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

1. Summer is the season for fruits and vegetables. Therefore, in our competition we will need apples, pears, tomatoes, cucumbers. We lay out this crop of ours mixed up and it is desirable that it is not a bunch, the more space, the better. Everything should be in the same amount. There are 4 children 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 picks it up first is the winner. But so that the kids do not quarrel because of the vegetable or fruit assigned to them, we propose to draw lots. To do this, take four pieces of paper in advance and sign them: cucumber, tomato, apple, pear. Have each child pull out their piece of paper. And forward for victory! The winner is entitled to an incentive prize.

2. For this competition, two participants are selected. A sheet of paper is hung on their backs. We write one word at a time on paper, but they should be long and interesting. When choosing words, consider the age of the children. The following options can serve as an example: transformer, abracadabra, abstract, adventurer, ride (promise), cash out (place people in their places), etc. We will explain the words that the children do not know later, but first we will ask the children themselves how they understand them. Having attached to the participants, sheets with words on the back, we turn on the music, cheerful and moving. The task of the participants is to dance rhythmically, not showing 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 completes the task faster and more beautifully, is the winner. But we set the picture ourselves so that the kids are not confused. It can be a flower, a lawn, a teddy bear, etc. It all depends on the age of the participants and what you have for a similar picture. Fruits and vegetables can be cut to your desired shape.

Fun contests for kids

1. First, let's choose two participants who will represent different situations. The rest of the kids are divided into two teams. Our "pictures", with the help of facial expressions, gait, gestures, but without words, take turns showing scenes such as:
a penguin who ate too much ice cream;
little red riding hood saw a wolf;
the cat who stole a sandwich from the table;
a football player who missed the ball;
frightened bunny;
Santa Claus brought gifts;
the birthday boy blows out the candles on the cake;
angry, angry pig.
Teams take turns guessing these situations. Those who guessed the most won.

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

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

Funny contests for kids

1. This competition develops creative thinking and 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 that the better the advertisement, the greater the demand, the more original, the better. And our menu is this: roasted chestnuts with cabbage in tomato juice; acorn pate with pineapple pieces; wings Maybug in own juice; crow's feet in maggot sauce. The commanders pull out leaflets with the names of the dishes and start the task with the team. Time is given 15-20 minutes. Whoever came up with more slogans during this period of time, he won.

2. For this competition we need two teams. Each team chooses its leader. The commanders take turns pulling out five sheets of paper with tongue twisters: You can’t speak all the tongue twisters, you can’t re-speak them. The cardinals of Karvolan crowned at the carnival. There was a white-winged ram. All the rams were white-winged. The bombardier bombarded the young ladies with bonbonnieres. Teams are given 15-20 minutes. for preparation. Then each team takes turns reading their tongue twisters. The winner is the team that reads better.

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 Babka-Ezhka, put on makeup, and tie a scarf on their heads. They stand with their backs to each other and, on command, begin their reincarnation. Whoever quickly transforms into Baba Yaga wins. But do not forget to take into account the quality of reincarnation.

1. 2-4 teams can take part in this competition. Each team chooses its leader. Assigning commands to compose little story or a fairy tale, but the trick is that in this fairy tale all words must begin with letters that the commanders will come across. Team leaders pull leaves. On each piece of paper, 3 letters are written, with which all the words of the fairy tale will begin. For example: the letters P, Zh, K: there lived a beautiful beauty, a beauty - a princess. The beautiful beetle fell into the web and cried until the prince rode to defeat the beetle, etc. The winner is the one who used the most words. If there are a lot of teams, then you can arrange nominations: “The most long tale”, “The most original”, “A fairy tale with an unexpected end”, etc.

2. For this competition, you need to prepare pictures for proverbs in advance, 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. 2-4 teams can take part in the competition. Each team has its own leader. We lay out the prepared pictures on the table, face down, so that the participants do not see them. 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. 2-4 teams can participate in this competition. In advance, you need to prepare a description of fairy-tale characters. For example: She went to visit her grandmother and brought her pies. Walking through the forest, met gray wolf. (Red Riding Hood). For each team, you need to prepare 3-5 fairy-tale heroes. Commanders pull out cards with descriptions. Teams are given 20-25 minutes. If they do it before the given time, they raise their hand. The winner is the one who recognizes all the characters first.

Sports competitions for children

1. For this competition, we need two or three teams and a gymnastic hoop. Each team has 5-10 members. The task of the teams is to walk, 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 team that completes the task the fastest wins.

2. We will need sand for this competition, children's shovels with buckets. 2-4 teams participate. Each team has 5-10 members. At a distance from the teams to the finish line, we calculate the middle. In the middle, in front of each team, we pour out heaps of sand, next we put buckets with shovels. The task of the teams is to run to the middle, pour sand into the bucket, run to the finish line with the bucket, pour out the contents of the bucket behind it, but so that it turns out to be a pasochka, then 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 pass, then he runs again from the very beginning. The team that completes the task the fastest wins. You can also arrange nominations: “The fastest team”, “Team with culinary skills”, “Team - accurate cooks”, etc.

