Mass contests for children. Cool contests for children and adults

We are offering to you children's contests that can be carried out at home.

After all, children at home holidays can arrange not only tea drinking, but also funny, memorable games and contests.

"Holiday Symbol" - below you will meet this phrase. What does it mean?

If you are arranging a holiday for the children at home " September 1", or " Knowledge day", Or maybe you call it" Hooray school!"- then the symbols of your contests can be letters (having collected them, you can form a word in the final) or numbers (with the help of which you can compose and solve an example in the final).

If you are celebrating children's " Birthday"- then the" holiday symbol "can be a number (for example, 3 if the child is three years old) or chamomile petals according to the number of years the child has turned.

You can combine "holiday symbols". For example: for a holiday " Children Protection Day"You can use letters from the sentence" Only joy ahead "and exclamation marks (no more than 2 pieces) as prizes. At the end of the holiday, when the children collect all the letters from the sentence, they will miss at least 3 letters (this was originally conceived). The earned "exclamation marks" allow you to open the missing letters of your choice. One sign - one letter. Final task: using the letters and exclamation marks earned in competitions, guess the proposal.

As you can see, you can come up with your own "holiday symbol" for any children's holiday.

COMPETITIONS:

Children's competition: "Clean"

You will need two old sheets. In each of them, you need to cut 3 holes: one for the baby's head and two for the arms. At the beginning of the competition, 2 players from each team are invited. The first player pushes his head into the head hole. The second player puts his hands in the hand holes. The sheet must be held by the upper corners in a taut position; the adults present at the holiday can help with this. Each team is given a toothbrush in one hand, a comb in the other hand. The second player must brush the head of the first player with one hand, and the other hand to brush the teeth of the first player. Remaining team members can provide guidance. The team that first manages to carry out both actions at once wins and receives a "holiday symbol". This competition usually causes a lot of laughter from everyone present.

Children's competition: "Chains"

Each team is given the same amount paper clips... Of which you need to make one or more chains as quickly as possible. Then from these chains it is necessary to lay out the "holiday symbol" on the floor. Prerequisite: All paper clips must be used.

Children's competition: "At the bottom of the sea"

You will need a small inflatable pool and balloons. The pool needs to be filled inflated balloons(it is better to buy small balloons). And at the bottom, hide the "holiday symbols", one for each player. The winning team is the one in which all the players became the owners of the "holiday symbol" faster than the opposing team.

Children's competition: "Bystoyezhka"

Plates of cakes are placed in front of the children. You need to eat the cake without using your hands as quickly as possible. At the bottom of the plate (on the back side) there is a "holiday symbol", which can be viewed (taken) only when the plate is empty.

Children's competition: "Slut"

Children are divided into pairs. Each child is put shoulder to another child. And they put a big jacket on them. One for two. So that in one sleeve the hand of one baby is put on, and in the other sleeve is the hand of another. The buttons on the jacket are fastened. The task of the players is to undo all the buttons as quickly as possible. If the competition seems easy, then you can complicate it: give the task to first fasten and then unfasten the buttons, or vice versa.

Children's competition: "Wonderful lace"

In front of each team is a sheet of paper on which a donkey Eeyore without a tail is drawn. The tail is cut out of thin cardboard and a pushpin is installed at its base. Each team selects a player who is blindfolded and given a ponytail. To get the "holiday symbol", players need to feel the poster and attach the tail to the donkey using the button. The winner is the team with the ponytail attached as close as possible to where it should be.

Children's competition: "Kusaka"

Fruits are tied to the rope by the cuttings: apples, pears, grapes, etc. The fruit rope is pulled and held by two adults. The task of the players, with their arms crossed behind their backs, is to bite off a piece of fruit. The team wins, all of whose players eat fruit faster than their rivals.

Children's competition: "Thread"

You need to wind the thread around a pencil or spoon as quickly as possible. Girls should just wind the thread like a Spinner. And the boys can pull the Chauffeur machine tied to a thread.

Children's competition: "Daredevil"

A cup of eggs is placed in front of each team. The number of eggs corresponds to the number of players. A bandage is worn on the forehead of the players. The presenter announces: “Children. In front of each team, you see cups of eggs. In each cup, all the eggs are boiled except one. Your task is to take turns running up to the cup, taking the egg and breaking it on your forehead. Whose team will find faster a raw egg(of course, at the cost of her soiled forehead), and she will receive the "symbol of the holiday." But true meaning competition is that all the eggs are boiled and the test of courage will be the last members of the teams. When suddenly all the eggs in front of them are boiled, the children realize that they have got a raw egg. And now that "daredevil" who (s) still breaks the last egg on his forehead wins.

Eggs need to be broken sharply and precisely so that they do not hurt. And of course this competition should not be held with very young children.

Children's competition: "Velcro"

You will need three boxes. One is larger - in it you need to put small sheets of paper rolled into a tube on which different parts of the body are written (nose, ear, left hand, right leg, etc.). This box is in the middle. Along the edges, opposite the teams, place two smaller boxes. They also contain folded leaves with the names of the team members. The player must run up to a large box, get 2 leaves out of it, run to the second box, take 1 leaflet from it. Open the leaves and read the inscriptions (or let the adults read it). The name drawn from the second box means the player to "stick" to. Body parts stretched out big box, mean places where you need to cleave. For example: Petya pulled out pieces of paper with the words "Ira" "Right shoulder" "Ear". This means that Petya must cleave his ear to Ira's right shoulder. All players run in turn. If the queue falls on a person to whom someone has already "stuck", they run together. The competition is very easy to prepare and very fun.

1. Sit on a stool, curl your legs and, without touching the floor with your feet and hands, take out the box of matches with your teeth that stands "on the butt" at one of the back legs of the stool. You can spin on the stool as you like.

2. Soscoplui The competition is surprisingly simple! Whoever spits out the nipple next 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 that named more words wins. Option: not teams are playing, but two people.

4. There are two teams participating in the relay. At the signal, representatives from each team race the pots to a certain mark and come back, pass the pots to other team members, etc. Which team will complete the task faster?

7.Painting on the back. An exciting fun game for families and children's party... Sit in a circle with tape attached to the back of each piece of paper. Further, according to the principle of the game "A damaged phone is transmitted to each other's ear. Words should not be complicated, so that they can be depicted. For example: house, sun, flower, man, table, etc. But words are transmitted in the form of a picture. - on the back of the previous person, you need to draw with an unfinished pencil what the presenter said. The one on whose back they drew should understand what in question, and draw the same on the back of your neighbor in front, and so on from player to player. You can’t peep! When everyone is done drawing, the fun is guaranteed!

