Fun contests for children 8 years old. Cool contests for children and adults

1. Summer is the season for fruits and vegetables. Therefore, in our competition you will need apples, pears, tomatoes, cucumbers. We lay out this crop of ours in a mix and it is desirable that it is not a heap, the more space, the better. All should be in the same quantity. 4 children participate in this competition. They are given baskets. The task of our little participants is to collect the desired vegetable or fruit in their basket. Whoever collects the first is the winner. But so that the kids do not quarrel over the vegetable or fruit assigned to them, we propose to draw lots. To do this, take four leaves in advance and sign them: cucumber, tomato, apple, pear. Let each child draw out his own piece of paper. And go ahead for the victory! The winner will be awarded an incentive prize.

2. Two participants are selected for this competition. A sheet of paper is hung on their backs. We write one word on paper, but they should be long and interesting. When choosing words, consider the age of the children. An example is the following options: transformer, gibberish, abstractive, adventurer, ride (promise), kill (place people in their places), etc. We will explain the words that the children do not know, but first we will ask the children themselves how they understand them. After attaching the sheets with the words to the back to the participants, we turn on the music that is cheerful and mobile. The task of the participants is to dance rhythmically, I do not show my word, but you need to find out what word the opponent is hiding behind his back. Whoever reads the opponent's word first is the winner.

3. This competition requires 2-3 participants and a lot of fruits, vegetables, leaves from trees. The task of the contestants is to lay out a picture with the help of fruits and vegetables. Whoever copes with the task faster and more beautifully is the winner. But we set the picture ourselves so that the kids don't get confused. It can be a flower, a lawn, a teddy bear, etc. It all depends on the age of the participants and on what you have for such a picture. Fruits and vegetables can be cut to create the shape you want.

Fun contests for children

1. To begin with, we will select two participants who will represent different situations. We divide the rest of the kids into two teams. Our "depicts", with the help of facial expressions, gait, gestures, but without words, take turns showing such scenes as:
a penguin who ate too much ice cream;
Little Red Riding Hood saw a wolf;
the cat who pulled the sandwich off the table;
a football player who missed the ball;
frightened hare;
Santa Claus brought gifts;
the birthday boy blows out the candles on the cake;
angry, angry pig.
The teams guess these situations in turn. Those who guessed the most won.

2. For this competition, we write on the pieces of paper the names of animals, in duplicate: hare, dog, penguin, kangaroo, gorilla, lion. Thus, we should have twelve leaves. Now we need twelve participants. To begin with, they pull the leaves, but do not show anything to anyone. Their task is to depict without words, but with the help of facial expressions, gestures, any movements of an animal that they come across, and find their mate among other participants. On command, all together begin to portray their animal and look for their mate. Those who found each other go away and so on until the last pair. Then we distribute places - who was the first to find his pair, who is the second, etc. But we check the leaves so that we don't get a lion with a kangaroo in a pair.

3. We divide the participants into two teams. This competition develops fantasy and imagination well. The task of the teams is to write as much as possible various applications for any subject, for example: a school notebook with deuces, a wrapper from toilet paper, a torn sneaker, a leaky sock, a broken ballpoint pen, a missing doorknob. One theme is set for both teams. And a certain amount of time is given (10-15 minutes). The team that came up with more uses for such an interesting subject during this time won.

Funny contests for children

1. This competition develops creative thinking and the imagination of children. We divide the kids into two teams. Imagine that a new restaurant opens in the center of our city with the most unusual menu... The task of our teams is to come up with as many slogans as possible for a particular dish. After all, we all know - the better the advertisement, the greater the demand, the more original, the better. And the menu we have is this: fried chestnuts with cabbage in tomato juice; acorn pate with pineapple pieces; wings May beetle v own juice; crow's feet in maggot sauce. The commanders take out the leaflets with the names of the dishes and start the mission with the team. Time is given 15-20 minutes. The one who came up with the most slogans during this period of time won.

2. We will need two teams for this competition. Each team chooses its own commander. The commanders take turns pulling out five sheets of paper with tongue twisters: You cannot speak all the tongue twisters, you cannot re-pronounce them. Carvolan's cardinals were crowned at the carnival. There was a white-winged ram. All the sheep were over-winged. The bomber bombarded the young ladies with bonbonnieres. The baker baked a loaf, a loaf, and a donut early in the morning. Vavila jolted merrily with a pitchfork. In the courtyard in good health. A sorcerer sang in a barn with magi there. Teams are given 15-20 minutes. to prepare. Then each team reads their tongue twisters in turn. The winner is the team that reads the best.

3. For this competition, you need to prepare in advance scarves, aprons, and preferably long, loose skirts, blouses, cosmetics (which is not a pity). Now we need two boys to participate in the competition. Their task is to quickly change into Grandma-Ezhka, put on makeup, tie a scarf on their heads. They stand with their backs to each other and, on command, begin their transformation. The one who quickly reincarnates as Babu Yaga won. But do not forget to consider the quality of the reincarnation.

1. This competition is open to 2-4 teams. Each team chooses its own commander. Assigning teams to compose little story or a fairy tale, but the trick is that in this fairy tale all words must begin with letters that come across to the commanders. Team leaders are pulling leaves. Each leaflet contains 3 letters, with which all the words of the tale will begin. For example: letters П, Ж, К: there lived a beautiful beauty, beauty - a princess. The beauty hit the beetle in the web and cried until the prince galloped over to defeat the beetle, etc. The winner is the one who used a large number of words. If there are many teams, then you can arrange nominations: “The most long tale"," The most original "," Tale with an unexpected end ", etc.

2. For this competition, you need to prepare in advance pictures for proverbs, you can draw it yourself, or you can find it on the Internet. We select different proverbs, the more interesting the better, but do not forget to take into account the age of our participants. The competition is open to 2-4 teams. Each team has its own commander. We lay the prepared pictures on the table, drawing down, so that the participants do not see them. The commanders choose 5 cards each. The task of the teams is to find out what kind of proverb is shown in the picture. This task is given 15-20 minutes. The winner is the one who solved all the cards first.

3. This competition is open to 2-4 teams. You need to prepare a description of fairy tale characters in advance. For example: She went to visit her grandmother and brought her pies. I walked through the forest, I met gray wolf... (Little Red Riding Hood). For each team, you need to prepare 3-5 fairy-tale heroes. Commanders pull out description cards. Teams are given 20-25 minutes. If they manage before the given time, they raise their hand. The winner is the one who first recognized all the heroes.

Sports contests for children

1. For this competition we need two or three teams and a gymnastic hoop. Each team has 5-10 participants. The task of the teams is to reach, twisting the hoop at the waist, to the finish line, and from the finish line we run, jumping over the hoop. Having reached our team, we pass the baton to the next participant. The winner is the team that completes the task faster.

2. We will need sand for this competition, children's shovels with buckets. 2-4 teams participate. Each team has 5-10 participants. Calculate the middle at the distance from the teams to the finish line. In the middle, opposite each team, we pour heaps of sand, next to it we put buckets with shoulder blades. The task of the teams is to run to the middle, pour sand into the bucket, run to the finish line with a bucket, pour out the contents of the bucket behind it, but so that we get a pouch, then we run with the bucket to the middle, leave it there, run to our team, passing the baton next. If one of the participants breaks the bead, then he runs again from the very beginning. The winner is the team that completed the task faster. You can also arrange nominations: "The fastest team", "The team with culinary skills", "The team is neat cooks", etc.

