A game for warming up and lifting the mood in the office “samurai, dragon and girl”. Mixers - games (exercises) to lift your mood, remove psychological barriers, make friends

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Psychological games and exercises for children aimed at the formation and development of a children's team. These games and exercises can be used in the classroom and in children's camps.

On an ice floe

Target: development of interpersonal relationships in a team of participation, unity, and a sense of support.

At least 8-10 people participate. Chairs according to the number of participants.

The presenter invites participants to make an ice floe out of chairs and set sail across the Arctic Ocean. Participants stand on chairs. The presenter begins the story: “You, friends, have gone on a journey across the Arctic Ocean. A storm has begun, a piece of the ice floe has broken off, but you all need to save yourself, hold out on the ice floe until help comes to you.” The presenter gradually removes the chairs, thereby “chipping off” piece by piece from the ice floe. The task of the participants is to stay on the ice floe as long as possible and in greater numbers.

At the end the game is on discussion: how long how many were able to stay on the ice floe, who made more efforts to save others, who only saved themselves.

Magic ball

Target: improving interpersonal relationships in the team.

The participants of the game sit in a circle, the leader suggests, passing the ball to each other wool threads and winding part of the thread around your wrist, say the following: “My name is... More than anything else in the world, I love... and I don’t love... I want to be friends with you, because...”

After the participants have spoken, the presenter sums up: “Our magical little ball was able to

unite, now we are a real team, we are together and we are strong!”

Parts of my "I"

Target: self-awareness, attention to the behavior of others. Development of conversation skills.

Materials. Paper, sets of colored pencils (6 colors).

The presenter invites teenagers to remember what they are like in different situations depending on the circumstances (sometimes so different from themselves, as if it were different people), how they happen to have an internal dialogue with themselves, and try to draw these different parts of their “I”.

After completing the task, all participants and the presenter take turns showing their drawings to the group and telling what is depicted on them. Teenagers exchange impressions: was it difficult to complete the task, was it difficult to explain what they depicted. With the consent of each of the participants, the presenter collects the drawings (those who wish can keep them).

Magic shop

Target: awareness of one's positive and negative traits character.

The presenter invites teenagers to think about what qualities they possess. Then he asks to imagine a magic store in which everyone, in exchange for some of their qualities (intelligence, courage, honesty, laziness, tediousness, indifference), can receive others personal qualities, necessary for yourself. The “buyer” hands over his qualities, the “seller” says whether there is what is required, how much he could give in return, etc. In the discussion, the guys share their experiences from the game, discuss whether any human quality is valuable, etc. d.

“Yes”, “no”, “I don’t know”

Target: developing the ability to communicate, express one’s thoughts on a particular issue, defend one’s point of view, and give arguments in favor of one or another answer.

Pre-prepared cards with the answers “YES”, “NO”, “I DON’T KNOW” are attached to opposite parts of the room before the game starts.

The presenter reads out the question, the guys, having chosen one answer or another, stand against the wall with the required card. The facilitator asks the participants one by one about their choice. The task is to defend your point of view in choosing an answer, to prove its correctness.

Contact-word

The presenter invites the children to split into pairs. Couples hold hands. The first numbers think of a word and pronounce it along with other 3-4 words. The partners' task is to feel which of the words is hidden. Then the players in pairs change roles.

Island-1

The group is informed that they are stranded on a desert island. Suddenly they saw a ship on the horizon. This is their last chance, so you need to try to attract attention in any way. After this, you can ask the group who noticed whom. This person bends his finger, and then they see who has more fingers.

Island-2

The group needs to fit on an island - a piece of fabric. Moreover, the water rises - that is, the size of the island decreases. You can reduce it almost indefinitely.

The blind sculptor

The group is divided into three people. One is blindfolded. The second of the third “sculpts” the sculpture. Then the “blind” must “blind” from the second the same thing that he blinded from the third.

Training with chairs

Depending on the number of training participants, chairs are placed in a circle so that they can be walked around. The group needs to synchronously complete the task in the following sequence: everyone, sit on the chairs, stand behind the back, raise the chair to chest level, lower it, go to the starting position and sit back on the chair. Before the start of the training, you are given 1 minute to prepare, during which you cannot pick up a chair. You cannot talk while performing the task. If the rules are broken, the group starts the exercise again. The group has only two attempts. After completing the training, an analysis takes place.

Word

Ancillary material - matches. The group lines up. Group members act in turns. You need to write a word using as many matches as possible. You are given 10 minutes to complete the task. The task is designed for group members to make up their minds, to be isolated from each other, to have no help, and to make decisions independently.

Log

The whole group stands on a log in in a certain order. It is necessary to change places: the 1st must take the place of the last, the 2nd - the penultimate, etc. While performing the exercise, you must not stand on the ground. If at least one person touches the ground, the entire group returns to the starting position. After completing the exercise, you should analyze the actions of the children.

Monster

A group of 14 people needs to cover a distance of 10 steps using only 8 limbs or support points. If the group is larger or smaller, the number of support points is added or subtracted (for 3 people - 1 support point).

Tumbler

The guys stand in a circle, closer to each other. One person goes to the center of the circle. This person should completely relax, his eyes are closed. The rest stretch their arms forward and easily rock the one standing in the center. Everyone must visit the center of the circle, after which everyone shares their impressions.

Make up a story

The leader chooses a driver who will need to compose together with the whole squad romantic story. The driver moves away from the fire, turns away and covers his ears. The presenter explains to the players the principle of the game. If the last word of the phrase suggested by the driver ends in a vowel, we say “Yes,” if it ends in a consonant, “No.” Example: driver: “Once upon a time there was a beautiful girl, Julia.” Players: "Yes." Driver: “And now she turned 17 years old.” Players: "No." Driver: “Well, it’s good on the day she comes of age.” Players: "Yes." And so on until the driver guesses.

When I was a child

The presenter offers to remember and tell an incident from early childhood, which happened to you and could claim to be the most interesting. A baby pacifier is passed around the circle, and the players take turns telling funny stories childhood.

Target: relieve psychological stress, study interpersonal relationships in Group.

Carrying out in a group psychological games and exercises require certain skills and abilities from the leader. First of all, when selecting games, it is necessary to take into account the psychological mood of the group, constantly record changes in the mood of the participants in order to make a decision to stop the game in time. After completing the exercise, it is necessary to conduct a reflection in the group.

1. "Clown"

To play this game, you need to divide into 2-3 teams and prepare 2-3 boxes of matches. More precisely, you don’t need the entire box, but only the upper part of it. The inner, retractable part along with the matches can be put aside.

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 to all members of your team as quickly as possible, with your hands behind your back. If someone's box falls, the team starts the procedure again.

Accordingly, the winning team is the one that completes the transmission faster.

2. "Bullseye"

This game again involves the passing of an object by two or more teams. This object will be an apple, and you will need to hold it between your chin and neck. Hands behind your back, so... Let's start!

If you don't have an apple on hand, you can just as easily use an orange or a tennis ball.

3. "Sandalik"

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 guys’ shoes, dumps them in a pile and mixes them. The counselors are offered 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 their shoes, passing the baton to the next one. Those who know how to quickly put on their shoes win!”

4. "Toucan"

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

5. "Tangle"

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, become entangled, forming a living tangle that the driver must unravel. His task is to form a circle again.

6. "Jump without a parachute"

For this game, four pairs of participants stand on one side of a chair facing each other, crossing their arms as is recommended when carrying the wounded. Another player who will be the “jumper” stands on the chair with his back to them. He stands on the edge of the chair and falls back like a stick of wax. 8 people standing behind with crossed arms catch him. The thrill and success of having a comrade caught captivate and captivate the boys. The fear that their friend might hit himself forces the guys to hold on tightly to each other.

7. "Raccoon circles -1"

The whole group is blindfolded and holds on to a rope ring. On command you need to draw a certain figure - a triangle, square, etc.

