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Visual competitions for children in the camp. Creative games and competitions for children's summer holidays. Competitive and entertaining game for summer camp

The time of childhood is the time of games and entertainment. We offer a series of competitions and games for schools, camps.

COMPETITIVE GAMING PROGRAMS

Competitive gaming programs (CIP) can be held both within the framework of a school or children's camp, and within a class or squad. The KIP scheme is simple:

1. Contests. Emphasis on the moment of competition (the child performs actions in front of an audience).

2. game form. There must be an element of play, entertainment.

3. Inclusion in competitions of the maximum number of guys, so that everyone can try their hand at one or another competition.

4. Rewarding not only the winners, but also the participants of the competition.

In our opinion, it is inappropriate to prescribe the text for those who maintain the CIP, since in competitive game program often all the pre-prepared words of the hosts are not spoken out. Instead, there is a lively dialogue between the presenter and the contestants.

Sherlock Holmes and Miss Marple

The lesson develops imaginative thinking, logic.

The hosts (Miss Marple and Sherlock Holmes) report that they are looking for assistants. All applicants are offered a series of tests-competitions.

"Imprints" . The task is to find the same pair of handprints on the sheet and determine which of the people sitting in the hall they belong to.

"Very sharp eye". Participants are shown a set of items. Then the participants turn away. At this time, one item is replaced. Needless to say, it has changed.

"Savvy" . You need to guess who owns the things: glasses, a spatula, a mirror, a dressing gown, a board, salt, a whistle, a letter, a badge.

"Find by description". Participants are invited to find a description of a person from another squad, who is also in the hall.

"Silent Action" . As quietly as possible, lower the spoon into the glass, close the pan with a lid, put the fork on a plate.

"Siamese twins". The hands of those standing next to each other are tied, the task of each pair is to tie the laces on the shoe, cut out a circle from paper, light a candle, etc.

Book of Records...

Occupation enhances psychological comfort and the level of cohesion in the children's team.

The host offers to start his own book of records. And call it exactly as the detachment is called (camp, school, etc.).

"Most amazing." Within 1 minute, the teams write on a sheet how their team differs from all the others, how it can surprise all other teams.

"Strongest". Participants of the competition are invited to hold one of the smallest teachers in their arms. Only the two strongest pupils remain on the stage.

"Most Spirited" . Two participants need to blow off a tennis ball from a flat surface while blindfolded. When the contestants are blindfolded, a plate of flour is placed instead of a ball.

"The most resourceful." Participants of the competition take off one sneaker or boot (the main thing is that the shoes have laces) and put them in a circle. Then they are blindfolded. Everyone must find their own shoe and tie it. The one who completes the task first wins.

"The fastest". Each participant is given a ribbon. In 30 seconds, you need to tie tight knots on it (the more, the better). Then the participants change ribbons. The task is to untie all the knots. Who is faster?

"The most numerous." It is necessary to gather as many people from your expedition as possible into a hoop.

"The most sporty" (relay race). Two teams are participating. You need to do the following:

Run to the chair;

Flip it;

Wear a skirt and scarf;

Sit on a chair;

Shout "Hurrah";

Remove things and turn the chair over;

Return to the next participant.

"Most Sensual" Young male contestants stick hearts from self-adhesive paper on the girls anywhere. Then the boys are blindfolded, the girls are changed. It is necessary to remove all the hearts without a hint.

"Most Consolidated" If the host says: “Unwound”, then all participants spread their arms to the sides. If the facilitator says: “Shaped up with the neighbor on the right,” then the participants hug the one who is sitting on the right. You can “wind up” with a neighbor on the left, behind, in front, and finally, all together.

Irina Volkova
Competitive and entertaining game for the summer camp "Merry Mosaic"

Competitive and entertaining game for summer camp

« Merry Mosaic» !

Leading:

Good afternoon girls!

Good afternoon boys!

Good afternoon dear teachers.

We are glad to welcome you to competitively - entertaining game « Merry Mosaic» !

But, like any game, we have our own rules.

So what can and can't be done?

I will name these rules, and you will show them. Agreed?

Throughout the game Can:

stomp and clap! (hall shows)

scream and hoot!

dance and sing!

greet each other with applause!

boys greet girls with a whistle!

girls - squeal!

you can blow kisses to each other!

to wave hands!

And just greet each other!

You have understood the rules, and now you need to decide on the teams, so I invite 5 from each squad (3) girls and 4 (3) boy.

Finally, it's time for you to introduce our esteemed jury:

1 contest. A modern girl has sufficient knowledge of men's and women's perfumes, hygiene items, decorative cosmetics. Therefore, the first contest for girls is called "Identify an object by smell". From each squad 3 (2) girls

Participants need to determine with their eyes closed the proposed item:

1. Toothpaste.

2. Laundry soap.

3. Women's cream.

5. Lipstick.

6. Women's Eau de Toilette.

7. Men's Eau de Toilette.

8. Shampoo.

9. Nail polish.

10. Hairspray.

11. Washing powder.

12. Cream for shoes.

13. Mascara.

At the end competition summed up.

Leading. Well, the girls coped with this task, but will the boys cope? Our next the contest is called"Tell me what it is?"

(For example : milk - drink; crucian - fish)

1. Carp (fish). 11. Rooster (bird).

2. Persimmon (fruit). 12. Hazelnut (nut).

3. Beans (vegetables). 13. Cucumber (vegetable).

4. Cherry (berry). 14. Kiwi (berry).

5. Rice (groats). 15. Morel (mushroom).

6. Capelin (fish). 16. Coconut (nut).

7. Millet (groats). 17. Koumiss (drink).

8. Tea (drink). 18. Turnip (vegetable).

10. Tomato (vegetable). 20. Kissel (drink).

Leading. Next competition for counselors, he is called

"Ball"- at my signal, the counselor inflates a ball of a certain size (according to the model, ties it, puts it on a chair, sits on it sharply so that it bursts (Whoever bursts the balloon first wins).

Leading. Times are difficult now, the crisis is in full swing, so our next village cannot do without a cow. the contest is called“My farmstead, or how much I love my cow!” Let's see how our participants can milk a cow. Bye music is playing"to milk" as much milk as possible. The participant with the highest "milk"!

(3 girls participate in this competition: one - holds a rubber glove, the other - a bucket, the third - milks).

Leading. And we continue our program and the next the contest is called"Clip-Gag". You guys are modern and have definitely heard how they rap (teams are given lyrics of children's songs).

So, dear participants, you have to perform famous children's songs: "The Forest Raised a Christmas Tree", "From a smile a gloomy day is brighter", "Tired toys are sleeping", and sing them like real rappers would.

While you remember the lyrics, decide who will rap and rehearse to quiet rap music, we are with the fans let's play:

I have a game called"He she".

He is an elephant - she is ... an elephant.

He is an elk - she is ... an elk.

He is a cat, she is...

Well, of course she's a cat!

Well, you made a mistake.

So let's play again

I want to beat you!

He is a walrus - she is ... a walrus,

He is a hare - she is ... a hare,

He is a bull - she ...

Does everyone know this word?

Yes! Yes! She is a cow!

We are watching "Clip Gag"

Leading. "Machine Assembly". Boys, imagine that this is a machine gun (Ved. points to a meat grinder, so he shoots (Ved. turns the handle of the meat grinder, it consists of ... (Ved. disassembles the meat grinder into parts, your task is to assemble the machine again for speed. (1 boy per team).

Leading. Our next contest for girls is called "Spring-cleaning"

The cow was milked, now it's time to restore order in the house.

And to make you more fun, we will help with music. A familiar melody sounds, you need to dance what is written on the card, and the audience must guess.

1 wash or vacuum the floor (Jackson)

2 wipe the dust (Letka-enka)

3 wash the dishes (Lambada)

4 preparing dinner. (Macarena)

5 ironing clothes (Tango)

6 wash by hand (Twist)

Leading. While the jury is deliberating, summing up, the fans will name 11 adjectives of any subject for me

Our ... guys!

Today, on this ... day of summer, we give you ... Promise:

continue to treat you daily with ... chocolates and ... sweets;

show you ... attention and ... care;

give you ... compliments;

not to give you ... grief;

forever be yours. friends.

Your ... fans.

Leading. The floor is given to the jury.

(Results are announced, teams are awarded)

Leading. Thanks for playing! See you soon!

Related publications:

"Like on Shrovetide Week ..." Competitive and entertainment program for children of the older group To acquaint children with the cultural traditions of our people, with its oral folk art. The course of the matinee. Sounds like a funky dance. WITH.

Development of activities for the summer health camp day stay All children of the camp are divided into 3 cities, planets, ships, depending on the theme of the shift Game program "ZOO" 1. How beautiful and amazing.

Competitive entertainment program "Russian Matryoshkas" Objectives of the event: -To enrich and develop children's knowledge about folk crafts and traditions. -Introduce the history of the toy Matryoshka. -Bring up.

Educational and entertaining game "Funny stories". Educational and entertaining game "Funny stories". Purpose: to organize the leisure of children. Tasks: 1. Create good mood. 2. Develop.

Scenario of summer entertainment "Merry turntable" Municipal Autonomous Preschool educational institution kindergarten combined view No. 9, the village of Konokovo. Municipal entity.

Scenarios game programs for children's camp. Scenarios competitive programs for summer camp

One hundred to one or "Results"

The participants are divided into two teams. The host of the game introduces the teams to the rules of the game.

The task of the presenter is to interview one hundred people on a variety of questions before the game and write down the most frequently repeated answers.

The game itself goes like this: the host asks the same question to the teams that he asked people who did not participate in the game.

The teams must choose the answer to it, the team captains give the answer to the leader.