3. This sports competition is attended by 3-5 teams of 5-10 participants. Calculate the middle at the distance from the team to the finish line. Teams need, jumping rope, with their arms crossed, jump to the middle, put the rope, take the cube and run to the finish line. Returning back, we run to the middle, take the rope and, jumping over it, we run to our team, pass the baton. But the interest is all in the cubes. In the middle, the cubes are laid out in a figure, the participants must build the same figure at the finish line. If there are 5 participants in the team, then this is the letter X (5 cubes are needed to build it); 6 participants - a triangle, etc.

Competitions for children and parents

1. 2-3 couples participate in this competition: mom or dad and a child. The host of the competition prepares in advance leaflets on which he writes fairy-tale characters: Little Red Riding Hood, Old Woman Shapoklyak, Baba Yaga, Carlson, Cheburashka, Gena the crocodile, Dunno, Luntik, Shrek, etc. From the bag, children pull 4-6 leaves on which are written fairy-tale heroes... Then the participants are faced with the task of portraying the hero that they got. Agree who will portray in advance, but so that in all teams it will be either children or parents, for equality, or you can take turns - once a child, once a parent. First, in the first command, the child shows the hero, and the parent guesses, then the second command, etc. The winner is the team that guessed the most. For more interest, you can set the time 5-10 minutes. for one show.

2. For this competition, we sit mothers hardly, with their backs to the children. Moms need to let their hair down. The more mothers, the better, you can even involve those girls who came without children. The main condition of the competition is that children do not see how their mothers sit down. We blindfold the children, and they take turns passing through and trying their mothers' hair. After the "test" they tell the host the number under which their mother is sitting. Other children should not hear this, so as not to get lost. The winner is the one who correctly named his mother. If you want to simplify the task, then it is possible for the children to try the face, but carefully.

3. We will prepare cards in advance, on which we will write the names of fairy tales or cartoons: "Shrek", "Ice Age", "Sleeping Beauty", "Duck Tales", etc. 3-5 couples participate in this competition. Children pull out cards with the names of fairy tales / cartoons. One card at a time. And they draw this tale on a piece of paper. This is given 15-20 minutes. Parents should not see what their child is portraying. After the end of the time, the children give their masterpieces to their parents. And now the parents must find out what kind of fairy tale it is and retell it.

Children's birthday contests

1. Relay competition
- six participants, who will subsequently be divided into two teams;
- two basketballs;
- two bags;
- two chicken eggs and two tablespoons.
After the teams of participants are formed, everyone participating in the relay chooses the type of competition for himself (someone will fill the ball, someone will jump in bags, and someone will try to convey and not drop an egg in a spoon).
On command, two participants from each team at a given distance must go in one direction and the other, stuffing a basketball with their hand, then pass the baton to those who will cover the same distance, jumping in bags, they, in turn, pass the baton to those who will carry egg in a tablespoon. The first team to pass wins.

2. Competition "Faster than others"

The competition is designed for children aged 10 to 15 years. To conduct this competition, you must:

Prepare balloons of two colors in advance;
- form two teams as a participant (there must be an even number).
The task of the teams participating in the competition is to inflate the most number of balloons of the corresponding color in a minute. For example: the blue team inflates the blue balloons, and the red team inflates the red ones.
On command, the participants take balloons and inflate them for a minute. The winner is the team that inflates the most large quantity balloons.

3. Key Cracker Contest

The competition is designed for children from 7 to 14 years old. To conduct it, two participants are enough. Two small locks and a bunch of 12-14 keys are pre-prepared. The task for the participants is to quickly pick each other up the key to the lock. The winner is the participant who completes the task first.

4. Contest "Zeroes"

To conduct this competition, you must:
- prepare the leaves in the box;
- ballpoint or helium pens, pencils are also possible.
An unlimited number of participants can participate in the competition.
All children participating in the competition receive a piece of paper and a pen.
The task for the participants is to draw as many zeros as possible in each cell on the sheet in a minute. The winner is the one who has more zeros.

5. Contest "Chain"

To conduct this competition, you must:
- form two teams (from 2 to 4 children in each team);
- prepare a box of paper clips for each member of the team.
After the teams are formed, it is necessary to make a chain of paper clips for each member of the team in a minute. After the allotted time for the competition ends, all participants of each of the teams connect their chains into one, which team has a common chain longer than that and becomes the winner. This competition is a team competition.

Competitions for children at home

1. We need postcards, which we cut into four pieces. Thus, we make a deck. We shuffle it like cards. We put this deck in the middle of the table and start playing. The rules are as follows: take turns taking out a card from the deck, and so on until it ends. Then from the cards that we have, we fold a postcard or several, it depends on how many participants and how many cards were cut. Whoever gets the postcard or most of it is the winner.

2. This competition is similar to the game "Cities" or "Words", when we name a city / word, and the next participant has to say the name of the city / word that starts with the final letter of the previous word. In our competition, the conditions are the same - we name the word, and the next participant says his own, but which begins with the final letter of the previous word. The interest lies in the fact that in this competition we name only those words that consist of 3 letters. For example: mac - car - cancer - cap - dad - pack - Kir, etc. To play longer, you can use such forms of words as: mom, dad, Rome (Rimma), Cyrus (Cyrus), etc. The winner is the one who last named the word consisting of 3 letters. For this competition, you can also use words with only 4 letters, with 5, 6, etc.

3. For this competition we will need large apples or pears. There can be 2-5 participants. We take apples, cut them and put them on five plates (if there are five participants). The apple slices should be the same size and there should be an equal number of slices in each plate. Participants sit down at the table, put plates with apples in front of them. The task of our contestants is to eat the contents of the plate without using the hands. It is better to keep your hands behind your back. Whoever copes with the task first is the winner.

Contests for children in nature

1. This competition is for the adventurous as we will be looking for treasures. Parents need to figure out in advance what kind of treasure and where they will hide it. It can be candy, fruit, some kind of game: tennis, ball, jump ropes. It all depends on the interest of your children and your financial capabilities. For this competition, we will need 2-3 teams, how many participants there will be in each team is not important, albeit two. Parents draw a map in advance, you can even include certain places in which clues will be hidden, with the help of which treasure seekers will step by step get to the secret place. There is enough space in nature. But still try to draw cards for each team a little different, or let the tips be different, but so that they are the same in complexity. Or you can just do for commands different places to start. After the competition, a common sweet table is set for the teams.

2. This competition is for agility. 2-5 children take part. We blindfold the kids even more tightly so that they don't have the opportunity to spy on. We scatter small balls in the clearing, the more the better. The task of the participants is to collect the largest number of balls into their baskets with their eyes closed for a certain period of time. 10-15 minutes are enough for this competition. The one who collected the most balls won.

3. In this competition we will have multiple winners. We buy colorful balloons in advance, 6 balloons of each color (it also depends on the number of participants). The more participants there are, the more interesting and fun. We inflate the balloons and tie them to the feet of our participants. Their task is to keep their ball safe and sound, but to burst the opponent's ball. The interest also lies in the fact that the participants should only pop balls of their own color. Whoever kept his ball intact is the winner.

Outdoor contests for children

1. This competition is both interesting and instructive. You can read a lecture for children in advance on the topic: "First aid" or ask them what they know about it. Consider the age of the participants as well. So, we divide the children into two teams. Their task is to bring the wounded man to the finish line and provide him with first aid. At the finish line, we have medical posts for each team. From the start, two participants carry the third (wounded) in their arms to the first-aid post, and there, together with the fourth team member, they provide assistance to the wounded. But we give a task in advance, or rather clarify what the patient is sick with - a broken arm, leg, sprain, concussion, etc. The task is the same for both teams. Whoever copes with the task faster and correctly is the winner.