8.The magic thread. This game consists in the fact that a gift is hidden in the room for a child, and a long string is tied to it. Give the kid the tip of this thread and send him in search of the treasured treasure. Great game for a birthday or holiday. To complicate the task, you can skip a thread through door handles, to tie any large object, to hide it under pillows or cubes - to arrange a kind of "obstacle course".

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

10. Competition for children "Jump-jump" Participants of the competition stand in one line. At the word of the leader "land" everyone jump forward, at the word "water" - backward. The competition is held at a fast pace. The presenter 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. Those jumping out of place are eliminated, the last player - the most attentive, becomes the winner.

11. "Monkey" Children are divided into two teams. After that, the players of the first team confer and say 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 or words. When the word is guessed, the commands are reversed. Depending on the age of the participants, the difficulty of the hidden words may vary. Beginning with simple words and concepts, for example "car", "house", and ending 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 with plasticine, and the children take turns blindfolded trying to reattach the nose. 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 for as long as possible. The most agile wins.

14. The players are divided into two teams, blindfolded and mixed with each other. The rest form a circle. One team meows, the other grunts. You need to get your team together as quickly as possible, 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" - backward. The competition is held at a fast pace. The presenter 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. Those jumping out of place are eliminated, the last player - the most attentive, becomes the winner.

16. Participants try to paint a portrait of any of the people sitting opposite. Then the leaves start up in a circle. Everyone on back side will try to write who he recognized in this portrait. When the leaves, passing 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 stands up and line up at the back of the head in one big circle. Next, you need to stand as tightly as possible to each other, making the circle narrower. Then comes the main and most difficult part. Try to all bend your legs at the same time and sit down on each other's knees. If it works out, it's too early to rejoice! Now try to hold this position and stretch your arms out to the sides. Yeah, fell !!! Well, never mind, next time you will choose stronger and more reliable friends.

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

19. Constructor Props: scotch tape, balls From improvised material (preferably large), for example, balls, the participants sculpt a woman or a man and explain the structure. Use scotch tape for fastening. The winner is the participant who blinded the most INTERESTING sculpture and explained it most picturesquely.

20. Sniper. All the players close their eyes and pull from the heap of matches one at a time. You cannot show your match to your neighbor. One of the matches is broken, and the one who takes it becomes a sniper. Then everyone opens their eyes, the day begins. The sniper can kill the player by looking into his eyes and winking. The "killed" one leaves the game and loses the right to vote. If one of the players witnesses a "murder", he has the right to speak loudly about it, at this moment the game stops (that is, the sniper cannot kill anyone), and the players find out if there are still witnesses. If not, the game continues, and if there is, the angry gamers lynch the suspect, taking the match away from him and thus finding out if they were mistaken. The sniper's task is to shoot everyone before he is exposed, the task of everyone else is to expose the sniper before he has shot everyone.

21. Chinese football. The players stand in a circle, facing outward, with their feet shoulder-width apart, so that each leg is close to the symmetrical leg of the neighbor. Inside the circle there is a ball that the players are trying to score into each other's goal (that is, roll between their legs). The one, between the legs of whom 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, arms out to the sides. Everyone playing right palm squeezes into a fist, putting his thumb up, and folds the left into a tube, putting it on the thumb of the right hand of the neighbor on the left, but does not squeeze, so that the finger can be easily reached. The presenter announces that now he will tell a fairy tale, and the players will, having heard the code phrase at the same time, grab the neighbor on the left by clenching their left fist and not letting them grab themselves by pulling out their right hand from the hand of a neighbor. 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, boy-girl-boy-girl, and so on), with a driver in the center. The players rhythmically clap their hands and say in chorus the following words: "Aram-shim-shim, aram-shim-shim, Arameya-Zufiya, show me! And one! And two! And three!" closing his eyes and pointing his hands forward rotates in place, when the text ends, he stops and opens his eyes. The representative of the opposite sex closest in the direction of rotation to the place shown to him also goes to the center, where they stand back to back. Then all the others clap their hands again, saying in chorus: "And one! And two! And three!" On the count of three, those 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 came out, 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, the words "Aram-shim-shim, ..." are replaced by "Wider, wider, wider circle! He has seven hundred girlfriends! This, this, this, this, and beloved this one! ", although in general it does not matter.

Playing the game on younger age, it makes sense to replace kisses with scary faces, which the two in the center wriggle at each other.

24. Shop. This game should be played by both sexes in equal numbers. Representatives of one sex, for example, girls secretly from the representatives of the other "divide" them among themselves, that is, each girl thinks of one of the young people (only one and they should not intersect!) Then both groups sit on the benches opposite each other and take turns trying to understand who made them. This is done like this: a young man approaches the girl he is supposed to be and (slightly!) Stomps his foot in front of her, if he guesses correctly, the girl claps her hands, and they both go on a "romantic journey", that is, leave the game. Otherwise, the girl stomps her foot in response and the young man, returning to his place, again waits for his turn. This continues until there is only one pair that has not yet met. All the rest come up with some (preferably funny and kind) task for them, which they, amid general laughter, perform.

25. To 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 to the right of the empty space) says loudly "Me too!" and goes to it, the next one says "And I am a hare!" and also takes place on the right. The next one, passing, says "And I am with ...", and calls someone from those standing in the circle. The task of the one who was named is to run over to an empty seat.

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

26. On the acquaintance Barrier. All players are divided into two teams. One player from both teams enter the ring, a blanket is pulled between them. Then, on the count of "three", the veil is lowered and the task of each of the two, seeing the second, is to name him. The one who manages to do this earlier remains, and the second leaves, and is replaced by the next from the team. And so on, until one of the teams ends.

27. On the acquaintance Crossword. All participants are given paper squares measuring approximately 8 by 8 centimeters. Everyone's task: write on their cards the letters of their name. Then one of the players puts his name on the floor, and the others add their names to it, like in a crossword puzzle (the same letters are placed one on top of the other). 28. Into the 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, releases him. The task of the one who was named is to run to the leaf and catch it until it lands on the floor. If the attempt fails, the former driver stays 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. Into acquaintance Hello, it's me. The players perform a Brownian movement (that is, they hang out chaotically in a confined space). If two of them collide, then one says: "Hello, it's me, my name is ..." and calls himself, the second says the same thing about himself. Then they shake hands or hug each other (this is how it goes), and continue to move.