The team that guesses the most frequently repeated answer gets a point.

Thus, the participants of the game get an idea of ​​public opinion.

Rules:

The questions that the presenter-journalist asks the people around him can be very diverse:

Finding the right way out of any situation;

Questions of a certain orientation, for example, to identify some quality of personality, knowledge or erudition in a certain area, etc.

Teams do not need to know the content of the questions. After the tournament, it is possible to discuss the situation, summing up.

brain ring

The game is played with several expert teams. First, 2 teams participate in the game. They sit separately (at tables). The facilitator asks a question, who quickly gives a sign that he knows the answer to the question, that team (for example, by raising his hand) answers the question. If the answer is correct, this team is awarded a point, in case of an incorrect answer, a point is awarded to the opponents.

When one of the teams scores 5 points, the opposite team is replaced by the other team. (All teams come up with names in advance). Thus, the most “smart” and “lucky” team is revealed. Brain-ring is held with an unlimited number of teams, each team should have about 6 people along with the captain.

The winning team is awarded a prize.

Memorina

1st round. "Draw."

Students must draw something for each of these figures in order to turn it into one or another drawing. Who will come up with more drawings for a while?

2nd round. How are the circles arranged?

The leader draws on the board in different places 5-6 circles with a diameter of 12-15 cm. The players must remember the location of the circles on the board. Then the players with their eyes closed come to the board and put their sign in the center of each circle. The winner is the one who accurately places their signs.

3rd round. "Draw a pig."

The players draw a pig on the board with their eyes closed. The winner is the one with the funniest pig.

4th round. "Know your number."

5 people are called and each one is pinned on the back with a sign with some number. No one should know what number he got. But everyone knows the sum of numbers. The player must determine what number he has on his back. Everyone moves carefully, trying to be ahead of the other in order to quickly find out all the numbers and at the same time hide their number. The first person to name their number wins.

Dating games

Journey

Purpose: to study the relationship in the team.

Imagine that you have a boat and you are going on a trip. But there are only 5 seats in the boat. Which of your friends in the squad will you take with you?

Studio

Purpose: to determine the structure of business relations.

The leader offers everyone a situation.

Imagine that you need to make a movie. To do this, you need to name the person who can organize the shooting of the film. This is the director.

The named candidates alternately choose their assistants. In this case, the choice of the next is carried out after the council with those already selected.

After that, the task is given: in 10-15 minutes to beat an excerpt from your favorite fairy tale, film or work and come up with the name of the film studio.

Each participant must have a role.

Jury: detachment counselors and educators.

Award for:

1. Best performance (to the team).

2. Best Scenarios(to the team).

3. The best selection of actors (team).

4. Best director.

5. Best Actor.

6. Best Actress.

7. The best suit.

8. The most difficult role.

9. The smallest role.

10. Best performance (to the participant).

11. best title film studios (team).

Shouting games (variety games)

Joke game "Who loves what?".

Leading. Who loves ice cream? Children. I!

Leading. Who loves apples? Children. I!

Leading. Who loves pears? Children. I!

Leading. Who doesn't wash their ears?

Rocket launch.

Leading. Get ready for the launch of the spaceship!

Children. Got ready!

Leading. Fasten seat belts (cotton).

Children. Eat...

Leading. Enable contacts!

Children. Eat...

Leading. Start the motors.

Children. Eat...

Leading. 5, 4, 3, 2, 1, in a growing rumble. Start.

Children. Hurrah, hurrah, hurrah!

Leading. 1, 2, 3, 4, 5 (claps). Vzhig - and fled in all directions.

Children. Hurrah, hurrah, hurrah!

Leading. Where did she fly to?

Children. Somewhere.

Speech game.

The leader speaks the text first, the second time - the children: normally, in a whisper, loudly or imitating intonation (at the request of the leader).

About peri tiki tombo.

Oh Musa, Musa, Musa.

Le-o-le-le.

About peaks lyao bebe.

Le-o-le-alimbash-ba-ash.

Flower contests and fun

The legend of flowers

In a flower kingdom... The king and queen... had... princesses... Each season, one of the princesses ruled. (Associate with summer and winter). But for this it was necessary to win the competition.

The king gathered all the princesses, divided them into teams and set a condition - to recruit a retinue of the best flower warriors.

For the duration of the competition, everyone receives a “name”.

Competition 1. "Submission-greeting"- themselves, the season being claimed, the opponents, the king, queen and jury.

Competition 2. "Warm-up"- floral questions.

The one who raises his hand the fastest is the one who answers.

What was the name of the person who really wanted to create a "stone flower"? (Danila.)

In which book are the characters flying hot-air balloon to the flower city ("Dunno and his friends.")

What flower was guarded by the shaggy monster in Aksakov's work of the same name? (Alenky.)

From what flower did the tiger Sherkhan come to horror and where? (Fiery, "Mowgli" by D. R. Kipling.)

Botanists call this flower viola, but what is it called in the Russian people? (Pansies.)

What is the name of the art of making bouquets? (Ikebana.)

What flower grows on the site of forest fires? (Blooming Sally.)

For which Andersen heroine was the flower a permanent place of residence? (Thumbelina.)

What flower is said to have grown on the blood of chained Prometheus? (Edelweiss.)

When is the fern supposed to bloom? (On the night of Ivan Kupala.)

What flower is directly related to the king of beasts? (Snapdragon.)

What flower is a symbol of narcissism? (Narcissus.)

What famous writer made snowdrops bloom in winter? (Marshak.)

Which flower suffers from love? (Chamomile.)

What flower is called the sleepy flower? (Poppy.)

Competition 3. "Flower rhyme".

Write a rhyme with the names of the colors.

Endings: - Who does not believe, get out.

I will look for you.

Competition 4. "Princess-Nesmeyana."

All players of the team participate, standing in two lines

Purpose: to make people laugh for 1 minute.

The name of the flower is written on the back (they stand in a column, they say the name of the flower in one ear, each letter writes to the next).

Competition 5. "Artists".

Continue the unfinished drawing of the great artist.

Competition 6. "Flower calendar".

Who will be the fastest to make a list of colors for the same letters that begin the names of the months?

Competition 7. "Dance of flowers".

Team members can show a collective dance, they can group, they can individual, giving it a name.

Competition 8. "Flower fairy tales".

Compose and tell:

“In a certain kingdom, a cornflower state, there lived a king Vasilek and a queen Violet. And they had three sons...”;

“One fine spring morning, Chamomile’s girlfriends went out into the steppe for a walk and they didn’t know that the evil Dandelion flower had settled in that steppe ...”.

Competition 9. "Ikebana".

Teams must present the motto of the composition of the flower arrangement, explain for whom it is intended.

Competition 10. "Flower Wishes".

To the most beautiful flowers of the kingdom - our flower wishes (boys to girls).

Competition of incomplete proposals

Option 1.

1) Little Red Riding Hood is walking along the path, and not a beast, not a bird meets her ...

2) She looked at Little Red Riding Hood and saw only red, blue, yellow colors.

3) She sniffed Little Red Riding Hood and realized that it was not a flower, and flew on.

4) Her family is great...

5) She lives in hexagonal houses. (Bee.)

Option 2.

1) Little Red Riding Hood plucked a flower ...

2) It was pink, but it could also be white.

3) It has a sharp pleasant aroma.

4) A wonderful jam comes out of it.

5) And the last one is almost born.

Option 3.

1) Little Red Riding Hood plucked a berry ...

2) The berry looks like beads.

3) Very useful.

4) It ripens in autumn and lies until spring.

5) It is very sour.

6) Wealth of swamps. (Cranberry.)

Reportage

Task: you need to imagine yourself as a desperate journalist and do the following:

1) write a situation:

From the trunk of an armored Mercedes;

From the eaves of a 10-story building;

from the operating table.

2) come up with and draw a sign:

For a section of the road and come up with a name;

Caution - deaf old women;

Caution - liquid asphalt.

3) Fingerprint painting. Everyone leaves their own imprint.

4) compose an accusatory speech for the court:

Over the old woman Shapoklyak for walking rats in unidentified places;

Over the fox Alice and the cat Basilio for drawing minors into currency fraud;

Above Yemelya for catching fish in a prohibited way;

Above the postman Pechkin for receiving gifts during working hours;

Over Carlson for living without a residence permit and without a specific occupation.

Detective stories

It can be held between competitions and in small intervals of free time with the help of questions that require answers: “Yes”, “No”.

1) Caravaneer Ali is driving through the desert and sees a tent, and 100 m from him is a car (truck). He approached the car, from it the traces of one person led to the tent. He went into the tent, the tent was empty, and only in the center, at an inaccessible height, was a man hanging. He was dead. How did it happen?

Answer: the man hanged himself! The car was a refrigerator.

2) The musician was preparing for the concert. A week before the performance, they received an anonymous letter that the lodger would be killed. Laugh and forget. On the day of the concert, nothing foreshadowed trouble. The musician played a concert and returned home. There was no one at home, he lay down to rest. After a while I woke up and went to the window, there I saw ...

I glanced briefly at the clock hanging over the sofa and realized that the tenant had been killed, and the corpse was in the sofa. How did he understand?

Answer: the clock on the wall stood and stood for a long time. The musician has good hearing and heard the ticking of the clock.

3) A woman lived in a city. Once, returning from a party, she pulled out a letter from the mailbox and, without opening it, realized that the one who wrote the letter was dead.

Did she kill him? Yes.

Was it her envelope? Yes.

Answer: She sent him a letter and asked him to respond urgently. And sent him her envelope with poisoned glue

4) One day a man (postman) brought a parcel. It contained a leg and a note:

Option 1. Thank you for being alive.

Option 2. You and I are of the same blood.

