Oral games for two children. Oral games to pass the time

landscaping 23.09.2019
landscaping

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

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 in 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's better to agree on this in advance), in food (one player will be risotto, and another, say, with green cabbage soup) and even simply into 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 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 "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 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". 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). 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 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 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 classic version"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.


Answering 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 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 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 energetic and fast game for two, which got its name from the video of the inventive rock band OK Go, from which many people learned about it (the 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 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

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

The game requires two or more players.

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

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

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

Oral games for toddlers

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

The game "Who is sitting on the cloud"

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

The meaning of the game is that the child gradually learns letters and sounds in a playful way, his vocabulary is replenished, and the child masters the concepts of "Next", "Previous".

Game "What?"

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

Game "Come up with a fairy tale"

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

Oral games from 5 years

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

There are many interesting oral games that adults also enjoy playing. About some of them we will talk Further.

Game "Magic Box"

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

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

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

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

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

Oral games from 7 years

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

Alphabet Reverse Game

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

Oral games from 10 years old

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

Game "Explain"

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

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

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

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

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

Links

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

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.



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 a large 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 those with 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:

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 at the same time, 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 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 guessing version 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, and not ask everything directly - so the question about "home" would sound better like "Is this not where the sun rises?" (with a reference to the famous song "House rising sun"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 task of the presenter is to ask tricky questions, to confuse the players. The game is played at a very fast pace. If a player made a mistake and called a word with a different letter, or hesitated and could not name 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

Tru-la-la

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

Earth, air, water, fire

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

Word volleyball

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

All questions - one answer

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

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

Options for questions and answers:

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

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

Answers out of place

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

Sausage

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

Backwards

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

Are you going to the ball?

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

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

Examples of possible dialogs with player errors:

  • - Are you going to the ball?
  • - I'll go.
  • “Would you like to stay at home?”
  • Not, I'll go. Ouch…
  • What color will your dress be? White?
  • — Yellow.
  • - Then the hat, of course, will be white?
  • - Not white, and pink. Ouch…
  • - Are you going in a carriage?
  • - Most likely in a carriage
  • What will you wear to the ball?
  • - Nice dress.
  • — Black?
  • — Blue.
  • - Will it be sewn especially for this ball?
  • - Of course.
  • “And you will be the most irresistible lady at the ball?”
  • - Necessarily.
  • - And you will kiss everyone in a row?
  • Not! Ouch…

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

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