30. On an acquaintance Hike. The players stand in a circle, one of them is the leader. The presenter declares that he is going on a hike and that he will only take with him those who take the "correct" item with them. Further, each of the players in turn must introduce himself and say what exactly he will take with him on the campaign, while 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 leader takes those whose first letter of the name coincides with 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 to their phrase "please" or, introducing themselves, greet. It all depends on the presenter's imagination.

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

32. On the acquaintance Train. The players stand in a circle, one of them is selected by a steam 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: "Hello, I'm a locomotive!" The player, to whom the locomotive has "approached", repeats his words, with the SAME intonation, then calls himself (by name), and becomes a locomotive himself, 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 the acquaintance Zoo. The players sit in a circle facing inward, each of the participants identifies with an animal and informs all the other participants about it. Animals should not be repeated! One of the places in the circle must remain free, the driver is in the center of the circle. The task of the one who sits to the right of the free seat is to slap his hand on it and name one of the animals sitting in the circle, after which the named animal is transplanted to the free seat and thus it migrates around the whole circle. The driver's task is to take an empty seat until the person sitting to his right has 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. Movable Admiral on board. The driver announces to the players that they are all the crew of a ship preparing to take on board the admiral, 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 some actions under the command. After that, the captain begins to give the team pre-agreed orders, which the team carries out. The one who fulfills the order last, is "thrown overboard", that is, he is out of the game. The last one who remains becomes the new captain, that is, the driver. The ship's crew is able to carry out the following orders:

To the left of the rudder! - everyone runs to the left wall.

Steering right! - everyone runs to the right wall.

Nose! - everyone is running forward.

Stern! - all run back.

Set sail! - everyone stops and raises their hands up.

Scrubbing the deck! - everyone pretends to wash the floor.

Cannonball! - all squat.

Admiral on board! - everyone freezes, stands at attention and salutes.

It makes sense to play this game on charging at the junior squads, you can also add the following commands:

Be equal!

Running in place!

Step in place!

35. Alphabet. Each player receives a card with the first letter of his name. The presenter tells the players a story, a fairy tale, a true story, a parable or something like that. From time to time, he highlights a word in intonation and claps his hands at the same time. The task of the players at this moment is to stand up so that the letters form this word without speaking.

36. Movable Blockages of the Mammoth. This game is usually played by the counselors of the junior squads. One of them gathers all the players and delivers a speech to 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 while hunting. The one to whom he points will be a mammoth, and the rest must lay him "on this bed." Then he points to his partner ... And then you can time the time, how long he will hold out.

37. Bumbled. Two parallel lines are drawn on the ground, the players are located between them. Two drivers are outside, each on their own side. Drivers must not go beyond the line! Then the drivers are thrown with a ball (two can be used), trying to hit one of the players. The one who gets hit is out of the game. When one of the players remains, the drivers try to "knock" him out of as many attempts as the one that was years old. After that, everything starts all over again, and the last two kicked out players become the drivers.

38. Game "Lanterns" In this game 2 teams participate. 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. Pass the balls (fire) with raised hands 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 "Hero", who, blindfolded, must touch each student. In this case, he defeats the Serpent Gorynych.

40. Competition "Who will collect the coins faster" 2 people (as many as possible) take part in the competition. Scattered around the playground are coins made from thick paper... The task of the participants is to collect money blindfolded. The winner is the one who collects more coins and faster. This competition can be repeated 2-3 times.

41 The buffoons give the guys big letters of red and of blue color: A, B, D, F, U, R. Two teams of 6 people must add the word "Friendship". The winners are the guys who do it faster.

42. Playing 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 they 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 presenter, passing by them, notices the one who has moved. He leaves the game. The most varied movements can be used, but always standing still. At the end of the game, the presenter also notes those who performed the most beautiful or complex movements.

Text: Rain, rain, droplet, Water sabel, Cutting a puddle, cutting a puddle, Cutting, cutting, not cutting And tired, and stopped!

44. "Triangular cap" The presenter says: My triangular cap My triangular cap And if not a triangular cap This is not my cap.

Then all together on the word "triangular" they show a triangle of fingers, and the word itself is not pronounced. In the next repetition, the word "mine" is replaced by showing to myself. In the third repetition, the word "cap" is replaced by the display of 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, to which various small prizes are tied on strings. The children take turns blindfolded, given scissors, and with their eyes closed, they cut off a prize for themselves. (be careful, do not 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 the cards with letters.

47.Ded Moroz competition Santa Claus is invited to paint toys cut out of cardboard different colors(abstraction methods are only welcome, each toy should have a clothespin or eyelet for easy attachment to any object). Then all Santa Clauses with their Christmas tree decorations go out 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 and hang a toy on it. You cannot collapse. If Santa Claus chose the wrong path, he is obliged to hang the toy on something that he will "burrow into". To bring confusion into the ranks of Santa Clauses, women can evenly spread out across 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 a toy (for example, the ear of the hostess of the holiday).

48. Creation of the best Snow Maiden. Each of the Ded Morozov should change the clothes of the Snow Maiden of his choice, as, in his opinion, the modern Snow Maiden should look like. You can use everything that is already worn on the Snow Maiden, plus any additional items, things, Christmas decorations, cosmetics, jewelry, etc. The winner is the Santa Claus who creates the most vivid and unusual image of the Snow Maiden.

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

50 COCKROACH RUNNING For this game, you will need 4 matchboxes and 2 strings (for two participants). The thread is tied to the belt in front, to the other end of the thread is tied Matchbox so that it hangs between the legs. The second box is placed on the floor. Swinging, like a pendulum, the boxes between their legs, the participants should push the boxes lying on the floor. Whoever goes faster than the predetermined distance is the winner.

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

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

53. CARE. The guys sit on chairs so that a circle is formed. There must be a player behind each seat on the chair and one chair must be empty. The player behind him must discreetly wink at any of those sitting in the circle. All seated competitors must look at the player with an empty chair. A seated participant, seeing that they blinked at him, should quickly take an empty seat. The functions of the players standing behind the seated ones are not to let their players pass to free places... To do this, they only need to put their hand on the shoulder of the seated person. If the "watchman" has not released the "fugitive", they change places.

54 STATUE OF LOVE To play this game, it is necessary that four (2 boys and 2 girls) leave the premises. A boy is chosen who will play the role of the "first sculptor", and a boy and a girl who will be the "statue". The conditions are set for the "sculptor": "Imagine that you are a real sculptor, and you have to mold a" statue of love. "Before you is clay, from which you can mold whatever you think is necessary, it will solidify the way you want." He proceeds to perform the sculpture, and after he finishes it, he is asked to take the place of the boy 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 the girl in this "sculpture". And so on with the rest of the participants standing outside the door.