What happened?

Answer: the children must come to the fact that the recipient was one-legged, and these two people were connected by the following event:

They sailed on a ship that was wrecked. These two were saved. We found ourselves on a desert island and, in order not to die of hunger, agreed ...

5) The man brought the photographs and asked to sort them out. On one of them, the man was clearly alive, and on the other, he was clearly dead. It looks like the photos were taken at the same time.

Answer: this man was a pilot, his camera was on board the aircraft and was filming even after the death of the pilot.

This is an intellectual game, during which the most erudite, quick-witted and resourceful guys are revealed. Competitions for her are selected so that any number of people from the detachment can participate in them. It may be that in one detachment there will be five who want to test themselves and their knowledge, and in the other - one. Each competition has one winner. He receives an asterisk, which can then be exchanged at the Bank for a “stipend” (camp money).

Contests are won by those who:

Gave more correct answers faster than his rivals;

More precisely coped with the task;

He completed the task correctly faster than his rivals.

It happens that by the end of a competition 2-3 people go with the same result. In this case, it is necessary to leave the main contenders on the stage and continue the competition with them to determine the exact winner.

Description of competitions

1. "Auction". Offer the guys, as a warm-up, a fairly simple contest: you need to name nouns that start with the letter A and end with the letter Y.

2. "Yes - no." Invite the children to raise their hand if they think the statement you read is true and not to move if they think it is false.

Attention! Or, to evaluate this competition, you must have very attentive assistants who mark the correct answers of all children, and this must be done very quickly so that the competition does not drag on.

Or you can send guys from the stage who gave the wrong answers after each question.

1.1. Scissors can be sharpened by cutting sandpaper. (Yes)

1.2. Is it possible to give a Japanese person white flowers at a meeting? (No. It is the color of mourning.)

1.3. The veil on the lady's hat is warm. (Yes)

1.4. It is easier to pull a wheelbarrow with vegetables behind you than to push it in front. (Yes)

1.5. Ships get stuck in the Sargasso Sea, entangled in algae. (No)

1.6. The whale releases fountains of water. (No. He blows air.)

1.7. There is enough gold in the sea to make every person on Earth a millionaire. (Yes)

1.8. The octopus turns almost black from fear. (No. White.)

1.9. Camels store water in their humps while wandering in the desert. (No. The humps are filled with fat. Due to it, camels live in the complete absence of food.)

1.10. Every seventh wave is higher than the previous six. (No)

1.11. Ladybugs bite when they are angry. (No. But when they are molested, a blood-like fluid oozes from their joints, it is acrid and irritates the skin.)

1.12. Owls hear a cockroach crawling on the ground. (Yes)

1.13. During courtship fights, male vipers beat the opponent to death. (No)

1.14. Bats can run on the ground. (Yes)

1.15. Gramstola spider (hairy) eats young rattlesnakes. (Yes)

1.16. Albino grasses grow in the caves. (Yes)

1.17. A giant squid, in pursuit of a prey, develops a speed of over fifty kilometers per hour. (Yes)

1.18. Islam is the oldest of the world's religions. (No. The youngest.)

1.19. Is The Black Tulip based on the novel of the same name by Alexandre Dumas? (No)

1.20. The novel "Mysterious Island" was written by Stevenson? (No. Jules Bern)

1.21. The cobra has a venomous sting. (No. The cobra does not sting like insects, but bites with its teeth. Poison enters the victim through the holes in them.)

1.22. The heaviest vegetable is cabbage. (No. Pumpkin.)

1.23. The Arabs believe that the hundredth Name of Allah is known only to a donkey. (No. Camel. That's why he's so proud and arrogant.)

3. "Both this and that." The facilitator reads out adjectives that can become definitions for the same word. It is necessary to name this word faster than rivals.

3.1. And sea, and beer, and soap ... (Foam)

3.2. And snowy, and rum, and stone, and grumpy ... (Baba)

3.3. And German, and postal, and excise ... (Stamp)

3.4. And Finnish, and table, and blunt, and sharp ... (Knife)

3.5. And water, and air, and financial, and stormy ... (Stream)

3.6. And square, and cubic, and linear ... (Meter)

3.7. And verbal, and fencing, and bloody ... (Duel)

3.8. And underwear, and bedding, and thin ... (Linen)

3.9. And sprawling, and rotten, and fruity ... (Tree)

3.10. And joyful, and sad, and mocking ... (Smile)

3.11. And mobile, and gambling, and ancient ... (Game)

3.12. And machine gun, and satin, and adhesive ... (Tape)

3.13. And hidden, and gas, and single ... (Camera)

3.14. And fake, and gold, and small, and rare ... (Coin)

3.15. And healthy, and milky, and rotten ... (Tooth)

3.16. And broken, and tinted, and magnifying ... (Glass)

3.17. And aristocratic, and bad, and pleasant ... (Manners)

3.18. And satin, and quilted, and terry ... (Robe)

3.19. Both oil and key ... (Well)

3.20. Both cardiac and safety ... (Valve)

3.21. Oh crown, and empty, and hotel, and ordinal ... (Number)

3.22. And English, and code, and barn ... (Lock)

3.23. And dead, and rope, and door ... (Loop)

3.24. And yellow, and white, and student, and travel, and entrance ... (Ticket)

3.25. And playing, and geographical, and topographic, and political, and large-scale ... (Map)

3.26. And new, and maple, and lattice ... (Canopy)

3.27. And smoke, and tolovaya, and sharp, and Cossack ... (Saber)

3.28. Both hockey and tennis ... (Court)

3.29. And Olympic, and plush, and clubfoot ... (Bear)

3.30. And high, and steep, and copper ... (Mountain)

4. "Warm-up for the mind." It is necessary to answer the questions written on the tickets. Answered - you continue to play further, did not answer - you are out.

4.1. Name something that any person has, but the biblical Adam could not have. (Navel)

4.2. What can a good singer lose, but a bad one still won't get it? (Voice)

4.3. Name glasses that allow you to control yourself. (Lorgnette)

4.4. Which master has selfish interests. (Furrier)

4.5. A person is sitting, and you cannot sit in his place, even if he gets up and leaves. Where is he sitting? (On your knees.)

4.6. Whoever does not have it does not want to have it, whoever has it cannot give it away. What is this? (bald)

4.7. She has not done a single stupidity, but is reputed to be a symbol of stupidity. What is this? (Cork)

4.8. What masculine word means queen? (Queen)

4.9. How can you fill a bucket to the brim three times without emptying it? (First pour stones, then sand, then pour water.)

4.10. Which doctor often has to extract the root? (To the dentist)

4.11. What architectural structure contains a large amount of mind? (Ward)

4.12. Which eggs have never been laid by anyone? (Kinder Surprise)

4.13. What thing, despite its small size, allocate a separate room in the apartment? (Toilet)

4.14. Because of what atavism do you risk falling under the knife? (Appendicitis)

4.15. What kind of person with visible pleasure for the thousandth time talks about the same thing? (guide, tour guide, art historian)

4.16. What kind of guard does a person create in his own image and likeness? (Scarecrow)

4.17. Who walks while sitting? (chess player)

4.18. There is one word in Russian that is always mispronounced. What is this word? (Wrong)

4.19. Why can't a man living in Kyiv be buried east of the Volga River? (Because he is still alive.)

4.20. How many animals did Moses take into his Ark? (Not at all. Noah had the ark, not Moses.)

4.21. Is it allowed in Turkmenistan to marry the sister of one's widow? (If a man's wife is a widow, then he is already dead.)

4.22. What gets lighter when it's full? (Balloon)

4.23. You are in a competition and you have overtaken a runner in second position. What is your current position? (Second)

4.24. You overtook the last runner. What is your current position? (This is impossible. If you run after him, then he is not the last one.)

4.25. Mary's father has five daughters: 1. Chacha. 2. Cheche. 3. Chichi. 4. Chocho. What is the name of the fifth daughter? (Mary)

4.26. Two Americans are standing at the entrance to the British Museum. One of them is the father of the other's son. How is this possible? (They were husband and wife.)

5. "What and how much?". The children are given cards according to the number of questions and markers. Having solved the problem, they must write the answer with a marker, and raise the card above their heads.

5.1. How many nines are in the numbers from 1 to 100? (Twenty)

5.3. What sign should be put between 2 and 3 to get a number greater than two, but less than three? (comma)

5.4. How many times greater is the one-digit number less than the greater two-digit number? (99:9=11 times)

5.5. How much will it turn out if from the number expressed by three units of the second digit, subtract the number expressed by five units of the first digit? (30 - 5 = 25)

5.6. How many units is the largest single-digit number less than the largest two-digit number? (99 - 9 = 90)

5.7. Name two numbers such that their sum and difference are three. (3 and 0)

5.8. How much will you get if you subtract the largest six-digit number from the smallest seven-digit number? (1)

5.9. How much will you get if you add the smallest two-digit number to the largest four-digit number? (9999 + 10 = 10,009)

5.10. The guys probably know how to write Roman numerals within a dozen. But the numbers indicating large values ​​will need to be drawn on the poster: L 50, C 100, D 500, M 1,000.

The host shows the cards on which Roman numerals are written, the guys on their cards write the same values, familiar to us, in Arabic numerals:

5.11. Old Slavonic numbering is based on almost the same rule as the Roman one: several letters under the title (this is a dash on top of the letter), written side by side, indicate a number equal to the sum of the numbers indicated by the letters. At the same time, numbers less than a thousand, but more than twenty, are written in the order in which they are pronounced, that is, from left to right. Hang a poster with a picture in front of the children's eyes. (See below.)