2. In this competition, each team must find their commander, who was kidnapped by pirates. But they left clues that the teams could use to get their leader back. We hide step-by-step tips in caches in advance. These can be riddles, instructions, cipher text. This is how the teams solve the scheme step by step and find their commanders. But the start for the teams should be different and each team, having solved the problem in the cache, must leave it there and leave it for the next team. The winner is the one who is the first to save his commander.

3. For this competition we need a ball. And the best thing is that there are many children. Participants stand in a circle and begin to roll the ball to each other. The first participant, sending the ball with his foot to the second, says “first”. The one who picked up the ball sends it to the next, saying "second", etc. The ball can be rolled to anyone, but you cannot leave the circle, you cannot take the ball from a neighbor either. And most importantly, you cannot lose count in this game, we use ordinal numbers (first, second, third, etc.). The one who loses the account is the one who leaves the game. And so we play until the last participant remains - the winner, who will never get lost.

Show the word

Players are divided into two teams. From each team, one person approaches the leader and receives a word, a piece of paper and a pen. At the signal from the leader, these players must depict the received word on paper so that the team can guess. Wins in the game the team that will guess the pictured word faster than the other.

Interesting answers

Participant competition they sit with their backs to everyone, and a plate with pre-prepared inscriptions is fixed on its back. The labels can be very different - "Toilet", "School", "Shop", etc. The rest of the participants ask him various questions, such as "why do you go there, how often, and so on." The player, not knowing what is written on the plaque hanging on his back, must answer these questions.

Firefighters

The sleeves of two jackets are turned inside out and hung on the backs of chairs. Chairs are placed with their backs to each other at a distance of one meter. A rope two meters long is placed between the chairs. Both contestants begin each at their own chair. At the signal from the host, they must take the jackets, turn out the sleeves, put on, and fasten all the buttons. Then run around the opponent's chair, sit on your chair and pull the string. The one who does it first wins.

Guess with gestures

All participants are divided into two teams. The first team comes up with some abstruse word, and then says it to one of the members of the opposite team. The task of the chosen one is without uttering a sound, only with facial expressions and gestures to depict the hidden word so that his team could guess what was intended. After successful guessing, the teams switch roles.

Put on boxing gloves. A candy is given and the time is noted. You need to unwrap the candy and eat it. Instead of boxing gloves, you can wear several pairs of regular mittens.

Sea battle (water play)

Children are divided into two teams and stand facing each other at a distance of one and a half to two meters. On command, they start splashing into each other. The competitor who turns away or starts wiping his face with his hands is eliminated. The team with the most participants left at the end of the time wins (usually 30 seconds)

Scouts

Several participants have plaques on their backs with the word written on them. At the command of the leader, the players try to find out what word is written on the back of others, but without showing their own. The player whose word was read correctly is eliminated from the game.

Carrot

The leader stands in the center, and around everyone else, shoulder to shoulder, form a very close circle. Participants' hands should be at the back. Target games: Imperceptibly from the host, pass the carrot behind the backs and bite off a piece from it. The goal of the presenter is to guess in whose hands the carrot is. If guessed right, then the player caught with the carrot becomes the leader. If all the carrots were eaten, then the presenter lost

Sea chain

Participants are given a box of paper clips each. At the signal, they begin to make a chain using these clips. The game for a while - about 1-2 minutes. Whoever makes the longest chain during this time wins.

Horse fight (game on water)

Children are divided into two teams, taking into account the physical fitness of the players. Couples are formed - "horse" and "knight". The rider sits on the shoulders of his partner. At the command of the referee, the teams begin single combat. The task of the "knight" is to throw the enemy from the "horse" into the water. "Horses" cannot participate in the battle. Grips are allowed only by the hands. The discarded "knight" together with the "knight" are eliminated from the game.

Broken phone

Everyone sits in a row, the first player thinks out a word or phrase and quickly whispers it to the next, and so on. After passing the word along the entire chain, the beginner announces the conceived word or phrase, and the last one that came to him.

Uncle Fyodor's letter

The player sits in circles and everyone is given blank sheets of paper and pens. The host asks the question: "Who?" Players write the names of their heroes at the top of the sheet. After that, fold the sheet so that the written is not visible. After that, they pass the sheet to the neighbor on the right. The host asks: "Where did you go?" Everyone writes, folds the paper and passes it to the neighbor on the right. Host: “Why did he go there?” .... And so on. After that, the joint merry reading

Coveted candy

Guess the picture

The presenter shows the players a picture that is closed large sheet with a hole two to three centimeters in diameter in the middle. The presenter moves the sheet over the picture. Participants must guess what is shown in the picture. The winner is the one who guesses faster.

Get rid of the match

A match is taken, moistened in water and adhered to the participant's face. Who will need to get rid of it, using only facial expressions, but not hands

Hit the balls

A lot of balloons of two colors are bought. The company is split into two teams. Each team is given balls of the same color. Team members tie the balls to the leg with a string. So that there is no crush with scissors and threads, it is better to immediately prepare balls with threads.

On command, the participants begin to pop balls of the opposing team. The team that has at least one whole ball wins

Guess the shadow

One of the participants sits down facing a light, better not cluttered wall. A few steps behind him, a dim lamp or candle is installed so that the sharpest shadow comes out. The rest of the participants pass between the lamp and the back of the seated person. Without turning around, the seated person must, by the shadow, guess who passed behind him. The one who guessed it sits on a chair and becomes the driver.

Participants collect any one item, which is put into a bag. After that, one of the participants is blindfolded. The presenter pulls out things in turn, and the blindfolded player comes up with a task for the owner of the pulled out item. Tasks can be very different: dance, sing a song, crawl under the table and hum, and so on.

Siamese twins

The two participants are tied up as follows: They stand sideways to each other. The left leg of one player is tied to the right of the other player, the bodies are tied with straps. It turns out "Siamese twins". They do several such pairs and then do all the tasks at speed. Target competition- a couple, acting with two different hands, silently must complete various tasks. For example, tie your shoelaces, sharpen a pencil, open a bottle, dance.

Cracker

The player is given a bunch of keys and a closed padlock on a cabinet or prize box. It is necessary to pick up the key from the bunch and open the lock as soon as possible.

Each child is looking forward to his birthday, and it doesn't matter at all whether he is only 4 years old or already 14 years old. That is why parents always want to make every birthday of their child unforgettable.

It often happens that, being afraid of not being able to cope on their own or due to lack of time, parents hire professionals and entrust all the troubles to them. Of course, this is also an option, but it's much more fun to organize birthday games for children at home yourself.

Make invitations with your own hands and connect the birthday person and all your household members to this exciting activity. Prepare sweets and decorate your apartment.

And so that the guests and the birthday man himself do not get bored, organize funny and educational games for them, as well as contests. If you do not have enough imagination to come up with games on your own, then it doesn't matter!

An entertaining competition for attentiveness "The Giant and the Gnomes"

Scenario:

  1. For this competition, the presenter gathers the kids around him and tells fairy tale about the giant and the dwarfs.
  2. Talking about giants, he stretches out, trying to show how huge he is, and when it comes to gnomes, he sits down on his knees, becoming small, like a gnome.
  3. Having finished his story, the presenter offers to play with him. On the word "gnome" everyone sits down, and on the word "giant" they stand up.
  4. After a little exercise with the guys, the presenter suggests to complicate the game by replacing keywords on synonyms, trying to confuse children.

    The task of the guys: to sit down only on the word "gnomes", and to stand up on the word "giant", not responding to the words-synonyms.

