen here, it is customary to give the guesser two or three attempts.

Number of players:

The game is designed for big company, but if the company is small, you can expand the circle of mutual acquaintances who are not present at that moment in the room, although the classic version of "associations" is still a hermetic game.

2. Playing "P"

The essence of the game:

One player guesses a word to another, which he must explain to the others, but he can only use words starting with the letter "p" (any, except for single-root ones). That is, the word "house" will have to be explained, for example, as follows: "built - I live."

If it was not possible to guess right away, you can throw up additional associations: "building, premises, space, the simplest concept ..." And at the end, add, for example, "Perignon" - by association with Dom Perignon champagne.

If the guessers are close to winning, then the facilitator will need comments like "about", "approximately", "almost right" - or, in the opposite situation: "bad, wait!". Usually, after the word is guessed, the explainer comes up with a new word and whispers it into the ear of the guesser - he becomes the next leader.

Number of players:

3. Say the Same Thing

The essence of the game:

At the expense of one-two-three, each of the players pronounces a randomly chosen word. Further, the goal of the players is, with the help of successive associations, to come to a common denominator: for the next time, two or three, both pronounce a word that is somehow related to the previous two, and so on until the desired match occurs.

Suppose that the first player said the word "house", and the second - the word "sausage"; in theory, they can coincide very soon, if on the second move after one-two-three both say "store". But if one says “shop”, and the other says “refrigerator” (why not a sausage house?), then the game can drag on, especially since you can’t repeat it - neither the store nor the refrigerator will fit, and you will have to think, say, before "refrigerator" or "IKEA". If the initial words are far from each other (for example, "curb" and "weightlessness"), then the gameplay becomes completely unpredictable.

Number of players:

Cheerful and fast game for two.

4. Characters

The essence of the game:

One of the players briefly leaves the room, and while he is gone, the rest come up with a word, the number of letters in which matches the number of participants remaining in the room. Next, the letters are distributed among the players, and a character is invented for each of them (therefore, words that contain "b", "s" or "b" are not suitable). Until the word is guessed, the players behave in accordance with the chosen character - the leader's task is to understand exactly what characters his partners portray and restore the hidden word.

Imagine, for example, that the company consists of seven people. One leaves, the rest come up with a six-letter word "old man" and distribute roles among themselves: the first, say, will be secretive, the second - patient, the third - authoritarian, the fourth - welcoming, the fifth - playful and the sixth - insidious. The returning player is greeted by a cacophony of voices - the company "lives" their roles until they are unraveled, and the host asks the players questions that help reveal their image.

The only condition is that as soon as the presenter pronounces the correct character - for example, guesses the insidious one - he must admit that his incognito has been revealed and announce the number of his letter (in the word "old man" - the sixth).

Number of players:

The ideal number of players in this game is between 4 and 10 people.


5. Know the song

The essence of the game:

The host leaves, and the remaining players choose a well-known song and distribute its words among themselves - each with a word. For example, the song "Let there always be sun" is guessed: one player gets the word "let", the second - "always", the third - "will be", the fourth - "sun". The host returns and begins to ask questions - the most diverse and unexpected: "What is your favorite city?", "Where does the Volga flow?", "What to do and who is to blame?". The task of the respondents is to use their own word in the answer and try to do it in such a way that it does not stand out too much.
You need to answer quickly and not very extensively, but not necessarily truthfully.

Answers to questions in this case can be, for example, "It's hard for me to choose one city, but let it be Rio de Janeiro today" or "Volga - into the Caspian, but this does not always happen, every third year it flows into the Black" .

The presenter must catch which word is superfluous in the answer and guess the song. They often play with lines from poetry rather than from songs.

Number of players:

Game for a company of 4 people.

6. Pickup

The essence of the game:

The first player from the first pair whispers a word (common noun in the singular) into the ear of the first player from the second pair, then they take turns calling their associations with this word (in the same form - common nouns; cognate words cannot be used).

After each association, the teammate of the player who voiced it calls out his word, trying to guess if it was originally guessed - and so on, until the problem is solved by someone; at the same time, all associations already sounded in the game can be used in the future, adding one new one at each move.