8. "Throw it away on your fingers"

The whole group needs to roll such numbers on their fingers in “one-two-three” so that their sum is equal to the one set by the leader. The exercise is repeated until the result is achieved.

The group must count in order to N (either an equal or greater number of participants), with only one person saying each number. It is impossible to agree on who says what. As soon as several people say a number at the same time or no one says it for a long time, counting starts from the beginning. Optional Rule: Each person must say at least one number.

The group must count in order to a number (either equal or greater than the number of participants), with only one person saying each number. It is impossible to agree on who says what. As soon as several people say a number at the same time or no one says it for a long time, counting starts from the beginning. Optional Rule: Each person must say at least one number.

11 . Two people stand with their backs against each other. We need to sit down together and stand up together. The same thing - standing facing each other and holding hands and leaning back. A variant of the exercise is a group of several people standing in a ring.

12. "Knot"

Each member of the group holds on to a rope. The task is to tie the rope into a knot. You cannot let go of your hands, you can only move them along the rope (if someone lets go of their hands, the exercise starts from the beginning). An option is to then untie the tied knot with the same rules. An option is to untie the knot tied by the leader.

13. "Plates - 1"

The group is given several plates. The group must, without stepping on the carpet, cross it on small plates. Condition: there must be at least one foot on each plate at all times. Otherwise the plate is taken away.

14. "Ant trail"

The group splits into two and stands on a long board on either side of the middle. The task is for two subgroups to switch places. If someone steps on or touches the ground, the exercise starts over from the beginning.

15. "Rug"

The whole group stands on the mat. You need to turn it over to the other side. If someone steps on the floor, the exercise starts from the beginning.

16. "Rope for hands"

The rope is stretched just below the belt itself tall man in Group. The group stands holding hands. The task is for everyone to pass over the rope without touching it. Note: to go group work, you should either introduce a rule that you cannot jump, or introduce “blind”, “dumb” people.

17. "Plates in a circle"

The plates are arranged in a circle, their number is equal to the number of participants. It is necessary, without stepping on the floor, for everyone to simultaneously jump in a circle from plate to plate. The sizes of the plates are selected so that only one person fits on each.

18. "Octopussy"

Long ropes are tied to the ring, and a tennis ball is placed in the ring. The task is to carry the ball around the column without dropping it (carry it over the field). Option: in big ring balloon.

19. "Synchronously, not synchronously"

The group raises their hands on command, then, without a command, must lower them at the same time. You can do the same with chairs: without silently agreeing, stand up together, walk around the chair (synchronously) and sit down at the same time. If the movement is not performed synchronously, the task is performed again.

20. "Locomotive"

The troika consists of a driver, a train and a locomotive. The engine stands first with its eyes closed. The driver stands third and drives the train. Everyone holds onto the belt of the person in front. Turn right, left, brake is done by shaking hands on the belt. After some time, the roles change and the game continues. The game takes place in silence.

At the end there is a discussion about who liked which role better (leader, follower, mediator for transmitting information).

21. "The Blind Man and the Guide"

Everyone stands in a circle, counts first or second, and divides into pairs. In pairs they stand one after another. The person in front closes his eyes, his partner puts his hands on his belt and, at the leader’s command, begins to lead him around the room. After some time, the partners change roles and the game continues.

22. "Customs"

Presenter: “I propose to practice observation and the ability to analyze the behavior of another person. So, our group is passengers boarding an airplane flight. One of them is a smuggler who is trying to take a unique piece of jewelry out of the country.

So who wants to be a customs officer?

The one who takes on this role comes out. One of the group members hides the item, after which the “customs officer” is let in. Past him

“passengers” pass one at a time, three attempts are given to identify the smuggler.

23. "Monster"

We all admit various disadvantages. But are they really that scary, if you think about it? Let's imagine that in the center of our circle there is a scarecrow - an unattractive one, like something they put in a garden

scare away birds. It has all those qualities that we consider our shortcomings.

First, everyone calls in turn various disadvantages: “Scarecrow such and such,” and then each of us will say why those qualities that

were named, but not about those qualities that he himself named, but about those that others named.

At the end of the exercise, the “pros” and “cons” of these qualities are discussed.

24. "Stand in a circle"

All participants gather in a tight group around the leader. At his command, they close their eyes and begin to move chaotically in any direction, while everyone buzzes, like bees collecting honey. After a while, the presenter claps his hands, everyone instantly falls silent and freezes in the place where they found the signal. After this, the presenter claps his hands twice. Without opening their eyes and without touching anyone with their hands, the participants try to line up in a circle. This happens in complete silence. When all the participants in the game take their places and stop, the presenter will clap three times, everyone will open their eyes.

25. "Counting to Ten"

Everyone stands in a circle without touching each other with elbows and shoulders. At the presenter’s signal, everyone closes their eyes, puts their noses down and tries to do what six-year-old children can do: count from one to ten. But the trick is that everyone will count together. There is one rule in the game: each number must be pronounced by only one person. If two people say a number, the count starts from the beginning. Several attempts are made. The host can make a bet with the group. At the end, an analysis of what happened.

26. "Line up by height"

Everyone stands in a tight circle, closes their eyes and mouths, i.e. become deaf-blind. At the command of the leader, they must line up according to their height. When everyone takes their places and stops, the leader gives a signal and everyone opens their eyes. You can make several attempts for a while.

27. "Birthdays"

All players close their eyes (it is better to use blindfolds) and turn into deaf-blind people. Their task is to line up in the calendar order of their birthdays. The leader of the line should be a person born, for example, on January 1, and the last person should be someone born at the end of December. Before the game, they agree that it is more convenient to start the “conversation” by telling them the month of your birth, and then agree on the date. When the line is lined up, everyone opens their eyes, mouths and ears and says their birthday.

You can repeat the timed exercise several times.

28. "Meeting eyes"

All players stand in a circle, facing each other, go numb, lower their heads and look at the toes of their shoes. At the leader’s signal, everyone raises their eyes and looks at one of the people standing in the circle. If two people meet their gaze, they approach each other, extend their arms (hug). The task of the group is to form as many pairs as possible at once.

29. "Transmitting feelings through touch"

One of the participants stands in the center of the circle and closes his eyes. He knows that now the rest of the participants will approach him one by one and try to convey one of four feelings with touch: fear, joy, curiosity, sadness. The driver’s task is to determine by touch what feeling was conveyed to him.

30. "Horde Raid on the Forsaken"

All players are divided into two teams: Horde and Forsaken.

Detachments stand in a circle, facing outward, and immerse themselves in themselves, renounce external influences, harden, freeze. The Horde must unfreeze, cause any reaction from the Forsaken.

Restrictions for the Horde: you cannot touch the Forsaken and you cannot shout in their ear.

Restrictions for the Detached: you cannot lower or hide your eyes, you must look straight.

The game begins on the count of “Five” by the leader. Lasts 1-2

minutes, then the teams change roles. The team that can “unfreeze” the most people in the allotted time wins.

31. "Golden and Black Chair"

Everyone sits in a circle with a chair in the center. Anyone can sit on this chair, and if he orders a gold chair, everyone will only talk about good qualities this man. If a person orders a Black chair, everyone will talk about it weaknesses, its shortcomings.

As a rule, most people want to sit on the Black chair, but it is advisable to start the game from the Golden chair. The person who wants to comes out first, then he chooses the next player.

The exercise can be varied, the chair can be colored, and then they speak about the person in volume, from all sides.

This exercise can be carried out when team members know each other well enough.


GAMES TO IDENTIFY THE LEADER

The identified leader can become the main link in the chain of relationships between the counselor and the group.

1. "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 children participating in the game.)

The guys stand in a circle and grab the rope, which is 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 inaction of the guys, then one of the participants suggests some kind of solution: for example, pay off and then build a triangle according to serial numbers, and then directs the actions.

The practice of this game shows that leaders usually take on these functions.

You can continue the game, complicating the task, and invite the children to build a square, star, hexagon.