55. TIME - KNEE, TWO - KNEE. They all sit down again on chairs in a tight circle. Then each should place a hand on the right knee of the neighbor on the left. Did they put it down? So, and now, starting with the counselor, in a clockwise direction, a light clap with the hand should go through all the knees in turn. First - the right hand of the counselor, 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 counselor, etc. The first circle is held so that the guys understand how to act. After that, the game begins. Anyone who made a mistake during the game removes the hand that either lingered 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 gives the bill faster and faster, under which cotton should be produced. The last three players win.

56. ZOOPARK. 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 free chair slaps his right hand on it and names some animal. Anyone who has heard the name of the animal chosen by him should take an empty chair. The participant, to the right of whom the chair is free, must slap on it and name another animal. The driver's task is to have time to take a chair before cotton. The one who did not have time to slap becomes the driver.

57. FISH, BIRDS, ANIMALS. Participants stand in a circle, in the center of which the driver stands. 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 with his hand 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 to three, and if during this time the person 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 knowledgeable winners large quantity names of animals.

58. CANDLE Participants of the game sit in a circle around the candle. The teacher picks up the talisman and begins acquaintance. "Let me introduce myself: Masha ... Height ... Weight ... Volume ... 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 in the health camp at the same age; if the goal is to understand internal state child, then the teacher talks about his experiences at this age. The talisman is passed on to the narrator. The presenter sets the theme, rhythm, content, directs and regulates the flow of the game.

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

60. FIGURES The players stand in a circle. A rope is pulled inside the circle, which everyone holds with their hands. The presenter explains that it is necessary, with your eyes closed, without opening your hands, to build a square, an equilateral triangle, a star, using only oral conversations.

61. ANIMAL VOICES Children are divided into pairs, choosing the voice of an animal. Then they diverge along different sides premises and when the light is off, they are faced with the task of finding a partner according to the voice of the selected animal.

62. GUESS WHAT I SEE? This game can be played anywhere and everywhere: it dispels boredom and gives pleasure. And best of all, she acts by distracting 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. He: The cover of Tanya's book? You: No. He: Oleg's hat? You: No. He: A wrapper on the table? You: Yes! Believe me, this can continue indefinitely!

63. STORY WITHOUT ANNEXES Participants are divided into groups of 4 people. Each group is asked to write in 10-15 minutes a story on some topic ("How I was going to the camp", "Our travels to the camp", etc.). But at the same time, empty spaces should be left in the story instead of adjective definitions. The groups then get together and take turns writing adjectives in their stories, which representatives of other groups tell them at random. These adjectives can be funny (but not offensive). Ready-made stories are read, 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 goes out of earshot. The guys select a song or poem, from which an ode to a line or a verse is selected. For example, a line from Pushkin's poem: "I remember wonderful moment, you appeared in front of me ... "All the guys sitting in a circle take one word from this line. The driver comes back and starts polling the guys. He can ask any questions, the most awkward, to everyone in turn or in a breakdown, like" Your attitude to salted cabbage? ", and the respondent must use the word he has inherited:" I have a wonderful attitude to cabbage! "

65. END You can play together, three, two teams or in a circle. Words must be chosen in such a way that the last syllable of the first word serves as the beginning of the second: HAND-CAPOR-THRESHOLD, etc. hesitant is eliminated from the game. You can individually make chains on a specific topic. The one with the longer chain wins.

66 BULLBACK Two players, in secret from the other players, agree on a topic about which they will communicate non-verbally. Start a conversation. Eyewitnesses, guessing what is at stake, join the conversation. When everyone is involved in the game, from the last person who connected, they begin to find out the subject of communication - who understood the topic of the conversation and what information he transmitted himself.

67. WALKING ON THE STREET All players are assigned numbers. No. 1 begins: "We were walking along the street 4 crocodiles", No. 4 replies: "Why 4 ?, No. 1:" How much? ", No. 4:" And 8. " ", No. 4:" And how much? ", No. 8:" A 5! ", Etc. If someone made a mistake or hesitated, he gives the forfeit.

68. GROOVED 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 who has what is hidden.

69. BEARD. Representatives from the teams or their captains are called. The presenter invites them to take turns starting to tell the first line of the anecdote. If someone from those present in the hall can continue the anecdote, a "beard" is attached to the player. The one who has fewer wins.

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

71. WISHES. Before you go to your birthday, you need to prepare a gift and compose a beautiful and unusual greeting for a postcard. Usually we write the same thing in gifts: sweetheart, dear, etc. And how nice this day is to hear original, not bored words. Let's remember them. Each team in turn calls out one word of wishes. The winner is the one who last named the wish.

72. POVORA. One participant from each team. We need people who cook well. For a certain time, it is necessary to draw up a festive menu, the names of the dishes in which begin with the letter "H". Then, one participant from the team will come to the table and announce their list in turn. Those who are the last to call the word will win.

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

75 DANCING Called one member per team. Dance on a chair: 1) Waltz 2) Rock and roll 3) Russian dance

76. ARTISTIC. To stage the fairy tale "Ryaba Chicken" if it is: 1) comedy 2) melodrama 3) horror film

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

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

79. "BOOK A HOUSE". Children split into pairs, join hands - these are houses. A group of children are birds, there are more of them than houses. Birds fly. "The rain is falling," the birds are occupying the houses. Those who did not have enough of a house are eliminated from the game, and then they change with children - "houses".

80. "SPARROW CHIRICKNY!" One child sits on a highchair with his back to the children. The presenter chooses a "sparrow", which comes up from behind to the seated person, puts his hands on his shoulders. He says: "Sparrow, chirp!" "Sparrow" chirps: "Chick-chirp!" The seated person guesses who it is.

81. TRAP COMPETITION. The competition is held without announcement immediately after the teams leave. A girl passes in front of the teams and, as it were, accidentally drops a handkerchief (approximately in the middle between the teams). The winning team is that team that guesses to raise the headscarf and politely return it to the girl. After that, it is announced that this was the first competition.

82. ROPE PULLING. The teams pull the rope with a central ribbon. The team wins, pulls the rivals to its 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 products that are often used in everyday life in a chain.

84. COMPETITION OF COMPLIMENTS. A girl is invited to the middle of the hall. The teams take turns complimenting 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. FAN COMPETITION. Acting Competition Portray: the fans of the team that is losing the decisive match. fans of the team, who argue with each other in the stands. fans of the team that wins.

