Indoor games for kindergarten. Fun indoor games for kids

"TROPICAL RAIN".

Participants stand in a circle. The presenter stands in the center: “Now we will all call for a warm tropical rain. During this, it is better for everyone to remain silent, as the sounds of rain will be better heard." Then the presenter shows the movements, gradually turning and looking at the participants in turn. The participant whom the leader is looking at begins to repeat the movements after him.
MOVEMENTS:
  1. Rub your palms together.
  2. Snap your fingers.
  3. Clap your palms on your chest
  4. Clap your hands on your knees
  5. We stomp our feet.
Then the movements go in descending order from the fifth to the first movement.

"HAMSTER."

Everyone sits in a circle. The first participant begins the story with the words: “I have a hamster at home, he has these paws” and shows. The next one repeats the movements of the previous participant and continues the story: “I have a hamster at home, he has ears like these,” etc. According to the snowball principle. At the end of the story, the whole group draws the hamball they just told about.

MURDERER.

All players stand in a circle, join hands and each places their right hand behind their back. Everyone closes their eyes and does not open them until the leader says. The host appoints a “killer” by touching one of the participants. The “killer,” upon a signal from the leader, begins to send a certain number of impulses in any direction (shakes the neighbor’s hand), the recipient of the impulse transmits it further, shortening it by one handshake. The player who received one impulse is considered killed and leaves the game. Then everyone opens their eyes and finds out who was killed. If two people have a suspicion about who the killer is, they can tell the leader about it. If their opinions coincide, that participant is eliminated from the game, regardless of whether he was the killer or not. If their opinions differ, then they themselves drop out of the game. The participants' task is to identify the killer, and the killer's task is to take everyone out of the game.

THE MAGIC OF WORDS

All participants count on "first-second", and then form pairs in which there is one "first" and one "second" number. The presenter says: “Close your eyes and imagine a ten-point scale. Find your mood at this moment on it. Mark it for yourself (you can write it down on a piece of paper).” Next, the task for the “first” numbers is to turn to their partners in a pair and make several positive statements about them. For example: “I’m very glad that you and I are in the same pair”, “you have a very pleasant voice”, “I like your name", "You are very beautiful today", "You have a charming smile", "You performed great at the concert yesterday", etc. Then the guys change places, and the “second” numbers speak out. After this, all participants are again asked to close their eyes and mark your mood on a scale of 10. The results “before” and “after” must be compared.

Notes:
o It is recommended to play with children at least 10-12 years old.
o Required condition there must be active participation from every player. You can give a minute to think about your statement.
o Do not tell children that they need to compliment each other - a positive statement is a much broader and more capacious concept.
o Some children (especially in opposite-sex couples) may have difficulty. Therefore, it is better for the presenter to make several cards in advance with positive statements written on them.

ASSOCIATIONS

The game is usually played in a circle. The person to be discussed is selected.
Participants must come up with who or what they associate this person with.
For example, who (or what) will this person turn out to be if he suddenly becomes:
o tree
o painting
o flower
o song
o furniture
o river
o animals
o plant
o bird
o time of year
An option is possible when each participant in the game is described in the form of metaphors: “prickly hedgehog”, “ perpetual motion machine", "Captain Vrungel", etc.
Notes. The game can be somewhat complicated: choose a driver, ask him to leave the premises or detachment place for a while. At this time, all participants choose the person to be discussed. After this, they invite the driver. His task is to use questions (see above) to find out the associations of the players and name the one they are talking about.
If the presenter has coped with this task, then the one he guessed goes to “lead”.

IMAGE MAKERS

Leading:“We are all interested in knowing what impression we make on other people, what they perceive in us as significant, but do not notice. Now there is an opportunity to participate in the collective creation of images of the people present here, that is, to try ourselves in the role of image makers.” The player goes to the center of the circle. The presenter asks the children questions: What image do you have when you look at our hero? What picture can be created for this image? What kind of people surround him, what kind of interior or landscape makes up the background of his portrait? In what era does all this happen? What time of year surrounds our hero? etc.
It is necessary to select questions so as to reflect the diversity of the child’s inner world, the characteristics of his behavior, and the nature of interaction with other members of the team.
Notes. After discussing the advantages and individual disadvantages, you can continue the work of “image makers” to form a positive image of the hero. To do this, the guys must talk about the character traits and personal qualities that are desirable, but absent in him.

GESTURE RELAY

All participants sit in a circle. The presenter gives them the task to come up with some kind of gesture, movement, grimace with which everyone will participate in the game (snapping fingers, clapping palms, “horns” from fingers, sniffling, funny faces, etc.). After the gestures are invented, they need to be demonstrated to each other and try to remember everything that the other participants showed.
The host starts the game: he shows his gesture and the gesture of the person to whom he is passing the baton. The player’s task is to repeat the previous gesture (the leader), his own gesture and the gesture of the participant to whom the baton is passed. Thus, each of the participants shows three gestures: the previous participant, his own and the next participant.
Notes. At first glance, this is a game of attention (children very often get confused, forget to demonstrate some of the gestures, etc.). However, 5-7 minutes after the start of the game, you can notice that some gestures (and, accordingly, the participants) are repeated more often than others. Why? The reason is not that some gestures are more memorable. Practice shows that more often they choose guys who are pleasant to talk to and who have managed to successfully prove themselves in some business.
In order for the game to be interesting, a simple condition must be observed - it must take place in complete silence.
7-8 minutes after the start of the game, it can be complicated by giving the participants the task of doubling the pace of the game.
The game can make a shocking impression on “uninitiated” people who are nearby - try to make sure that strangers do not see it.