2. "Karabas"

The next similar game will be the game "Karabas". To conduct the game, children are seated in a circle, a counselor sits with them, who suggests the conditions of the game: “Guys, you all know the fairy tale about Pinocchio and remember the bearded Karabas-Barabas, who had a theater. Now you are all dolls. I will say the word.” KA-RA-BAS" and I will show a certain number of fingers on outstretched arms. And you will have to, without agreeing, get up from your chairs, and as many people as I show 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, the more sociable guys who strive for leadership stand up. Those who get up later, at the end of the game, are less decisive. There are also those who first stand up and then sit down. They constitute the "happy" group. A lack of initiative is that group of the detachment that does not stand up at all.

3. "Big" 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 suggested that the guys imagine that they are all big family and everyone needs to take a photo together for the family album. You must select a "photographer". He should arrange for the whole family to be photographed. The “grandfather” is chosen first from the family; he can also participate in the placement of “family” members. No more instructions are given for children; they must decide for themselves who to be and where to stand. And you stop and watch this entertaining picture. The roles of “photographer” and “grandfathers” are usually taken on by guys striving for leadership. But, however, elements of management and other “family members” cannot be excluded. It will be very interesting for you to observe the distribution of roles, activity and passivity in choosing a location.

This game, played in the middle of a shift, can reveal new leaders and reveal the system of likes and dislikes in groups. After assigning roles and arranging the “family members,” the “photographer” counts to three. On the count of “three!” everyone shouts “cheese” together and very loudly and simultaneously clap their hands.

Here's another one leader identification option, consisting of several games. To do this, the guys are divided into two or three teams of equal numbers. Each team chooses a name for itself. The counselor offers the 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, first task. Now each team must say one word in unison. "Let's start!"

In order to complete this task, all team members need to somehow agree. It is these functions that a person striving for leadership takes on.

Second task. Here it is necessary for half the team to quickly stand up without agreeing on anything. "Let's start!"

The interpretation of this game is similar to the interpretation of the game "Karabas": the most active members of the group, including the leader, stand up.

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 is 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”. This can be explained by his desire to transfer the responsibility of commander to the shoulders of someone else.

Task four. We arrived on Mars and we need to somehow stay in a Martian hotel, but it only has a triple room, two double rooms and one single. You need to decide as quickly as possible who will live in which room. "Let's start!"

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 compiled 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.

This technique will give you a fairly complete system of leadership in a team. You can end it with some kind of team-building game. (See below)

It should be noted that the main types of leadership are emotional and intellectual leadership. Not the last place in the team is occupied by the leader-organizer. Who to lead your squad depends not only on personal sympathies, but also on the type of activity, the direction of life of the squad in a given shift.


GAMES - SWEEPSTAKES

Target: relieve tension and get ready for work. Prank games differ from all games in that they can only be played once with one team. In their content, prank games are a kind of joke-riddle, after solving which the participants understand that they are being played on.

1. "Have you seen a ghost?"

The players line up shoulder to shoulder, with the leader standing first. He asks the player standing next to him a question, to which he answers according to a given pattern:

Have you seen a ghost?

Over there (the presenter raises right hand) The player repeats the dialogue and gesture with the next player and so on until the end. The second time, without changing the words, the leader raises his left arms, the third time he crouches and stretches his left leg forward. The whole chain also sits shoulder to shoulder with outstretched arms, and the leader pushes the person sitting next to him. The entire squad falls down the line.

2. "Do you know Jacek?"

Another version of the game “Have you seen a ghost?” There are 8-10 willing people, lined up in a column and squeezing their shoulders very closely. The presenter moves in front of the first and asks: “Do you know Jacek? Jacek is like that!” And he shows by extending his arms to the level of his head. The first one asks the second one: and repeats the leader’s movement. The second one belongs to the third one, etc. Moreover, the hands remain in the same position. Then the leader begins the circle again, but the hands remain at stomach level. Repeat again - hands at knee level. And finally, your hands almost touch the floor. When everyone finds themselves in such an awkward position, the host says: “Do you know Jacek? Jacek is like that!” And with these words he strongly pushes the first player with his body.

3. "Detective"

One player is told that now everyone will come up with some kind of detective story, and he will have to guess it, while he can be asked questions that can only be answered with “yes”, “no”, “I don’t know”. After the rules are explained, the player is asked to walk out the door.

No plot is invented, it’s just that if the player’s question ends with a vowel, then everyone answers “yes”, if the consonant ends with “no”, if with a soft sign – “I don’t know”. After some time, the presenter himself writes a detective story and is very happy about it.

4. "Love Story"

Another version of the game "Detective". Two volunteers - a guy and a girl - are taken out of earshot. The counselor says that they will now come up with their own love story. Upon the driver’s return, they will ask questions; if in the last word of their question the last letter is a vowel, then the circle answers: “yes!” and if it’s a consonant, then “no!” If the word ends soft signs, then the circle says: “we don’t know” and “it doesn’t matter”, optionally. The drivers are given instructions: “We have come up with a love story without you. You must find out by asking questions that would provide only unambiguous answers: “yes”, “no”, “we don’t know”. What you understand, then you will tell. If the drivers they were confused, they need to help them a little. In the end, the counselor thanks the drivers for telling everyone their “wonderful love story.”

5. "Monument of Love"

Three boys and three girls (unlimited number) are taken out the door. Two presenters are building a monument to Love (a boy and a girl)

The third presenter calls first the girl and then the boy one by one, offering them:

You are a sculptor, in front of you is an unfinished monument of Love made of clay, you must finish it.

(the player “sculpts” the monument at his own discretion). When the sculptor has finished the work, the presenter says:

Now replace the girl (boy) in your creation.

6. "Hypnosis"

Everyone kneels in a circle. One presenter invites everyone to close their eyes for a “hypnosis” session, listen only to his voice and follow his instructions: “Imagine that you are walking in a beautiful clearing in the forest, you hear birds singing. You feel the smell of summer, the sun is blinding you. "You see that in the middle of the clearing there is a scarlet flower growing, you bend over to it, squat down. On its petal you notice a small dewdrop that beckons you, and you, standing on all fours, try to lick it with your tongue. Now freeze for a second."

The players do everything.

The first presenter at this moment approaches the second and says:

“Comrade General, a group of search dogs has arrived at their destination!”

7. "Phrases"

I will say three phrases one after another, you must repeat each phrase in chorus. Can you do it?

But I think not. Let's check. It's a good weather today.

(repeat)

We love funny Games(repeat)

Lost, already lost!

But you only uttered two phrases.

My third phrase was: “We lost, we already lost.”

8. "I'm going on a hike..."

One phrase is said in a circle: “I’m going on a hike and taking with me... (the participant names any thing).” You can pass a ball or a toy. The leader says who is going on a hike and who is not. The point is that after this phrase the player must say the word “Please”, and then the host will take him on a hike. The game continues until everyone guesses the “secret” word.

9. "Who is the Egyptian donkey?"

The presenter enters the room and asks everyone: “Who is the Egyptian donkey?” Everyone shouts in unison: “I am,” but the “Egyptian donkey,” who has already been secretly chosen, must shout it louder than everyone else.

If the leader guesses right, he stays; if not, he goes out the door again to change the “donkey.” If the presenter guesses, then now, as if inadvertently, they ask him to be an “Egyptian donkey,” and he must shout louder than anyone: “I am!!!” When the second presenter comes and asks: “Who is the Egyptian donkey?”, everyone pretends that they are going to shout, but they are silent, only the first presenter shouts.