The host dictates the number in Old Slavonic. Children should write it in Arabic (modern) numerals:

5.12. When denoting numbers less than 20 and greater than 10, the letter denoting one is placed in front of the letter denoting ten. Tell the children the following numbers:

5.13. The poster has Chinese numerals. The leader pronounces the numbers in Russian, one for each player, the children call them in Chinese. (See the picture below.)

6. "Equivalents of proverbs." It is necessary to name a Russian proverb, which in meaning coincides with a foreign one.

6.1. English proverbs:

6.1.1. Good thoughts come later. (Good thought comes later.)

6.1.2. Wealth makes friends; need tests them. (Friend is known in trouble.)

6.1.3. Get in the dirt. (Sit in a puddle, galosh.)

6.1.4. Silent as a grave. (Mute like a fish.)

6.2. Armenian proverbs:

6.2.1. Every failure is a lesson. (Learning from mistakes.)

6.2.2. Whoever is friends with a crow will also dig in manure. (With whom you will lead, you will gain from that. Live with wolves like a wolf howl.)

6.2.3. Whatever you say to him, he still drives his donkey. (At least a stake on your head.)

6.3. Bashkir proverb:

6.3.1. Where they do not know you, they respect your fur coat. (They are greeted by clothes, escorted by mind.)

6.4. Belarusian proverb:

6.4.1. In its hour, the pine is red. (Every vegetable has its time.)

6.5. Buryat proverb:

6.5.1. The first pig is blind. (The first pancake is lumpy.)

6.6. Indonesian proverb:

6.6.1. The squirrel jumps very briskly, but sometimes breaks down. (A horse with four legs, and then stumbles.)

6.7. Chinese proverbs:

6.7.1. If you save a handful a day, in ten years you will buy a horse. (Fluff to fluff - there will be a feather bed. A penny saves a ruble.)

6.7.2. If he meets a man, he speaks like a human; if he meets a devil, he speaks like a devil. (Both ours and yours.)

6.7.3. The eyes can see a thousand li, but they cannot see their eyelashes. (Can't see beyond his own nose.)

6.7.4. If there is no tiger in the mountains, then the monkey is a prince. (On lack of fish and cancer - fish. Between the blind and crooked in honor.)

6.8. Lithuanian proverb:

6.8.1. If you don't crack a nut, you won't eat the kernel. (If you don’t stomp, you won’t burst.)

6.9. Mari proverb:

6.9.1. Haven't tried salt yet. (The milk on the lips has not dried yet.)

6.10. Mordovian proverb:

6.10.1. And there is rubbish in wheat. (Every family has its black sheep.)

6.11. German proverb:

6.11.1. Foxes are caught by foxes. (Fight fire with fire.)

6.12. Persian proverbs:

6.12.1. In the goat's mouth the grass is sweet. (Tastes could not be discussed.)

6.12.2. Sour yogurt can be seen from the pot. (You can see the bird in flight.)

6.13. Polish proverb:

6.13.1. Little rain from a big cloud. (The mountain gave birth to a mouse.)

6.14. Turkmen proverb:

6.14.1. To the knower it is light, to the unknowing it is dark.) Teaching is light, ignorance is darkness.)

6.15. Uzbek proverb:

6.15.1. It is better to be a shepherd at home than a padishah in a foreign land. (Better to be first in the village than last in the city.)

6.16. Finnish proverbs:

6.16.1. And an old fox's head can get stuck in a jar. (And there is a hole in the old woman.)

6.16.2. For cattle and bedding. (According to Senka, a hat.)

6.16.3. If the father drinks the horse, the son will drink the cart. (The apple never falls far from the tree.)

6.16.4. The plow is not heavy in its field. (Your own burden does not pull.)

6.17. French proverb:

6.17.1. Separation is the death of love. (Out of sight, out of mind.)

6.18. Japanese proverb:

6.18.1. With a sparrow's tear. (From gulkin's nose. The cat cried.)

Notes:

In addition, the competitions "Auction", "Both this and that", "Warm-up for the mind", "Say it in ...", "Proverb equivalent" - can be held with the entire audience and give stars to everyone who gave the first answer.

If the guys want, then you can determine the most gifted child by offering those who have the largest (and most importantly!) Equal number of stars to play the game "The Most-Most". The facilitator reads out the definition - you need to quickly name the opponent about what in question:

7. "The most-most."

7.1. The deepest ocean (Quiet)

7.2. The most salty sea. (Dead)

7.3. The smallest ocean (Atlantic)

7.4. Biggest musical instrument. (Organ)

7.5. The largest bowed string instrument. (double bass)

7.8. The largest island belonging to Russia. (Sakhalin)

7.9. The largest island in Lake Baikal. (Alder)

7.10. The largest volcano in Russia. (Klyuchevskaya Sopka)

7.11. The smallest state in the world. (Vatican)

7.13. The largest river in the world, flowing from West to East. (Amazon)

7.14. The coldest pole on Earth. (Southern)

7.20. The largest city in Western Europe. (Paris)

7.21. The largest city in the USA. (NY)

7.22. The most prickly flower. (Cactus)

7.27. The largest tributary of the Yenisei River. (Angara)

7.28. The largest land mammal. (Elephant)

7.31. The most famous hero of the books of Ilf and Petrov. (Ostap Bender)

7.32. The largest country in Latin America by area. (Brazil)

7.33. The most common lighting device in Russia of the fifteenth century. (Lucina)

7.34. The most famous composer of organ works. (Johann Sebastian Bach)

7.35. The longest sleep a person can fall into. (Lethargic)

7.36. The biggest seed. (Coconut)

7.37. The most common word coined by the Czech writer Karel Capek. (Robot)

7.38. The most common in the universe chemical element. (Hydrogen)

7.39. The most terrible, in terms of destructive power, a natural phenomenon. (Earthquake)

7.40. The most populous city in Europe. (Moscow)

7.41. The most domesticated insect in Europe. (Bee)

7.42. Greatest English playwright. (William Shakespeare)

7.43. Most best diver among mammals. (Sperm whale)

7.44. Our tree that scatters the largest number of seeds per year. (Poplar)

7.46. The largest reptile that lives on Earth today. (Crocodile)

7.47. The lightest metal. (Mercury)

7.48. Who among the inhabitants of the animal world develops the highest speed (Falcon. Three hundred kilometers per hour.)

7.49. The largest circus of ancient Rome. (Coliseum)

7.50. The most numerous class of the animal world, in terms of the number of species. (Insects)

7.51. largest known modern science speed in nature. (Light. Three hundred thousand kilometers per second.)

7.52. Name the founder of the very first Russian university. (Mikhailo Vasilyevich Lomonosov)

7.54. The largest rodent in Russia. (Beaver)

7.56. Which animal has the longest lifespan? (Giant, or Elephant, turtle - 180 years old.)

7.57. The oldest (first) book on the history and geography of the Russian Land. ("The Tale of Bygone Years.")

7.58. Name the sea that washes the largest number of states. (The Caribbean Sea washes 22 states.)

7.59. Name the most frost-resistant bird. (Domestic goose can withstand temperatures - 110 degrees)

7.60. The most famous Italian opera house. (La Scala)

7.61 The smallest mammal on Earth. (Shrew)

7.62. Tallest building in Washington DC. (Capitol)

7.63. The most refractory metal. (Tungsten)

7.64. The most populous city in the world. (Mexico City)

7.67. Tallest building in Paris. (Eiffel Tower)

7.68. The bird is the owner of the largest beak. (Pelican)

7.69. A mammal that has adapted to live at the highest altitude above sea level. (Yak)

7.71. The animal with the largest ears. (Elephant)

7.72. The tallest mammal. (Giraffe)

7.73. The largest mammal that lives today on our planet. (Blue whale)

7.74. What animals gather in the largest herds? (Gazelles. A herd can cover an area of ​​24 kilometers x 150 kilometers.)

7.75. Which bird dives the deepest? (Penguin)

7.76. The smallest continent by area. (Australia)

7.77. The fastest sea animal. (Orca Dolphin)

7.79. What animal has the longest tongue? (At the anteater.)

7.81. What marine animal has the longest horn? (At the unicorn narwhal.)

7.82. Which insects have the largest nests. (At termites.)

7.83. The deepest lake in the world. (Baikal)

1. Sit on a stool, tuck your legs in and, without touching the floor with your feet and hands, get a box of matches with your teeth, standing "on the butt" at one of the rear legs of the stool. You can spin on the stool as you like.

2. Soskoplui The competition is surprisingly simple! Whoever spit out the pacifier the farthest wins.

3. Children are divided into two teams. One team will "cook" soup (name vegetables), and the other will "compote" (name fruits). They speak in turn. The team with the most words wins. Option: not teams play, but two people.

4. Two teams participate in the relay. On a signal, representatives from each team ride the pots in a race to a certain mark and return back, pass the pots to other team members, etc. Which team will complete the task faster?

7. Drawing on the back. An exciting fun game for families and for children's holiday. Sit in a circle, having previously attached a sheet of paper to the back of each with tape. Further, according to the principle of the game, “A broken phone is transmitted to the ear of the words to each other. The words should not be complex, such that they can be depicted. For example: house, sun, flower, person, table, etc. But the words are transmitted in the form of a picture - on the back of the previous person you need to draw with an unsharpened pencil what the presenter said. You can't look!When everyone finishes drawing, the fun is guaranteed!

8.Magic thread. This game consists in hiding a gift for a child in the room, and a long thread is tied to it. Give the kid the tip of this thread and send it in search of the treasured treasure. An excellent game for a birthday or a holiday. To complicate the task, you can pass the thread through the doorknobs, tie some large object, hide it under pillows or cubes - arrange a kind of "obstacle course".