Requirements:

  • Age limit: 4 - 6 years old.
https://galaset.ru/holidays/contests/home.html

Competition for attentiveness and responsiveness "Magic Whistle"

Gameplay scenario:

  1. The leader builds the children in a circle.
  2. He has a "magic whistle" in his hands. And if he whistles at him once, the legs will run, whistle twice - they will stop, and if he whistles three times, they will jump like hares.
  3. The host whistles the "magic whistle" and the game begins.
  4. The contestant who made a mistake is eliminated.

Requirements:

  • Age limit: 4 - 6 years old.
  • Number: 4 or more players.

Agility competition for children from 4 years old "Bowling"

Required details:

  • 1 set of children's pins;
  • rope.

Gameplay scenario:

  1. The pins are placed in two rows, and with the help of a rope they mark the line from which the contestants will throw the ball.
  2. The distance from the rope to the pins should be comfortable for the children participating in the game.
  3. The player who knocks down the most pins becomes the winner of this competition.

Requirements:

  • Gameplay type: outdoor game.

Competition for speed "Catch me by the tail"

  • 2 long ribbons;
  • rhythmic music.

Gameplay scenario:

  1. This competition is attended by 2 players.
  2. In order to start the competition, the participants are prepared by tying a long ribbon around the waist, so that it hangs from the back like a tail.
  3. It is this improvised tail that the player must catch before he himself is caught.
  4. The competition starts with the first sounds of rhythmic music prepared in advance.

Requirements:

  • Age limit: 4 - 12 years old.
  • Number: 2 or more players.
  • Gameplay type: outdoor game.

Competition for artistry "What did we do today?"

Gameplay scenario:

  1. To determine the driver, a counting rhyme is used.
  2. After its definition, 5 minutes are noted, during which the participants of the competition discuss the scene to be played out. The driver is taken out of the room for this time.
  3. After 5 minutes, the driver comes back - and the guys show a small scene, according to which the driver must guess what the guys were doing.
  4. If he manages to understand the action of the scene, a new driver is chosen.

Requirements:

  • Age limit: 4 - 12 years old.
  • Gameplay type: outdoor game.

Competition for the development of fantasy "Funny portrait"

To implement the game, you need the following details:

  • two whiteboards (can be replaced with a Whatman paper);
  • multicolored markers.

Gameplay scenario:

  1. On marker boards, markers draw the outline of the head and only the beginning of the neck, after which almost the entire drawing is covered with a sheet of paper. Only the neck and a small part of the face remain.
  2. The paper can be attached to the whiteboard with magnets.
  3. The moderator gathers two teams and invites the participants to draw.
  4. Each team has 1 player. They draw the first outlines of the face with any marker of their choice and, when finished, return to their team.
  5. Each next contestant draws his own part of the face, and so on until the very end.
  6. The winner is the team with the funniest portrait painted on the marker board.

Requirements:

  • Age limit: 4 - 12 years old.

Competition for the development of fantasy "Art relay"

To implement the game, you need the following details:

  • two whiteboards;
  • multicolored markers.

Game scenario:

  1. In order to start the competition, children are divided into two teams.
  2. The task of the contestants is to draw a pre-selected animal.
  3. The team whose drawing most closely resembles the animal discussed at the beginning of the competition wins.

Requirements:

  • Age limit: 4 - 12 years old.
  • Number: 4 or more players.
  • Gameplay type: stationary game.

Dexterity competition for children "Apple of Discord"

To implement the game, you need the following details:

  • fishing line;
  • a couple of small apples.

Gameplay scenario:

  1. One end of the line is tied to a branch of the apple, and the other is tied so that the apple hangs down.
  2. In this case, the growth of the contestants must be taken into account.
  3. Each participant must be placed next to his apple.
  4. The task of the contestants is to bite the apple, but it is forbidden to help oneself with the hands.
  5. The winner is the one who bit the apple first.

Requirements:

  • Age limit: 4 - 12 years old.
  • Number: 4 or more players.
  • Gameplay type: sedentary game.

Competition for speed of reaction "Volleyball on chairs"

To implement the game, you need the following details:

  • ropes;
  • balloon;
  • chairs.

Gameplay scenario:

  1. The playground is divided by a rope into two equal parts.
  2. The guys are divided into teams. One competitor will leave the team.
  3. The guys who come out are offered to draw out one of the two sticks.
  4. The player who drew the long stick is given a ball. The right to the first serve is behind him.
  5. Opponents, without getting up from the chair, beat off the ball with their palms, without holding it in their hands.

    A ball falling on the opponent's side scores a point for the opposing team.

  6. The team with 10 points wins.

Requirements:

  • Age limit: 4 - 12 years old.
  • Number: 6 or more players.
  • Gameplay type: sedentary game.

Competition for attentiveness and intelligence "Cold, warm"

Gameplay scenario:

  1. A countdown is used, the player who remains at the end is blindfolded.
  2. The toy is placed in a prominent place.
  3. Now the blindfolded player tries to find the toy, guided by the prompts of the rest of the game participants, who say “warm” when the player approaches the toy, and “cold” when the player moves away.

Requirements of the game for children 5 6 years old for their birthday at home:

  • Age limit: 4 - 6 years old.
  • Number: 2 or more players.
  • Gameplay type: sedentary game.

We check the concentration of attention of children from 6 years old

Gameplay scenario:

  1. The leader gathers the children around him. Participants dance to rhythmic music.
  2. When the music stops playing, all the participants freeze in the position in which they were, and the presenter walks around them and tries to cheer them up.
  3. The one who first moves or laughs leaves the game.
  4. The winning competitor is the most concentrated and enduring.

Requirements:

  • Age limit: 4 - 12 years old.
  • Number: 3 or more players.
  • Gameplay type: sedentary game.

"Try to laugh" promotes the development of artistry

Requisites required for the implementation of the game:

  • one wide vase;
  • multicolored stickers.

Gameplay scenario:

  1. One sticker is left blank, and the rest are painted with a smile and numbers.
  2. Stickers are rolled up, thrown into a vase and mixed thoroughly.
  3. Each participant draws one sticker. The one who got an empty sticker sits down on a chair. His job is not to laugh.
  4. The rest of the guys are built according to the numbers that they got.
  5. The first participant comes out, his task is to make me laugh. Each participant has only a couple of minutes to do this.
  6. The player who laughs not laughing becomes the winner in this game. If there is none, no laughing wins.

Requirements:

  • Age limit: 4 - 12 years old.
  • Number: 3 or more players.
  • Gameplay type: sedentary game.

"Tom and Jerry" for hardy and agile guys

Gameplay scenario:

  1. The birthday boy chooses two drivers from the children. The remaining players form a circle.
  2. Jerry stands inside the circle, and Tom stands behind him.
  3. The players keep Tom out of the circle to protect Jerry. However, if Tom breaks into the circle, they let Jerry out as soon as possible.
  4. When Tom catches Jerry, the birthday boy chooses new drivers.

Requirements:

  • Gameplay type: outdoor game.

"Guess who am I?" develops the attentiveness of children

Requisites required for the implementation of the game:

  • thick mittens;
  • blindfold.

Gameplay scenario:

  1. The birthday boy chooses the driver. There is a bandage in front of the driver, and mittens on his hands.
  2. He is taken to the participants in the game - and he feels by touch who is standing in front of him.
  3. The player recognized by the driver takes his place.

Requirements:

  • Age limit: 4 - 12 years old.
  • Number: 4 or more players.
  • Gameplay type: sedentary game.