10. "Wild Monkey"

This game is also known as "Egyptian Donkey". One person who wishes is taken out of the hall or simply away from the location of the general circle, so that he does not see or hear those remaining. The presenter says: “So this is it. Now we will tease him (her). He will return, and we will say that there is a symposium of the wildest monkeys and he needs to determine who is the wildest. For this, we will say, you must ask: “Who is the wildest monkey here?” Everyone will scream? “Me! Me!" With two tries, you have to guess who this monkey is. And the wildest one is the one who screams the loudest and hits his chest with his fist the hardest. So, two attempts. Here. He will ask, and we will scream. After After two attempts, he will point to someone. We will all be surprised and say that he guessed right. The one who was pointed out, like the wildest monkey, comes out. We seem to be guessing for someone for real, and when the second leader returns and begins to ask, the first time we will scream, and the second time we will draw air to scream and it will become clear. Do you have any questions? The game proceeds according to these instructions. It is good to remove not one, but three or four people at the beginning.

11. "Step over the clock"

Several clocks are placed in front of the player at a short distance from each other. The player is then blindfolded and the player is asked to step over the clock. The presenters guide the player so that he does not accidentally step on the clock, they tell him what he needs to do, how to go.

In fact, all the clocks are removed and laid out again after the player has walked the entire distance.

12. "Put your nose back in place"

A face is drawn on the sheet. The nose is made of plasticine. The blindfolded player is asked to put this nose in place.

13. "MPS"

The leader’s task is to guess the intended person in the group by asking any questions about him to each player. Players, answering the question, talk about their neighbor on the right, because MPS stands for "my right neighbor."

14. "Camel"

This must be done very carefully so that others do not hear what is being said to the neighbor. Then the counselor stands in the center and says: “Listen carefully! Now I will name the animals. It’s possible that I didn’t name some at all, so be sure to remember your animal. So: Cat! Horse! Camel!!!”

15. "Yes-no-yes"

Three boys and three girls are called from the audience. The presenter retains one participant of the opposite sex out of six. And the rest are taken away so that they do not eavesdrop and spy. It is agreed with the remaining participant that he will answer the question in the sequence “Yes” - “No” - “Yes”. And so three times for three answers.

The facilitator asks the following questions:

Do you know what this is?

Do you know what this is for?

Do you want to know?

In the first episode, the presenter points to the palm, and after agreeing to find out what it is for, shakes the participant’s palm. In the second episode, the presenter points to the shoulder and after the 3rd answer gently hugs the participant’s shoulder. In the third episode, the presenter points to the lips and after the 3rd answer, stretches his lips towards the participant as if he wants to kiss, and then plays on the lip like a little one. After a friendly laugh, the presenter sits down in the hall, and the 1st participant takes his place. And a second participant of the opposite sex is called for him. All six participants go through this in turn.


THEATER EXPROMT

Theatrical performances in which absolutely all the children of the group take part and do everything easily, cheerfully, and successfully are, of course, impromptu performances. Impromptu frees you from the fear of failure, impromptu allows you not to be an actor, impromptu presupposes momentary creation, and therefore imperfect, unrefined form, with mistakes, incidents, funny situations. All failures of the participants in the improvised scene are justified in advance. Impromptu: no one prepared for the game; no one knew what his role was; none of the actors is an actor, so his behavior is free, he only outlines the action of the character and acting skills are not required from him.

The impromptu theater has a psychological task as its leading one, while the school theater (ethical theater, drama studio, etc.) is engaged in theatrical performances literary works, is created in the name of aesthetic and moral goals. And the psychological task is to psychologically emancipate the student, to develop his sense of dignity.

The methodology for organizing impromptu theater is extremely simple. The text for the “Voice-Over” is composed, usually fairy-tale, fantasy, detective, so that entertaining events unfold on stage. Then all the characters in the performance are recorded, they are indicated on cards. These cards are distributed among the children who come to the performance, and they are immediately invited backstage. As the text, which contains information about the actions of the characters, plays, the actors appear from behind the scenes and perform everything that is reported in the “Voice-over.”

It is necessary that the play has a lot of actions, replacing one another, so that the turn of events is unexpected and ultimately cheerful and a little funny. Characters there are people, and animals, and plants, and things, and natural phenomena, such as wind, stars, clouds.

Let us give an example of a short performance performed impromptu successfully and repeatedly in different schools(using a capital letter we denote the characters of this performance).

"...Night. The wind is howling, the Trees are swaying. The Gypsy Thief makes his way between them, he is looking for the stable where the Horse is sleeping... Here is the stable. The Horse is sleeping, he is dreaming about something, he is lightly moving his hooves and neighing thinly. Not far from him, Sparrow perched on a perch, he dozes, sometimes opens one eye or the other. On the street, a Dog sleeps on a leash... The trees are rustling, because of the noise you can’t hear how the Gypsy Thief makes his way into the stable. Here he grabs Horse by the bridle... The Sparrow chirped alarmingly... The Dog barked desperately... The Gypsy takes the Horse away. The Dog bursts into barking. The Mistress ran out of the house, groaned, screamed. She called her husband. The Master jumped out with a gun in his hands... The Gypsy runs away . The owner leads the Horse into the stall. The Dog jumps for joy. The Sparrow flies around. The trees rustle, and the Wind continues to howl... The Owner strokes the Horse, throws him some hay. The Owner calls the Mistress into the house. Everything calms down. The Dog is sleeping. The Sparrow is dozing on his in the same place. The Horse falls asleep while standing, he occasionally shudders and neighs quietly... Curtain!"

The plot should not be known either to children, or to the audience, or to the actors. Therefore, after performing one performance, it is necessary to re-create the text for another performance. We should not forget about the effect of novelty for children: the plots should be different, relate different areas human life, surprise children every time. unexpected turns in the course of action.

For a broader idea of ​​the possibilities of impromptu theater, we present another text that serves as a support for the actions played out on stage:

"...The Sea. The Sea is agitated. It is in constant motion. The Philosopher sits on a Rock near the shore. He is deep in thought, does not notice anything around. From the outside, it seems that he is dozing. He does not notice the Waves running onto the shore. He does not notice, how the Shark swam up and opened its predatory mouth, intending to eat the Philosopher. He does not notice how a flock of cheerful Dolphins drives the evil Shark into the Sea.

The philosopher sits, lost in thought. Nothing can bring him out of his thoughts about the meaning of life. He is so motionless that the Seagull that appears mistakes him for a stone and sits on his head.

A Merchant appears on the shore with a Basket. He spent the whole day selling goods at the market. Tired, he drags the Basket along the sand. The merchant sees the lonely figure of a man sitting on the Stone and heads towards him.

Having noticed the man, the Seagull flies away screaming. The philosopher retains his former thoughtfulness.

Approaching the Philosopher, the Merchant asks to look after the Basket... He undresses and goes to plunge into the Sea.

At this time, two Jokers appear on the shore. They see the Philosopher immersed in thoughts and stealthily approach the Basket of Clothes. They take her and run away.

The merchant sees his Basket with money and clothes being stolen, quickly swims to the shore and shouts: “Save!” The Philosopher awakens from the scream and rushes to help. Of course, saving a person for a Philosopher is the same as saving the highest value.

The Merchant fights off the Philosopher. Soon they find themselves on the shore. The jokers run further and further.

The merchant rushes along the shore, begs the Philosopher to give him clothes for a while to catch the jokers. The philosopher replies that clothes are not the most important thing in life, that they are only a means, not an end. And again falls into deep thought.

The merchant jumps around, hits the Philosopher on the back, trying to bring him out of his reverie, kneels down, begging for clothes...

The Dolphins arrive and discuss the situation. The seagull screams and gives advice to the naked Merchant. Philosopher. unperturbed.. The dolphins swim away. The seagull flies away.

Dealer. undresses the Philosopher and runs to save his property.

There is a lonely Philosopher on a stone, immersed in thoughts about the meaning of life....

A curtain.

And further. one text. The play is called "The Way Home".

"...Village, summer, night... It makes noise and howls, swaying. Trees, Wind...

A villager is walking along the road. There is a Fence on the right... Suddenly a black Cat runs out from behind the Fence, runs across the road to the Village Resident, and meows loudly.

The Village Resident, frightened, screams... The Cat rushes to one of the trees and quickly climbs onto the Tree, sits there, watching the Village Resident.