3. 3-5 teams of 5-10 participants take part in this sports competition. At a distance from the team to the finish line, we calculate the middle. The 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 reach the middle, take the rope and, jumping over it, 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 line up the same figure at the finish line. If there are 5 participants in the team, then this is the letter X (5 dice are needed to build it); 6 participants - 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 came across. Who will portray, agree in advance, but so that in all teams these are either children or parents, for equality, or you can take turns - once a child, once a parent. First, in the first team, the child shows the hero, and the parent guesses, then the second team, etc. The winner is the team that guessed the most. For more interest, you can set the time to 5-10 minutes. for one show.

2. For this competition, we seat 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 are seated. We blindfold the children, and they take turns passing and trying their mothers' hair. After the "test" they tell the host the number under which their mother sits. Other children should not hear this, so as not to stray. The winner is the one who correctly named his mother. If you want to simplify the task, then you can have the children 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. Participates in this competition 3-5 couples. Children pull out cards with the name of fairy tales / cartoons. One card each. And draw this fairy tale on a piece of paper. This is given 15-20 minutes. Parents should not see what their child depicts. After the end of time, children give their masterpieces to their parents. And now parents should find out what kind of fairy tale it is and retell it.

Children's birthday contests

1. Competition "Relay"
- 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, each participant in the relay chooses a type of competition for himself (someone will fill the ball, someone will jump in bags, and someone will try to bring and not drop the 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 hands, then pass the baton to those who will overcome the same distance, jumping in bags, they, in turn, pass the baton to those who will carry egg in a tablespoon. The team that passes first wins.

2. Competition "Faster than others"

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

Prepare balloons in two colors in advance;
- form two teams by 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 blue balloons, and the red team inflates red ones.
On command, the participants take the balloons and inflate them for a minute. The team that inflates the most wins large quantity balloons.

3. Key Cracker Contest

The competition is designed for children aged 7 to 14 years. For its implementation, two participants are enough. Two small locks and a bunch of 12-14 keys are pre-prepared. The task for the participants is to pick up the key to the lock faster than each other. The participant who completes the task first wins.

4. Contest "Toe"

To run this competition, you must:
- prepare leaflets in a box;
- ballpoint or helium pens, you can also pencils.
An unlimited number of participants can participate in the competition.
All children participating in the competition receive a piece of paper in a box 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 one with the most zeros wins.

5. Competition "Chain"

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

Competitions for children at home

1. We will need postcards, which we cut into four parts. 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: we take turns taking out a card from the deck, and so on until it runs out. Then, from the cards that we have, we fold a postcard or several, it depends on how many participants and how many postcards were cut. Whoever gets a 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 must say the name of the city / word that begins 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: poppy - car - cancer - cap - pap - pak - Kir, etc. To play longer, you can use such forms of words as: mom, dad, Rome (Rimma), Cyrus (Kira), etc. The winner is the one who last named a word consisting of 3 letters. For this contest, you can also use words with only 4 letters, with 5, 6, etc.

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

Competitions for children in nature

1. This contest 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 sweets, fruits, 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 need 2-3 teams, it doesn’t matter how many participants in each team, albeit two. Parents draw a map in advance, you can even include certain places in which clues will be hidden, with 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 differ, 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 is a competition of skill. 2-5 children take part. We blindfold the kids and tighter so that they do not have the opportunity to peep. In the clearing we scatter small balls, the more the better. The task of the participants is to collect the largest number of balls in their baskets with their eyes closed for a certain period of time. 10-15 minutes are enough for this competition. Whoever collected the most balls wins.

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

Competitions for children on the street

1. This competition is both interesting and instructive. You can read a lecture for children in advance on the topic: "Providing first aid" or ask them what they know about it. Also consider the age of the participants. So, we divide the children into two teams. Their task is to bring the wounded to the finish line and provide him with first aid. At the finish line we have first-aid 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, we specify what the patient is sick with - a broken arm, leg, sprain, concussion, etc. For both teams, the task is the same. Whoever completes 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 could help teams get their leader back. We hide step-by-step hints in secrets in advance. It can be riddles, instructions, encrypted text. This is how, solving the scheme step by step, the teams 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 one who saves his commander first will win.

3. For this competition we need a ball. And the best thing is to have a lot of 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 one, saying "second", etc. The ball can be rolled to anyone, but you can’t leave the circle, you can’t take the ball from a neighbor either. And most importantly, you can not lose count in this game, we use ordinal numbers (first, second, third, etc.). The one who loses count is out of the game. And so we play until the last participant remains - the winner, who will never go astray.

show the word

The 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 of the host, these players must draw the received word on paper so that the team can guess. wins in game the team that guesses the pictured word faster than the other.

Interesting answers

Member competition they sit with their backs to everyone, and a plate with pre-prepared inscriptions is fixed on his back. The inscriptions can be very different - "Toilet", "School", "Shop", etc. The rest of the members ask him a variety of questions, such as "why do you go there, how often, and so on." The player, not knowing what is written on the tablet 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 start each at their own chair. At the signal of the leader, they must take the jackets, turn out the sleeves, put on, fasten all the buttons. Then run around the opponent's chair, sit on your chair and pull the rope. The one who does it first wins.

Guess with gestures

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

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

Sea battle (water game)

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 begin to splash at each other. The contestant who turns away or starts wiping his face with his hands is eliminated. The team with the most members left at the end of the time wins (usually 30 seconds)

Scouts

Several participants are hung on the backs of tablets with the word written on them. At the command of the host, 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 out of the game.