9.Competition on a hot day for children in the camp. We divide the children into two teams. We give each of them one large piece of ice. The task of the teams is to melt the ice as quickly as possible. This should be done only with the help of hands and mouth (you can breathe on ice, rub in your hands, lick). Of course, the hands will instantly freeze, so the ice must be constantly passed to each other. Whoever turns out to be hotter and melts the ice faster - that's the prize.

10. Competition for children "Jump-jump" Participants of the competition stand in one line. At the word of the leader "land" everyone jumps forward, at the word "water" - back. The competition is held at a fast pace. The host has the right to pronounce other words instead of the word “water”, for example: sea, river, bay, ocean; instead of the word "land" - coast, land, island. Jumpers out of place are eliminated, the winner is the last player - the most attentive.

11. "Monkey" Children are divided into two teams. After that, the players of the first team confer and think of a word to one of the players of the second team. His task is to show this word to the members of his team only with gestures, without using any sounds and words. When the word is guessed, the teams change places. Depending on the age of the participants, the complexity of the hidden words may vary. Beginning with simple words and concepts, such as "car", "house", and ending with complex concepts, the names of films, cartoons, books.

12. Santa Claus Santa Claus without a nose is drawn on a large sheet of paper and hung on the wall. Sculpt the nose from plasticine, and the children take turns blindfolded trying to stick the nose in place. In a company of kids, the behavior of the driver usually causes wild joyful laughter.

13. Snowflake Each child is given a "snowflake", that is, a small ball of cotton wool. Children loosen their snowflakes and, at your signal, launch them into the air and begin to blow on them from below so that they stay in the air as long as possible. The smartest one wins.

14. Players are divided into two teams, they are blindfolded and mixed with each other. The rest form a circle. One team "meows", the other - "grunts". It is necessary to get together as quickly as possible with your team in a "heap", without leaving the circle.

15. Participants of the competition stand in one line. At the word of the leader "land" everyone jumps forward, at the word "water" - back. The competition is held at a fast pace. The leader has the right to pronounce other words instead of the word "water", for example: sea, river, bay, ocean; instead of the word "land" - coast, land, island. Jumpers out of place are eliminated, the winner is the last player - the most attentive.

16. Participants try to draw a portrait of any of the people sitting opposite. Then the leaves are started in a circle. Everyone on reverse side will try to write who he recognized in this portrait. When the leaves, having passed in a circle, return to the author, he will count the number of votes of the participants who recognized the drawing. The best artist wins.

17. Everyone gets up and lines up at the back of the head in one big circle. Next, you need to stand as close to each other as possible, making the circle narrower. Then comes the main and most difficult part. Try to bend your legs at the same time and sit down on each other's knees. If it worked out, it's too early to rejoice! Now try to stay in this position and still stretch your arms to the sides. Yep, they're down!!! Well, nothing, next time choose your friends stronger and more reliable.

18. Players are given a bunch of keys, a closed padlock. It is necessary to pick up the key from the bunch as soon as possible and open the lock. You can hang the lock on the cabinet where the prize is hidden.

19. Constructor Props: adhesive tape, balls From improvised material (preferably large sizes), for example, balls, participants sculpt a woman or a man and explain what was built. Use adhesive tape to secure. The winner is the participant who made the most INTERESTING sculpture and explained it in the most picturesque way.

20. Sniper. All the players close their eyes and pull from a pile of matches one at a time. You cannot show your match to a neighbor. One of the matches is broken, and whoever takes it out becomes a sniper. Then everyone opens their eyes, the day begins. A sniper can kill a player by looking into his eyes and winking. "Killed" leaves the game and loses the right to vote. If one of the players witnesses the "murder", he has the right to say it out loud, at this moment the game stops (that is, the sniper cannot kill anyone), and the players find out if there are any more witnesses. If not, the game continues, and if there is, the angry players lynch the suspect, taking the match away from him and thus finding out if they made a mistake. The task of the sniper is to shoot everyone before he is exposed, the task of everyone else is to expose the sniper until he shoots everyone.

21. Chinese football. The players stand in a circle facing outward, with their feet shoulder-width apart, so that each foot stands close to the neighbor's symmetrical foot. Inside the circle there is a ball that the players are trying to score into each other's goal (that is, roll between the legs). The one between whose legs the ball rolls removes one hand, after the second goal - the second, and after the third - leaves the game.

22. Little Red Riding Hood. The players stand in a circle facing inward with their arms outstretched. Each player clenches his right palm into a fist, sticking his thumb up, and folds his left into a tube, putting it on the thumb of the neighbor’s right hand on the left, but does not squeeze, so that the finger can be easily reached. The host announces that now he will tell a fairy tale, and the players, having heard the code phrase at the same time, grab the neighbor on the left by clenching their left fist and not let themselves be grabbed by pulling their right hand out of the neighbor’s hand. The code phrase is Little Red Riding Hood. Then the presenter loudly tells the tale of the same name, abundantly supplying it with hitherto unknown details from the series: "And the Red Army came out of the forest to meet him!", Forcing all the players to periodically twitch and grab.

23. Aram-shim-shim. The players stand in a circle, alternating by gender (that is, a boy-girl-boy-girl, and so on), in the center is the driver. The players rhythmically clap their hands and say the following words in chorus: "Aram-shim-shim, aram-shim-shim, Arameya-Zufiya, show me! And one! And two! And three!" The representative of the opposite sex closest in the direction of rotation to the place shown by him also goes to the center, where they stand back to back. Then everyone else clap their hands again, saying in chorus: "And one! And two! And three!". On the count of three, those standing in the center turn their heads to the sides. If they looked in different directions, then the driver kisses (usually on the cheek), the one who left, if in one, they shake hands. After that, the driver stands in a circle, and the one who leaves becomes the driver.

There is also a version of the game in which, for the representatives of the stronger sex, spinning in the center, the words "Aram-shim-shim, ..." are replaced by "Wider, wider, wider circle! He has seven hundred girlfriends! This, this, this, this, and this one's beloved!", although in general it does not matter.

When playing the game at a younger age, it makes sense to replace kisses with scary faces that the two in the center make each other.

24. Benches. This game should be played by both sexes in equal numbers. Representatives of one sex, for example, girls secretly from representatives of the other "share" them among themselves, that is, each girl guesses one of the young people (only one and they should not intersect!) Then both groups sit on benches opposite each other and the guessed ones in turn try to understand who made them up. This is done as follows: a young man approaches the girl he is supposed to and (slightly!) Stomps his foot in front of her, if he guessed it, the girl claps her hands, and they both go on a "romantic journey", that is, they leave the game. Otherwise, the girl stamps her foot in response and the young man, returning to his place, again waits for his turn. This continues until there is only one, never met couple. All the rest come up with some (preferably funny and kind) task for them, which they perform to the general laughter.

25. On acquaintance And I'm going. The players stand in a circle facing inward. One of the seats remains free. The one who stands to the right of the empty seat says loudly "And I'm going!" and goes to it. The next one (that is, the one who is now standing to the right of the empty seat) says loudly "Me too!" and goes to it, the next one says "And I'm a hare!" and also occupies a place on the right. The next one, passing, says "And I'm with ...", and calls someone from those standing in a circle. The task of the one who was called to run across to an empty seat.

In this game, you can add a driver who will wedge into an empty seat when someone thinks too long.

26. On acquaintance Barrier. All players are divided into two teams. One player from both teams enter the ring, a veil is pulled between them. Then, on the count of "three", the veil falls and the task of each of the two, having seen the second, is to name him. The one who manages to do it earlier stays, and the second one leaves, and the next one from the team replaces him. And so on, until one of the commands runs out.

27. On acquaintance Crossword. All participants are given paper squares about 8 by 8 centimeters in size. Everyone's task is to write the letters of their name on their cards. Then one of the players lays out their name on the floor, and the rest attach their names to it, as in a crossword puzzle (the same letters are placed one on top of the other). 28. For acquaintance

Falling leaf. The players stand in a circle facing inward. The driver, who is in the center of the circle, raises his hand with a sheet of A4 paper and, having called someone's name, lets him go. The task of the one who was named is to run to the leaf and catch it before it lands on the floor. If the attempt fails, the previous driver remains and tries to pass the sheet again, but to another player, otherwise the one who catches the sheet becomes the driver.

If the game is played at an older age, then usually each new driver also divides the sheet in half, and so it gradually decreases.

29. For acquaintance Hello, it's me. The players perform Brownian motion (that is, they randomly hang out in a limited space). If two of them collide, then one says: "Hello, it's me, my name is ..." and calls himself, the second says the same about himself. Then they shake hands or hug each other (that's how it goes) and keep moving.

30. On an acquaintance Hike. The players stand in a circle, one of them is the leader. The facilitator declares that he is going on a hike and that he will only take with him those who take the "right" item with them. Further, each of the players in turn must introduce themselves and say what exactly he will take with him on a hike, the leader answers whether he takes this person with him or not. So until everyone guesses on what basis they are taken or not taken.

And the sign is very simple - the host takes those whose first letter of the name matches the first letter of the name of the object that he will take with him. However, the sign may be different, for example, you can take only those who add "please" to their phrase or, introducing themselves, say hello. It all depends on the leader's imagination.

31. On acquaintance One, two, Petya. The players stand in a circle facing inward. They take turns calling natural numbers in order, starting from one. Everyone who gets a number that is a multiple of three or ends in three calls not the number, but his name. However, the next one behaves as if he did name the number, that is, he names the next one.