Mystery Cards Promote Thinking Development

Required details:

  • cards with different pictures.

Gameplay scenario:

  1. Cards are laid out on the table, pattern up.
  2. The participants in the game come to the table and examine the cards for 30 seconds, after which the cards are turned face down and mixed thoroughly.
  3. The player goes first to the cards. whose name begins with the letter "A". If one is not found, the player comes out, whose name begins with the letter "B", etc. He chooses one of the cards on the table.
  4. The remaining participants try to guess what is drawn on his card. They ask him leading questions, and the driver answers them only "yes" or "no".
  5. The participant who guesses what is drawn on the card becomes the next driver.

Requirements:

  • Age limit: 6 - 12 years old.
  • Number: 3 or more players.
  • Gameplay type: stationary game.

Competition for concentration and attention "Whisper"

Gameplay scenario:

  1. Players are lined up. The previously selected presenter approaches the first person in the row and in a low whisper speaks any word in his ear.
  2. The player in the same way pronounces what he heard in the ear to the participant standing after him. And so on until the very last participant, who must loudly say the word passed into his ear.
  3. If the word is guessed right, the leader changes to the very end, and the first in the row becomes the new leader.

Requirements:

  • Age limit: 4 - 12 years old.
  • Number: 4 or more players.
  • Gameplay type: stationary game.

"Ring" will reveal the speed of the players' reaction

To implement the game, you need the following details:

  • chalk or rope;
  • one ring.

Gameplay scenario:

  1. First, draw a line.
  2. The driver is behind the line.
  3. Participants are built in a row at a distance of 1.5 - 2 meters from this line.
  4. The guys need to fold their palms in the shape of a boat and stretch them slightly forward.
  5. The birthday boy approaches the participants and runs his palms, in which there is a ring, along the palms of the participants.
  6. The task of the birthday boy is to quietly leave a ring in the palms of one of the children. After that, he goes beyond the outlined line and says:
    - Ring, ring, go out on the porch.

Immediately after these words, the participant, in whose palms there is a ring, must quickly run towards the outlined line behind which the birthday boy is. If he is not caught by the other participants, he replaces the birthday boy.


Requirements:
  • Age limit: 4 - 10 years old.
  • Number: 4 or more players.
  • Gameplay type: sedentary game.

"Unravel the ball" and test your thinking and logic

Required details:

  • multi-colored ribbons of the same size.

A small knot is tied at the end of each ribbon and only one ribbon is left without a knot. As a result, there should be so many ribbons to be enough for each participant in the game.

Gameplay scenario:

  1. The ribbons are laid out on the table so that the ends of the ribbons can be covered with a leaf.
  2. The guys pull out one ribbon at a time until one of them pulls out a ribbon without a knot. Now he is a driver.
  3. The player who pulled out the ribbon without the knot turns away. The rest, holding hands, try to get tangled so that they get a tangled tangle. According to the terms, they should not open their hands.
  4. The introducer needs to untangle the ball without opening the hands of the players.

Requirements:

  • Age limit: 6 - 14 years old.
  • Number: 4 or more players.
  • Gameplay type: outdoor game.

"Locomotives and gates" for fast and active guys

Gameplay scenario:

  1. The participants in the game are built one after another, like little trains.
  2. Two guys, holding hands, raise them as high as possible so that "little trains" could pass under their hands. This is our "gate".
  3. Approaching the "gate", the "trains" say:
    - Give it up forever!
    "Vortiki" say:
    - We do not always let you through, hurry up quickly before the doors are closed.
    The gates are closing.
  4. The task of the "locomotives" is to quickly run under the "gates" until they are closed. Those who did not have time to slip through become "gates". Thus, the number of "locomotives" is decreasing, and the number of "gates" is becoming more and more.
  5. The game ends when there are no "little trains" left at all.

Requirements:

  • Number: 7 or more players.
  • Gameplay type: outdoor game.

"Fairy tale" will help the development of fantasy

Required details:

  • colored stickers;
  • decorated sheet of cardboard;
  • colored pens.

Gameplay scenario:

  1. Players are given one sticker each and one pen.
  2. Then the presenter, without looking, opens the book, randomly pokes his finger into it and names the word he hit.
  3. The player writes down a word on a sticker. And so it continues, until, in the end, each of the players writes down their word.
  4. Now the players compose a sentence, and, having written it down on their sticker, they pass it on to another player, who, after reading what has been written, composes a sentence from his own word and, writing it down on his sticker, passes it on to the next player.
  5. This continues until the end, until there are no players left.
  6. Stickers are glued to the prepared sheet of cardboard. As a result, the resulting funny "fairy tale" is presented to the birthday boy.

Requirements:

  • Number: 3 or more players.
  • Gameplay type: stationary game.

Competition for speed of reaction "Not caught fish"

Required details:

  • rope.

Gameplay scenario:

  1. The presenter stands in the center, he is a fisherman. The contestants surround him in a circle. They are fish.
  2. The presenter twists the rope from below, under the feet of the participants in the game.
  3. When the rope is near the player's feet, he must jump over without hitting it. If the rope touches the participant's leg, he is out of the game.
  4. At the end, there remains the "uncaught fish".

Requirements:

  • Age limit: 6 - 12 years old.
  • Number: 3 or more players.
  • Gameplay type: outdoor game.

Endurance competition "Naughty ball"

To implement the game, you need the following details:

  • two hoops;
  • two balls.

Gameplay scenario:

  1. The players form two pairs and stand in the center of the hoop.
  2. On command, the couples begin to blow on the ball.
  3. The task of the participants is to keep the ball in the air without touching it.
  4. A couple holding the ball in the air for a longer time than their rivals wins this competition.

Requirements:

  • Age limit: 6 - 10 years old.
  • Number: 4 or more players.
  • Gameplay type: sedentary game.

Competition for children aged 6 and over "Empty cell"

Gameplay scenario:

  1. Players stand in a circle.
  2. Each player symbolizes a cell.
  3. The driver who is behind the circle, slapping on the shoulder of any of the players, calls him out of the circle.
  4. They stand opposite each other, and then, on command, begin to run in opposite directions.
  5. When they meet, the opponents slap each other on the palm and continue to run until they find a free cell. The opponent who takes the first cell wins. The one left without a cell is a driver.

Requirements:

  • Age limit: 6 - 10 years old.
  • Number: 7 or more players.
  • Gameplay type: outdoor game.

"Guess whose voice" will increase your attentiveness

Gameplay scenario:

  1. The guys, holding hands, form a circle.
  2. In the center of the circle is the birthday man. He has a thick bandage over his eyes.
  3. The players circle around the birthday boy and hum:
    “Here we are gathered in a circle,
    Find me buddy.
    And don't think, don't guess
    Listen to the voice, choose! "
  4. After these words, the players step back a few steps from the birthday boy and say:
    "Guess whose voice."
  5. The word "guess" is said by the player indicated by the leader. If the birthday man guesses, then his place is taken by the one whose voice was guessed.

Requirements:

  • Age limit: 6 - 10 years old.
  • Number: 6 or more players.
  • Gameplay type: sedentary game.

Contest for attentiveness "Merry Relay"

To implement the game, you need the requisites: numbered stickers.

Gameplay scenario:

  1. Contestants come to the table, where stickers are scattered and draw out any of them. The person who has received his license plate is in a circle.
  2. The players begin to clap rhythmically, first two claps to the palm and then two claps to the knees.
  3. The birthday boy starts the game. Clapping his hands, he repeats his serial number twice, clapping his knees, he calls the serial number of the player he has chosen, for example, "seven, seven".
  4. The player with the license plate seven picks up the baton and clapping his hands, says “seven, seven”, clapping his knees, the player calls the number of any player, who, in turn, continues the baton.
  5. This game is based on quickly picking up the baton and not making mistakes. The erroneous player is eliminated from the game.