CROCODILES

The game is very similar to the previous one and demonstrates the relationships, likes and preferences that are formed in the team.
All participants sit in a circle. At the command of the leader (starting with himself), the players are settled in order.
The presenter is number one, he says: “Five crocodiles were flying across the sky.” The player with number “five” asks: “Why five?” The presenter answers: “How much?” The player names any number that does not exceed the number of participants in the game. Now the player whose number was called begins to ask questions and continues the game. It is important for players not to get confused and to conduct dialogue correctly at a fast pace.
Notes:
o Some time after the start of the game, you can ask the participants to play faster.
o For some guys, the game may cause bewilderment: “What is all this for?” Explain that "crocodiles" are very thin psychological game(of course, this is not entirely true, but children need to be motivated), which helps to identify the level of team cohesion.
o If you play "Crocodiles" for at least 10-15 minutes for 3-4 days, you will notice that the children play faster and faster each time. o After a few days, it happens that the numbers that children choose more often than others change. This is natural, since there is an obvious dynamic in the development of relationships in the team.

DECLAMATION LESSONS

The children are given the task: to expressively read a famous poem in chorus (at the same tempo and rhythm). This "lesson" usually does not cause serious difficulties. The next one is much more difficult - to read the same poem with the same intonation, at the same tempo and rhythm, and at the same time the “students” must pronounce the words in turn, sitting in a circle.
Notes. You can teach the same “lesson” several times. Does the quality of recitation improve after repeated repetitions? What is the children's mood? Or maybe it's time to change the poem? Ask the children a series of questions: How did they feel during the “lessons”? To what extent did they manage to overcome the psychological barrier (shyness, constraint)? How did they tune in to the same wavelength as the “class”? How did their mood change?

HELLO! YOU IMAGINE...

The presenter turns to the participant sitting (standing) to his left and cheerfully says: “Hello! Can you imagine...”, and then tells him some news, tells funny story, incident, anecdote.
The participant’s task is to listen carefully and rejoice with the presenter. Then the participant turns to the neighbor on the left and also joyfully says: “Hello! Can you imagine...” and ends the phrase with his own news, incident, story. Notes. You can change the task during the game. For example, ask children to retell the same news, story, incident. Observe how the information initially provided changes (it may become more concise, or perhaps more extensive).

CHECK

Participants sit in a circle. The presenter calls the number, and that is how many participants must rise from their seats. Participants do not have the right to negotiate, but non-verbal interaction is allowed. Until the group acts together well enough, the game cannot continue. Notes. It is necessary to bring the game to completion; Positive reinforcement is important. This game can be played standing in a circle: the participants, at the command of the leader, must take a step forward.

COUNT TO TEN

The game is very similar to the previous one. But the players’ task changes somewhat: it is necessary, without agreeing with each other, to count out loud from one to ten. It is important to bring your counting to perfection.

A TALE WITH CONTINUATION

The presenter begins to tell some fairy tale or story unknown to the children. After the first 6-7 sentences, he interrupts his narration and passes the floor to the next participant.
The player’s task is to come up with a short continuation of the fairy tale (3-4 sentences). Each participant has the right to change the plot of the fairy tale, introduce new characters into it, or, conversely, exclude someone. It is forbidden to interrupt the speaker. He has every right to compose his passage as he sees fit.
When all participants in the circle have taken part in composing a fairy tale, the floor again passes to the presenter, and he finishes the story.
Notes. Be prepared for the fact that the story will develop not as you would like, but as the storytellers decide. Namely:
o the heroes of the fairy tale will often die, perish, disappear;
o fairy tale heroes can actually become existing people, members of the team, and sometimes the teachers themselves conducting this game;
o probably the frequent appearance of negative characters who will confuse the whole action and do all sorts of nasty things;
o some episodes of the tale will contradict each other;
o children can think about their episode of a fairy tale for a long time;
o some children will refuse to participate in writing, and some, on the contrary, will intervene even before they are given the floor, etc.
In order to avoid such developments, the teacher needs to take control of the sequence.
It makes sense to play the game several times over 2-3 days. Then the interaction of children becomes more harmonious, purposeful, the content of the fairy tale is kinder, and the plot is more logical.

THE SWAN FLYED

All children form a circle, facing the center. The circle should be quite wide, so you need to stand so that you are at a distance of 30-40 cm from each other. Arms are extended forward, the palms of each participant lie on the palms of the person standing next to them or support them.
One of the players begins a children's rhyme: “A swan was flying across the blue sky, he thought of a number...”. Each of the guys says only one word from the counting rhyme. The one who needs to name the number calls it, and the next ones start counting. At the same time, everyone makes a clap on the neighbor’s palm.
The one who received the final number must not miss it and remove his palm from under his neighbor’s clap in time.

Knead, knead the dough

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

Take care of your hands

The players form a circle, standing one step apart from each other. The teacher appoints one driver, who stands in the middle of the circle.

Children stretch their arms forward, palms up.

At the teacher’s signal: “Take care of your hands!” The driver tries to touch the palms of one of the players.

As soon as a child standing in a circle notices that the driver wants to touch his hands, he immediately hides them behind his back.

Those children whose palms are touched by the driver are considered losers. When 2-3 losers appear, the driver chooses another child in his place (but not from among the losers) and changes places with him.

Magic word

The leader shows various movements and addresses the players with the words: “Raise your hands, stand, sit down, stand on your tiptoes, walk in place...”, etc.

The players repeat the movements only if the driver adds the word “please”. The one who makes a mistake is out of the game.

Hot hands

Children form a circle.

The driver stands in the center of the circle. The players standing around him raise their hands to waist level and hold them with their palms up.

The driver strives to slap someone in the palm of his hand. The players, fleeing, quickly give up. The one whom the driver insults becomes the driver.

If there are a lot of players, there can be two or three people driving. Players do not have to remove their hands, but turn them palms down.

The game is more lively when the driver tries to quickly move around the circle in different directions.