Carrot

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

sea ​​chain

Participants are given a box of paper clips. On a signal, they begin to make a chain with these paper clips. A game for a while - somewhere 1-2 minutes. Whoever makes the longest chain during this time wins.

Equestrian fight (game on the water)

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

Broken phone

Everyone sits in a row, the first player thinks of a word or phrase and quickly passes it in a whisper to the next, and so on. After passing the word along the entire chain, the beginner announces the intended word or phrase, and the last one that has reached him.

Uncle Fyodor's letter

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

Desirable Candy

guess the picture

The host shows the players a picture that is closed big sheet with a hole two to three centimeters in diameter in the middle. The facilitator moves the sheet around the picture. Participants must guess what is shown in the picture. Whoever guesses the fastest wins.

Get rid of the match

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

Bursting balls

Buy a lot of balloons in two colors. The company is divided into two teams. Each team is given balls of the same color. Team members tie balls with a thread to the leg. So that there is no crowding with scissors and threads, it is better to immediately prepare balls with threads.

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

guess the shadow

One of the participants sits facing a light, better not crowded wall. Behind him, a few steps away, a dim lamp or candle is installed so that the shadow is as sharp as possible. The rest of the participants pass between the lamp and the back of the seated person. Without turning around, the seated person must guess by the shadow who passed behind him. The one who was guessed sits on a chair and becomes the driver.

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

Siamese twins

Two participants are connected as follows: They stand side by side to each other. The left leg of one player is tied to the right of another player, the torso is tied with straps. Get "Siamese twins." They make several such pairs and then do all the tasks for speed. Target competition- a couple, acting with two different hands, silently must perform various tasks. For example, tie shoelaces, sharpen a pencil, open a bottle, dance.

cracker

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

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

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

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

And so that the guests and the birthday boy himself do not get bored, organize fun 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 does not matter!

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

Scenario:

  1. For this competition, the host gathers the kids around him and tells fairy tale about the giant and the gnomes.
  2. When talking about giants, he stretches out, trying to show how huge he is, and when it comes to gnomes, he sits on his knees, becoming small, like a gnome.
  3. Having finished his story, the host offers to play with him. At the word "gnome" everyone sits down, and at the word "giant" they get up.
  4. Having practiced a little with the guys, the host offers 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 get up on the word "giant", without responding to synonymous words.

Requirements:

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

Competition for attentiveness and speed of reaction "Magic Whistle"

Gameplay scenario:

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

Requirements:

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

Agility competition for children aged 4+ "Bowling"

Required details:

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

Gameplay scenario:

  1. Skittles are arranged 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 more pins becomes the winner of this contest.

Requirements:

  • Type of gameplay: mobile game.

Competition for speed "Catch me by the tail"

  • 2 long ribbons;
  • rhythmic music.

Gameplay scenario:

  1. 2 players take part in this competition.
  2. In order to start the competition, the participants are prepared by tying a long ribbon around the waist, so that it hangs down from behind like a tail.
  3. It is this impromptu 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.
  • Quantity: 2 or more players.
  • Type of gameplay: mobile game.

Artistry competition "What did we do today?"

Gameplay scenario:

  1. To determine the driver, a counter is used.
  2. After its determination, 5 minutes are recorded, during which the participants of the competition discuss the scene that they will play. The driver is taken out of the room for this time.
  3. After 5 minutes, the driver returns - 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.
  • Type of gameplay: mobile game.

Competition for the development of fantasy "Funny portrait"

To implement the game, you will need the details:

  • two marker boards (can be replaced with whatman paper);
  • multi-colored markers.

Gameplay scenario:

  1. On the marker boards, the outline of the head and only the beginning of the neck are drawn with markers, 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. Paper can be attached to the whiteboard using magnets.
  3. The facilitator gathers two teams and invites the participants to draw.
  4. Each team has 1 player. They draw the first outline of the face with any marker of their choice and, when finished, return to their team.
  5. Each next contestant draws his part of the face, and so on until the very end.
  6. The team with the most "funny portrait" drawn on the marker board wins.

Requirements:

  • Age limit: 4 - 12 years old.

Competition for the development of fantasy "Art relay race"

To implement the game, you will need the details:

  • two marker boards;
  • multi-colored markers.

Game scenario:

  1. In order to start the competition, the 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 resembles the animal discussed at the beginning of the competition wins.

Requirements:

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

Skill competition for children "Apple of Discord"

To implement the game, you will need the details:

  • fishing line;
  • a couple of small apples.

Gameplay scenario:

  1. One end of the fishing line is tied to an apple branch, and the other end 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 themselves with their hands.
  5. The contestant who bites the apple first wins.

Requirements:

  • Age limit: 4 - 12 years old.
  • Quantity: 4 or more players.
  • Type of gameplay: sedentary game.

Competition for the speed of reaction "Volleyball on chairs"

To implement the game, you will need the 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 contestant leaves the team.
  3. The guys who came out are offered to draw one of the two sticks.
  4. The player who pulled out a long stick is given a ball. The right to the first serve for him.
  5. Opponents, without getting up from the chair, hit the ball with their palms, without holding it in their hands.

    A ball dropped 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.
  • Quantity: 6 or more players.
  • Type of gameplay: sedentary game.