For example, suppose there are players A and B on one team, and C and D on the other. Player A whispers the word "old man" into player C's ear. Player C says aloud to his partner D: "age". If D immediately answers "old man", then the pair C and D has earned a point, but if he says, for example, "youth", then the turn passes to player A, who, using the word "age" suggested by C (but discarding the irrelevant to the case "youth" from D), says to his partner B: "age, man". Now B will probably guess the old man - and his team with A will already earn a point. But if he says "teenager" (thinking that he is talking about the age when boys turn into men), then C, to whom the move suddenly returned, will say " age, man, eightieth birthday", and here, probably, "old man" will be guessed.

In one version of the game, it is also allowed to "shout": this means that, suddenly guessing what was meant, the player can shout out a variant not on his turn. If he guessed right, his team will get a point, but if he rushed to conclusions, the team will lose a point.

They usually play up to five points.

Number of players:

A game for 4 people, divided into pairs (in principle, there can be three or four pairs).

7. Contact

The essence of the game:

One thinks of a word (noun, common noun, singular) and calls its first letter aloud, the task of the others is to guess the word, remembering other words for this letter, asking questions about them and checking whether the presenter guessed. The leader's task is not to reveal the next letters in the word to the players for as long as possible.

For example, the word "d" is made up. One of the players asks the question: "Is this by any chance not the place where we live?" This is where the fun begins: the facilitator must figure out as quickly as possible what the player means and say "No, this is not a house" (well, or, if it was a "house", honestly admit it). But in parallel, other players also think the same thing, and if they understand before the leader that “house” is meant, then they say: “contact” or “there is a contact”, and they begin to count up to ten in chorus (while the count is going on, the host still has a chance to escape and guess what it is about!), and then call the word.

If at least two matched, that is, at the expense of ten, they said “house” in chorus, the leader must reveal the next letter, and the new version of the guessers will already begin with the now known letters “d” + the next. If it was not possible to beat the host on this question, then the guessers offer a new option.

Of course, it makes sense to complicate the definitions, and not ask everything directly - so the question about "home" would sound better like "Is this not where the sun rises?" (referring to the famous song "House of the Rising Sun" by The Animals).

Usually, the one who eventually gets to the word being searched for (names it or asks a question leading to victory) becomes the next leader.

Number of players:

A simple game that can be played by a company of 3 or more people.

8. Favorite letter

The essence of the game:

A letter is selected, and any question of the leader must be answered by the players with words that begin 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. If the player made a mistake and called a word with a different letter, or hesitated and could not say a word for the account "One-two-three", he leaves the game, and the next participant is called - he pulls out another letter. The winner is the one who has never made a mistake. And so - until the game gets bored.

Example:

What is your name?

What country do you live in?

In Russia

What is your favorite vegetable?

What movie did you watch yesterday?

Romeo and Juliet

What is your favorite writer?

Remarque

Number of players:
any.

9. Two last letters

The essence of the game:

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.

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.

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), etc.

The most interesting thing in this game is that everyone understands what is at stake, but it is impossible to say something.

Number of players: any.

The essence of the game:

The host alternately asks any simple questions to the players, for example: "Where did you wake up today?", "What do you eat soup with?", "What date is it 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 over.

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.

Number of players: any

Literature and sources

You can get together with the whole family and have fun regardless of the time of year - you don’t need almost anything for this (except for a good mood, of course).

See how many interesting games exists!


You can play together with your husband (there are double games), or you can gather friends and family. Well, children, if they are very small, will only be happy good mood adults. Children from 6-7 years old can become worthy partners in the games below.


Writing games


1. Encyclopedia

In addition to a pen and paper, you will need some kind of encyclopedic dictionary to play.

The essence of the game:

The host finds a word in the encyclopedia that is unknown to anyone present (here it remains to rely on their honesty - but cheating in this game is uninteresting and unproductive). The task of each of the players is to write an encyclopedic definition of this word, inventing its meaning from the head and, if possible, disguising the text as a real small encyclopedic article.

The facilitator, meanwhile, carefully rewrites the real definition from the encyclopedia. After that, the "articles" are shuffled and read out by the presenter in random order, including the real one, and the players vote for which option seems most convincing to them. In the end, the votes are counted and the points are distributed.