87 COMPETITION From the audience they say a word, the player must quickly come up with a rhyme.

88 COMPETITION Compose new names from VALENTINA's name. Time for the competition is 1 minute. The audience is also divided into two teams, and when the contestants run out of their names, they help their own.

89. SEAL. The bus interior is divided into two teams. "A competition for the best crew of a ship is announced. For this we need to know a lot of songs. Which team will sing them the most, that 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 versatile and its conditions depend on your imagination. These may be songs about Moscow, there may be songs in which there are numbers: "million, million, million of red roses";" ... a girl from apartment 45 ";" ... once a word, two words .... " . "Why are you standing, swaying? .." "... The sea wave is shaking, shaking."

90. RELAY IN THE BUS 1. Pass the matchbox at speed along the rows.

91. BUS RELAY 2. Run a cardboard box with a pencil on each row, and each participant must write on the cardboard, launched along his row, a word of four or five letters. The counting takes into account the number of letters and the time.

92. WHAT I SAW. This game is for attention. In it, the guys must count the number of illogical judgments in a poem that the counselor will read: I saw a lake on fire, A dog in trousers on a horse, A hat instead of a roof on the house, Cats caught by mice. I saw a duck and a fox, With a plow plowing a meadow in the forest, Like a bear measuring his 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 girded with a club, Leaning on a sash, Boots on a ramp, A jacket on his bare feet.

Or: The village was driving past the peasant, And the gate was barking from under the dog, Knut grabbed the horse, Whipping the peasant, Black cow Leading the girl by the horns. (K.S. Stanislavsky)

93. CRYCHALKA "PETKI - VASKI". The leader plays the role of the leader, and the guys are divided into two teams: one - "Petki", the other - "Vaska". Further, all together on the motive of "Darkie": On a sunny meadow There is a green house. A cheerful gnome is sitting on the porch of the house. Then the counselor shouts: "What is your name, gnome?" and points with his hand to one of the commands, which answers as loudly as possible with a tongue twister. "Petki": Pee-e-tka! I have a glued shirt! I came to you, de-e-tki, To eat candy-e-tka! "Vaska": Va-a-ska! I have pants in the city-oh-shku! I came from ska-a-zka, because I'm good-oh-shi! All this is done 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 down the other.

94. CRYCHALKA "FOREIGN". These chants have a wide variety of options. Their peculiarity is that they mean absolutely nothing and thus children like them. "Risosiki" It's very simple: the children repeat after the counselor who sings: O-o-o! Calabamba la-o! 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-chica-chi - hey! Chihey! Chihey! Chick-chirp-chick-hey! Together with the guys, you can come up with your own detachment chant, under which, for example, you will get together.

95. NAME. Everyone stands in a circle, holding outstretched arms in front of them. The beginner throws the ball through the center of the circle to one of the participants and calls his name. After the throw, he drops his arms. After the ball has bypassed everyone and everyone has lowered their hands, the game begins on the second round. Each of the participants throws the ball to the person to whom he threw for the first time, and again calls his name. The third round of this game has been slightly modified. Again, everyone is in a circle with arms outstretched, but now the thrower must give his name, the one who caught the ball does the same, and so on. After carrying out this game (it takes 10-15 minutes to conduct it) it is quite possible to remember up to 20 names.

96 SNOW COM. It is better to play this game on the "spark of acquaintance", when the guys are sitting in a large, close circle. The counselor must start the game by giving his name. The one sitting to his left must call the name of the counselor and his own. The next one further clockwise will have to name the two previous names, his own, and so on further in a circle. Again, the counselor must finish, calling the entire detachment by name. The task is difficult, but real and achievable. Try it - success is assured.

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

98 ROPE To carry out 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 hold of the rope that 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 proposes some kind of solution: for example, to pay off and then build a triangle by serial numbers, and then direct the actions. The practice of this game shows that leaders usually take over these functions. The game can be continued, complicating the task, and invite the children to build a square, a star, a hexagon.

99. CARABAS. The next similar game will be the game "Karabas". To conduct the game, the children are seated in a circle, the counselor sits down with them, who offers the conditions for the game: "Guys, you all know the tale of Buratino and remember the bearded Karabas-Barabas, who had a theater. Now you are all puppets. I will say the word "KA-RA-BAS" and I will show a certain number of fingers on outstretched hands. And you will have to get up from the chairs without an agreement, and as many people as I show your fingers. This game develops attention and quickness 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 children. More often, the guys who are more sociable, striving for leadership, stand 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 non-initiative group is the group that does not stand up at all. It is recommended to repeat the game 4-5 times.

100. GREAT FAMILY PHOTO. It is better to play this game during the organizational period to identify the leader, as well as in the middle of the shift, and use it as a visual material in your team. It is suggested that the guys imagine that they are all a big family and that everyone needs to be photographed together for a family album. You must select a "photographer". He should arrange for the whole family to take pictures. The first "grandfather" is chosen from the family; he can also participate in the arrangement of the "family" members. No more settings are given for children, they must decide for themselves who to be whom and where to stand. Wait a minute and watch this entertaining picture. The roles of "photographer" and "grandfathers" are usually taken on by the guys striving for leadership. But, however, elements of leadership and other "family members" are not excluded. It will be very interesting for you to follow the distribution of roles, activity-passivity in choosing a location. This game, played in the middle of a shift, can open up new leaders for you and uncover the likes-dislikes system in groups. After assigning roles and placing "family members", the "photographer" counts to three. At the expense of "three!" all together and very loudly shout "cheese" and clap their hands at the same time.

101. GAMES FOR IDENTIFYING THE LEADER. To do this, the guys are divided into two or three equal in number of team members. Each team chooses a name for itself. The counselor offers the conditions: "Now the commands will be executed after I command" Start! " In this way, you will create a competitive spirit that is very important for the guys. So, the first task. Now each team must say one word in unison. "Let's start!" In order to complete this task, it is necessary for all team members to somehow agree. It is these functions that a person striving for leadership undertakes. Second task. Here it is necessary that half of the teams get up quickly about anything without negotiating. "Let's start!" Third task. Now all the 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 over 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 the commander to the shoulders of someone else. The fourth task. We flew to Mars and we need to somehow accommodate in the Martian hotel, and it only has a three-bed room, two double rooms and one single room. You need to distribute 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 numbers usually go to either hidden, undetected leaders or "outcasts." The proposed number of rooms and rooms in them is compiled for a team of 8 participants. If there are more or less participants in the team, then make up the number of rooms and rooms yourself, but with the condition that there are three, double and one single.

