Thieves and Detectives

All the players are given the sheets of paper with the figure (1 or 2). The number of the sheets of paper with the figure 1 is equal to the number of sheets of paper with the figure 2. The players choose the leader - the main thief. He/she goes out of the room. The players who are in the room hide any object there. The leader's task is to find it. He/she tries to find the object with the help of the players-thieves (they have figure 1 on their sheets of paper). The players-thieves show place where the object is hidden by their eyes. The task of the detectives (they have figure 2 on their sheets of paper) is to watch the players and find the thieves among them. The game is over when the hidden object is found or when all the thieves are "caught" by the detectives.
Determine the Length
Claps
Familiar Noises

Blind Money-Changers

Take as many coins of different value as possible. Give them to 2 players so that each of them has one and the same sum. Both players are blindfolded. One player gives a coin to the other. He/she must change it. Then they exchange the roles. They exchange the roles again and again. All the time the players check up the work of each other. In a fixed number of leads the game is over. The players move away their fillets and count the money they have. If both players have the same sums they had before the game started, both of them are winners. Otherwise both players loose the game.

What Is My Name
Don't Imitate!
Bank Account

Where Is the Clock?

All the players are blindfolded. The leader hides the alarm-clock somewhere in the room. The players (not more than 4) stand along the wall. They listen to the ticking of the clock and cautiously walk in the direction of the ticking. The leader noiselessly changes the location of the clock 2-3 times. The player who comes to the clock nearer than 1m gets a point. The player who has the greatest number of points wins.

"Yes" and "No" in Bulgarian
Neighbor's Hand
Shadows

Cabbage

Wrap up the prize in paper. Paste a sheet of paper with the riddle on the wrapping. Wrap up the prize once again. Do it 10 times. The players get into a circle. The instructor gives the wrapped up prize to one of the players. The player takes away the 1st wrapping, reads the riddle to him/herself. If he/she answers the riddle he/she says answer aloud. The player who answers this riddle has the right to take away the next wrapping, etc. The player who manages to answer all the riddles is the winner.

Loading the Van
Two Signals
Nose, Nose, Nose, Mouth

Guess the Word

The instructor names one word. It may be the name of the person whose birthday it is, or any of the nouns, e. g. "holiday". The instructor has some prizes in the sac. The number of the prizes is equal to the number of the letters in the word the instructor has named. The name of the first prize begins with the letter "h" (the first letter of this word), the name of the second prize begins with the letter "o", the third - with the letter "l" etc. The instructor asks: "What is there in my sac the name of which begins with the letter "h"?" The players try to guess. The player who guesses gets this prize. Then the players try to guess what is there in the sac the name of which begins with the letter "o" etc. If the instructor names the word "holiday" in his/her sac there may be the following prizes: a toy hen or hedgehog, an orange, a lollipop, an ink-pad, a toy drum, an apple, a package of yogurt. Sometimes its not easy to guess what kind of prizes are there in the sac. That's why the instructor may help the players saying: "eatable - uneatable" etc.

Not to the Point
What Is the Volume?
Fishes, Animals, Birds

Familiar Noises

All the players sit not far from the leader. Standing with their backs to the leader, the players must guess the source of noise. The leader makes different kinds of noises and sounds with the help of different objects.

Party's Surprise
Determine the Length
Claps

Bank Account

The players are given the glass jars. The jars are closed. In the jars there are the double folded banknotes of different denomination. The task of the players is to count the sum of "account" without opening "the bank".

Guess!
What Is My Name
Don't Imitate!

Shadows

Put a white sheet on the wall. One of the players sits down on the chair facing the sheet. At the opposite wall of the room is a lamp on the table. All the players walk between the lamp and the guesser in turn. The guesser must recognize the players by their shadows. (He/she mustn't look back). The players try to change their shadows: they raise the shoulders, stoop or change the hair dress. The player who is recognized becomes the guesser in the following round.

Cake-Concert
"Yes" and "No" in Bulgarian
Neighbor's Hand

Nose, Nose, Nose, Mouth

The players get into a circle. The leader is in the center of it. He/she is speaking: nose, nose, nose, mouth. On speaking the first three words he/she touches the nose; but on speaking the word-mouth he/she touches any other part of the head instead of the mouth. The players mustn't repeat the wrong movements. They must do everything the leader says. The player who is mistaken is out of the game. The most attentive is the winner.

Merry Train
Loading the Van
Two Signals

Fishes, Animals, Birds

The leader points at the players in turn, speaking as though mechanically: fishes, animals, birds. And suddenly he/she points at one of the players not in turn: "animals!" In 3 seconds this player must name any of the animals. If the player makes mistakes (names the fish or the bird instead of the animal) or can't remember the name or names the animal which was already mentioned, he/she becomes the leader.