Competition for attentiveness and ingenuity "Cold, warm"

Gameplay scenario:

  1. A counter is used, the player remaining at the end is blindfolded.
  2. The toy is placed in a conspicuous place.
  3. Now the blindfolded player tries to find the toy, guided by the prompts of the other participants in the game, who say “warm” when the player approaches the toy, and “cold” when they move away.

Game requirements for children 5 6 years old for a birthday at home:

  • Age limit: 4 - 6 years.
  • Quantity: 2 or more players.
  • Type of gameplay: sedentary game.

We check the concentration 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 participants freeze in the position they were in, and the host walks around them and tries to cheer them up.
  3. The one who moves or laughs first leaves the game.
  4. The winner is the most concentrated and enduring.

Requirements:

  • Age limit: 4 - 12 years old.
  • Quantity: 3 or more players.
  • Type of gameplay: sedentary game.

"Try to laugh" promotes the development of artistry

Details required for the implementation of the game:

  • one wide vase;
  • colorful stickers.

Gameplay scenario:

  1. One sticker is left blank, and a smile and numbers are drawn on the rest.
  2. The stickers are rolled into tubes, thrown into a vase and mixed thoroughly.
  3. Each participant draws one sticker. The one who got an empty sticker sits 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 the unsmeyan laugh. Each participant has only a couple of minutes to do this.
  6. The player who makes the unsmean laugh becomes the winner in this game. If there is none, the unsmean wins.

Requirements:

  • Age limit: 4 - 12 years old.
  • Quantity: 3 or more players.
  • Type of gameplay: sedentary game.

"Tom and Jerry" for hardy and dexterous guys

Gameplay scenario:

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

Requirements:

  • Type of gameplay: mobile game.

"Guess who am I?" develops children's mindfulness

Details required to implement the game:

  • tight mittens;
  • blindfold.

Gameplay scenario:

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

Requirements:

  • Age limit: 4 - 12 years old.
  • Quantity: 4 or more players.
  • Type of gameplay: sedentary game.

"Mystery cards" contribute to the development of thinking

Required details:

  • cards with different designs.

Gameplay scenario:

  1. The cards are laid face up on the table.
  2. The participants of the game come up to the table and examine the cards for 30 seconds, after which the cards are turned face down and thoroughly mixed.
  3. The player goes first to the cards. whose name starts with the letter "A". If there is none, the player whose name begins with the letter "B" goes out, 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 with “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.
  • Quantity: 3 or more players.
  • Gameplay type: still game.

Competition for concentration and attention "Whisper"

Gameplay scenario:

  1. Players line up. The leader chosen earlier approaches the first person in the row and in a low whisper says any word in his ear.
  2. The player in the same way pronounces what he heard in the ear of the participant standing after him. And so on until the very last participant, who must loudly say the word transmitted to his ear.
  3. If the word is guessed, the host moves to the very end, and the first in the row becomes the new host.

Requirements:

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

"Ring" will reveal the speed of reaction of players

To implement the game, you will need the details:

  • chalk or rope;
  • one ring.

Gameplay scenario:

  1. First draw a line.
  2. Behind the line is the driver.
  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 comes up to the participants and runs his palms, in which there is a ring, over 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 guys. 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 is the birthday man. If he is not caught by other participants, he replaces the birthday boy.


Requirements:
  • Age limit: 4 - 10 years.
  • Quantity: 4 or more players.
  • Type of gameplay: sedentary game.

"Unravel the tangle" 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, so many ribbons should be obtained so that there is 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 piece of paper.
  2. The guys pull out one ribbon at a time until one of them pulls out a ribbon without a knot. Now he is the driver.
  3. The player who pulled out the ribbon without a knot turns away. The rest, holding hands, try to get confused so that they get a tangled ball. According to the conditions, they should not open their hands.
  4. The introducer needs to unravel the ball without opening the hands of the players.

Requirements:

  • Age limit: 6 - 14 years old.
  • Quantity: 4 or more players.
  • Type of gameplay: mobile game.

"Engines and gates" for fast and active guys

Gameplay scenario:

  1. The participants of the game are built one by one, like trains.
  2. Two guys, holding hands, raise them as high as possible so that "engines" can pass under their hands. This is our "gates".
  3. Approaching the "gates", the "engines" say:
    - Open forever!
    Gates says:
    We don't always let you through, so hurry up before the doors close.
    The gates are closed.
  4. The task of the "engines" is to quickly run under the "gate" until they are closed. Those who did not have time to slip through become "gates". Thus, the number of "engines" is decreasing, and the "gates" are becoming more and more.
  5. The game ends when there are no "engines" left.

Requirements:

  • Quantity: 7 or more players.
  • Type of gameplay: mobile game.

"Fairytale story" will help the development of fantasy

Required details:

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

Gameplay scenario:

  1. Each player is given one sticker and a pen.
  2. Then the leader, without looking, opens the book, randomly pokes his finger at it and calls the word he hit.
  3. The player writes a word on the 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 on their sticker, they pass it on to another player, who, after reading what they have written, composes a sentence from their word and, having written it on their sticker, passes it on to the next player.
  5. This continues until the end, until there are no players left.
  6. Stickers are pasted on the prepared sheet of cardboard. As a result, the resulting funny "fairytale story" is given to the birthday man.