Requirements:

  • Age limit: 6 - 12 years old.
  • Number: 7 or more players.
  • Gameplay type: sedentary game.

Reaction speed competition for young children "Figures"

Gameplay scenario:

  1. It is necessary to discuss in advance which figure, what it means. For example: five - turn right, seven - turn left, nine - jump in place.
  2. The presenter arranges the children in a row at arm's length, and he himself stands opposite.

    He says the numbers agreed upon in advance, and the players perform the actions that they indicate.

  3. The facilitator will speed up the pace over time and may confuse the players by doing actions that do not fit the number he calls.
    The player who makes a mistake takes the lead - and also tries to confuse the remaining players.

Requirements:

  • Age limit: 6 - 12 years old.
  • Number: 7 or more players.
  • Gameplay type: outdoor game.

"Horse's tail" for dexterous and quick-witted children

Required details:

  • ribbons.

Gameplay scenario:

  1. A ribbon is tied around the waist of each player, so that the ends hang down a little at the back, like the reins of a horse.
  2. Players, face in the back of the head, adhere to the reins.

    The one who stands first in the figure of an imaginary horse is the “main one”, and the one who stands in the final part is the “closing one”.

  3. The task of the "main" is to catch the "closing". The condition is that the players in the team do not let go of the "reins".

Requirements:

  • Age limit: 6 - 12 years old.
  • Number: 7 or more players.
  • Gameplay type: outdoor game.

Coordination competition "Free the hostage or surrender"

Required details:

  • chairs;
  • rope;
  • blindfold.

The semantic meaning of the gameplay is as follows:

  1. A circle of chairs is organized, the players sit down.
  2. In the central part of the circle the "keeper" sits down, his eyes must be tied, and the "hostage" with tied arms and legs.
  3. Those who sit on the chairs along the contour are “liberators”; they make efforts to free the hostage, trying to untie him.
  4. The Keeper interferes with them. Having touched any part of the liberators, he knocks out the “liberator” from the game process, and the “liberator” is forced to leave the contour of the chairs.
  5. The player who manages to free the hostage and not be captured takes the role of the guardian in the newly started gameplay.

Requirements:

  • Age limit: 6 - 12 years old.
  • Number: 5 or more players.
  • Gameplay type: outdoor game.

"Jump, jump, petal" will test your dexterity

Required details:

  • matter (2x2);
  • ribbons;
  • PVA glue.

This competition will require more preparation, but it will be worth it. Take the fabric - and in the very center, glue a circle of tape with glue. Now divide the tape into equal lengths. There should be 7 of them.

We glue the ribbons around the circle made earlier in the form of petals. Ready.

Gameplay scenario:

  1. We spread the matter and fasten it. In the center of the circle is the main "bee", around it there are "bees" on the petals.
    When the main bee says:
    "Jump" - "bees" jump over the petal on the right.
    "Skok" - "bees" jump to the petal on the left.
    "Petal" - "bees" change places with the one who stands on their right hand.
  2. The task of the "bee", taking advantage of the created confusion, is to occupy any free petal. If he succeeds, the place of the main "bee" is taken by the "bee", which did not have time to take the petal.

Game requirements:

  • The age of the children is from 6 to 12 years old.
  • The game is played by 7 or more players.
  • Gameplay type: outdoor game.

Speed ​​competition "Merry Sweet Tooth"

  • wide tape;
  • vase - candy bowl and sweets.

Gameplay scenario:

  1. The participants form two teams. The teams are divided into pairs and stand side by side, after which their adjacent hands are glued with tape so that the couple has only one hand free. The players are now ready.
  2. At a signal, the couples run to the candy bowl, which is on the table, and take candy with their free hands, unfold the candy wrapper and eat it.
  3. The victory is awarded to the team that ate the most sweets. You can count the number of sweets eaten by the number of candy wrappers.

Game requirements:

  • The age of the children is from 6 to 12 years old.
  • The game is played by 8 players.
  • Gameplay type: sedentary game.

Match reaction competition

Required details:

  • stickers equal to the number of game participants.

Gameplay scenario:

  1. Prepare stickers in advance. For this, the names of the players are written on the stickers. When each sticker has a name written on it, they are rolled up, mixed and scattered on the table.

Stickers should be even number just like the players.

  • Participants, going up to the table, take one sticker at a time. When all the stickers are disassembled, they turn on rhythmic music and the players begin to dance to it, while dancing must be strictly in the place where they stood.
  • The task of the players is to quickly unfold the sticker and see whose name is written on it, and find with their eyes where his pair is.
  • When a rhythmic melody is replaced by a calm one, each player should quickly find the one whose name is written on his sticker and become a pair with him.

Game requirements:

  • The age of the children is from 6 to 12 years old.
  • Gameplay type: outdoor game.

Testing thinking with reflection in the mirror

Required details:

  • blindfold;
  • coin.

Gameplay scenario:

  1. Participants are divided into two teams with an equal number of players.
  2. One player from each team goes to the center of the room. They flip a coin.
  3. The loser leaves the room, he is now a "reflection".
  4. The remaining player "statue" assumes any bizarre pose. He has only 3 minutes to do this.
  5. After the lapse of time, a "reflection" is introduced into the room, which was previously blindfolded.
  6. "Reflection" tries to understand by touch what position the "statue" is in. He has only 5 minutes to complete the task.
  7. When time runs out, the "reflection" should take the pose that seems most correct to him.
  8. The team with more “mirror reflections” wins. The referee in this game is the birthday man himself.

Game requirements:

  • The age of the children is from 6 to 12 years old.
  • The game is played by 4 or more players.
  • Gameplay type: sedentary game.

Develop mindfulness and draw geometric shapes

To implement the game, you need the following details:

  • pencils;
  • stickers.

Gameplay scenario:

  1. Different people draw on stickers geometric figures(circle, triangle, rhombus, etc.) and put them on the table, pattern down.
  2. The players sit in a row one after the other. The player closing the row goes to the table and takes a sticker at random. He shows the sticker to the presenter, and, returning to his seat, draws reverse side pencil on the back of the player sitting in front of him, the figure he saw on the sticker.
  • chalk or ribbon.

Gameplay scenario:

  1. This competition is held between children whose strengths are approximately equal.
  2. The room is delimited by a line drawn with chalk, or just use a ribbon. Opponents stand each in their own part of the room, raising one leg, and keeping their hands behind their backs.
  3. The task of the players, not allowing the enemy to come to their side, is to cross the line into the opponent's territory.

Game requirements for children 7 years old for birthday at home:

  • The age of the children is from 6 to 12 years old.
  • The game is played by 2 players.
  • Gameplay type: outdoor game.

Competition for the speed of reaction "Merry Web"

To implement the competition, you will need the following details:

  • table and chairs equal to the number of players.

Gameplay scenario:

  1. The presenter seats the children at the table. The guys put their hands on the table so that the result is a cobweb. That is, the first player places both hands on the table, the second player places his left hand over his right hand, forming a cross, and his right hand is under the left hand of the third player.
  2. The guys take turns slapping the table. On assignment, players should not make mistakes and lose time.
  3. The mistaken one removes the hand with which he made the mistake. As a result, the victory goes to the most attentive player.

Game requirements:

  • The age of the children is from 10 to 12 years old.
  • The game is played by 3 or more players.
  • Gameplay type: sedentary game.