Gawkers

Children form a circle and walk in a circle one after another.

At the driver’s signal: “Stop!” stop, clap their hands four times, turn 180° and start moving in reverse side. The one who makes the mistake leaves the game.

Earth, water, air

Children sit in a circle or in a row.

The presenter walks between them and, pointing at each in turn, says the word: “Water!” The child he pointed to must name a fish or animal that lives in the water.

If the driver says the word “earth,” the child names the one who lives on the earth, if the word “air” is named, the one who flies.

Golden Gate

Two presenters are appointed. They stand up, holding hands, and raise them up, showing the gate. All other participants pass through the gate, saying:

Golden Gate

They don't always miss.

Saying goodbye for the first time

The second time is prohibited,

And for the third time

We won't let you through.

The presenters lower their hands at the end of the verse. In front of whom the gate is closed, that participant stands together with the presenters and raises their hands.

The game continues until all participants turn into gates.

Hippodrome

The horse runs and runs. (We clap our hands on our knees.)

The horse is walking on the grass. (Three palms of hands.)

And here is a barrier (We take air into our mouth and hit our cheeks.)

And another barrier...

Actions change. The game is repeated several times.

Paints

Children choose the “owner” and two “customers”; everyone else playing chooses “colors”.

Each paint comes up with a color for itself and quietly names it to its owner. When all the paints have chosen a color, the owner invites one of the buyers.

The buyer knocks:

- Knock Knock!

- Who's there?

- Buyer.

- Why did you come?

- For paint.

- For which one?

- For the blue one.

If there is no blue paint, the owner says:

Walk the blue path

Find the blue boots

Carry it and bring it back!

If the buyer guesses the color of the paint, he takes the paint for himself.

The second buyer approaches, the conversation with the owner is repeated. So customers go through the line and sort out the paints.

The buyer who guesses the most colors wins.

When the game is repeated, he acts as the owner, and the players choose the buyers.

The buyer should not repeat the same paint color twice, otherwise he gives up his turn to the second buyer.

ring

Children stand in a circle, and the driver stands inside the circle. He holds a ring in his palms, which he discreetly tries to pass on to one of the guys. With palms folded into a boat, the driver opens the children’s palms one by one. Children carefully monitor the actions of the driver and their comrades. And the one who got the ring does not give himself away.

At the driver’s signal: “Ring, ring, go out onto the porch!” - a child with a ring runs out into the center of the circle. He becomes the driver.

If the children notice his ring before the signal, they do not let him into the circle. In this case, the game is continued by the previous driver.

Circle

Children form a circle, dance in a circle and say:

Kru-kru-circle,

Play the horn

One two Three -

Tanya, turn over!

The girl (boy) named by name must turn 180°. Game continues.

Who left?

Children stand in a circle or semicircle.

The teacher invites one of the players to remember those who are nearby (5-6 people), and then leave the room or turn away and close their eyes.

One child is hiding.

The teacher says: “Guess who left?” If the child guesses correctly, he chooses someone instead of himself. If he makes a mistake, he turns away again and closes his eyes, and the one who was hiding returns to his place. The guesser must name it.

Who has arrived?

Children stand in a circle or scattered.

The teacher shows the movements and pronounces the text, the children repeat the movements.

Who has arrived? (Put the palms and fingers of both hands together, clap the tips 4 times thumbs.)

We, we, we! (The tips of the thumbs are pressed against each other and motionless, the tips of the remaining fingers quickly and simultaneously clap 3 times.)

Mom, mom, is that you? (Clap with the tips of their thumbs.)

Yes Yes Yes! (Clap with the tips of their index fingers.)

Dad, dad, is that you? (Clap with the tips of their thumbs.)

Yes Yes Yes! (Clap with the tips of your middle fingers.)

Brother, brother, is that you?

Oh, little sister, is that you? (Clap with the tips of their thumbs.)

Yes Yes Yes! (Clap with the tips of their ring fingers.)

Grandfather, is that you?

Grandma, is that you? (Clap with the tips of their thumbs.)

Yes Yes Yes! (Clap the tips of our little fingers.)

We are all together

Yes Yes Yes! (Clap our hands.)

Lavata

Children form a circle.

Without holding hands, children move with side steps, first in one direction, and when repeating the words - in the other direction, saying:

Together we dance -

Tra-ta-ta, tra-ta-ta,

Our favorite dance -

This is lavata.

The presenter says: “My fingers are good, but my neighbor’s are better.” Children take each other's little fingers and repeat the words with movements left and right.

Then the driver gives other tasks:

My shoulders are good, but my neighbor's are better.

My ears are good, but my neighbor's are better.

My eyes are good, but my neighbor's are better.

My cheeks are good, but my neighbor's are better.

My waist is good, but my neighbor's is better.

My knees are good, but my neighbor's are better.

My heels are good, but my neighbor's are better.

Palms

Two players stand opposite each other.

The players simultaneously clap their hands, and then join their palms in front of them (right to left, left to right). Then the palms are connected crosswise - right to right, left to left. Then clap - and again the palms are together.

At first the movements are done slowly, and then faster and faster until the palms become tangled. Then the game starts over.

Frog

Place your hands on the floor (table). Clench one palm into a fist, place the other on the plane of the table.

At the same time change the position of your hands. The complication of the exercise is to speed it up.

We walked in Africa

Children stand in a circle or scattered.

The teacher shows the movements and pronounces the text, the children repeat the movements.

We walked around Africa (We stomp our feet.)

And they collected bananas. (They depict how bananas are collected.)

Suddenly a huge gorilla (We draw a large circle with our hands.)

Almost crushed me. (Knock on the chest with our right and left hands.)

I’ll give it to mom, I’ll give it to dad (Knock on the right, then the left knee.)

And I won’t deprive myself. (Knock on the chest with our right and left hands.)