Any player receives a point for correctly guessing the real definition and one more point for each vote given by other participants to his own version.


After that, the sheets are distributed back and a new word is played out - there should be about 6-10 of them in total. This game can also be played with teams: come up with imaginary definitions collectively.

Number of players: from 4 people

2. Game from Quentin Tarantino's film "Inglourious Basterds"

The essence of the game:

Each player comes up with a role for his neighbor (usually some famous person), writes it on a piece of paper and sticks the piece of paper on his neighbor's forehead: accordingly, everyone sees what role someone has, but they don't know who they are.

The task of the participants is to find out who exactly they are with the help of leading questions, the answers to which are formulated as “yes” or “no” (“Am I a historical figure?”, “Am I a cultural figure?”, “Am I a famous athlete?”).


In this form, however, the game exhausts itself rather quickly, so you can come up with completely different topics and instead of famous people play, for example, in professions (including exotic ones - "carousel", "taxidermist"), in film and literary heroes (you can mix them with real celebrities, but it is better to agree on this in advance), in food (one player will be risotto, and the other, say, green cabbage soup) and even just in objects.

Number of players: any

3. Telegrams

The essence of the game:

The players choose a word, for each letter of which they will need to come up with a part of the telegram - the first letter will become the beginning of the first word, the second - the second, and so on.

For example, the word "fork" is selected. Then the following message can become a telegram: "The camel is healed. I'm flying a crocodile. Aibolit." Another round of the game is the addition of genres. Each player gets the task to write not one, but several telegrams from the same word - business, congratulatory, romantic (the types of messages are agreed in advance). Telegrams are read aloud, the next word is chosen.

Number of players: any



4. Decoder

The essence of the game:

Each of the participants writes a word no longer than 6 letters, not containing: "b", "s", "b". Now you need to imagine that this is an abbreviation that needs to be deciphered.

Transcription can be the most unexpected - the funnier the better.

For example:

Winter - Hares Seek Freezing Climbers

Baby - Blond Electrician Afraid of Acupuncture

Table - Stepan patiently spudded the bow.

The winner is the one who gets the most original transcript.

Number of players: any

5. Nonsense

The essence of the game:

Each participant is given long strips of paper. You need to write your answer to the question on them and fold the sheet so that what is written is not visible, then the sheet is passed to the neighbor, in a circle.

In this way, several questions need to be answered.

Questions:

- Who?

- When?

- What they were doing?

- How did it end?

What did people say about it?

After all the answers are written, they pass the sheets again, unfold and read aloud one by one. There are no winners or losers in this game, the result is everyone's laughter.

Number of players: from 2 people

6. Bulls and cows

The essence of the game:

Game for two: one participant thinks of a word, and it is agreed in advance how many letters should be in it (usually 4-5). The task of the second is to guess this word by naming other four- or five-letter words; if some letters of the named word are in the hidden one, they are called cows, and if they have the same place inside the word, then these are bulls.

Imagine that the word "eccentric" is conceived. If the guesser says "dot", then he receives an answer from the second player: "three cows" (that is, the letters "h", "k" and "a", which are in both "eccentric" and "dot", but in different places). If he then says "head of head", he will no longer get three cows, but two cows and one bull - since the letter "a" in both "eccentric" and "head" is in the fourth position.

As a result, sooner or later, it is possible to guess the word, and the players can change places: now the first one will guess the word and count the bulls and cows, and the second one will name their options and track the extent to which they coincide with the guessed one. You can also complicate the process by simultaneously guessing your own word and guessing the opponent's word.

Number of players: 2

7. Frame

The essence of the game:

A game for any number of people, which was invented by one of the creators of the Kaissa chess program and the author of the anagram search program, Alexander Bitman. First, the players choose several consonants - this will be the frame, the skeleton of the word. Then the time is recorded (two or three minutes), and the players begin to "pull" vowels (as well as "й", "ь", "ъ") onto the frame to make existing words.

Consonants can be used in any order, but only once, and vowels can be added in any number.


For example, players choose the letters "t", "m", "n" - then the words "fog", "cloak", "mantle", "coin", "darkness", "ataman", "dumbness" and other. The winner is the one who can come up with more words (as usual, these should be common nouns in the singular).