32. On acquaintance Train. The players stand in a circle, one of them is chosen by the locomotive. Then the locomotive (depicting a locomotive, of course) runs in a circle and next to it, eventually running up to one of the players and, stopping, says: "Hi, I'm a locomotive!". The player, to whom the locomotive "drove up", repeats his words, with the SAME intonation, then calls himself (by name), and he himself becomes a locomotive, and the old locomotive becomes his carriage. Then they run by train, this continues until all the players introduce themselves and become one train.

33. To meet the Zoo. The players sit in a circle facing inward, each of the participants identifies himself with some animal and informs all other participants about it. Animals should not be repeated! One of the places in the circle must remain free, in the center of the circle is the driver. The task of the one sitting to the right of the free space is to clap his hand on it and name one of the animals sitting in the circle, after which the named animal is transplanted to the free space and thus it migrates around the circle. The task of the driver is to take an empty seat, while the person sitting to his right has not had time to orient himself and name someone, or if he named an animal that "does not exist in nature." The one who burst, that is, allowed the driver to sit down, takes his place.

34.Mobile Admiral on board. The driver announces to the players that they are all the crew of the ship preparing to take the admiral on board, and he himself is the captain of this ship. In order for the admiral to be satisfied when boarding, before his arrival, you need to perform certain actions under the command. After that, the captain begins to give the team pre-agreed orders that they carry out. The last person to follow the order is "thrown overboard", that is, he is out of the game. The last one left becomes the new captain, that is, the driver. The ship's crew can carry out the following orders:

Left hand drive! - everyone runs to the left wall.

Rudder right! - everyone runs to the right wall.

Nose! - everyone runs forward.

Stern! - everyone runs back.

Raise the sails! Everyone stops and raises their hands.

Clean up the deck! - everyone pretends to wash the floor.

Cannonball! - everyone sits down.

Admiral on board! - everyone freezes, stand at attention and salute.

It makes sense to play this game on exercises with younger units, while you can also add the following commands:

Equal!

Running on the spot!

Step in place!

35. Alphabet. Each player receives a card with the first letter of his name on it. The host tells the players a story, a fairy tale, a true story, a parable, or something similar. Periodically, he emphasizes a word with intonation and claps his hands. The task of the players at this moment is to stand up without speaking so that this word is formed from the letters.

36. Movable blockages of the Mammoth. This game is usually played by leaders of junior units. One of them gathers all the players and makes a speech in front of them, the meaning of which boils down to the fact that now they will try to play the role of an ancient tribe of hunters trying to catch a mammoth on a hunt. The one he points to will be a mammoth, and the rest should put him "on this bed." Then he points to his partner ... And then you can time how long he lasts.

37. Bouncer. Two parallel lines are drawn on the ground, players are located between them. Two drivers are outside, each on his own side. Drivers must not cross the line! Next, the drivers throw the ball (two can be), trying to hit one of the players. Whoever gets hit is out of the game. When one of the players remains, the drivers try to "knock out" him with as many attempts as he is years old. After that, everything starts all over again, and the last two kicked out players become the drivers.

38. Game "Lanterns" 2 teams participate in this game. Each team has 3 yellow balls. At the command of the presenter, the audience begins to pass the balls from hand to hand from the first row to the last. You need to pass the balls (fire) with your hands up and return them back in the same way without extinguishing the fire (i.e. without bursting the ball).

39. The game "Fight with the Serpent Gorynych" Three people, holding hands, must run away from the "Bogatyr", who, blindfolded, must touch each student. In this case, he defeats the Serpent Gorynych.

40. Competition "Who will collect coins faster" 2 people take part in the competition (more can be). Game coins made of thick paper are scattered on the site. The task of the participants is to raise money blindfolded. The winner is the one who collects more coins faster and more. This contest can be repeated 2-3 times.

41. Buffoons give the guys large letters of red and blue: A, B, D, F, U, R. Two teams of 6 people must add the word "Friendship". The guys who do it the fastest win.

42. Game with the audience "Hee-hee-hee, ha-ha-ha" At the command of the buffoons, the boys say: "Ha-ha-ha", the girls: "Hee-hee-hee." Then repeat it all together.

43. "RAIN" Players are freely placed in the room. With the beginning of the text, everyone performs arbitrary movements. With the last word "stopped" all movements stop, the participants in the game seem to freeze. The leader, passing by them, notices the one who has moved. He is out of the game. The most diverse movements can be used, but always standing still. At the end of the game, the host also notes those who performed the most beautiful or complex movements.

Text: Rain, rain, drop, Water saber, Cut a puddle, cut a puddle, Cut, cut, did not cut And got tired, and stopped!

44. "Triangle cap" The host says: My triangular cap My triangular cap And if not triangular Then this is not my cap.

Then all together they show a triangle of fingers to the word "triangular", and the word itself is not pronounced. In the next repetition, the word "my" is replaced by pointing at yourself. In the third repetition, the word "cap" is replaced by showing a cap over the head. The pace gradually increases, the one who does not go astray wins.

45. "Surprise" A rope is pulled across the room, on which various small prizes are tied on strings. The children are blindfolded in turn, given scissors, and with their eyes closed they cut off their prize. (be careful not to leave children alone during this game!).

46. ​​Players are given a card with certain letters. The task of the participants is to attach (and hold) all the cards to those parts of the body whose names begin with the indicated letters. The winner is the one who can place more and not drop cards with letters.

47. Santa Claus Competition Santa Clauses are invited to paint toys cut out of cardboard in different colors (abstraction methods are only welcome, each toy should have a clothespin or loop for easy fastening on any object). Then all Santa Clauses with their Christmas decorations go to the middle of the room. Everyone is blindfolded and each is twisted several times around its axis. The task of each Santa Claus is to go in the direction where, in his opinion, the tree is located and hang a toy on it. You can't roll. If Santa Claus has chosen the wrong path, he is obliged to hang a toy on what he "stumbles into". To bring confusion to the ranks of Santa Clauses, women can evenly distribute themselves around the room and stand in the way of Santa Clauses. The winner is the one who hangs the toy on the Christmas tree and the one who finds the most original place for the toy (for example, the ear of the hostess of the holiday).

48. Creating the best Snow Maiden. Each of Santa Clauses must dress up the Snow Maiden chosen by him in such a way as, in his opinion, the modern Snow Maiden should look like. You can use everything that the Snow Maiden is already wearing, plus any additional items, things, Christmas tree decorations, cosmetics, jewelry, etc. The Santa Claus who creates the most vivid and unusual image of the Snow Maiden wins.

49. Frosty breath. Before each Santa Claus, a large enough size snowflake cut out of paper is placed on the table. The task is to blow off your snowflake so that it falls from the opposite edge of the table. It is held until everyone has blown away their snowflakes. After the last snowflake falls, announce: "The winner was not the one who first blew off his snowflake, but the one who last, because he has such frosty breath that his snowflake "froze" to the table."

50. COARCOAT RUN. For this game, you will need 4 matchboxes and 2 threads (based on two participants). The thread is tied to the belt in front, tied to the other end of the thread Matchbox so that it hangs between the legs. The second box is placed on the floor. Swinging, like a pendulum, the boxes between the legs, the participants must push the boxes lying on the floor. Whoever completes the predetermined distance faster is considered the winner.

51. FISHING. A deep plate is placed on the chair, the participants must take turns throwing a button or a cork from a bottle into it from a distance of 2-3 meters, trying to hit it so that the button remains in the plate. This simple game is very captivating and captivating for children.

52. SPY. Children love detective stories and this game will be played in the style of the famous Sherlock Holmes puzzles. The guys are divided into teams that write letters to each other with milk. The subsequent decoding of the letter brings a lot of pleasure to the players. It would be better if the letters are also encrypted.

53. WATCH. The guys sit on chairs so that a circle is formed. Behind each person seated on a chair there must be a player, and one chair must be free. The player standing behind him must wink discreetly at any of those sitting in a circle. All seated competitors must face the player with the free chair. The seated participant, seeing that he winked, must quickly take a free seat. The functions of the players standing behind the seated ones are not to let their players go to the empty seats. To do this, they only need to put their hand on the shoulder of the seated person. If the "watchman" did not release the "fugitive", they change places.

54. STATUE OF LOVE. This game requires four people (2 boys and 2 girls) to leave the room. A boy is chosen to play the role of the "first sculptor", and a boy and a girl who will be the "statue". Conditions are set for the "sculptor": "Imagine that you are a real sculptor, and you must mold a" statue of love. "There is clay in front of you, from which you can mold everything you see fit, it will harden the way you want." He proceeds to make a sculpture, and after he finishes it, he is asked to take the boy's place in his "sculpture". Then they invite the girl from behind the door and repeat the same condition to her. After finishing her work, she must take the place of a girl in this "sculpture". And so on with the rest of the participants standing outside the door.

55. ONE - KNEE, TWO - KNEE. Everyone sits down on the chairs again in a tight circle. Then everyone should put their hand on the right knee of the neighbor on the left. Have you put it down? So, and now, starting with the leader, clockwise along all the knees, in turn, a light clap of the hand should pass. First - the right hand of the leader, then the left hand of his neighbor on the right, then the right hand of the neighbor on the left, then the left hand of the leader, etc. The first round is held so that the guys understand how to act. After that the game starts. The one who made a mistake during the game removes the hand that either delayed with its clap or produced it earlier. If the player removes both hands, he leaves the circle and the game continues. To complicate the task, the counselor, faster and faster, gives an invoice for which cotton should be produced. The last three players left win.

56. ZOO. Everyone sits in a circle so that one chair is empty. The driver is in the center of the circle. Each participant, sitting in a circle, calls himself some kind of animal. The participant sitting to the left of an empty chair claps his right hand on it and names some animal. The one who heard the name of the animal chosen by him should take an empty chair. The participant, to the right of which the chair is freed, must clap on it and name another animal. The driver's task is to have time to take a chair before the clap. The one who did not have time to clap becomes the driver.