The villager is also scared. He turns the other way to approach his house differently. Expensive.

An Owl flies out from behind a tree, it screams, scares both the Resident and the Cat. Both scream again - how. they can.

The unlucky Villager now takes the third road to his home. He walks cautiously, looks around, shudders every minute...

Finally his House is visible. Our hero. reaches out his hand to open the door. A Phantom appears... "Oh, when will this all end?!" - our hero yells. And the Phantom circles around him. The villager is in despair, he clasped his head in his hands and is no longer looking for a way out of the situation...

The Mistress, the wife of our hero, runs out of the House. She has a towel in her hands. She waves the Towel, chases away the Phantom. He hides around the corner of the House.

Our hero tells the Mistress, his wife, why he is so scared... The Ghost around the Corner repeats his words, like an echo, and slowly approaches our hero again. The Mistress notices his movement, waves the Towel and menacingly orders the Phantom to disappear... He is going to object. But suddenly, somewhere in the distance, behind the House, the Rooster crowed... The ghost disappears forever.

The hostess consoles her husband and invites him to the House. Promises a good treat. Both are leaving...

A curtain"

You can also stage children's fairy tales ("Turnip", "Teremok", "The Ryaba Hen", etc.).


Russian folk games

Target: assimilation and consolidation of the indigenous historical characteristics and traditions of one’s people, transfer of experience from generation to generation.

Traditionally, gaming culture, which includes, along with the games themselves, game forms in communication, work, cognitive activity, form an integral and important part of a huge complex of folk culture. Most folk games can still be used today.

1. "Sing Grandma"

All participants are divided into two teams. The game begins with song questions from one team. The second team answers with words from the song. And so who will outsing whom.

2. "Polar Bears"

The playing area is limited. All players move around the court, two drivers join hands and salute others. The third joins them if they salat him, and the fourth and third form their own pair of drivers.

All players are divided into two groups, lined up in two lines opposite each other. The game is accompanied by the following words:

Boyars, we have come to you.

Young people, we have come to you.

Why did you come?

We choose the bride.

How cute are you?

This one is cute to us.

She's our fool.

We'll learn it.

What will you teach?

With a whip.

She will cry.

We will console her.

- How will you console?

We gingerbread her.

4. "Bug"

One stands with his back and holds his palm, while the others hit him on the palm. He must guess who did it.

5. "To Kings"

The king was chosen, all the other players were servants.

King, king, I am your servant!

Why are you my servant?

And whatever you don’t force me to do, I’ll do everything.

Kiss the king on the mouth and clean everyone up.

The servant kissed everyone. Then the next servant performs another task, and so on until he gets tired.

6. "To the set"

The girls sat on the bench and made plans for a place on the right for

her boyfriend. A guy came in and had to guess his place, if he guessed right, he remained seated, if not, then all the girls clapped their hands and he left. The game continued until all the seats were occupied.

7. "To the neighbor"

Everyone sat in pairs. Whoever is left without a partner drives.

Is your neighbor loving?

See him (couple kissing).

If you are not in love, then you need to quickly say the other person’s name and change places with his girlfriend. The presenter must take any place.

8. "Grandfather Mazai"

The presenter leaves. Players imagine what they did

together. The presenter arrives.

Hello grandfather Mazai! Get out of the basket.

Hello kids, sweet candies. Where did you drop out, what did you do?

We won’t tell you where we were, but we’ll show you what we did. The players show, the presenter must guess.

9. "Cat and makhotki"

The leader is a cat. All the rest are dummies. They squat down, and the cat must knock one of them down. Mahotka must hold on.

10. "Smoking room"

They passed a lighted torch, and the one whose light went out was the smoking room. If they handed over candy, which they took a bite of, then whoever ran out of it was the greedy one. The game was accompanied by the words:

Once upon a time there was a smoking room,

Once upon a time there lived a fool.

Like a smoking room

Like a fool.

The legs are small,

The soul is short.

Don't die smoking room

Don't die you fool.

Like a smoking room

Like a fool.

The legs are small,

The soul is short.

The smoking room is alive,

The fool is alive. The last one makes a forfeit.

11. "Gardener"

The leading gardener comes out and everyone agrees on who will have which flower.

The presenter says the following words:

I was born a gardener, I was seriously angry, I was tired of all the flowers, except...

What happened to you?

In love.

In whom? -IN...

If the player does not quickly name the flower, he becomes the leader.

Currently, this ancient Russian game is known as "Broken Telephone". It involves 5-10 people. They sit in a row or in a semicircle. One of the players is chosen as the leader. He sits first in the row, comes up with any phrase and quietly whispers it in the ear of the player sitting next to him. He quietly tells it to the next player, etc. Then the presenter approaches the person sitting last in the row and asks what was handed to him. He loudly repeats what he heard.

To identify who was the first to distort the presenter’s phrase, he asks to repeat what was heard not only by the one sitting in last row, but also the second from the end, the third, etc. The participant in the game who first distorts the leader’s words is seated at the very end of the row. The presenter sits in the vacant seat. The new leader is the one who is now first in the row.

1. The phrase must be conveyed into the ear and so that others do not hear. But you need to speak clearly, without deliberately distorting your words. Anyone who breaks this rule sits last in the row.

2. You can’t ask again and say nonsense.

13. "Salki"

The plot of this game is very simple: one driver is selected, who must catch up and make fun of the players running around the site.

But this game has several options that complicate its rules.

1. The taunted player becomes the driver, and he must run, holding his hand on the part of the body for which he was taunted. The first player whom the driver touches becomes the driver himself.

2. The upset player stops, stretches his arms to the sides and shouts: “Tea-tea-help out.” He is "bewitched". Other players can “disenchant” it by touching their hand. The driver must “bewitch” everyone. To do this faster, there can be 2-3 people driving.

14. "Hide and Seek"

The driver stands in a designated place with his eyes closed. This place is called "con". While the driver counts loudly to 20-30, all the players hide in a certain area. After the end of the count, the driver opens his eyes and goes in search of the hidden ones. If he sees one of the players hiding, he loudly calls his name and runs to the stake. As a sign that the player has been found, the stake must be knocked on a wall or tree. If the found player reaches the end and knocks there before the driver, then he is not considered caught. He steps aside and waits for the game to end. The driver must “knock” as many hidden players as possible. The next time the driver becomes the player who was found and “caught” last. (Or, by the decision of the players, first.) Every time the driver moves far from the horse, the hidden players can quietly sneak up to the horse and knock there. In this case, they will not be considered detected.

15. "Geese"

On the site, at a distance of 10-15 meters, two lines are drawn - two “houses”. In one there are geese, in the other - their owner. Between the “houses under the mountain” lives a “wolf” - a leader. The owner and the geese conduct a dialogue with each other, known to everyone from early childhood:

Geese, geese!

Ga-ga-ga.

Do you want to eat?

Yes Yes Yes.

So fly!

We are not allowed. Gray wolf under the mountain does not let us go home.

After these words, the “geese” try to run over to the “master”, and the “wolf” catches them. The caught player becomes a "wolf".

16. "Burners"

The players line up in a column in pairs, holding hands. The driver stands in front of the column a few steps away, with his back to the players. He says:

"Burn, burn clearly,

So that it doesn't go out.

And one, and two, and three.

Last couple run! "

On the word “run”, the last couple standing must quickly run around the column and stand in front. The driver should also strive to take one of the places of the first pair. The one who does not have enough space becomes the driver. Instead of the words “last pair,” the driver can say: “Fourth pair,” or “Second pair.” In this case, everyone playing must be very careful and remember where they stand in the column.

17. "At the Bear's Forest"

Two lines are drawn on the site at a distance of 6-8 meters from each other. Behind one line is the driver - the “bear”, behind the other - the “house” in which the children live. Children go out from the “house” into the “forest” to pick mushrooms and berries. They approach the bear's den with the words:

"By the bear in the forest

I take mushrooms and berries.