Children stand in a circle or scattered.

The teacher shows the movements and pronounces the text, the children repeat the movements.

Ten, nine, (Clap their hands.)

Eight, seven, (They spank the knees.)

Six, five, (Clap.)

Four, three, (Spank.)

Two, one. (They clap.)

We are with the ball (They cover their eyes, then the inner one, then outside palms.) We want to play.

Just need it

We need to find out: (Clap for every word.)

Who will have the ball (They stomp on every word.)

Catching up. (They squat.)

Find and remain silent

Children stand in a line facing the teacher.

He invites them to turn around and close their eyes, while he hides some object.

With the permission of the teacher, the children turn around, open their eyes and begin to search for the hidden object. The person who finds the object approaches the teacher and quietly says in his ear where he found it. If the child said correctly, he moves aside.

The game continues until all children find the object.

Low - high

Children stand in a circle.

The adult says: “We decorated the Christmas tree with different toys, and in the forest there are different Christmas trees: wide, low, tall, thin. I will say:

“High” - raise your arms up;

“Low” - squat and lower your arms;

“Wide” - make the circle wider;

“Thin” - make a circle already.

The game is more fun if the adult tries to confuse the children.

Mail

The game begins with a roll call between the driver and the players:

- Ding, ding, ding!

- Who's there?

- Where?

- From the land of fairy tales.

- What are they doing there?

- They wash themselves (dance, draw, run, comb their hair, squat, smile, etc.).

The players imitate or perform the named action.

Five names

Children are divided into two teams.

Two players, a boy and a girl (representatives of two teams), stand next to each other in front of two lines.

At the signal, they must walk forward (first one, then the other), taking five steps, and for each step, without the slightest mistake or hesitation (without breaking the rhythm), pronounce a name (boys - the names of girls, girls - the names of boys). This is a seemingly simple task, but in reality it is not so easy to complete.

You can name five other words (animals, plants, household items, etc.). There are many names, but not everyone can pick up five names and pronounce them one after another without delay in the rhythm of a step.

The winner is the one who copes with this task or is able to name more names.

Edible - inedible

Children stand in a circle.

The driver says the word and throws the ball to the player.

If the word denotes food (fruits, vegetables, sweets, dairy, meat and other products), then the child to whom the ball was thrown must catch it (“eat”). If the word denotes an inedible object, the ball is not caught.

A child who fails to complete the task becomes the driver, says the intended word and throws the ball to someone.

Tick-tock-tock

The children stand scattered.

The teacher gives the signal: “Tick!” - children bend left and right; at the signal: “Yes!” - they stop, and at the signal: “Knock!” — they jump on the spot. The one who makes a mistake leaves the game. The signals are repeated 5-8 times. The sequence of signals must change.

At the end of the game, the most attentive player should be noted.

Three, thirteen, thirty

They choose a driver. The players stand in a circle and open with outstretched arms. The driver stands in the center of the circle. When playing the game for the first time, it is advisable that the teacher be the driver.

The teacher explains that if he says: “Three,” all the players put their hands to the sides; if he says: “Thirteen,” everyone puts their hands on their belts; if he says: “Thirty” - everyone raises their hands up (you can choose any movements).

The teacher quickly names one movement or another. The player who made a mistake sits on the floor. When 1-2 players remain in the circle, the game ends; The winners are announced.

Free place

The players sit in a circle.

The teacher calls two children sitting next to each other. They stand with their backs to each other and at the signal: “One, two, three - run!” - run to different sides around the circle, run to their place and sit down.

The adult and all the players note which of the children was the first to take the empty seat.

Then the teacher calls the other two children, the game is repeated.

Sit, sit, Yasha

Children form a circle.

In the center of the circle is a blindfolded child. The rest of the players, holding hands, walk in a circle and say:

Sit, sit, Yasha,

Under a walnut bush.

Gnaw, gnaw, Yasha,

Roasted nuts

Gifted to the sweetheart.

Children stop and clap their hands:

Chock, chock, piglet,

Get up, little man Yasha.

The child driver stands up and slowly spins inside the circle.

Where is your bride

What is she wearing?

What is her name

And where will they bring it from?

With the last words, “Yasha” goes to the children, selects any child, feels him and tries to guess who he found, describe his clothes and call him by name.

Guess what they did

Children stand in a circle or scattered. The teacher selects one child who moves 8-10 steps away from everyone playing and turns his back to them. He must guess what the players are doing.

Children agree on what action they will portray. According to the teacher: “It’s time!” The driver turns around, approaches the players and says:

Hello children!

Where have you been?

What did you see?

Children answer:

We won’t say what we saw,

And we’ll show you what they did.

If the driver guesses correctly, he chooses another child instead. If he answers incorrectly, the game is repeated with the same driver.

Claps

Children move freely around the hall (playground).

On one clap from the driver they should jump, on two clap they should sit down, on three clap they should stand up with their arms raised up (or any other movement options).

All children depict some action, for example, playing the accordion, riding horses, etc. The driver guesses the action being depicted. If the driver does not guess correctly, then he loses. The children tell him what they did and come up with a new action. The driver guesses again.

Then another driver is chosen and the game is repeated.

Clean

Children stand in a circle or scattered.

Pull it into a circle

A circle is drawn on the ground (drawn with chalk on the asphalt, laid out with a string on the floor). Children stand around him and hold hands. They dance in a circle, saying the words:

We go, we go in circles,

We hold each other's hands.