Requirements:

  • Quantity: 3 or more players.
  • Gameplay type: still game.

Competition for the speed of reaction "Uncaught fish"

Required details:

  • rope.

Gameplay scenario:

  1. The leader stands in the center, he is a fisherman. The contestants surround him, forming a circle. They are fish.
  2. The leader twists the rope 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 is an “uncaught fish”.

Requirements:

  • Age limit: 6 - 12 years old.
  • Quantity: 3 or more players.
  • Type of gameplay: mobile game.

Endurance contest "Naughty ball"

To implement the game, you will need the details:

  • two hoops;
  • two balls.

Gameplay scenario:

  1. Players form two pairs and stand in the center of the hoop.
  2. On command, the couples begin to blow on the balloon.
  3. The task of the participants is to keep the ball in the air without touching it.
  4. The pair that keeps the ball in the air for a longer time than the opponents wins this competition.

Requirements:

  • Age limit: 6 - 10 years.
  • Quantity: 4 or more players.
  • Type of gameplay: sedentary game.

Competition for children aged 6 years and over "Empty cell"

Gameplay scenario:

  1. The players become in a circle.
  2. Each player represents a cell.
  3. The driver, who is outside the circle, clapping on the shoulder of any of the players, calls him out of the circle.
  4. They stand opposite each other, and then, on command, they begin to run in opposite directions.
  5. When meeting, the rivals slap each other on the palm and continue to run until they find a free cell. The opponent who occupies the cell first wins. The one left without a cell is the driver.

Requirements:

  • Age limit: 6 - 10 years.
  • Quantity: 7 or more players.
  • Type of gameplay: mobile game.

"Guess whose voice" will increase attentiveness

Gameplay scenario:

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

Requirements:

  • Age limit: 6 - 10 years.
  • Quantity: 6 or more players.
  • Type of gameplay: sedentary game.

Contest for attentiveness "Merry relay race"

To implement the game, you will need details: numbered stickers.

Gameplay scenario:

  1. The contestants come to the table, where stickers are scattered around and pull out any of them. The one who received his license plate stands in a circle.
  2. The players begin to clap rhythmically, first two hand claps and then two knee claps.
  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 number seven picks up the baton and claps 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 wrong player is out of the game.

Requirements:

  • Age limit: 6 - 12 years old.
  • Quantity: 7 or more players.
  • Type of gameplay: sedentary game.

Competition for speed of reaction for young children "Numbers"

Gameplay scenario:

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

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

  3. The host picks up the pace over time and can confuse the players by doing things that don't fit with the number he calls.
    The player who makes a mistake becomes the leader and also tries to confuse the remaining players.

Requirements:

  • Age limit: 6 - 12 years old.
  • Quantity: 7 or more players.
  • Type of gameplay: mobile game.

"The tail of a horse" 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 slightly behind, like a horse's reins.
  2. The players, facing the back of the head, hold on to the reins.

    Standing first in the figure of an imaginary horse, “main”, and standing in the final part “closing”.

  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.
  • Quantity: 7 or more players.
  • Type of gameplay: mobile game.

Coordination competition "Release the hostage or surrender"

Required details:

  • chairs;
  • rope;
  • blindfold.

The 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, a “keeper” sits down, his eyes should be tied, and a “hostage” with tied arms and legs.
  3. Sitting on chairs along the contour are “liberating”, they make efforts to free the hostage, trying to untie him.
  4. The guardian prevents them. By touching any part of the liberators, he knocks the "liberating" out of the game process, and the "liberating" is forced to go beyond 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 game process.

Requirements:

  • Age limit: 6 - 12 years old.
  • Quantity: 5 or more players.
  • Type of gameplay: mobile game.

"Jump, jump, petal" will test dexterity

Required details:

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

For this competition, you will have to prepare more carefully, but it's worth it. Take the fabric - and in the very center stick a circle of tape with glue. Now divide the tape into equal parts. There should be 7 of them.

We glue the ribbons around the previously made circle 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 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 those who stand 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 children is from 6 to 12 years.
  • The game involves 7 or more players.
  • Type of gameplay: mobile game.

Competition for speed "Funny 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 together with adhesive tape so that the pair has only one free hand. Now the players are ready.
  2. At a signal, the couples run to the candy bowl standing on the table, and take sweets with their free hands, unfold the candy wrapper and eat it.
  3. The team that ate the most candies wins. You can calculate the number of sweets eaten by the number of candy wrappers.

Game requirements:

  • The age of children is from 6 to 12 years.
  • The game involves 8 players.
  • Type of gameplay: sedentary game.

Reaction competition "Find your mate"

Required details:

  • stickers equal to the number of game participants.

Gameplay scenario:

  1. Stickers must be prepared in advance. To do this, the names of the players are written on the stickers. When each sticker has a name written on it, they are rolled up, shuffled, and scattered on the table.

stickers should be even number just like the players.

  • Participants, approaching the table, take one sticker. When all the stickers are taken apart, 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 their couple is.
  • When the 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 children is from 6 to 12 years.
  • Type of gameplay: mobile game.