The game can be played even with one letter - for example, "l". Around it, the words "silt", "lay", "yula", "aloe", "fir" are formed, and if we agree that the letter can be doubled, - "alley" and "lily". If the standard "skeleton" is mastered, then the task may be to compose a whole phrase with one consonant: a textbook example from the book by Evgeny Gik - "Bobby, kill the boy and beat the woman at the baobab."

Number of players: any



oral games

1. Associations

The essence of the game:

The host briefly leaves the room, during which time the rest decide which of those present they will guess (this may be the host himself). Upon returning, the player asks the others questions - what flower do you associate this person with, what vehicle, what part of the body, what kitchen utensils, etc. - in order to understand who is hidden.

Questions can vary– it is not limited by anything but the imagination of the players. Since associations are an individual matter and an exact match may not happen here, it is customary to give the guesser two or three attempts.

Number of players: any*


*The game is designed for a large company, but if the company is small, you can expand the circle of mutual friends who are not present at that moment in the room, although the classic version of "associations" is still a hermetic game.

2. Playing "P"

The essence of the game:

One player guesses a word to another, which he must explain to the others, but he can only use words starting with the letter "p" (any, except for the same root). That is, the word "house" will have to be explained, for example, as follows: "built - I live." If it was not possible to guess right away, you can throw up additional associations: "building, premises, space, the simplest concept ..." And at the end, add, for example, "Perignon" - by association with Dom Perignon champagne.

If the guessers are close to winning, then the facilitator will need comments like "about", "approximately", "almost right" - or, in the opposite situation: "bad, wait!". Usually, after the word is guessed, the explainer comes up with a new word and whispers it into the ear of the guesser - he becomes the next leader.

Number of players: from 4 people

3. Characters

The essence of the game:

One of the players briefly leaves the room, and while he is gone, the rest come up with a word, the number of letters in which matches the number of participants remaining in the room. Next, the letters are distributed among the players, and a character is invented for each of them (therefore, words that contain "b", "s" or "b" are not suitable). Until the word is guessed, the players behave in accordance with the chosen character - the leader's task is to understand exactly what characters his partners portray and restore the hidden word.

Imagine, for example, that the company consists of seven people. One leaves, the rest come up with a six-letter word "old man" and distribute roles among themselves: the first, say, will be secretive, the second will be patient, the third will be authoritarian, the fourth will be welcoming, the fifth will be playful and the sixth will be insidious. The returning player is met with a cacophony of voices - the company "lives" their roles until they are unraveled, and the host asks the players questions that help reveal their image.

The only condition- as soon as the leader pronounces the correct character - for example, guesses the insidious one - he must admit that his incognito has been revealed and announce the number of his letter (in the word "old man" - the sixth).

Number of players: from 4 to 10 people

4. Know the song

The essence of the game:

The host leaves, and the remaining players choose a well-known song and distribute its words among themselves - each with a word. For example, the song "Let there always be sun" is guessed: one player gets the word "let", the second - "always", the third - "will be", the fourth - "sun".

The host returns and begins to ask questions - very different and unexpected: "What is your favorite city?", "Where does the Volga flow?", "What to do and who is to blame?". The task of the respondents is to use their own word in the answer and try to do it in such a way that it does not stand out too much.

You need to answer quickly and not very extensively, but not necessarily truthfully.


Answers to questions in this case can be, for example, "It's hard for me to choose one city, but let it be Rio de Janeiro today" or "Volga - into the Caspian, but this does not always happen, every third year it flows into the Black" .

The presenter must catch which word is superfluous in the answer and guess the song. They often play with lines from poetry rather than from songs.

Number of players: from 4 to 5 people

5. Favorite letter

The essence of the game:

A letter is selected, and any question of the leader must be answered by the players with words that begin 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. 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. The winner is the one who has never made a mistake. And so - until the game gets bored.

Here is an example dialogue:

- What is your name?

- What country do you live in?

- In Russia

– What is your favorite vegetable?

What movie did you watch yesterday?

- Romeo and Juliet

- What is your favorite writer?