And now, guys, let's get up,

And we’ll pull someone into the circle!
(M. Gruzova)

Everyone stops. On the command “One, two, three, pull!” everyone tries to pull their neighbors into a circle, behind the line, while remaining outside.
Those who succeed are considered winners. They participate in the next round of the game, and its winners participate in the next one. Don’t forget to reduce the size of the circle before each new stage of the game!
The winner is determined from the remaining two players. He is awarded a prize, a medal, or given the title of the strongest and most dexterous.
The game can be played with music. While the melody is playing, everyone walks in a circle, and when the music changes or when there is some signal (clap, whistle), they begin to pull each other over the line.
If you play this game on Maslenitsa, you can say that the circle on the ground is a frying pan. Anyone who steps on it turns into a “fried pancake.”

Steps with names

If there are few players, for example three, you can arrange such a competition between them. All participants line up in front of the line. The first one begins to walk, calling any names for each step. As soon as he runs out of names, he immediately stops. You cannot think about or repeat names. The second player enters the game. When he stops, a third one comes. Whichever player finishes further is the winner.
But it may also happen that the guys have very different step lengths. Then the participant who names more names wins.
Names can be replaced with the names of trees, flowers, animals, and so on.

Who will jump higher

Children are divided into three teams: “goats”, “horses” and “cats”. Each of them has its own place. All participants squat down.
The presenter from time to time exclaims “horses”, “goats” or “cats”, emphasizing and stretching the syllable “ko” and quickly pronouncing the end of the word. Children - members of the named team must at this moment jump in place as high as possible.
If one of the children jumped at the wrong time or did not jump when it was necessary, then he is removed until the end of the game.
The team with the most players left wins. It also takes into account how well and how high the team jumped.

Freeze!

All children love the game “The Sea is Troubled.” The driver intones:

The sea is agitated once

The sea is worried two

The sea is worried three,

Marine figure, freeze!

Players move smoothly, depicting waves or sea ​​creatures. At the last word everyone freezes in various beautiful poses. The driver appreciates the sophistication and originality of the figures. Children stand still, but no more than 30 seconds! Then the game repeats. You can choose a new driver from among the most distinguished participants. This game can be played in winter if you change the words. We suggest using the following text:

Snowflakes will spin once,

Two snowflakes will spin,

Three snowflakes will spin,

Figure made of snow, freeze!
(M. Gruzova)

Children, in accordance with the text, depict a blizzard or blizzard. Players freeze in poses of figure skaters, skiers, lugers, sleeping bears, Christmas trees, snowflakes, ice figures, etc.

Walk - stand

Two parallel lines are drawn on the ground at a distance of about ten meters from one another. The driver stands in front of the first line, turning away from the other players. The remaining participants align their toes along the second line.
The driver begins to count loudly: “One, two, three!” All players take three steps forward at this time. The driver exclaims: “Freeze!” and turns around sharply. Everyone stops. The driver makes sure that no one moves. Whoever moves is out of the game.
Then the driver turns away again and begins to count. Everything is repeated several times until one of the players manages to cross the first line (that is, the one where the driver is standing). He is considered the winner. As a rule, this is the participant who took the longest steps, and when frozen, retained them well. The winner can take the prize and, if he wants, become the new driver.

Banners

Everyone is familiar with the game of tug of war. What if there is no rope? Then you can organize the game differently. The teams stand opposite each other. The players of each of them line up one after another, holding tightly to the waist of the one in front (as in the fairy tale “Turnip”). The first team members take both hands. A line is marked on the ground between them. At a given signal, one team tries to pull the other over the line to its side.
And here is another option for constrictions. A long line is drawn on the ground. Players from two teams stand in front of her, forming pairs with their opponents, and join hands with them. At the “pull” signal, everyone tries to pull the enemy to their side, over the line. At the stop signal, everyone stops. Those children who were pulled over the line become players on the other team and fight for it. You can form new pairs or hold on to each other from behind and together (three of you, etc.) pull your opponents to your side.
The game is repeated three to five times, after which the winning team is determined. The winning side is the side that has more players at that moment.

In an even circle

The driver is selected, the rest of the players stand in a circle. Children walk in a circle and say:
In an even circle, one after another, We go step by step. Stay where you are! Together we do this!
After which all the players stop, and the driver in the center of the circle begins to show some interesting movements (dance, sports, imitative, comic). All the children repeat after him, trying to copy the driver exactly.
Then the driver chooses another (from among the best players) instead of himself. The game is repeated until the children get bored or until the interesting movements run out.

Sharodrome

Children are divided into two teams with an equal number of players. A long line is drawn on the ground (asphalt) (you can put a cord indoors). Players stand along it on both sides. Everyone has an inflated balloon in their hands.
At the signal, the children begin to throw the balls to the other side, trying to get as many balls as possible to their opponents, and no balls left on their side. Balls that arrive from opponents are also returned to them as quickly as possible. That is, each team tries to get rid of the balls.
The transfer continues until a new signal. As soon as the command “Stop!” (whistle, clap, music stop), everyone stops. Which side has fewer balls, that team wins.
Depending on the time of year and the location of the game, the balls can be replaced with other light objects, for example, homemade snowballs, cones, and the like.

Transferring an item

Children stand in a circle and pass an object, such as a handkerchief or flower, between their hands. Transmitted rhythmically, to the text that is spoken:

Our flower (handkerchief) took a walk
Hand in hand, hand in hand.
Who had it?
He will come out to us to dance!
(M. Gruzova)

Whoever had the object on the last word goes to the center of the circle and dances with or without the object, at his discretion. If there is musical accompaniment, dance movements are performed in accordance with the nature of the music.
Children can clap for the dancer or repeat the movements after him. Then the driver takes his place in the circle and the object is passed on.

1. MRS MUBLE

10-15 people sit in a circle. One begins the game with the following question addressed to the neighbor on the right: “Is Mrs. Mable at home?” He must answer: “I don’t know, I’ll ask my neighbor.” And he asks the neighbor the same question, to which he receives the same answer. Participants get all the pleasure from how the words are pronounced. They must be spoken without showing teeth, i.e. biting my lips.