102. CLOWN. To carry out this game, you need to split into 2-3 teams and prepare 2-3 boxes of matches. More precisely, not the entire box is needed, but only its upper part. The inner slide-out part, together with the matches, can be put aside. In order to start the game, all teams line up in a column, the first person puts the boxes 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 boxes fell, the team starts the procedure again. Accordingly, the team that completes the transfer of the box faster is considered the winner. There will be no lack of laughter in this game!

103. APPLE. This game is again associated with the transfer of an item 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 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 one line, having previously taken off their shoes. After the teams line up, the counselor collects all the guys' shoes, dumps them in a heap and mixes them up. The counselors are offered instructions: "This is a little 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 quickly wear shoes win!"

105. TOUCHAN. The 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 bump through all the clothes from top to bottom, passing the bump to each other in turn. Naturally, the winner is the team whose last member is the first of all teams to pull out a pinecone from the leg of his trousers with fifteen meters of rope tied to it.

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

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

108. QUIET - LOUDER. You probably played the game "Hot and cold" as a child? Our game is similar to her: the guys sit in a circle, the driver leaves the circle and turns his back. Someone from the group has an item hidden. The driver's task is to find a person with an object hidden. As soon as he enters the circle, everyone begins to sing a song and the louder the closer the driver 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, the game continues.

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

Each of the guys knows a lot of counters. Therefore, for the sake of interest, it will be better to divide the children into teams (for working together). Each team calls in turn a countdown. Those who cannot name will be eliminated, and the winning team will receive a prize. There are many counting counters, especially among modern children. For example, throw out the chikin-pikin-finger; sat on the golden porch; one or two islands, three or four we sailed; rock-scissors, paper, one, two, three and so on.

Modern harry potter

Each of the participants gets 5 minutes to think. During this time, he must come up with his own spell (following the example of the movie "Harry Potter", for example, "dumbfounded" or "Alakidaurus", all children know such words), explain its meaning and action. Whoever of the children comes up with the most interesting, unusual and useful spell will receive a prize. As a result, the fantasy and uniqueness of each child wins.

Unusual snowman

Both in winter and in summer it will be interesting to create your own snowman. Children are divided into several teams and receive a task - to build a snowman of their imagination from improvised means. To do this, it is necessary in advance to ensure in the room the presence of such objects as balls, balls, pillows and so on. Whoever copes with such a task best and builds the most interesting snowman, that team will receive first place.

Anthill

Children are divided into teams of the same number of people. There are piles of sticks at a certain distance from the teams. The presenter gives the command “start” and marks the time, for example, 5 minutes, and the team members run one by one to their pile of sticks using the relay method, one participant takes one stick and runs with it to his team. The team folds the sticks into a pyramid-anthill. Whoever gets a bigger anthill will be declared the winner.

Song time

The game can be played for both teams and participants separately. To facilitate the task, it is still better to divide the children into teams. Each team takes turns singing songs that contain words that the host calls. At any time, the presenter can stop the game and set a new word. The team that cannot remember and sing a single song is eliminated from the game. And whoever holds on to the last is the one who wins. It is better to choose widespread words for songs, focusing on the content of children's songs, for example, smile, friendship, sun, and so on.

Squat racing

Children are divided into 2-3 teams with the same number of people. The guys of each team are in a squatting position, holding each other with one hand in a “little train” pattern. There is a chair at the same distance from each team. At the command "start" the teams begin the race: the guys must get to the chair, run around it and return to the starting position, while not throwing their hands away from each other or getting up. The team that crouches the fastest will overcome the distance wins.

Crab Run

Children are divided into teams with the same number of pairs. Cut out flower petals lie at a certain distance from the teams. Each pair is in a back-to-back position while holding each other's hands in the lock. At the command of the leader, the first pair of "crabs", that is, they run sideways, gets to their petals, grabs one and back, then the second pair starts the race, and so on. The team in which the guys collect a whole flower from petals faster than others will win.

Dolls machines

Couples involved: a boy and a girl. Each pair needs a piece of paper, a pen or pencil, and scissors. The task of the boys is to draw and cut out the best typewriter for dolls that the girls will draw and cut out. The couple who make the best car doll deserves a round of applause and a prize.

Fruit for speed

The guys are divided into 2 teams. The game is played on the basis of a relay race. At a certain distance from the teams, there are plates with fruit cut into equal slices (according to the number of participants), for example, an apple or a pear. Each participant runs up to the plate, eats a piece and runs back, then the second participant runs and so on until the last one. The team that finishes the relay faster and eats its fruit will win.

Chupa Chups

Don't cheat or gnaw. Each participant receives a Chupa-Chups and, upon the “start” command, begins to dissolve it. The participant who dissolves the candy faster than the others and shows an empty stick from under the Chupa Chups will win.

Children are fidgets and at events such as birthday parties, New Year, graduation in kindergarten and other holidays, they need to be taken interesting contests... When holding contests, it should be remembered that their mobile and active types should be combined with calm ones, so that the children have time to relax. If the contests are accompanied by the presentation of small prizes, it will be even more interesting for children to play.

____________________________

Competition 1: "Find your own"

A fun competition for children for thinking and imagination. The child must figure out how best to show the pantomime.

Requisites:


Carrying out:

Leaflets with drawings of animals are prepared at the beginning of the competition. Each animal must be in duplicate. The leader puts all the leaves in a small bag and mixes them thoroughly. Each child in turn takes out a piece of paper with a picture. On command, the children begin to depict the animal that is drawn on an elongated piece of paper. The goal of the competition: who will find his pair of animals faster, for example, a giraffe - a giraffe, an elephant - an elephant, and so on.

Features of the competition:

  • the animal should be portrayed with facial expressions, without uttering words and sounds.

Competition 2: "Parrots"

An interesting mindfulness game that helps children learn to concentrate.

Carrying out:

The leader stands in the center, around him are children - parrots. Parrots should repeat all words and actions after the leader. The forbidden word that cannot be repeated after the presenter is "parrot". The one who accidentally repeated the forbidden word after the leader, becomes in a circle, an imaginary "cell". The most attentive child who does not repeat the forbidden word wins.

Features of the competition:

  • for older children, you can come up with not one, but two or three forbidden words or actions.

Competition 3: "Breeze"

A fun, mobile competition for kids that will appeal to kids of all ages.

Requisites:

Carrying out:

Children are divided into two teams. One inflated balloon is placed in front of each team. The task of each team is to help their ball reach the finish line as soon as possible. The ball should be moved without touching it, namely: wave your hands, create a stream of air or blow on it. The winner is the team whose ball is the fastest to reach the finish line.