- Remarque

Number of players: any

6. Say the Same Thing (Say the same thing)

The essence of the game:

An upbeat and fast-paced game for two, named after the inventive rock band OK Go's video that made it known to many (the musicians have even developed a mobile app to help you play it from a distance, though it's currently unavailable).

The meaning of the game is that at the expense of one-two-three each of the players pronounces a word arbitrarily chosen by him.

Further, the goal of the players is to come to a common denominator with the help of successive associations: for the next time, two or three, both pronounce a word that is somehow related to the previous two, and so on until the desired match occurs.


Suppose that the first player said the word "house" and the second - the word "sausage"; in theory, they can coincide very soon, if on the second move after one-two-three both say "store". But if one says “shop”, and the other says “refrigerator” (why not a sausage house?), then the game can drag on, especially since you can’t repeat it - neither the store nor the refrigerator will fit, and you will have to think, say, until "refrigerator" or "IKEI". If the initial words are far from each other (for example, "curb" and "weightlessness"), then the gameplay becomes completely unpredictable.

Number of players: 2

7. Pickup

The essence of the game:

A game for four people, divided into pairs (in principle, there can be three or four pairs). The mechanics are extremely simple: the first player from the first pair whispers a word (a common noun in the singular) into the ear of the first player from the second pair, then they take turns calling their associations with this word (in the same form - common nouns; cognate words cannot be used).

After each association, the teammate of the player who voiced it calls out his word, trying to guess if it was originally guessed - and so on, until the problem is solved by someone; at the same time, all associations already sounded in the game can be used in the future, adding one new one at each move.

For example, suppose there are players A and B on one team, and C and D on the other. Player A whispers the word "old man" into player C's ear. Player C says aloud to his partner D: "age". If D immediately answers "old man", then the pair C and D has earned a point, but if he says, for example, "youth", then the turn passes to player A, who, using the word "age" suggested by C (but discarding the irrelevant to the case "youth" from D), says to his partner B: "age, man". Now B will probably guess the old man - and his team with A will already earn a point. But if he says "teenager" (thinking that he is talking about the age when boys turn into men), then C, to whom the move suddenly returned, will say " age, man, eightieth birthday", and here, probably, "old man" will be guessed.

In one version of the game, it is also allowed to "shout": this means that, suddenly guessing what was meant, the player can shout out a variant not on his turn. If he guessed right, his team will get a point, but if he rushed to conclusions, the team will lose a point. They usually play up to five points.

Number of players: even, from 4

A true life hacker is designed in such a way that he just needs to periodically “sharpen his brain” - like cats sharpen their claws in order to be constantly in shape. May holidays are coming soon, summer is coming, and many of us will have a rest in the company or travel with friends. We would like to offer you some cool logic games to have fun in the company and once again to train convolutions. Games were selected according to the principle:

- no special props (such as cards, chips, dice, etc.)
- the ability to play in any environment (on the train, on the bus, in the country, by the fire or somewhere else).

"Contact"

Perhaps one of the most popular party games.

Number of players: minimum 3 people.

Rules: the host thinks of a word, a noun in the nominative case, a common noun, and announces to everyone the first letter of this word. The rest of the participants take turns asking questions-definitions, trying to guess what they have planned.

For example, I thought of the word "lifehacker", the first letter is "L". To the question "Is this not a predatory animal?" I need to quickly issue an answer that satisfies the conditions, that is, a predatory animal with the letter "L". Answer: "No, it's not a lion." Further similar questions without clarification (“Is this not another predatory animal?”) Are prohibited.

Participants need to come up with such a question, the answer to which at least two of them know, but the host does not know (whispering and contracts are prohibited).

For example: "Is this not such an auxiliary statement for the proof of the theorem?" The answer is unknown to me, but one of the players understood what it was about. In this case, he shouts: "There is a contact!" and starts the countdown from 10 to 1. On the count of "1", the players shout out in chorus correct option. If they voiced the same thing, the contact is considered completed. In this case, the host calls the second letter of the hidden word, and the game continues in the same vein until the whole word is guessed. The author of the correct question becomes the next presenter.

"Keeper of the Secret"

Mind blowing and very addictive game. The host thinks of a phrase, slogan, quote known to all participants. Names the number of words in it. The players ask the "keeper" any questions. Each answer must contain a word from the hidden phrase. The answer must fit in one sentence.