An entertaining relay race for quick reaction "Snake"

Gameplay Scenario: Voices

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 "The 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, such as "car", "house", and ending with complex concepts, the names of films, cartoons, books.

12. Santa Claus Santa Claus without a nose is drawn on a large sheet of paper and hung on the wall. Sculpt the nose 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 the back 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, a closed 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 their right hand out of the neighbor’s hand. The code phrase is Little Red Riding Hood. Then the presenter loudly tells the tale of the same name, abundantly supplying it with hitherto unknown details from the series: "And the Red ... Army came out of the forest to meet him!", Forcing all the players to periodically twitch and grab.

23 Aram-shim-shim. The players stand in a circle, alternating by gender (that is, 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 decorations go to the middle of the room. Everyone is blindfolded and each is twisted several times around its axis. The task of each Santa Claus is to go in the direction where, in his opinion, the tree is 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 tree 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 at the front of the belt, a matchbox is tied to the other end of the thread 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 is very exciting and exciting for the guys.

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 of the largest number of animal names win.

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 the 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, retractable 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.

Can be carried out both at home and on children's birthday.

Birthday contests for children can be held at home or anywhere else. It is generally believed that fun games, quizzes and comic contests are only suitable for preschool holidays, but in reality this is not the case. And older children are happy to participate in competitions if the games are selected in accordance with their age. A correctly selected script with birthday contests, even at the age of 14-16, is the key to a fun and memorable holiday!

1. Competition "Smile for the birthday boy"

(competition for the birthday of a child 10-14 years old)

It is best to hold this competition at a child's birthday, it turns out to be fun and not forced.

The presenter announces:

"It is necessary that everyone give the birthday boy his most beautiful smile."

Children will immediately start smiling, and then the presenter announces that it is too easy and everyone can smile like that. Then the host takes out a plate of sliced ​​lemon wedges. Children need everyone to take a lemon, put it in their mouth, chew it, and smile at the same time. And the birthday boy must determine whose smile he liked the most.

2. Contest "Bell"

(Birthday: contests for children 10 - 14 years old)

An unlimited number of people can participate in this competition. It can be held at any holiday. For the competition, you will need a small bell on a string that will be hung around the participant's neck. You will also need several ropes that will be stretched in the room at different heights from the floor, the ropes can be fastened both horizontally and across the room space, so that the participant, going to the finish line, had to squat and step over the ropes. The player's task is to reach the finish line so that the bell hanging on his neck does not ring. Whoever coped with this task best of all is considered the best bell tamer from that day on.

3. Competition "Balls-animals"

(children's birthday contests)

The following items are required for the competition: balloons, threads, felt-tip pens. Inflate all the balloons prepared for the competition, tie them so that they do not deflate. Divide all balls equally into two halves. Hang one half of the balls in one corner of the room, the other half in the second corner. Divide everyone present into two teams, hand them felt-tip pens. The teams must draw eyes, nose, mouth and so on on the balls. They should make funny little animals. The winner is the team that creates the animals faster.

4. Game "Handkerchief, laughter and children"

(games and contests for birthday children 10-14 years old)

To play, you need a small silk handkerchief the size of a handkerchief. All children, except for the birthday boy, stand in a circle. The birthday boy stands in the center of the circle, throws a handkerchief in the air and starts laughing out loud. The rest of the kids should start laughing too. If someone stops laughing while the handkerchief is in the air, he is out of the game. When the handkerchief touches the floor, everyone stops laughing. If the participants do not fulfill this condition, they are eliminated from the game. The last child to stay in the game is the winner.

5. The game "Running ball"

(children's games and contests for the birthday of 8-10 years old)

You will need two balloons and two glasses to play. The participants are divided into two teams. Each team joins the column. The first members of the teams are given a glass and a balloon. They put the ball on the glass to keep the ball in balance. Then these participants must run around their team and return to their place. After that, the first players pass the glass with the ball to the second players, who also run around the team. The game continues until all participants run around their team. But if someone's ball falls, it must return to its place and start running around from the beginning. It is not allowed to touch the ball with your hands during the task. The first team to complete the task wins.

6. Relay competition "Turtles"

(contests for the birthday of a child 4 years old)

This funny competition for children will perfectly cheer up all the guests on their birthday. If you're hosting a Jungle-style party, be sure to include the competition in your script. To carry it out, you need 2 basins. Then you type two equal teams and put them in two columns. The first participants receive a pelvis, thanks to which they must turn into turtles. To do this, you need to get on all fours and put an inverted pelvis on your back - you get a turtle under the shell. Now each participant must run to the given place, return to the team and pass the baton to the next participant. The team in which all the turtles pass the test wins the competition.

7. Competition "Who is Faster?"

(contests for the birthday of a child of 8 years old)

The presenter puts two boxes at the finish, leaving a distance of at least two meters between them. Small toys of the same size are put into boxes, for example balls, cubes, rings. They are divided equally into two teams. At the start, two teams of children line up, each of them has a certain number of participants. Teams are waiting for the start of the competition at their empty boxes. It is best to mark the start line somehow (with chalk, flags) and put empty boxes, which the children will have to fill with toys, transferring them from the full box. At the signal from the leader, the first participants from each team must run to a full box at the finish line, take a toy from it, run to the start, throw the toy into an empty start box. After that, the following participants continue the competition. So children, running from a full box to an empty one, must move all the toys. The winner is the team that was able to transfer all the toys faster than the other. The winners must be presented with a prize.

8.Pointing the Finger Competition

This contest is fun to have on your child's birthday. The presenter shows 5 objects and names them. For example, nose, plate, ceiling, door, birthday boy. Each child, when the presenter calls a word, should point to an object or person with a finger. The presenter will deliberately confuse the guests and may point to one subject and name another. Whoever has never strayed, that participant receives a prize.

9. Competition "Where is our ball"

(children's birthday contests 11 years old)

This is an active sports game. It is most convenient to conduct it in the hall or on sports ground... It starts at the sign of the leader. Children close their eyes, and the presenter throws a small ball in any direction. Participants listen to the sound of the falling ball, trying to guess where it flew. The host asks: "Where is our ball?" These words are a signal for the players that they can run in different directions, look for the ball. The one who finds it must, imperceptibly for others, run up to the agreed place, pat it with his hand and shout: "My ball!" If during the game the player sees who has the ball, he must try to catch up with the lucky one and touch him. Then the ball goes to him. Now the rest of the children run after the player with the ball, trying to catch up with him. And the player with the ball will try with all his might to run to the agreed place with the words: "The ball is mine!", Dodging everyone who is eager to catch it.

10. Game "Catch the Snowball"

(games and contests for children)

Children's mobile fun game, which develops dexterity and attentiveness in children, as well as quick reaction. Usually children are invited to play it. preschool age... For the game, the presenter should prepare a bag with small balls or "snowballs" made from cotton wool. Children should be given small, multi-colored plastic buckets. On a prearranged signal, children must get ready for the game, it requires a good reaction and speed. The presenter takes out snowballs from his bag and throws them in different directions. The kids run around and try to catch them, putting the buckets under the flying snowballs. When all the snowballs in the bag run out, the game ends. The counting of the balls caught by each player begins. The one who catches the largest number of "snowballs" becomes the winner, he is awarded with friendly applause and a prize

11. The game "Flying on a broomstick"

(games and contests for children 11 years old)

This game is a team one. It is suitable for children. You can play this game for any holiday: and New Year, and on March 8, and on birthday, etc. You will need two stools or two chairs. You will also need two brooms or mops. The children are invited to imagine that they have turned into evil wizards and can fly on a broomstick. The task of the participants is to take turns to pass the broom, holding it between the legs, run to the stool, go back and pass the broom to another team member. The first team to finish the game wins.