Checking thinking with the help of 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 only has 3 minutes to do this.
  5. At the end of time, a “reflection” is introduced into the room, which was blindfolded in advance.
  6. "Reflection" by touch tries to understand in what position the "statue" is standing. He has only 5 minutes to complete the task.
  7. When time runs out, the "reflection" should take the position that seems to him the most correct.
  8. The team with the most “mirror reflections” wins. The judge in this game is the birthday man himself.

Game requirements:

  • The age of children is from 6 to 12 years.
  • The game is played by 4 or more players.
  • Type of gameplay: sedentary game.

Develop mindfulness and draw geometric shapes

To implement the game, you will need the details:

  • the pencils;
  • stickers.

Gameplay scenario:

  1. On the stickers they draw different geometric figures(circle, triangle, rhombus, etc.) and put them on the table with the pattern down.
  2. The players sit in a row one after the other. The player at the end of the row goes to the table and randomly takes a sticker. He shows the sticker to the presenter, and, returning to his place, draws reverse side a 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 in chalk, or simply use a ribbon. Opponents stand each in their own part of the room, raising one leg, and holding their hands behind their backs.
  3. The task of the players, without missing the enemy to their side, is to go over the line to the territory of the opponent.

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

  • The age of children is from 6 to 12 years.
  • The game is played by 2 players.
  • Type of gameplay: mobile game.

Competition for the speed of reaction "Merry Web"

The following details are required for the competition:

  • table and chairs equal to the number of players.

Gameplay scenario:

  1. The facilitator sits the guys at the table. The guys put their hands on the table so that they end up with a cobweb. That is, the first player puts both hands on the table, the second player puts 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 children take turns slapping the table. According to the instructions, the players should not make mistakes and lose time.
  3. The one who makes a mistake removes the hand with which he made a mistake. As a result, the victory goes to the most attentive player.

Game requirements:

  • The age of children is from 10 to 12 years.
  • The game is played by 3 or more players.
  • Type of gameplay: sedentary game.

An entertaining relay race for the speed of reaction "Snake"

Gameplay Scenario: Voices

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

22. Little Red Riding Hood. The players stand in a circle facing inward with their arms outstretched. Everyone playing right palm clenches into a fist, sticking up the thumb, 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 host 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 let themselves be grabbed by pulling their right hand out of the neighbor’s hand. The code phrase is Little Red Riding Hood. Then the presenter loudly tells the tale of the same name, abundantly supplying it with hitherto unknown details from the series: "And the Red Army came out of the forest to meet him!", Forcing all the players to periodically twitch and grab.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Rudder right! - everyone runs to the right wall.

Nose! - everyone runs forward.

Stern! - everyone runs back.

Raise the sails! Everyone stops and raises their hands.

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

Cannonball! - everyone sits down.

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

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

Equal!

Running on the spot!

Step in place!

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

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

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

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

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

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

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

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

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

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

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

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

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

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

47. Santa Claus Contest Santa Claus is invited to color the toys cut out of cardboard different colors(abstract methods are only welcome, each toy should have a clothespin or loop 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 located and hang a toy on it. You can't roll. If Santa Claus has chosen the wrong path, he is obliged to hang a toy on what he "stumbles into". To bring confusion to the ranks of Santa Clauses, women can evenly distribute themselves around the room and stand in the way of Santa Clauses. The winner is the one who hangs the toy on the Christmas tree and the one who finds the most original place for a toy (for example, the ear of the hostess of the holiday).

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

49. Frosty breath. Before each Santa Claus, a snowflake cut out of paper 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. It is held until everyone has blown away their snowflakes. After the last snowflake falls, announce: "The winner was not the one who first blew off his snowflake, but the one who last, because he has such frosty breath that his snowflake "froze" to the table."

50. COARCOAT RUN. For this game, you will need 4 matchboxes and 2 threads (based on two participants). The thread is tied to the belt in front, 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 the legs, the participants must push the boxes lying on the floor. Whoever completes the predetermined distance faster is considered the winner.

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

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

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

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

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

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

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

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

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

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

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

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

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

64. GUESS THE SONG A group of guys is playing. The driver is determined, he moves out of earshot. The guys select a song or poem, from which an ode line or verse is selected. For example, 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 for themselves. The driver returns and starts questioning the guys. He can ask any questions, the most awkward ones, to everyone in turn or in a breakdown, such as" Your attitude to salted cabbage?", and the respondent should use the word he got: "I have a wonderful relationship with cabbage!"

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

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

67. WALKED ON THE STREET All players are assigned numbers. No. 1 starts: “Walking down the street 4 crocodile”, No. 4 answers: “Why 4?, No. 1: “How much?”, No. 4: “A 8”. ", No. 4:" And how much?

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

99.KARABAS. The next similar game will be the game "Karabas". To conduct the game, children are seated in a circle, a counselor sits with them, who offers the conditions for the game: “Guys, you all know the tale of Pinocchio and remember the bearded Karabas-Barabas, who had a theater. Now you are all dolls. I will say the word "KA-RA-BAS" and I will show a certain number of fingers on outstretched hands. And you will have to, without agreeing, get up from the chairs, and as many people as I show my fingers. This game develops attention and speed of reaction. " This game test requires the participation of two counselors. The task of one is to conduct the game, the second is to carefully observe the behavior of the guys. Most often, more sociable, striving for leadership guys get up. Those who get up later, at the end of the game, are less determined. There are those who first get up and then sit down. They make up the "happy" group. The group of the detachment that does not stand up at all is non-initiative. It is recommended to repeat the game 4-5 times.