2. ROBBIE
To play you need 5 or more people. The presenter pronounces some commands. If he says: Robbie says.... (do this), then the others follow the command. If the presenter simply says a command (do something), then there is no need to carry it out. Whoever makes a mistake leaves the game. Commands can be the following: close your eyes, raise your hands, lower your hands, jump up, meow, etc. The last one standing wins.

3. REMEMBER THINGS
15-20 are laid out on the table various items. Players are given 30 seconds to remember them. After which the items are covered. Each participant writes what he remembers. The one who remembers the most items wins. The game can be made a team game, that is, it is not just one person who remembers, but a team; The team that names the most items wins.

4. THE LOST SHEEP
Children's game on the theme: "Jesus is the Good Shepherd." Main idea: The Lord always knows where we are and can always find us, like the Good Shepherd. 5-50 people play. One person leaves the room, at which time a “sheep” - some object - hides. The “shepherd” enters and begins to search, and everyone else helps him, clapping their hands, according to the “hot-cold” principle.

5. BAG
The game is good for analyzing the Bible story about the healing of the blind. The presenter invites the children to imagine themselves blind and guess objects by touch. To do this, take a bag into which a variety of objects are placed: a watch, an apple, matches, a glass, etc. If desired, everyone can reach into the bag and pull out objects one by one, guessing them.

6. CROCODILE
A minimum of 4 people are required to play. Players are divided into two teams with approximately the same number of people. The first team thinks of a word, for example, “student”. Then they call any one player from the opposing team and tell him this hidden word. This player's task is to pantomime this word for his team to guess it. When a player shows the hidden word, his team begins to guess out loud. For example: are you showing the school? To which the player can respond with a nod of the head, but must not utter any words or sounds. When the word is guessed, the teams change roles.

7. CONDUCTOR
A minimum of 5 people are required to play. Everyone stands in a circle, one player comes out. One person is selected to be the “conductor”. He will act as if he is playing musical instruments, and repeat everything after him. The guessing player enters and everyone starts playing, repeating after the “conductor.” The guessing player must find out who the “conductor” is. If he guessed right in less than three attempts, then he stands in a circle, and the “conductor” comes out instead, and if he fails to guess right two times, then he guesses again, only a new conductor is chosen.

8. THE RIGHT VOICE
The game is good for the lesson topic: how to follow Jesus. You need at least 5 people and a room for playing or space on the street, in the yard, in the forest. One player is blindfolded. Among the remaining players, one is selected to be the “right voice.” There are many different obstacles in the room (yard, forest). The blindfolded player must walk a certain path between these instructed objects, while everyone else advises him how to go. The “right voice” always tells the truth, but everyone else deceives and tries to lead you astray. The traveler needs to understand whose voice is telling the truth and then constantly listen to it.

9. SALAD
Although this game is very simple, it can become your favorite one. It's worth playing it once and you'll love it! To play, you need one less chair than there are players. 10-20 people play. Everyone sits on chairs, one remains in a circle. He gives everyone the names of fruits and vegetables. For example, it turned out 3 apples, 3 pears and 4 bananas (the person standing in the circle also takes the name of the fruit). The game begins. The person standing in the circle shouts out one name: pear! Those who received this fruit must change their place. Again there is one extra left. He also shouts out the name of the fruit, or maybe two at once. If the word “salad” is shouted, then all players must change places. The game can continue indefinitely.

10. TRANSFER IT TO ANOTHER
The game requires two teams of 5-7 people. This game is similar to the game "Crocodile". Only here the first team thinks of not just one word, but a whole one Bible story, for example, how Noah led the animals into the ark. Then the first team calls one player from the second team and tells him what is in store. Unlike the game "Crocodile", the players of the second team must be in another room at this time. They are called one at a time.

So, the first player from the second team learned his task: to depict how Noah led the animals into the ark. A second player from the second team is called, to whom the first player in pantomime depicts a hidden story. He does this only once, and the second player just watches and doesn’t ask anything. The second player’s task is to understand what they wished for, in order to then pass the story on to the third player from his team. So, the whole story is transmitted along a chain from one player to another. If the guesser knows the story, it will not be difficult for him to portray it himself in pantomime, but if he does not guess correctly, he will begin to show him incomprehensible movements, which will make everyone else simply delighted.

The last player in the second team, having watched the pantomime, has to say what kind of story it is. It may happen that he will name a completely different story, which will cause general laughter. Then everyone begins to be asked what he understood and what he depicted. After this, the teams change places.

11. IN COIN
10 - 20 people required. Everyone is divided into two teams, stand or sit opposite each other, hiding their hands behind the backs of their neighbors. The leader is located at one end of the chains. An object is placed at the other end: an apple, a matchbox, etc. The presenter tosses a coin, and the end players of the teams look at what comes out, while everyone else must look at the apple (box). If “tails” comes up, then nothing happens and the coin is flipped over; if “heads” comes up, then the end players of the teams must shake hands with their neighbor, and he transmits the signal further until he reaches the opposite end. The latter, having received the signal, must grab the apple. The team that grabbed the apple moves: the one who grabbed it sits on the opposite end of the chain, and everyone moves. Now he watches the coin fall out. The team with the fastest movement of all players wins.

12. GUESS THE MELODY
The game involves 10-15 people. Everyone stays in the room, one leaves. Players make a song, for example, “A Christmas tree was born in the forest.” The first line of the song is taken, from which everyone gets one word. That's what he will sing. The guesser enters, and everyone begins to sing only their word. The task is to guess the song.

13. RING
8-20 people play. To play you need a thread and a ring. The thread is threaded through the ring and the ends are tied. Everyone stands in a circle, holding the thread in front of them with both hands. The thread should be taut. One person is in the center of the circle. He must find the ring that the other players are constantly moving along the string. The next one to go into the circle is the one who has the ring.