57. FISH, BIRDS, Beasts. Participants stand in a circle, in the center of which stands the driver. The driver closes his eyes and begins to rotate around his axis, stretching his right hand forward and repeating the words: "Fish, birds, animals." Then he stops and says any of these three words, pointing at one of the participants. The one who was shown must quickly say the name of the bird, fish or beast, depending on what was called the driver. The driver counts up to three, and if during this time the person standing in the circle did not have time to say anything or said the wrong thing, he leaves the game. The names of fish, birds, animals should not be repeated. The most attentive and knowing the most animal names win.

58. CANDLE The participants of the game sit in a circle around the candle. The teacher picks up a talisman and begins an acquaintance. "Let me introduce myself: Masha ... Height ... Weight ... Volumes ... Foot size ... Education ..." The presentation depends on the content of what the teacher wants to hear. If the goal is to learn something interesting from the hobbies of children, then the teacher talks about his hobbies at the same age; if the goal is the content of future activities, the teacher talks about what he did at the health camp at the same age; if the goal is to understand internal state child, the teacher talks about his experiences at this age. The talisman is given to the narrator. The host sets the theme, rhythm, content, directs and regulates the course of the game.

59. WHO IS NOT? After each introduction, the lights are turned off and one person leaves the room. The rest must guess who is missing, and call his name.

60. FIGURES The players stand in a circle. A rope is stretched inside the circle, for which everyone is holding hands. The facilitator explains what is necessary with closed eyes, without opening hands, to build a square, an equilateral triangle, a star, using only oral conversations.

61. VOICES OF ANIMALS Children are divided into pairs, choosing the voice of an animal. Then they disperse on opposite sides of the room and, with the lights turned off, they face the task of finding a partner in the voice of the selected animal.

62. GUESS WHAT I SEE? This game can be played anywhere and everywhere: it disperses boredom and gives pleasure. And best of all, she acts by diverting attention if Petya again quarrels with Anya or Kolya sadly huddled in a corner. Start like this: You: I see something red that you can't see! Child: Hearts on the curtains? You: No. Him: The cover of Tanya's book? You: No. He: Oleg's hat? You: No. He: Fantik on the table? You: Yes! Believe me, this can continue indefinitely!

63. STORY WITHOUT ADJECTIVES Participants are divided into groups of 4 people. Each group is given a task to write a story in 10-15 minutes on some topic ("How I was going to the camp", "Our journey to the camp", etc.). But at the same time, empty spaces should be left in the story instead of adjective definitions. Then the groups get together and take turns writing adjectives into their stories, which are randomly spoken to them by representatives of other groups. These adjectives can be funny (but not offensive). Ready-made stories are read out, the funniest, most original work is determined. The duration of the game is 40-50 minutes.

64. GUESS THE SONG A group of guys is playing. The driver is determined, he moves out of earshot. The guys select a song or poem, from which an ode line or verse is selected. For example, the line of Pushkin's poem: "I remember a wonderful moment, you appeared before me ..." All the guys sitting in a circle take one word from this line. The driver returns and begins the survey of the guys. He can ask any questions, the most awkward ones, to everyone in turn or in a breakdown, such as "Your attitude to salted cabbage?", And the answerer must use the word he got: "I have a wonderful attitude to cabbage!"

65.KONACHKO You can play two, three, two teams or in a circle. Words must be selected in such a way that the last syllable of the first word serves as the beginning of the second: HAND-HORN-THRESHOLD, etc. the one who hesitates is out of the game. You can individually compose chains on a specific topic. The one with the longest chain wins.

66. Nonsense Two players who play in secret from other players agree on a topic on which they will communicate non-verbal means. They start a conversation. Eyewitnesses, having guessed what is at stake, are connected to the conversation. When everyone is involved in the game, they begin to find out the subject of communication from the last person who connected - who understood the topic of the conversation and what information he transmitted himself.

67. WALKED ON THE STREET All players are assigned numbers. No. 1 starts: “Walking along the street 4 crocodile”, No. 4 answers: “Why 4 ?, No. 1: “How much?”, No. 4: “A 8”. No. 8 comes into play: “Why 8?”, No. 4: “And how much?”, No. 8: “A 5!”, Etc. if someone made a mistake or hesitated, he gives a forfeit.

68. GROUND BANANA Children sit in a circle. Everyone has something hidden under their shirt. One of the children is trying to guess by touch what is there. The game becomes more interesting if the rule applies: do not immediately name the guessed objects, but feel everything that is hidden and only then name what is hidden from someone.

69. BEARD. Representatives from the teams or their captains are called. The facilitator invites them in turn to start telling the first line of the joke. If one of those present in the hall can continue the joke, a "beard" is attached to the player. Whoever has the fewest wins.

70. GOOD MOOD. Starting from the neighbor, on the right, we say a compliment along the chain, always with a smile, and especially cheerful ones can make attractive faces.

71. WISHES. Before you go to a birthday party, you need to prepare a gift and compose a beautiful and unusual greeting for a postcard. Usually in gifts we write the same thing: dear, dear, etc. And how nice it is to hear original, not boring words on this day. Let's remember them. Each team takes turns calling one word of wishes. The one who named the wish last wins.

72. TURN. Each team has one member. We need people who cook well. For a certain time, it is necessary to draw up a festive menu, the names of dishes in which begin with the letter "H". Then, one participant from the team will come to the table and will announce their list in turn. Whoever says the last word wins.

73. GIFT. Each team will think about what gift they would like to receive or give, and let us know about it. Depict your gift with facial expressions and gestures. 74. REVERSE. 1) A monkey was hanging from a tree, not at all like a pineapple, orange in color. 2) It’s sad to stand in one place alone, and it’s even worse to read poetry alone. 3) They are sailing, sailing from the nearest village, bad strangers, sad enemies. 4) The ocean ends with a black swamp, and separation begins with tears.

75. Let's dance. One participant per team is called. Chair dance: 1) Waltz 2) Rock-n-roll 3) Russian dance

76. ARTISTIC. Stage the fairy tale "Ryaba the Hen" if it is: 1) a comedy 2) a melodrama 3) a horror film

77. TWINS. Two people per team. Hugging each other by the waist, with your free hands, you must first untie and remove the laces from the shoes, and then, on command, lace them up and tie a bow

78. "Catch the Sparrow". Children become in a circle, choose "sparrow", "cat". "Sparrow" in the circle, "cat" - behind the circle. She tries to run into the circle, to catch the "sparrow". Children are not allowed

79. "TAKE THE HOUSE". Children are divided into pairs, hold hands - these are houses. A group of children are birds, there are more of them than houses. The birds are flying. "It's raining", the birds occupy the houses. Those who do not have enough houses are eliminated from the game, and then they change with children - "houses".

80. "SPAROW, CHIP!" One child sits on a chair, with his back to the children. The presenter chooses a "sparrow", who comes up behind the sitting one, puts his hands on his shoulders. He says: "Sparrow, chirp!" "Sparrow" chirps: "Chick-tweet!" The person sitting guesses who it is.

81. COMPETITION TRAP. The competition is held without announcement immediately after the release of the teams. A girl passes in front of the teams and, as if by chance, drops her handkerchief (approximately in the middle between the teams). The team that guesses to pick up the handkerchief and politely returns it to the girl wins. After that, it is announced that this was the first competition.

82. PULLING THE ROPE. Teams pull a rope with a central ribbon. The team wins, pulling the rivals to its own half (to determine the half in the middle of the room, a line is drawn with chalk on the floor).

83. COMPETITION. Very quickly name food items that are often used in everyday life along the chain.

84. COMPLIMENT CONTEST. A girl is invited to the middle of the hall. The teams alternately compliment the girl without repeating themselves. The team with the most compliments wins.

85. COMPETITION. In one minute, compose a ditty with your name and sing it.

86. COMPETITION OF FANS. Acting competition Depict: fans of the team that loses the decisive match. team fans arguing among themselves in the stands. fans of the winning team.

87. COMPETITION. A word is spoken from the audience, the player must quickly come up with a rhyme.

88. COMPETITION. From the name VALENTINA, make new names. Time for the contest is 1 minute. Spectators are also divided into two teams, and when the contestants run out of their names, they help with their own.

89. SAILOR. The interior of the bus is divided into two teams. "A competition is announced for the best crew of a ship. For this we need to know a lot of songs. Which team will sing them the most, that one will be the winner! But the main thing is that the song should contain words about the sea, sailors, sea ships." This game is very variable and its conditions depend on your imagination. These may be songs about Moscow, there may be songs in which there are numbers: "a million, a million, a million scarlet roses"; "... the girl from apartment 45"; "... once a word, two words ..." A more difficult version of this game would be a Q&A game, where the team takes turns taking a question from one song and an answer from another. "Why are you standing, swaying?.." "... The sea wave is swaying, swaying." It is possible that one team asks a question in song form, and the second, again, chooses an answer from the text of a hundred songs.

90. RELAY IN THE BUS 1. Transfer a matchbox to the speed along the rows.

91. BUS RELAY 2. Pass a card with a pencil down each row, and each participant must write a four to five letter word on the card passed down his row. The calculation takes into account the number of letters and time.

92. WHAT I SAW. This game is about attention. In it, the guys must count the number of illogical judgments in the poem that the counselor will read: I saw a lake on fire, a dog in trousers on a horse, a hat on the house instead of a roof, cats that are caught by mice. I saw a duck and a fox, That they are plowing a meadow in the forest, Like a bear cub trying on shoes, And like a fool, he believed everything. (S.Ya. Marshak)

Or: Because of the forest, because of the mountains Grandpa Yegor rode. He is on a piebald on a cart, On an oak horse, He is belted with a club, Leaning on a sash, Boots on a stirrup, On a bare foot a jacket.