But the bear doesn't sleep,

Everything is looking at us."

At the last words, the “bear” jumps out of the “den” and tries to grease the children running away to their house. A player hit by a "bear" becomes a "bear".

18. "Pretties"

The driver is selected - the "monk" and the leader - the "seller". All other players make a secret secret from the “monk” of the colors of the paints. Colors should not be repeated.

The game begins with the driver coming to the “shop” and saying: “I, a monk, in blue pants, have come to you for some paint.” Seller: “For what?” Monk: (names any color) “For blue.”

If there is no such paint, then the seller says: “Walk along the blue path, you will find blue boots, wear them, and bring them back!”

"Monk" starts the game from the beginning.

If there is such a paint, then the player who has wished for this color tries to run away from the “monk,” and he catches up with him. If you catch up, then the driver becomes the painter; if not, then the colors are guessed again and the game is repeated.

19. "Blind Man's Bluff"

The game takes place on a small limited area with no dangerous obstacles. The driver is blindfolded, or simply closes his eyes. He must make fun of one of the players with his eyes closed. The players run away from the driver, but do not go beyond the boundaries of the site and always raise their voices - call the driver by name or shout: “I’m here.” The spoiled player changes roles with the driver.

20. "Alyonushka and Ivanushka"

The players stand in a circle and join hands. Alyonushka and Ivanushka are chosen and blindfolded. They are inside the circle. Ivanushka must catch Alyonushka. To do this, he can call her: “Alyonushka!” Alyonushka must be distracted: “I’m here, Ivanushka!” As soon as Ivanushka caught Alyonushka, other guys take their place and the game starts from the beginning.

21. "Cossacks-robbers"

The players are divided into two groups. One depicts Cossacks, the other – robbers. The Cossacks have their own house, where there is a watchman during the game. His responsibilities include guarding captured robbers. The game begins with the Cossacks being in their house and giving the robbers the opportunity to hide (10-15 minutes). While the robbers are hiding, they must leave traces as they move: arrows, conventional signs or records indicating the location of the next mark, the traces may also be false in order to confuse the Cossacks. After 10-15 minutes, the Cossacks begin searching. The game ends when all the robbers are caught, and the one whom the Cossacks saw is considered caught.

It is better to play the game in a large area, but limited by some signs. At the end of the game, the Cossacks and the robbers change roles.

22. "Fishing Rod"

A fishing rod is a jump rope. One end of it is in the hand of the “fisherman” - the driver. All players stand around the “fisherman” no further than the length of the rope. The “fisherman” begins to spin the “fishing rod”, trying to hit the players’ legs with it. The “fish” must protect themselves from the “fishing rod” by jumping over it. To prevent the “fish” from interfering with each other, there should be a distance of about half a meter between them. The “fish” should not leave their places. If the “fisherman” managed to catch the “fish”, i.e. touch the “fishing rod”, then the place of the “fisherman” is taken by the caught “fish”.

Two conditions must be met: the rope can be twisted in any direction, but it cannot be lifted from the ground higher than 10-20 centimeters.

23. "Cat and Mouse"

Two people are selected for the game: one is the “cat”, the other is the “mouse”. In some cases, the number of "cats" and "mouses" may be greater. This is done to spice up the game.

All other players stand in a circle, holding hands - the “gate”. The “cat’s” task is to catch up (touch with his hand) the “mouse”. In this case, the “mouse” and “cat” can run inside and outside the circle. The players standing in a circle sympathize with the “mouse” and help it in any way they can. For example: by letting the “mouse” through the “gate” into the circle, they can close it for the “cat”. Or if the “mouse” runs out of the “house”, the “cat” can be locked there, i.e. lower, close the gate.

This game is not easy, especially for a “cat”. Let the “cat” show its ability to run, its cunning, and its dexterity.

When the “cat” catches the “mouse”, a new pair is selected from among the players.

24. "Move slower"

The driver and the players are on opposite sides of two lines, which are drawn at a distance of 5-6 meters from each other. The task of the players is to reach the driver as quickly as possible and touch him. The one who did this becomes the driver. But getting to the driver is not easy. The players move only to the words of the driver: “If you drive more quietly, you will go further. Stop!” At the word “stop” all the players freeze. The driver, who had previously stood with his back to the players, turns and looks. If at this moment one of the players moves, and the driver notices this, then this player will have to go back beyond the line. The driver can make the frozen guys laugh. Whoever laughs also goes back beyond the line. Game continues. Who will be able to take the place of the driver?

25. "Ali Baba and the Breaking Chains"

The players are divided into two teams and stand, holding hands, facing the opposing team, at a distance of 5-7 meters. One of the teams starts the game with the words: “Ali Baba!” The second team answers in unison: “About what, servant?” The first team says again: “Fifth, tenth, Sasha is here for us!” In this case, the name of one of the players on the opposing team is called. The named player leaves his team and runs to the enemy team in order to break the chain, i.e. will release the players' hands. If he succeeds, he takes the player who unclasped his hands to his team. If the chain is not broken, then he remains on the opposing team. The teams start the game one by one. The winner is the team in which, through certain time there will be more players.

26. "12 sticks"

For this game you need a board and 12 sticks. The board is placed on a flat stone or small log to create something like a swing. All the players gather around this “swing”. 12 sticks are placed on the lower end, and one of the players hits the upper end so that all the sticks fly apart. The driver collects the sticks, while the players run away and hide. When the sticks are collected and placed on the board, the driver goes to look for the hidden ones. The found player is eliminated from the game. Any of the hidden players can sneak up to the “swing” unnoticed by the driver and scatter the sticks again. At the same time, hitting the board, he must shout out the name of the driver. The driver collects the sticks again, and all the players hide again. The game ends when all the hidden players are found and the driver manages to keep his sticks. The last player found becomes the driver.

27. "Elephant"

This game involves two teams of boys of 6-8 people. One of the teams must line up in a column. Each player bends down, presses his head to the belt of the person in front and at the same time holds on to him with his hands. This team is the "elephant". The second team must “climb” the elephant. It's done like this. The first player gets up from the side of the “elephant’s tail”, runs up and, pushing off against the back of the last player – the “elephant”, makes the largest possible jump onto the elephant’s back. “He must “land” so as not to fall from the “back” and not even touch the ground with your feet. Then all the other players from the team of “riders” make jumps. If one of them could not resist and fell from the “elephant”, then the game stops and the teams change places. If everyone jumped successfully and no one fell , then the “elephant” must walk with its riders 8-10 meters If the “elephant” succeeds, the game also stops and the teams change places.

The game requires not only dexterity, but also courage, because jumping sometimes causes pain to players of both teams.


MASLENIC GAMES

1. "King of the Hill"

There is an ancient and truly ineradicable custom among guys who get together. As soon as they come across a low hill or mound, someone who is the most militant climbs to the very top of the hill and shouts in defiance: “I am the king of the mountain!” And he takes on a proud, defiant pose. Here guys from all sides rush to storm the hill. Everyone is trying to take the very top and overthrow the self-proclaimed king.

A fun, fast-paced fight breaks out. It is not customary to fight too seriously, to engage in real struggle. The guys mostly push or pull each other down the slopes of the slide, avoiding blows, sharp pushes and other rough techniques. And now the next “king” is rolling head over heels down the hill amid friendly laughter. However, he is also pleased: he was, after all, the “king of the hill.”

To carry out this folk game, they make a slide out of snow. There should not be more than 10-15 people participating in the game at the same time. They do not take part in it together with older children younger teenagers. It is better for them to play the game separately.

The winner is the one who lasted the longest at the top of the mountain after shouting “I am the king of the mountain!” You can give small funny prizes to those who have been the “king of the hill”. This removes unnecessary competition. After all, we must remember that this is not a sports championship, but a fun folk game.

2. "Two frosts"

The game requires a small area measuring 6x12 m. Its boundaries are marked with sticks, flags, lumps of snow, etc.