Example: I thought of our slogan “Life is not perfect. Fix it!" I can ask 4 questions.

Vasya: What did you eat for breakfast today?
Me: All life I only eat tea sandwiches for breakfast.
Petya: Do you like Zemfira's last song?
Me: I don't listen to her contemporary music imperfect, for my taste.

…and so on. After that, the participants analyze what they heard for some time (it is better to specify in advance how much exactly) and give out their version of the original phrase. It is allowed to record the host's answers: write them down on the phone or just on a piece of paper.

"Papers"

Number of players: even, minimum four

Everyone comes up with 5-10 words, nouns, common nouns, and writes them down on pieces of paper. Then all the pieces are collected in a heap and mixed. Players are divided into teams in pairs. In 30 seconds, you need to explain to your partner as many words as possible from randomly selected pieces of paper (we draw one at a time). Single-root words are prohibited in explanation. The opposing team turns on the stopwatch on the phone and keeps track of the time. We leave the successfully solved shreds to ourselves, put the unsolved ones back in a pile. Until the papers run out, the game continues. At the end, the teams count their points and determine the winner.

"Danetki"

Good old detective fun. Danetka is a word puzzle, confusing or strange story, part of which the host tells, and the rest must restore the sequence of events. Questions can only be asked that can be answered with "Yes", "No" or "Irrelevant", hence the name of the game. There is even a website dedicated to danetki.

"On the Road"

The facilitator writes down on paper (as an option - on the phone) a rule that determines what things you can take with you on the road. Then he says: “I will take with me ...” - and names the thing that you can take without violating the rule. The rest of the participants take turns asking if they can take this or that item with them, and the leader answers whether the rule allows taking this item or not.

The winner is the one who can guess the rule first. Rules can be both simple and very pretentious.

Of course, there is still the immortal "Crocodile", where the hidden words must be explained with gestures. But it still depends more on the acting abilities of the participants, and not on the intellectual ones.

What games are popular in your company?

How often did you play word games as a child? Do you often play them now with your children, grandchildren or nephews? These entertainments do not require any attributes at all - albums, books, toys, pencils. The main thing is that the thought works!

AT different situations, for example, on a long road or while waiting in line such word games are very helpful. In addition, they develop logic, thinking, train memory and broaden their horizons. The benefits of them are double or even triple ... Therefore, you can safely use them, for example, when preparing a child.

Oral word games for kids

City game and more

She is well known to many. Briefly recall its essence. At the beginning of the game, one participant calls the name of any city, and the second one names the city with the last letter. And so in turn the cities are called by the last letter of the previous city (Moscow - Astrakhan - Novgorod - Dushanbe and so on). If the word ends in "ь" or "ы", then the penultimate letter is taken.

But in this game in her classic version small children will not be able to play, as they know very few cities. But the meaning of the game is still very good. Therefore, with kids, you can not limit the topic. That is, you can call absolutely any words, the main thing is that they answer the question " what?" or " who?"(chair - spoon - apricot - elephant and so on).

You can choose any theme for the game - animals, plants, clothes. But, of course, the broader the topic, the greater the choice of words. As a result, the child develops the ability to connect sound and letter, and also acquires the skill of literacy. In the course of the game, it is imperative to correct the child and explain why, for example, at the end of the word “ friend”is “G”, not “K” and how to choose a test word in case of doubt. It turns out unobtrusive preparation for school.

Game "Guess the word" - I option

The point is that one player thinks to himself a certain word (noun), which means some kind of object or phenomenon. The second person with the help of leading questions must guess it. The first should answer questions only in monosyllables: “yes” or “no”. But sometimes it is allowed to clarify the answer. For example, if a car is guessed, then to the question: “ Is it made of metal?", can answer: " Yes, but not only from him».

Questions can be very different: Is it alive?», « Is it bigger than a cat?», « Edible?», « Can I see him now?" and so on. Sometimes the word is guessed literally after 3-4 questions, and sometimes it is not guessed - the player has to give up (((.