14. REMEMBER THE DETAILS
The game requires 5-15 people. The presenter and one player go out and change some detail in the appearance of this player. For example, they unbutton one button, roll up a sleeve, or change their hairstyle. They then return to the rest of the players, who must guess what has changed.

15. SUITCASE
Memory development game. 3-12 people play. The first player says: "I take a suitcase and put... a cucumber in it." The second player continues: “I take a suitcase and put a cucumber and a tree in it.” And so on. Everyone adds their word to the chain. The last one to correctly name the entire chain wins.

16. WHITE ELEPHANT or HOW TO GIVE GIFTS
special game on New Year's Eve
I don’t know why “White Elephant”, but that’s what it’s called.

This game is good to play on New Year's or Christmas night. But this is optional.

So, each participant in the game (7-25 people) brings with him a gift, wrapped so that it is impossible to guess what is inside. All gifts are placed under the tree.

All players gather in one room and watch what is happening. The game begins. The first participant approaches the tree and takes any gift he likes. He unfolds it in front of everyone, shows it, demonstrates it, and sits down with the gift in his place. Then the second participant stands up and chooses a gift for himself. He can take a gift from under the tree or take a gift from the first player. And so each next participant can take a gift from under the tree or take an already unwrapped gift from one of the players. If a gift is taken from someone, then that person chooses for himself new gift. He can again take either something from under the tree or take it from someone else. But he cannot take back the gift that was just taken from him. The game is considered over when there are no gifts left under the tree.

During the game, each person who has already received a gift should not hide it from others, but rather advertise what a wonderful gift he has, take it, whoever wants it, I don’t mind. This game teaches sacrifice.

NOTE: in order to play this game, you need to warn everyone in advance that there will be a “White Elephant”, explaining the rules. Gifts should be such that they can be useful to both the guy and the girl.

17. CALLER
Everyone is blindfolded except the leader. He must move around the room all the time with a bell in his hand. The rest are trying to catch the leader by ringing the bell. Sometimes they catch each other and are convinced that they were mistaken when they hear the ringing of a bell in the distance. The player who catches and recognizes the caller becomes the host.

18. WHO IS NOT?
Participants sit on chairs. The presenter leaves the room. At this time, one of the players is covered with a blanket, the other players change places. Then the leader is called. He will have to find and determine as quickly as possible who is not in the room. If the leader names the one who is hiding, the latter becomes the leader. The one who quickly determines who is missing wins.

19. WHO BURPLES LONGEST?
Find a few volunteers to come out in front of the group. Everyone takes water into their mouth and begins to gurgle. Swallowing is not allowed! You can stop for a few seconds to get some air. From laughter and gurgling, water splashes on the floor - then the participant is disqualified.

20. Blind's Bluff in the DARK
Place a small piece of paper on the back of each player. Blindfold each person's eyes. Then give each player a pencil. The goal of the game is to wander around the room and get to know the people you encounter while trying to hide your own identity. This can be achieved by changing your voice, refusing to speak, changing the trajectory of movement around the room, not allowing anyone to touch you. On the back of each person he encounters, the player must write who he thinks that person is. The game continues until you feel that the majority of players have had the opportunity to write something on each spin.

21. SHOE A FRIEND
Have all team members entering the room remove their shoes and place them in a bag. Leave the package at next room. A runner is selected from each team to run for the shoes described by each of the players on his team. So, the first one describes the signs of his shoes, the runner runs after it and brings it, the second one says the signs of his shoes. The goal of the game is for the runner to quickly find and bring his team's shoes.

22. ENCYCLOPEDIA
This team intellectual game you'll definitely like it. It is good for her to have 1-3 hours left, for example, if you are meeting New Year in friendly company.

The game requires a little preparation. Let the presenter take an encyclopedic dictionary and write down several unknown words on a piece of paper. For example, these:

. LOPARI - the name of the Sami peoples used in literature

. OBRAT - an outdated name for skim milk, which was returned from dairy factories to farms for feeding calves

. PERCAL - thin cotton technical fabric made from untwisted yarn

. RECHITSA - a city in the Gomel region, a marina on the Dnieper

. SUTRA - in ancient Indian literature, a laconic and fragmentary statement

. KIMBUNDU - the language of the Bambundu people

. MELTON - in Russian architecture of the 15th-17th centuries, a decorative detail, thickening in pillars, columns in window frames

. GOKCHA - the former name of Lake Sevan

. SCOTIA - (from Greek - darkness) - an asymmetrical architectural bummer with a concave profile of two arcs of different radii

After that you can play. 4-5 teams of 1-5 people each play. All teams are given identical blank sheets of paper, exactly the same as the one on which the presenter wrote out the words for himself. The presenter reads the first word without revealing its meaning. Each team writes its own meaning of this word (i.e., invents it). Then the presenter collects all the pieces of paper, puts his own piece of paper with the correct answer on top of them, mixes it up and starts reading. Once he has read all the versions (along with the correct answer), each team must guess the correct answer. If she guessed right, she gets one point. If the other team accepted her answer as correct, then she gets another point (or two, or three, if two or three teams believed her answer).

In this game, the task of each team is not only to guess the correct answer, but to write their answer so that it looks like the truth, and everyone believes this “truth”.

The team that scores the most points wins.

23. CHEWING GUM WITH GLOVES
This is a mini relay race.

Two teams with the same number of players receive a pair of rubber gloves, a bag that is hermetically sealed, and which contains sweets for each player. At the leader’s command, the first player from each team puts on gloves, opens the bag, takes out and unwraps the candy, puts it in his mouth, closes the bag tightly, takes off his gloves and passes everything to the next player. The team that completes this operation first wins.