Those who wish to participate in the game gather on one of the short sides of the site. The drivers - two Frosts - come out to its middle. With their arms akimbo, they address the crowd:

We are two young brothers, two daring Frosts.

“I am Frost - Red Nose,” one declares.

“I am Frost - Blue Nose,” another introduces himself and asks with a feigned threat in his voice:

Which of you will decide to set off on the little path?

The guys usually already know what to answer here in unison:

We are not afraid of threats, and we are not afraid of frost!

Older guys sometimes feel embarrassed to recite in chorus. It is enough if at least one of the players (this may be one of the organizers of the game) utters an answer to Frosts and is the first to run, dragging everyone else behind him to the opposite boundary of the site, where Frosts cannot run. Sometimes no one dares to do this. Then one of the Morozovs announces that everyone who does not run on the count of three will be frozen.

One two Three!

Everyone rushes to run across the platform, and Frosts tries to hit them with his hand. The person who has been soggy must stop, placing his arms to the sides and freezing without moving, like “frozen.” Other players can “unfreeze” it by touching it with their hand. Then he runs along with everyone to the opposite boundary of the site.

Having counted the “frozen” ones, both Frosts again ask the rest of the players if they would dare to set off on the little path, and, if necessary, count to three.

Running across the area in reverse side, the players are trying to help out the “frozen” ones, but the Frosts are protecting them and trying to “freeze” someone else. After several runs, the number of “frozen” ones is counted and those who want to try themselves in the role of “Frost” are invited. Preference is given to those who have never been “frozen” and who have helped others.

Rules: 1. You can cross the site only after the words “We are not afraid of Frost!” or on the count of three. Then you can’t help but run, otherwise you become “frozen.” This also threatens those who run but come back. 2. The “frozen” one should not move until he is “unfrozen” by the one who touches him with his hand. But if the one trying to help out the “frozen” one is hit by Frost at this moment, then he himself must freeze in place. It happens that while accelerating he still touches the “frozen” one, but he must remember that such a release is no longer valid, you cannot run after it, otherwise you are out of the game. 3. Those who run beyond the long side of the site are considered to be greasy. But on the short side there is salvation: Frosts cannot run there. 4. While protecting the “frozen”, the drivers cannot hold them with their hands. 5. Sometimes it is agreed that the Frosts take those “frozen” a second time to their icy tower, where they can no longer be rescued until the drivers change.

3. "The third wheel (with a strap)"

10-40 guys play on a small platform or in a hall. Choose two drivers. The rest form a circle, facing the center in pairs: one in front of the other.

The beginning is the same as in all variants of the popular game “Third Wheel”: one driver runs away from the second and can get ahead of any pair. Then the person standing behind turns out to be third, and therefore superfluous, and must run away from the second driver.

The peculiarity of this game is that the second driver has in his hand a belt, a belt or a tourniquet twisted from a scarf, shawl, or just a piece of rope. Waving a belt or, conversely, hiding it behind his back, the second driver runs around the players, trying to slap (slap) the first driver with a belt before he stands in front of someone else's pair. If you succeed in making yourself angry, you need to throw the belt up and run away yourself, and the person who has made you angry must now catch up with him in order to get rid of him.

The situation is constantly changing, and all players have to be on their guard, especially those standing last in pairs. After all, drivers use unexpected tricks every now and then. For example, the second driver quietly passes the belt to someone in the pair, while he continues to chase the first driver. He runs away, but as soon as he reaches the player holding the belt, he whips the driver. He then throws up the belt and runs away, becoming the new first driver. The former one turns into the second driver, and must, picking up the belt, catch up with the one running away. Former second The driver, who used the “strategy”, stands in the remaining incomplete pair.

The game is ended, for example, by mutual agreement: “Here Victor takes us away - and we’re done.”

Rules: 1. Drivers should not run away from the circle or cross it. 2. The belt should be relatively soft, without knots or buckles at the end. 3. Only one hit with a belt is allowed, and a playful one at that. 4. The runner can stand in front of any standing pair. If young people are playing, then they stand side by side in pairs, holding hands or arm in arm. Free hand held on the belt, while the player fleeing from the driver takes the arm of any of the pair, and the one who happens to be third runs away.

4. "Golden Gate"

Out of 6-20 participants in the game, choose two stronger ones. They step aside a little and agree which of them will be the Sun and which will be the Moon (Month). Those who have chosen the roles of the sun and moon stand facing each other, take hands and raise them, as if forming a gate. The rest of the players, holding hands, walk in a line through the “gate.” At the same time, they sing their favorite songs. When the last person to walk through the gates, they “close”: the Sun and Moon lower their raised hands and the one who walked last finds himself between them. The detainee is quietly asked where he would like to stand, behind the Moon or the Sun. Then all the players go through the “gate” again, and again the last one is stopped. This is repeated until everyone is assigned to groups. Then the groups perform tug-of-war, holding hands or using a rope, stick, etc.

This is a variation of this game. Those walking through the “gate” do not sing, but those who represent the “gate” say in recitative:

Golden Gate

They don't always miss.

Today we have prepared for you another selection of cool toys that will not only help you pass the time, but also be quite fun and productive to spend a few evenings. All the games in the selection are located in different genre categories, so absolutely everyone will have the opportunity to choose what they like.

The first game is called Yobot Run, and at first glance it is a very simple and minimalistic platformer featuring a robot. The game actually looks quite simple thanks to its old-school graphical implementation. However, the gameplay here certainly cannot be called simple - the developers worked very hard to assemble the game taking into account all the canons and rules of hardcore platformers. Therefore, get ready not only to die countless times on each level, but also to swear fairly and involuntarily towards the creators.

The protagonist of the game is a small robot, on whose fragile shoulders a very serious responsibility was placed. He needs to reach the control point in order to completely reboot the plant in which the process of self-destruction was launched. The task is indeed extremely difficult, especially considering that the protagonist is not endowed with any supernatural abilities. We have a double jump at our disposal, as well as the ability to stand still - an extremely useful feature due to the fact that the robot constantly runs forward in automatic mode. Every platformer lover will be able to appreciate the game's complexity.

The second game is called Crossroad crash and is a simulator of a traffic controller. It sounds a little complicated, but in reality it is far from true. Just imagine that you are at a busy intersection that is not regulated by traffic lights. Absolutely every owner of a vehicle, having forgotten about his mortal nature, presses the gas pedal full and does not even think about letting someone go ahead. In this state of affairs, an accident cannot be avoided, but that is why you are at this intersection.

By alternately clicking on the cars, we have the opportunity to significantly increase the speed of transport. Thanks to this, we will have the opportunity to at least somehow relieve the traffic flow, of course, for the time being. Since sooner or later there will be so many cars on the road that even Shiva with four adjustment rods, one for each hand, could not cope with the adjustment task. Nevertheless, one saved car is one coin in the piggy bank. And with the help of local currency, players will have the opportunity to open new locations, each of which is absolutely new type intersection with its own characteristics.

The last game in our selection is a real gem. The game is called Zip Zap and is a very original puzzle game, which is also endowed with simple controls. In each of the game levels we have to deal with various designs, consisting of children's parts iron designer. When you tap on the screen, everything in the level and everything that can move, bend, twist and rotate begins to do so. And all that is required of us is to ensure that this or that object ends up at a certain point and lingers there for a few seconds.

The game has a huge number of levels, and the way they were invented makes us sincerely thank the developers. There are a huge number of mechanisms here, interesting designs, moving and interacting circuits. You immerse yourself in the game world headlong and devote yourself entirely to solving the assigned problems. The game, unfortunately, is not free, but it fully pays off every requested ruble - the cost of the game is 119 rubles.

Application:Developer: Philipp Stollenmayer Category: Games Version: 2.3.3 or later Price: 119 rub.

Everyone sits in a circle so that one chair is free. The driver stands 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 the empty chair slams his right hand on it and names an animal. The one who heard the name of the animal chosen by him must take an empty chair. The participant to whose right the chair is free must slap 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.