12. Quiz-competition " SpongeBob»

(quizzes and contests for the birthday of 10 years)

Kids love this funny character, SpongeBob. Cartoons with him are very popular all over the world. This quiz will calm the kids down for a while. Here are the questions:

  • Where does Spongebob live? Bikini Bottom, Pineapple house.
  • When is SpongeBob's Birthday? the 14 th of July.
  • What pets do Bikini Bottom residents keep at home? Snails and worms.
  • Who are SpongeBob's best friends? Patrick, Sandy, Squidward, Mr. Krabs, Gary.
  • Why does SpongeBob go to Jellyfish Field? Catches jellyfish and "milks" jelly from them.
  • What is the name of SpongeBob's teacher? Mrs. Puff.
  • What exam SpongeBob cannot pass Mrs. Puff? Driving a submarine.
  • What is the name of the only friend of SpongeBob, who cannot breathe underwater like fish and other marine inhabitants? Sandy.
  • Who are the Sea Superman and the Spectacled Man? Superheroes from Bikini Bottom.
  • How many residents are there in Bikini Bottom, including SpongeBob? 538.
  • Who is Plankton and what does he need from SpongeBob? This is the villain Bikini Bottom, who is trying to steal the magic formula of the crabsburger.
  • Who's the Greediest Money Lover at Bikini Bottom? Mr. Crabbs.
  • What are the names of SpongeBob's neighbors, where do they live? Squidward (statue from Easter Island) and Patrick (under the stone).
  • Who is the Flying Dutchman? The ghost of the Sea Pirate.

Give the child who gives the most correct answers a prize: any object with the image of a SpongeBob.

13. Game "Guess who is eating what?"

(games for children's birthday)

This competition is best held when the children have just arrived for their birthday.

This competition is best held when the children have just arrived for their birthday. It is held at the table. The theme of this game is "Animals". Prepare questions about what the animal is eating. And ask the kids. You can think of all the animals in the zoo and ask about each one.

Start with easy bunny and wolf questions and end with exotic animals. For each correct answer, give the child a sticker or candy.

14. Competition "Trees are"
(contests for children's birthday)

An interesting game for toddlers that develops their attentiveness, logic, and quick reaction. Usually preschool children play it. Children are seated in front of the presenter, who says: “Trees are low,” and he raises his hands up. Children, on the other hand, must show attentiveness, logic, speed of reaction, and show how low trees look like. The presenter lists what trees are like: tall, small, huge. At the same time, he tries to confuse children with incorrect movements. But if any of the players gets lost, shows like the presenter, he is out of the game. True, the retired participant misses only a few rounds, he is not allowed to get bored for too long, and is offered to return to the game. The winner is the participant who, faster and more correctly, showed what trees are like, and was not mistaken. He is awarded a delicious prize.

15. Competition "Backs-pictures"

(birthday contests)

A fun game that can be offered to children when they need to find an interesting and exciting activity for them. Children are seated in a circle, facing the back of a neighbor. A sheet of paper is attached to the back of each tape. Further events in the game develop according to the principle of a "damaged phone". The first player is told in his ear a simple word that is easy to draw: flower, house, sun. He should draw a picture on the back of his neighbor with a blunt pencil. And he, being guided only by his feelings and guesses, while they draw on his back, must decide what is drawn there and make a similar drawing on the back of the player sitting in front of him. The main thing is that the children do not peep, otherwise it will be uninteresting. When all the participants in the fun have finished their drawings, they begin to evaluate these works! Usually everyone finds it very funny from those pictures that were drawn by young artists.

16. Competition "Invisible back"

(children's birthday contests 6-12 years old)

This competition is perfect for a children's birthday. All guests participate in it. The birthday boy stands facing the wall and with his back to the guests. Guests line up at the door of the room. On the count of three, the first guest begins to move towards the birthday man. As soon as the birthday boy feels that the guest is already close and is standing behind him, he says: "Stop!" It also continues with the next participant. The main thing for the birthday person is not to be hurt by the participant, and it is important for the guest to get to the birthday person as close as possible. Who of the guests will be closer to the birthday boy, he wins. The winner must be encouraged with a tasty chocolate prize, or given a toy.

17. Contest "Find your prize"

(contests for children)

The game helps to reveal the talents of each child. This game requires a set of colored cardboard, two boxes and lots of prizes to be enough for everyone. First you need to prepare the cards (according to the number of players). A piece of colored cardboard is cut in half. The task is written on one half, and the name of the prize on the other. If there are more children than multi-colored boxes, cards of the same color can be cut in different ways: lengthwise, across, at an angle, in a wavy line. Cards with assignments are put in one box, colored side up. The second box, hidden in another place, contains the cards with prizes. Each player, drawing out a card, must complete the task: tell a rhyme, sing a song, compose a small thematic story, and make a riddle for children. Then the child must find the other half of his card and receive a prize. For prizes, it is best to buy colored pencils, felt-tip pens, albums, coloring books, books, small toys. At the end of each toddler's performance, the others thank him for his efforts, clapping their hands and cheering him on as he searches for his prize.

18. Game "In the bazaar"

(contests for children 10 - 12 years old)

At the very beginning of the game, all participants are divided into three groups and one leader. Each group chooses a fruit for themselves, for example, one group will be called bananas, the second - strawberries, and the third - peaches. Then all players sit in a circle, facing the center of the circle. The presenter stands in the center of the circle and says the following phrase "I went to the bazaar and bought (a) ..." Further, depending on the continuation of the phrase, the participants must act in different ways, for example:

- "... and bought bananas", then all those who belong to the group of bananas change places (the leader also participates in this exchange). After the exchange, one "extra" fruit remains, which becomes the leading one and the game starts again.

- "... and bought peaches and bananas (or any other combination of groups)", then all participants belonging to the named groups change places (together with the leader). Again, the extra “fruit” becomes the leading one.

- “… and bought some fruit,” in which case all participants change places. The only one who is left without a place becomes the leader.

19. Competition "Funny Fairy Tales"

(interesting contests for children for birthday 11 - 12 years old)

Reaction and attentiveness - these qualities guarantee the player's success in this fun. All participants stand in a circle. Each participant clenches his right hand into a fist, putting his thumb up. Left hand everything is folded with a tube that is put on the neighbor's thumb. And now, when all the players clasped their hands in such an intricate way, the presenter begins to tell a fairy tale, having named the code word in advance. The condition of the game is as follows - having heard the code word, you need to have time to grab your right hand, at the same time catching the neighbor's hand, grabbing his finger. At the same time, in a fairy tale, you can use various funny ad-libs, which are designed to confuse and confuse players. For example, if the code word princess Nesmetna, then you can, when telling, use the frog princess, princess and seven heroes and any other phrases starting with the word princess. Hearing them, the players will break free and grab the hands of their neighbors. The game is always accompanied by laughter and sincere fun.

20. Competition "Who am I?"

(funny birthday contests for children)

This contest is perfect for a children's birthday. Draw some pictures like pineapple, cake, candy, etc. Cut out the middle for the baby's head. The participant takes the picture and sticks his head inside. He does not see who is drawn in his picture, in order to find out he asks the guests questions. Guests can only answer "YES" or "NO". For example, questions: "Am I tasty?", "Am I made of wood?", "Am I bigger than an orange?", "Do I start with a vowel?" etc.