Features of the competition:

  • So that the children do not pounce on the ball all at the same time, you can tell them to divide into numbers and blow on the ball in turn.

Competition 4: "Snowfall"

A perky competition that will stir up even the most shy child.

Requisites:

  • Leaves of paper in two colors.
  • 2 bags.

Carrying out:

Children are divided into two teams with the same number of players. The facilitator gives each team a stack of paper of a certain color, for example, green and red. In the center of the room, two parallel lines are drawn at some distance from one another. The task of each team: without stepping over their line, throw snowballs at the opponents, crumpling their color of paper. The team that threw a lot of snowballs at the opponents wins.

Features of the competition:

  • You can conduct the second stage of the competition, inviting children to race to collect snowballs in the color of their team in a bag.

Competition 5: "Indian Name"

An interesting competition for children, which is held at the beginning of the celebration.

Requisites:


Carrying out:

The facilitator gives each child a piece of paper and a pen. On one piece of a piece of paper, the child writes a noun, on the other - an adjective. Each child throws the leaves into a bag, into one with adjectives, and into the other with nouns. The contents of the bags are thoroughly mixed by the host. The children take turns taking out a piece of paper from each bag. The word combination on the pieces of paper becomes the child's Indian name throughout the holiday. Very interesting and funny “names” are often obtained: “funny corn”, “blue beard”, “sharp eye” and so on.

Features of the competition:

  • It is important to monitor the reaction of children to the names given to them so that no one is offended.

Competition 6: "Swamp"

A contest ideal for celebrating a birthday, as the instant makes the atmosphere friendly.

Requisites:

  • Chalk or tape.

Carrying out:

Before the start of the competition, the presenter glues with tape or draws with chalk round "bumps" across the swamp to fit two feet. The presenter tells the children that now it is necessary to cross the swamp, which can be done by walking along the "bumps". All participants in the competition join hands and begin to walk over the "bumps". If the child stepped over the edge of the "bump", the hike starts over.

Features of the competition:

  • The quick holding of the competition makes it not so interesting, so the presenter can once again find fault with the guys so that they start their journey anew.

Competition 7: "What's your name?"

A very fun competition for children that encourages endurance and patience.

Requisites:


Carrying out:

The presenter writes nouns on pieces of paper that will become the names of children, for example: "Boot", "Broom", "Bread box", "Pencil" and so on. The leaves are folded into a bag and mixed. Children sit around the leader in a semicircle, he approaches everyone, offering to get himself a "name". Next, the presenter will begin to ask questions to which the child must answer with the given name.

The presenter approaches the child with the words: “Whoever makes a mistake will get caught! Whoever laughs will have a bad time! " The presenter starts asking questions: “Who are you?”, “What's on your head?”, “What did you eat for lunch today?”, “Who is your friend?”, “What do you eat soup?” ? " etc. The facilitator's task is to ask more varied questions. The task of the child is not to laugh or smile when answering questions. The players sitting around can laugh as much as they like. Whoever laughs is out of the game. The one who won is awarded a prize.

Features of the competition:

  • Losing players can make plans to perform some kind of fantasies.

Competition 8: "Turnip"

A fun mobile competition for children with mandatory prizes for speed.

Requisites:

  • Chairs - 2 pieces.

Carrying out:

The players are divided into two teams with the same number of participants. In each team, depending on the number of children, there may be: "grandma", "grandfather", "bug", "granddaughter", "cat", "dog", "mouse". At the beginning of the room, chairs are placed, on which two "turnips" sit, one for each team.

At the command of the presenter, the “old man” puts his hands on his hips and starts jumping to the “turnip”, running around it and galloping to the “grandmother”. Now "grandfather" and "grandmother" jump together by the hands to the "turnip", run around it and jump back. Each time, one skier is added fairytale hero... The last participant "mouse" must run around the "turnip", take her hand and pull her to jump with everyone to the start line.

Features of the competition:

  • The winner is the team that reaches the start line faster with the "turnip".

Competition 9: "Balls - Animals"

An interesting competition for children, in which imagination and creativity must be shown.

Requisites:


Carrying out:

All prepared balls should be inflated, tied with a long thread and hung in different angles rooms in the same number. Divide the children into two equal teams. Give each child in the team several colored markers. The task of the children is to draw a mouth, eyes, nose, ears on the balls to make an animal. The winner is the team that draws the animals faster.

Features of the competition:

  • The number of balls should be one for each child in the team.

Competition 10: "Owl"

A fun competition for a holiday to concentrate the attention of children.

Requisites:

Carrying out:

At one end of the room, the host draws a circle with chalk - the owl's nest. An owl is chosen among the children, the rest are butterflies, bugs and other insects. The presenter says "Day", all the children run around, pretending to flap the wings of insects. At the signal "Night", the children should freeze in the position in which they were, as the owl flies out to hunt. The little owl slowly, flapping its wings, flies between the children and looks who will move. If someone moves, the owl takes him to his nest. When the nest is filled with three children, the host chooses a new owl among them and the competition continues.

Features of the competition:

  • When the presenter says "Day", the little owl stands in the house with its back to the children, who are depicting insects, turns around at the signal from "Night".

Competition 11: "Headscarf and Laughter"

A funny competition for children for speed and attention.

Requisites:


Carrying out:

The birthday boy stands in the center of the circle and takes a small silk scarf. Children stand around the birthday boy. The birthday boy throws a handkerchief up and laughs, together with him the children should also laugh loudly. If the child stops laughing while the handkerchief is in the air, he is knocked out of the game. When the handkerchief falls to the floor, everyone must stop laughing, whoever stops late is knocked out of the competition. The child who has stayed in the competition the longest wins.

Features of the competition:

  • The birthday boy can prepare a prize for the winner in advance with his own hands.

Competition 12: "Beads - bagels"

An original and funny competition for children that will not leave them indifferent.

Requisites:

  • Bagels.
  • Threads.

Carrying out:

Before the competition, the presenter must string the donuts and tie them in the form of beads. The number of bagels should be on each bead, like children in a team. A captain is chosen from each team of children, and beads are hung around his neck. Children stand in a row, at the signal of the leader, the first child runs up to the captain and eats one bagel from the beads. Next, the next child takes over the baton. The winner is the team whose captain's beads were eaten faster.

Features of the competition:

  • Threads for stringing must be strong so that they do not break during the competition.
  • You can complicate the competition by telling the children to keep their hands behind their backs and try to eat the steering wheel with one mouth.