24. RUSH OFF THE SOAP
This is also a mini relay race.

Each team receives a bowl of water and a bar of soap. At the leader's command, each team tries to wash off the soap using only their hands and water. After a certain time, the presenter checks the size of each team’s soap. Well, of course, a small piece.....

25. WHAT DO I TAKE WITH ME ABROAD?
10-15 people play. It is possible for 2-3 people to know what the essence of the game is. The host is a customs representative.

So, everyone in turn says: “I’m going abroad and taking with me... (table, chicken, volcano, etc.). If a person names an object by the first letter of his name, then the presenter (customs officer) says: “I’m skipping.” For example: Dima - money, Tanya - TV

Otherwise, the customs officer will not let you through. The players’ task is to understand by what criteria they are allowed to go abroad.

26. BUN
a game for those who like to laugh

A large piece of bun is shoved into a person's mouth so that he is almost unable to speak. Then he is given a text to read. He begins to read with expression (even if it is some unfamiliar verse).

Another person writes down what he understands and then reads it out loud for everyone. Its text is compared with the original.

27. BLANKET
The game requires 15-40 people. People should at least know each other's names, or better yet, be well acquainted. One person walks out the door. One of the remaining ones is seated on a chair and covered with a blanket. The man who went out the door comes back in. His task is to guess who is under the blanket. If there are a lot of people, this will not be so easy.

28. PRIZE FOR THREE
Two participants stand opposite each other - there is a prize on a chair in front of them. The leader counts: “One, two, three...one hundred, one, two, thirteen....eleven, one, two, thirty...twenty,” etc. The winner is the one who is more attentive and the first to take the prize when the presenter says “three”

29. CUCUMBER
The players stand in a circle with the leader in the center. The circle should be tight - shoulder to shoulder, and your hands should be behind you. Take an ordinary fresh cucumber, preferably a larger one, and pass it around. The presenter's task is to determine in whose hands this cucumber is now located. And the players’ task is to pass the cucumber to each other, and when the host is not looking, bite off a piece. You need to chew very carefully so as not to arouse the host’s suspicions. If the operation was successful, and the cucumber was eaten unnoticed by the host, it means that this very victim of his own inattention will fulfill the desire of the entire already well-fed meeting!

30. NOSE POWER
For the competition, take a lid from matchbox and put it on the nose (stronger). The task is to remove the lid using facial movements. Best result obtained when the box is tightly put on the nose

31. RUSLAN AND THE HEAD
The leader is chosen - Ruslan, the rest of the participants play the role of “head”. To do this, you need to split up as follows: one plays the role of the left eye, the other plays the role of the right, the third plays the nose, the fourth plays the ear, etc. Then you need to arrange the mise-en-scène so that a figure is formed that resembles a giant’s head. If there are many participants, then it is good to give someone the role of left and right hand. Ruslan stands in front of the “head” and performs the simplest manipulations. For example, he may wink, then yawn, sneeze, scratch his ear, etc. "The Giant's Head" must accurately reproduce all these actions. You can complete the task at a slightly slower pace.

32. I HAVE A BIRD...
Game for laughs. 5-15 people participate. A match is inserted into the mouth between the teeth so that the mouth cannot be closed. Then everyone takes turns saying, “Hi! My name is... I have a bird, its name is... (cuckoo, nightingale, sparrow, etc.) Everyone else must guess the name of the bird.

33. NUMBERS
This game is played by 7-15 people. Each player is assigned a number from 1 to 15 (according to the number of participants). Everyone sits in a circle and the game begins. The players make the following movements: two claps, two strikes with their palms on the knees. Everyone does this at the same time, this is how the rhythm of the game is maintained. The first one begins: “One-one (two claps), five-five! (two strikes with palms on the knees).” The player with the number five continues: “five-five, eight-eight.” So, until someone gets lost: he misses or loses his rhythm. Then such a player is eliminated. And its number can no longer be pronounced, otherwise it will also be considered an error. There should be two winners left.

34. GESTURES
The game is similar to the game “Numbers”, only instead of numbers, everyone invents a gesture for themselves. For example, scratch your ear, clap your hands, show your horns, etc. It's much more fun and difficult.

35. CINDERELLA'S SHOES
Guests are divided into two teams. In each, a captain is chosen. The teams sit opposite each other, everyone takes off one shoe or boot and throws them in the center in one pile: you can put extra shoes. The captains don't see this. The captain's job is to put on his team's shoes. The first team to wear shoes wins.

The presenter calls any word, and the players must come up with words that begin with this letter. For example, the presenter says: “Come up with words that begin with the letter “r.” Players: “river, turnip...


2: Words pebble

The child takes five pebbles in his hand. One of them is thrown up, and four are placed on the table. He catches a thrown pebble and throws it up again. He quickly takes one pebble from the table and catches the one thrown. AND...


3: Auction

The presenter names any warehouse. And the players must come up with words that begin with the last letter. The one who comes up with the most words wins.


4: What has changed?

Several items (ball, jump rope, dumbbells, etc.) of sports equipment are placed in a certain sequence on the table. Children are invited to come up and remember how these objects are worth. Then...


5: Find and remain silent

The students are in the room, facing the teacher. The teacher shows the children the ribbon and asks them to find it after they hide it. Whoever finds the ribbon must go to the teacher...


6: Arithmetic cubes

To play you need 3 dice. Everyone throws them 3 times. If among the dropped numbers there are identical ones, they are added up (for example, 3, 5 and 3 are dropped, playing the sum 3+3=6, and if all different numbers are drawn,...


7: Without getting your feet wet

In the room, on the floor, there is a stream drawn. The child must jump over the stream at the widest point so as not to get his feet wet.


8: Walk the Line

A line is drawn on the floor. Participants in the game are blindfolded. Their task is to walk along this line without slipping even once. The winner is the one who passed the most smoothly.

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