Or: A village was passing by a peasant, And from under the dog the gates barked, The whip grabbed the horse, Whipping the peasant, A black cow Leading the girl by the horns. (K.S. Stanislavsky)

93. SHOUT "PETKA - VASKI". The counselor plays the role of a leader, and the guys are divided into two teams: one - "Petka", the other - "Vaska". Then all together to the motif of "Darkie": On a sunny meadow There is a green house. And on the porch of the house sits a cheerful dwarf. Further, the counselor shouts: "What is your name, gnome?" and points to one of the teams, which answers with a tongue twister as loudly as possible. "Petki": Pe-e-tka! I have a shirt in glue-e-tku! I came to you, de-e-tki, To eat candy-e-tku! "Vaska": Wow! I have pants in the go-o-shku! I came from a fairy tale, Because I'm good! All this is carried out several times, the counselor points to one or the other team, and at the end of the game - to both teams at once, and one of them must shout over the other.

94. CRYCHALKA "ABROAD". These chants have a large number of options. Their peculiarity is that they mean absolutely nothing and thus like children. "Risosiki" It's very simple: the children repeat after the leader who sings: Oh-oh-oh! Calabamba la-oh! Osiki-risrsiki-risosiki-risbamba! Oh, I eat bananas! "Balami" After each line sung by the counselor, the children shout: "Hey!". Bala-bala-mi - hey! Chika-chika-chi - hey! Chi-hey! Chi-hey! Chick-chirp-chick-hey! Together with the guys, you can come up with your own squad chant, under which, for example, you will get together.

95. LOOK UP Everyone stands in a circle with their arms outstretched in front of them. The starter of the game throws the ball through the center of the circle to one of the participants and at the same time calls his name. After the throw, he lowers his arms. After the ball goes around everyone, and everyone lowers their hands, the game begins in the second round. Each of the participants throws the ball to the person to whom he threw it for the first time, and again calls his name. The third round of this game is somewhat modified. Again, everyone stands in a circle with outstretched arms, but now the participant who threw the ball must say his name, the one who caught the ball does the same, etc. After conducting this game (it takes 10-15 minutes to conduct it), it is quite possible to remember up to 20 names.

96. SNOW COM. This game is best played on the "light of acquaintance", when the guys are sitting in a large close circle. The leader must start the game by saying his name. The one sitting to his left should call the name of the leader and his own. The next one further clockwise will have to name the two previous names, his own, and so on in a circle. Again, the counselor should finish, calling the whole detachment by name. The task is difficult, but real and feasible. Try it - success is guaranteed.

97.MATHEMATICS. Children sit in a circle. The counselor gives the task: "Let's start counting in a circle. The one who has a number that is a multiple of three says his name instead of a number." This game can be used to develop memory and attention. Play around and you will see that this is true.

98. ROPE. To play this game, take a rope and tie its ends so that a ring is formed. (The length of the rope depends on the number of guys participating in the game.) The guys stand in a circle and take the rope inside the circle with both hands. Assignment: "Now everyone needs to close their eyes and, without opening their eyes, without letting go of the rope, build a triangle." First, there is a pause and complete inactivity of the guys, then one of the participants offers some kind of solution: for example, to pay off and then build a triangle by serial numbers, and then directs the actions. The practice of this game shows that usually these functions are taken over by the leaders. The game can be continued, complicating the task, and invite the guys to build a square, a star, a hexagon.

99.KARABAS. The next similar game will be the game "Karabas". To play the game, the children are seated in a circle, a counselor sits down with them, who offers the conditions for the game: “Guys, you all know the tale of Pinocchio and remember the bearded Karabas-Barabas, who had a theater. Now you are all dolls. I show my fingers. This game develops attention and speed of reaction." This game test requires the participation of two counselors. The task of one is to conduct the game, the second is to carefully observe the behavior of the guys. Most often, more sociable, striving for leadership guys get up. Those who get up later, at the end of the game, are less determined. There are those who first get up and then sit down. They make up the "happy" group. The group of the detachment that does not stand up at all is non-initiative. It is recommended to repeat the game 4-5 times.

100. LARGE FAMILY PHOTO. This game is best played during the organizational period to identify the leader, as well as in the middle of the shift, and used as visual material in your team. It is proposed that the guys imagine that they are all a big family and everyone needs to be photographed together for a family album. You must select a "photographer". He should arrange the whole family for photographing. The "grandfather" is chosen first from the family; he can also participate in the arrangement of the members of the "family". No more settings are given for children, they must decide for themselves who to be and where to stand. And you wait and watch this entertaining picture. The role of "photographer" and "grandfather" is usually taken by guys striving for leadership. But, however, elements of leadership and other "family members" are not excluded. It will be very interesting for you to observe the distribution of roles, activity-passivity in choosing a location. This game, played in the middle of the shift, can open up new leaders for you and reveal the like-dislike system in groups. After the distribution of roles and arrangement of "family members", the "photographer" counts up to three. On the count of "three!" everyone together and very loudly shout "cheese" and make a simultaneous clap of their hands.

101. GAMES FOR REVEALING THE LEADER. To do this, the guys are divided into two or three teams equal in number of participants. Each team chooses a name for itself. The leader offers conditions: "Now the commands will be executed after I command" Start! "The team that completes the task faster and more accurately will be considered the winner." In this way, you will create a spirit of competition, which is very important for the guys. So, the first task. Now each team should say a single word in unison. "Begin!" In order to complete this task, it is necessary for all team members to agree somehow. It is these functions that a person striving for leadership takes on. Second task. Here it is necessary that half the team quickly get up without agreeing on anything. "Begin!" Third task. Now all teams are flying to spaceship to Mars, but in order to fly, we need to organize crews as quickly as possible. The crew includes: captain, navigator, passengers and "hare". So who's faster?! Usually, the leader again takes on the functions of the organizer, but the distribution of roles often occurs in such a way that the leader chooses the role of a "hare" for himself. This can be explained by his desire to transfer the responsibility of the commander to the shoulders of someone else. Task four. We flew to Mars and we need to somehow accommodate in a Martian hotel, and there is only a triple room, two double rooms and one single room. You need to distribute as quickly as possible who will live in which room. "Begin!" After playing this game, you can see the presence and composition of microgroups in your team. Single rooms usually go to either hidden, unidentified leaders or "outcasts". The proposed number of rooms and rooms in them is made for a team consisting of 8 participants. If there are more or fewer participants in the team, then make up the number of rooms and rooms yourself, but with the condition that there are triples, doubles and one single.

102. CLOWN. To conduct this game, you need to split into 2-3 teams and prepare 2-3 boxes of matches. More precisely, not the whole box is needed, but only its upper part. The inner, retractable part, together with the matches, can be set aside. In order to start the game, all teams line up in a column, the first person puts the box on his nose. The essence of the game is to pass this box from nose to nose as quickly as possible to all members of your team, while hands should be behind your back. If someone's boxes fell, the team starts the procedure again. Accordingly, the winning team is the one that completes the transmission of the box faster. There will be no lack of laughter in this game!

103. APPLE. This game again involves the transfer of an item by two or more teams. This object will be an apple, and you will need to hold it, holding it between your chin and neck. Hands behind your back, so ... Let's start! If you don't have an apple on hand, you might as well use an orange or a tennis ball.

104.SANDAL. For this game, you need to organize at least three teams. Teams line up in columns located on the same line, having previously taken off their shoes. After the teams line up, the counselor collects all the children's shoes, dumps them in a pile and mixes them up. The leaders are given instructions: "This is a small fun relay race. Now, in turn, each of the participants must run up to this pile, put on their shoes and run to their team in shoes, passing the baton to the next one. Those who know how to put on shoes quickly win!"

105. TOUKAN. Toucan is a fish that fishermen often dry by stringing on long ropes. Now we, like a toucan, will "string" on a long, about 15 m long rope, at one end of which a pine cone is tied. All members of the team must pass this bump through all the clothes from top to bottom, passing the bump to each other in turn. Naturally, the winning team is the one whose last member is the first of all the teams to pull out a pine cone with fifteen meters of rope tied to it from the trouser leg.

106. CLUB. The same rope is tied into a ring. The driver leaves the room or turns away, and the rest, holding the rope with both hands, get tangled, forming a living ball, which the driver must unravel. His task is to form a circle again.

107. JUMP WITHOUT A PARACHUTE. For this game, four pairs of participants stand on one side of the chair facing each other, arms crossed in the manner recommended when carrying the wounded. Another player, who will be "jumping", becomes his back to them on a chair. He stands on the edge of the chair and falls back like a wax stick. Standing behind with crossed arms 8 people catch him. The sharpness of sensations and the success of the fact that a comrade is caught capture and captivate the guys. The fear that their friend might hit makes the guys hold on tightly to each other.

108. SILENT - LOUDER. You probably played the game "Cold-hot" as a child? Our game is similar to it: the guys sit in a circle, the driver leaves the circle and turns his back. One of the group members has an object hidden. The task of the driver is to find the person who has the object hidden. As soon as he enters the circle, everyone begins to sing some kind of song and the louder, the closer the leader is to the hidden one. Accordingly, the song is sung quieter if the driver moves away from this person. When the item is found, the driver changes, if not, then the game continues.

109. Catch a fish. In this game, participants must stand on chairs and sit down like a wolf catching fish in an ice hole with its tail. A thin rope or thread is tied to the back of the participant's trousers, to the other end of which a pencil or felt-tip pen is tied. And, periodically crouching, you need to get this pencil into the neck of a bottle standing on the floor.

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