Competition 13: "Give a smile to the birthday boy"

A fun competition for which children should try very hard.

Requisites:


Carrying out:

In the midst of the holiday, the presenter says that all the children are sitting with a sour face and the birthday man will now be offended by the guests. All the children begin to smile intensely, but the presenter says that giving the birthday boy a smile should be different. The presenter takes out a plate of sliced ​​lemon wedges. Each child takes a slice in a circle, chews it and smiles. The winner is the one whose smile, according to the birthday boy, was the most beautiful.

Features of the competition:

  • Before holding this competition, you should ask the guests' parents if any of the children are allergic to citrus fruits.

Competition 14: "Guess Who Eats What?"

An interesting competition for children who have just come to the celebration and are still a little shy.

Carrying out:

The host says that the topic of today's feast is "animals". Each child should be asked in turn a question about what animal is eating, for example: “What does the cat eat?”, “What does the dove eat?”, “What does the dolphin eat”. You can ask a few questions to each in a circle, starting with ordinary animals, going to exotic. For each correct answer, the child should be rewarded with a candy, sticker or other small prize.

Features of the competition:

  • This competition can be held while sitting at the table.

Competition 15: "Turtles"

A funny competition - a relay race that will immediately cheer up all the guests.

Requisites:

  • Two basins.

Carrying out:

The leader divides the children into two teams with an equal number of people. All team members line up in a column. The participants in front are given a basin, with the help of which they must become turtles. The child gets on all fours, puts an inverted pelvis on his back - a shell. At the signal, the child begins to move on all fours to the finish line, then back. Next, the basin is transferred to the next participant. The winner is the team whose participants pass the test in the form of turtles faster.

Features of the competition:

To make it easier for children to move around, make sure that there is a clean, soft carpet on the floor.

Video

Interesting contests for children will help kids to have fun and usefully spend time at the holiday. Team competitions will teach children in a playful way mutual assistance and focus on results. Quizzes and active games will give children a good mood and a charge of positive energy.

    Game "Bouncer"

    All children participate in the game. To carry it out, you will need a volleyball. A field is drawn on the ground or floor, approximately 3x5 meters (depending on the number of participants). At will or by drawing lots, 2 bouncers are selected. They take positions on both sides of the field. All other children are housed within the borders.

    One bouncer picks up the ball and throws it into the center with the aim of hitting a player. The one he hit is out of the game. After that, the second bouncer throws the ball at the participants, and so on. When 1 player is left in the center, the bouncers make 10 more throws. If they fail to knock out the last competitor for all the required throws, the players celebrate the victory over the bouncers.

    Twin Brothers game

    Several pairs of children participate in the game. The members of each team stand shoulder to shoulder and wrap their arms around each other so that one player has a free left hand, and the other has a right. For interest, you can wear a large shirt for each pair.

    After that, the facilitator gives all the teams the same tasks: for example, unwrap and eat candy, wet and wring out a towel, peel potatoes with a safe vegetable knife or grate them, etc. The task of each pair is to complete them as quickly as possible, using only free hands. The quickest "twin brothers" win in the game.

    Relay competition. Suitable for boys and girls from 6 years old. 10 children participate in it. They are divided equally into 2 units. Before the competition, you need to prepare 2 identical distances and divide them into 3 equal parts. At the end of each distance, you must put a chair or flag.

    Units line up in 2 ranks, each near its own line. The first participants receive a ball.

    The task of the team players is to take turns to pass the strip in a special way. In the first part of the distance, you need to carry the ball on your head, in the second - jump, holding it between your legs, in the third - jump with it on one leg. Then you need to go around the chair, run back and pass the ball to the next member of your squad.

    The winner is the team whose last participant is the first to run to the finish line.

    Game "Ponytails"

    A gambling game for children of all ages. Everyone is involved in it. The main condition for its implementation is the presence large space so that children can run freely. The presenter attaches to the belt of each player from the side of the back a tail in the form of a ribbon or New Year's rain.

    After the “start” command, the participants scatter in different directions. The task of the guys is to catch other players by the tail and not get caught yourself. You cannot hold the tail with your hands during the race. The captured children are eliminated from the game. The smartest child wins.

    The game "Fisherman"

    The game is suitable for children of all ages. Everyone is involved in it. One child plays the role of a fisherman, the rest are fish. For the angler, you need to prepare a fishing rod - a long rope pulled into a knot at the end or a rope.

    Participants stand in a wide circle. The fisherman takes center stage. He begins to leisurely twist the rope around the floor. The fish's task is to jump over it. All participants count the circles out loud, calling numbers in chorus. After every ten laps, the fishwomen lifts the rope a little higher and twists it a little faster. If a participant jumps at the wrong time, and the rope touches his feet, he is considered a caught fish and leaves the game.

    Fishing continues until one fish remains in the circle. This participant becomes the winner of the game.

    Relay competition. It involves 2 teams of boys with an equal number of players and 2 girls. One team of participants gets the name "Koschei", the second - "Ivans Tsarevichi". The girls play the role of Vasilis the Beautiful. The leader places the teams at one end of the room in 2 lines. He seats the girls separately on chairs on the opposite side of the room.

    The task of the Ivanov Tsarevichs is to save Vasilis the Beautiful from the villain Koshchei, and Koshcheev's is to prevent them from doing this. To do this, all the players of each team must, in turn, run around their chair as quickly as possible, on which their Vasilisa the Beautiful is sitting and return.

    The winner is the team that finishes the relay faster. If the Ivan Tsarevichs win, then both Vasilises are considered saved. If the Koscheev team wins, this means that the Vasilises were not saved. They remain hostages of Koshcheev Immortals.

    All interested children participate in the competition. The task of the participants is to show any creative number: tell a verse, sing a song, dance. Babies will need the help and support of their mothers, because they will need to cope with anxiety, present themselves, present themselves as a star.

    The audience decides the winner. He gets the main prize. The rest of the participants are also presented with gifts.

    The competition is attended by 2 girls. For its implementation, it is necessary to prepare in advance 2 types of paper flowers and 2 baskets. Before the start of the competition, you need to scatter paper flowers on the floor. It will be a flower meadow.

    The task of the participants is to collect maximum amount flowers of a particular type in a basket. For example, one girl only collects daisies, and the other - roses.

    The winner is the participant who has more flowers of the desired type in her basket.

    Game "Straight on target"

    All interested children play. To play the game, you will need several balloons, a marker, a chair, a bucket, an apple, darts or snowballs in the form of crumpled paper.