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

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

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

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

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

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

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

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

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

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

Can be done both at home and children's birthday.

Birthday contests for children can be held both at home and in any other place. It is generally accepted 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 according to their age. A well-chosen script with birthday contests, even at 14-16 years old, 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 contest at the child's birthday, it turns out to be fun and not forced.

The host announces:

“Everyone needs to give the birthday boy their most beautiful smile.”

The children immediately begin to smile, and then the presenter announces that it is too easy and everyone can smile like that. Then the presenter takes out a plate with sliced ​​\u200b\u200blemon slices. Children need to each take a lemon, put it in their mouth, chew it, while smiling. And the birthday boy must determine whose smile he liked the most.

2. Competition "Bell"

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

An unlimited number of people can participate in this competition. It can be used for any holiday. For the contest, you will need a small bell on a string, which will be hung around the neck of the contestant. 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, should both squat and step over the ropes. The player's task is to reach the finish line so that the bell hanging around his neck does not ring. The one who coped with this task best of all, from this day on, is considered the best tamer of bells.

3. Competition "Balloons-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 balloons in one corner of the room, the other half in the second corner. Divide everyone present into two teams, hand them markers. Teams must draw eyes, nose, mouth and so on on the balloons. They should get funny little animals. The team that creates the animals the fastest wins.

4. The game "Handkerchief, laughter and children"

(games and competitions for children aged 10-14 on their birthdays)

The game requires 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, tosses the handkerchief into 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, they are 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 left in the game is the winner.

5. The game "Running Ball"

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

To play, you will need two balloons and two glasses. The participants are divided into two teams. Each team stands in a column. The first team members are given a glass and a balloon. They put the ball on top of the glass so that the ball keeps its 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 have run around their team. But if someone's ball falls, he must return to his place and start running around from the beginning. It is not allowed to touch the ball with your hands during the task. The team that completes the task first wins.

6. Relay competition "Turtles"

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

This fun contest for children will perfectly cheer up all the guests on their birthday. If you're hosting a Jungle themed party, be sure to include a contest in your script. To carry it out, you will need 2 pelvises. Then you collect 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 on” an inverted pelvis on your back - you get a turtle under the shell. Now each participant must run to a given place, return to the team and pass the baton to the next participant. The team with all the turtles passing the test wins the competition.

7. Competition “Who is faster?”

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

The host puts two boxes at the finish line, between them you need to leave a distance of at least two meters. Boxes contain small toys of the same size, such as 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 that children will have to fill with toys, transferring them from a full box. At the signal of the leader, the first participants from each team must run to the full box at the finish line, take a toy from it, run to the start, throw the toy into the empty start box. After that, the next participants continue the competition. So children, running from a full box to an empty one, must transfer all the toys. The winner is the team that was able to transfer all the toys faster than the other. The winners must be given a prize.

8. Contest "Point your finger"

This contest is fun to hold on a child's birthday. The host shows 5 items and names them. For example, nose, plate, ceiling, door, birthday. Each child, when the leader calls the word, must point to an object or person with a finger. The presenter will deliberately confuse guests and may point to one item and name another. Who has never lost, that participant receives a prize.

9. Competition “Where is our ball”

(children's birthday contests 11 years old)

This is a mobile sports game. It is most convenient to carry it out in the hall or on sports ground. It begins at the sign of the leader. Children close their eyes, and the leader throws a small ball - in any direction. Participants listen to the sound of a dropped ball, trying to guess where it went. 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 run unnoticed by others to the agreed place, pat it with their hand and shout: “My ball!”. If during the game the player sees who has the ball, he should try to catch up with the lucky one and touch him. Then the ball goes to him. Now the rest of the children are running after the ball carrier, trying to catch up with him. And the player with the ball will try to run as fast as he can to the agreed place with the words: “My ball!”, Dodging everyone who wants to catch it.

10. Game “Catch a snowball”

(games and competitions for children)

Children's mobile fun game, which develops dexterity and attentiveness in children, as well as speed of reaction. It is usually offered to children to play with. preschool age. For the game, the leader must prepare a bag with small balls or "snowballs" made from cotton wool. Children need to distribute small multi-colored plastic buckets. At the prearranged signal, the children should prepare for the game, it requires a good reaction and speed. The host takes out snowballs from his bag and throws them in different directions. The kids run and try, substituting buckets under the flying snowballs, to catch them. 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 competitions for children aged 11)

This is a team game. It is suitable for children. You can play this game on any holiday: and on New Year, and on March 8, and on a 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 passing the broom, holding it between their legs, run to the stool, come back and pass the broom to another team member. The team that finishes the game first wins.