Game "Guess the word" - II option

The first player calls any word, for example, ST OL. The second must come up with his own, starting with the last two letters: OL YEN, but does not pronounce it aloud, but gives suggestive information: "He lives in the forest and he has horns." When the second player guesses the word, he makes up a new one: EH OT and gives him an explanation. It can be agreed in advance that such a word game will not take into account some letters (b, s, d) when composing a word.

"Sing a song"

To play this game, you need to have some song stock, or at least remember a couple of lines from the songs. Any topic is chosen. From experience I can say that the topic with plants is convenient - there are a lot of songs about flowers and trees, there is something to remember.

The rules are that the players take turns humming a few lines from a song in which the chosen theme sounds (for example: “This is a birch, then a mountain ash ...”, “A Christmas tree was born in the forest ...”, “A million, a million scarlet roses ...” and so on Further). The one who cannot remember and sing another song loses. This game - good reason to introduce the child to new songs not yet known to him.

"Twin Words"

oral games words on the road can be very different, for example, inventing words-metamorphoses. First you need to choose a simple word and change one (any) letter in it as the first move: R OZA - To OZA. The number of letters in a word must always remain constant. Then the move passes to another participant and he, in turn, changes the letter, for example, KO Z A - KO R And so on.

"Spy codes"

This word game consists in the fact that one player names a word (preferably a singular noun), and the second deciphers it. To do this, each letter must have its own word, and at the same time all words must be connected in meaning into a whole sentence. For example:

N - drew

U - in the morning

R - smooth

O - rounded

K - loaf

Smaller children can be offered shorter words: MEL (Masha ate noodles), CAT (octopus whale pulled). And, of course, you need to deal with decoding in turn - to be honest!

Antonym word game

Kids don’t even have to say the term “antonym”, but it’s easier to explain the rules. For each word, you need to choose the opposite in meaning: hot - cold, cheerful - boring, sweet - sour, dry - wet. One calls the word, the second selects the antonym. Then the second one names his version, and the first one looks for an antonym, and so on.

"That's the beast"

Entertainment is based on the principle of education compound words(airplane, milk truck, department store, housewife). This rule of the Russian language can just be mentioned in the game, because there are a lot of words and each has its own history of education and origin.

The bottom line is that in turn, from the two proposed words, you need to make a new one. At the same time, words are born unusual and children, especially small ones, such an activity is very funny. In a similar way, not only the well-known cheburgen is obtained, but also the elkotooth, cephalopod, bucket kit, handle and many others. strange alien creatures.

"Find the Extra"

One player offers the second a few words that are combined common sense. Moreover, among them there should be one that does not fit into this meaning. For example: ship, boat, carriage, raft.

The second player must calculate the extra link. For older children, this game can already be complicated.

For example: grass, crocodile, hare, avocado.

Or: lizard, platypus, turtle, python.

"Whose sound is that?"

This word game (even rather sound game) is designed for the little ones. Its condition is to guess who or what belongs to the emitted sound. It is better not to be limited only to the “speech” of animals (meow, ia, rrrr ..., ku-ka-re-ku), but also use the sounds of nature and technology (shhh ... - the rustle of leaves, drip-drip - rain). Here's how fantasy will work The main thing is not to deny the child’s answer if it does not match yours, because, for example, the sound “trtrtr” can be made by a tractor, a motorcycle, or a sewing machine.

"Snowball"

The first person suggests any word, for example, hedgehog. The second one adds to it his own the right word: hedgehog woke up. Further, at each transition of the move, it is necessary to add one word at a time so that a meaningful continuation is obtained:

the hedgehog woke up

hedgehog woke up and woke up

the hedgehog woke up and woke everyone up

the hedgehog woke up and woke up all the animals

Such entertainment is sometimes long, but the result can be a funny fairy tale or a funny story.

Games "Fly" and "Nofelet"

These two oral games are already described in one of the previous ones in Rich Piggy Bank. If you are interested, please take a look at the link. Both of them, in addition to an entertaining pastime, will help train the brain and improve its functioning, and this is useful not only for children, but also for us adults.

These activities with children help pass the time when there are no toys or TV at hand. You can also come up with your own word games for children on the road, and not be limited only to the game “guess the word”, “decipher” or “come up with an antonym”.

Have fun interacting with your kids! Nadezhda Goryunova

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