"Spaghetti, ketchup, Coca-Cola"

The group forms a circle like a train, holding the waist of the person in front. Everyone walks synchronously and says the words: “Spaghetti, ketchup, Coca-Cola” - 3 times. On "spaghetti" - step with the right foot, "ketchup" - step with the left foot, "Coca-Cola" - synchronized rotation of the pelvis clockwise. The next stage of the game is to step into a circle and grab the waist of the person standing in front of you. The same words are pronounced with the same movements. Next stage, step into a circle and take the person who is in front through 2 people.

"Crocodile"

All players are divided into two teams. In turn, each team guesses the name of the film (word, phrase, etc.), calls one player from the opposing team, and tells him this. The player’s task is to explain to his team what they have planned for him using facial expressions and gestures.

"At my place, at my neighbor's"

To play, you will need a small object: a ring, a key, a button, a keychain, etc. Participants stand in a circle, arms extended to the sides: the palm of the left hand is like a ladle, the palm of the right hand is like holding something with their fingers. Simultaneously repeating the words: “At my place, at my neighbor’s,” all players transfer from their left palm to left palm neighbor on the right is a small object. The driver's task is to guess who has it in the palm of his hand.

"I am a snake"

Participants stand in a circle, one after another (boy-girl). The counselor begins by approaching someone and saying, “I’m a snake, a snake, a snake, I’m crawling, crawling, crawling. Do you want to be my tail?" If the answer is yes, then the person being asked crawls under the leader’s feet, introduces himself and with his right hand takes the person being asked’s left hand through his legs. If the answer is negative, the phrase sounds: “But you have to!”, and the clutch begins. Thus, each time the snake grows larger and larger. The game continues until all participants join each other.

"Santiki-candy wrappers"

Participants stand in a circle. Two drivers are selected. One of them, observing the conditions of the game, shows various movements, which everyone repeats synchronously, imperceptibly changing movements (let's call him a “dancer”). The second driver is taken to another room, his task is to identify the “dancer”. The game begins by all participants with the words: “Santiki-candy wrappers-limpopo.” Then the “dancer” shows various movements, the group copies them, still repeating the words: “Santiki-candy wrappers-limpompo”. The driver’s task is to identify the “dancer” after three attempts. At the same time, participants can look anywhere, but not at the “dancer”! If the driver guesses who the “dancer” is, he automatically takes the driver’s place. Game continues.

"Ti-i-i-o"

Participants stand in a circle left hand each participant - on the shoulder of the neighbor on the left, the right hand - on the belt of the neighbor on the right. All participants, swaying first to the right, then to the left, sing a funny song:

Ti-ya-ya, ti-ya-ya, ti-ya-ya-o,

Ti-ya-ya, ti-ya-ya, ti-ya-ya-o,

Ti-ya-ya, ti-ya-ya, ti-ya-ya-o,

Ti-ya-ya, ti-ya-ya, oh-ya-oh.

I-oh, I-oh, ti-ya-ya, ti-ya-ya, ti-ya-ya-oh,

I-oh, I-oh, ti-ya-ya, ti-ya-ya, oh-ya-oh.

When the sound “Oh! ", lean forward. The game continues, but now they sing faster and faster.

“Knead-knead the dough”

Participants stand in a circle, holding hands and repeating the words together: “Knead, knead the dough, knead, knead the dough,” while coming together as tightly as possible. To the words: “Inflate the bubble and don’t burst, inflate the bubble and don’t burst!”, they disperse as widely as possible, trying to break the circle. Two people whose knot has broken stand in the center of the circle, and they are already “kneaded”. Those in the circle have the right to help break the “bubble” with their backs. The strong and dexterous win.

"4 steps"

Participants stand in a circle, hold hands and sing, following these movements:

Four steps forward

Back four steps

Let's stomp our feet,

Let's clap our hands,

We blink our eyes,

Let's jump around ourselves.

With each repetition the pace accelerates.

“Wound up and unwound”

Let's warm up a little.

Wound up (we wrap our arms around ourselves),

Unwound (we spread our arms to the sides).

Wounded up

Unwound.

The neighbor on the right is wrapped up (we wrap our arms around the neighbor on the right)

Unwound.

(etc.: neighbor on the left, in front, behind...)

MIXERS -
GAMES (EXERCISES) TO LIFT YOUR MOOD,
REMOVING PSYCHOLOGICAL BARRIERS,
ACQUAINTANCE

CATERPILLAR
The group forms a line. Each member of the group offers his hand to the one behind. To do this, the players spread their feet shoulder-width apart and put their hand back between their legs. At the same time, everyone also takes the hand of the person in front. The group begins to move backwards. At the same time, the rear one begins to lie on the floor. The group moves backward until everyone is on the floor. The group is then asked to return to the starting position in reverse order.

SHOE FACTORY
Everyone takes off their shoes and places them in the center of the circle, each participant puts on two different shoes and tries to place the foot next to the foot wearing the pair of shoes.

THIS IS MY NOSE
How do you respond to a person who points to his elbow and says, “That’s my nose?” Well, you can point to your head and say, “Is that my elbow?” then he'll probably show me his foot and say, "That's my head!" This a new game and a hand-eye coordination test that shows how long you can last while naming the body parts your partner just revealed while pointing to another part of your body.

GAMES
Shadow leader. One of the players leaves the room. The rest of the team members choose a “leader”, who gives the group any movements and changes them after a while. The task of the person entering is to identify the “leader”. If you are lucky, the “leader” himself goes out the door and the game is repeated with a new “leader”.

NEVER
Group members open their palms and take turns saying, “I have never...(done anything).” The one who did the proposed action bends his finger. The game is good for getting to know each other.

ZOO
Group members stand in a circle and hold each other's arms. The presenter tells everyone the name of the animal. After this, the presenter loudly calls one of the names. Guys with this name should cross their legs. The others must hold them back. The best effect is achieved with a large amount of one of them.

NODULES
The group stands in a circle and extends their arms to the center. After accidentally clasping hands, the group is asked to turn around in a circle so that people with clasped hands stand nearby.

FRUITS
The group stands in a circle. Everyone chooses the name of a fruit based on the first letter of their name. An exchange of phrases like “An apple loves an orange” is suggested. After this, the “orange” must name the new pair. If this does not happen and the presenter manages to touch the “orange”, then they change places.

TUTTI FRUTTI
The team is divided into two or more fronts and chooses a name for itself - fruit. One person stands in the center and tells a story. As soon as he uses one of the front names, the members of that front must exchange with each other. If "Tutti-frutti" is pronounced, then all members of all fronts must change places.

WAND
The team sits in a circle and begins to pass an object around the circle, holding it various parts bodies, changing them. If you fall, the game starts over again.

DRUMS
The group sits in a circle. Group members place their palms on the knees of their neighbors on both sides. The group begins clapping in a certain direction - hand after hand, in the order in which they lie on their knees. When hit twice, the direction is reversed. The one who makes a mistake removes his hand.

MURDERER
The group stands in a circle. Hands clasped behind back. In this case, the left arm is bent at the elbow and holds the right hand of the neighbor on the left. The leader, walking around the circle from the outside, quietly selects the “killer” by touching his shoulder. The “killer” shakes the neighbor’s hand N times. The neighbor presses the next one N-1 times, etc. The one who receives one last handshake is considered killed and leaves the circle. The group’s task is to unanimously identify the “killer.” If the attempt is unsuccessful, the “killer” sends a new “impulse”.

MONSTER
“Your job is to get the whole team from this line to that line. In this case, everyone starts at the same time at the command of the leader. Moreover, at the same time the entire group can have five points of swing with the ground.”

"FEET IN HANDS"
The group forms a line. Each person places one hand on the shoulder of the person in front and raises one leg. With the second hand, the hind ones pick up the front leg. The task is to jump a certain distance without breaking.

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