12. Quiz-competition " SpongeBob»

(quizzes and contests for the birthday of 10 years)

Children adore this funny character - SpongeBob's sea sponge. Cartoons with him are very popular all over the world. This quiz will put the kids at ease 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 the residents of Bikini Bottom keep at home? Snails and worms.
  • What are Spongebob's best friends? Patrick, Sandy, Squidward, Mr. Krabs, Gary.
  • Why does Spongebob go to Jellyfish Field? Catches jellyfish and "milks" them into jelly.
  • What is the name of Spongebob's teacher? Mrs Puff.
  • What exam is Spongebob failing to pass Mrs. Puff? Driving an underwater boat.
  • What is the name of SpongeBob's only friend who can't breathe underwater like fish and other marine life? Sandy.
  • Who are Sea Superman and Bespectacled Man? Superheroes from Bikini Bottom.
  • How many people live 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 Krabby Patty.
  • Who is the most greedy money lover in Bikini Bottom? Mr Crabbs.
  • What are the names of Spongebob's neighbors, where do they live? Squidward (a statue from Easter Island) and Patrick (under a stone).
  • Who is the Flying Dutchman? Ghost of the Sea Pirate.

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

13. The game "Guess who eats what?"

(children's birthday games)

This competition is best held when the children just came to the birthday party.

This competition is best held when the children just came to the birthday party. It is held at the table. The theme of this game is "Beasts". Prepare questions about which animal eats what. And ask the kids. You can remember all the animals in the zoo and ask about each one.

Start with easy questions about the bunny and the wolf, and end with exotic animals. Give your child a sticker or candy for each correct answer.

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

An interesting game for kids, developing their mindfulness, logic, speed of reaction. It is usually played by preschool children. The children are seated in front of the leader, who says: “The trees are low,” and he raises his hands up. Children, on the other hand, must show attentiveness, logic, speed of reaction, and show what low trees look like. The host lists what trees are: tall, small, huge. At the same time, he tries to confuse the children with wrong movements. But if one of the players goes astray, shows it like the leader, he is out of the game. True, the eliminated participant misses only a few rounds, he is not allowed to be bored for too long, and is offered to return to the game. The winner is the participant who quickly and most correctly showed what trees are like, and was not mistaken. He is rewarded with a delicious prize.

15. Competition “Back-pictures”

(birthday contests)

A fun game that you can offer children when you 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, the events in the game develop according to the principle of "damaged phone". The first player is told in his ear a simple word that is easy to draw: flower, house, sun. He must use a dull pencil to draw a picture on the back of his neighbor. And he, guided only by his feelings and guesses, while he is being drawn on his back, must decide what is drawn there and make a similar drawing on the back in front of the sitting player. The main thing is that the children do not peep, otherwise it will not be interesting. When all the participants of the fun finish their drawings, they begin to evaluate these works! Usually everyone is very funny from those pictures that young artists have drawn.

16. Contest "Invisible Back"

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

This competition is suitable for children's birthday. All guests are included. The birthday boy stands facing the wall and with his back to the guests. The guests line up at the threshold of the room. On the count of three, the first guest begins to move towards the birthday boy. As soon as the birthday boy feels that the guest is already close and standing behind him, he says: “Stop!”. It also continues with the next participant. The main thing for the birthday man is that the participant does not hurt him, and it is important for the guest to get the closest to the birthday man. Which of the guests will stand closer to the birthday boy, he wins. The winner must be rewarded with a delicious prize in the form of a chocolate bar, or give him a toy.

17. Competition “Find your prize”

(competitions for children)

The game helps to reveal the talents of each child. For this game, you need a set of colored cardboard, two boxes and lots of prizes so that everyone has enough of them. First you need to prepare cards (according to the number of players). A piece of colored cardboard is cut in half. The task is written on one half, the name of the prize is written on the second. If there are more children than multi-colored cardboard boxes, cards of the same color can be cut in different ways: along, across, at an angle, with a wavy line. In one box put the cards with tasks, colored side up. In the second box, hidden in another place, cards with prizes are placed. Each player, drawing a card, must complete the task: tell a poem, sing a song, compose a short thematic story, make a riddle to the 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 kid's performance, the others thank him for his efforts by clapping their hands and cheering him on while he searches for his prize.

18. The game "At the market"

(competitions 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 host stands in the center of the circle and says the following phrase “I went to the market and bought (a) ...” Further, depending on the continuation of the phrase, the participants should act differently, for example:

- “... and bought bananas”, then all those who belong to the banana group change places (the host also participates in this exchange). After the exchange, one “extra” fruit remains, which becomes the leader 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 leader.

- “... and bought fruit”, in this case, in general, all participants change places. The only one left without a seat becomes the leader.

19. Competition “Funny Tales”

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

Reaction and attentiveness - these qualities guarantee the success of the player in this game. All participants stand in a circle. Each participant clenches his right hand into a fist, putting his thumb up. left hand everyone is folded with a tube, which is put on the neighbor's thumb. And now, when all the players have clasped their hands in such an intricate way, the host 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, while catching your neighbor's, grabbing his finger. At the same time, in a fairy tale, you can use various funny gag, which is designed to confuse and confuse the players. For example, if the code word is princess Nesmetna, then when telling, you can use the frog princess, princess and seven heroes and any other phrases that begin with the word princess. Hearing them, the players will break out and grab the neighbors' hands. The game is always accompanied by laughter and sincere fun.

20. Competition "Who am I?"

(fun birthday contests for children)

This competition is perfect for a children's birthday. Draw some pictures like pineapple, cake, candy, etc. Cut out the middle for the child'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 delicious?”, “Am I made of wood?”, “Am I bigger than an orange?”, “Do I start with a vowel?” etc.