Artists
Not to the Point
What Is the Volume?

Claps

The players get into a circle. They stand at the distance of stretched arms from each other. The leader is in the center of the circle. He/she counts aloud: one, two, three etc. The players get ready to clap their hands. But they may clap their hands only when the leader names the number which ends at 5 or is divisible by 5. The leader tries to confuse the players. He/she claps his/her hands not in time. The player who is not attentive pays forfeits. Repeat the game for several times. The game may become more difficult by introduction of the new numbers - 3, 4, 6 etc.

Cinema
Party's Surprise
Determine the Length

Don't Imitate!

Put 5 identical items on the table. Round the table there are the players (not more that 7) and the leader. Each player has an unsharpened pencil in his/her right hand. The leader names one of the items and quickly puts his/her own pencil near it. The players must put their pencils near this item at the same time with the leader. Suddenly the leader names the item, but puts his/her pencil near the other. The players mustn't imitate the leader. They must put their pencils near the item that was named by the leader. Those who make mistakes are out of the game for 3 leads. The tempo of the game grows little by little. On the table there appear new items. The number of them may be about 10-15 (it depends on the reactivity of the players). The player who is often mistaken pays forfeits.

Portrait
Guess!
What Is My Name

Neighbor's Hand

The players get into a circle. The leader is walking in the center of it. The leader comes to one of the players and says: "Hands up!" This player must stand still, but both of his/her neighbors (on the right and on the left) must raise their hands. The neighbor on the right raises his/her left hand. The neighbor on the left raises his/her right hand. The player who is mistaken becomes the leader. Before the game begins the leader rehearses with the players so that everybody understands what hand to raise.

Who Is a Monkey?
Cake-Concert
"Yes" and "No" in Bulgarian

Two Signals

Those who want to get a prize form up in a line. Their task is to raise and lower the right hand at one whistle quickly. At two whistles they mustn't raise the hands. The players who make mistakes are out of the game. The most attentive gets the prize.

Gallows
Merry Train
Loading the Van

What Is the Volume?

To guess the volume of the non-standard vessel in cubic cm. The player who guesses is the winner.

From City to City
Artists
Not to the Point

Determine the Length

The players' task is to determine the length of the ribbon (in cm), which hangs under the ceiling. Hang up a little weight to the end of the ribbon. The player who determines the length correctly is the winner.

Cities
Cinema
Party's Surprise

What Is My Name

Put a big, beautiful doll on the eminence, so that everybody can see it. Under its arm put an envelope with the sheet of paper with the name of the doll. Near the doll put a beautiful sac with the inscription "Prize". Hang the poster on the wall. Get ready some pencils and some sheets of paper for answers. The prize is given to the winner. If there are several correct answers, the prize is raffled off among the winners.

Forfeits
Portrait
Guess!

"Yes" and "No" in Bulgarian

The players get into a circle. The leader is in the center. He/she speaks to the players: " You know that many gestures are international, for example, some gestures of threat. But there are some differences in the sense of one and the same gestures in different countries. So, Russian people shake their heads in token of negation. But the Bulgarian, on the contrary, shake their heads in token of consent, while they nod their heads in token of negation. Now I want to ask you some questions in Russian, but you must answer them in Bulgarian". You may ask the following questions: Have you had dinner today? Do you like to dance? Do you know the name of the person next to you?

CHIEF ACCOUNTANT
WHO IS A MONKEY?
CAKE-CONCERT

Loading the Van

6-8 or 10-12 players may take part in this game. The players form up a line. Behind them there is a row of chairs. The players sit down on them. The leader says: "Imagine, that in a branch-line there stands an empty van. You must think of the name of goods with which you may load the van. "Then the players pronounce their variants in turn. The players name different things: cotton, vegetables, chairs, a cow etc. The leader loudly repeats each word pronounced by the players so as the audience can hear it. It's a kind of training. Before the beginning of the game the players stand up. The leader speaks out the rules of the game: 1) The name of the goods must begin with the letter suggested by the leader. 2) The time for thinking of the answer is limited. The player who can't think of the answer within the limits pays the forfeit, sits on the chair and drops out of the game. 3) On having asked all the players, the leader names another letter of the alphabet and the game goes on. 4) At the end of the game the winners get the prizes.

Good Nose
Gallows
Merry Train

Not to the Point

The leader asks the players different questions. The player who is asked a question must give on answer which is not related to the question. The leader, for example, asks: "Do you like our party?" and the player answers "I went to the cinema" etc. The player who answers this question "yes" or "no" or "I don't know" pays the forfeit. The game is played at a rapid rate. If the player doesn't answer the question while the leader counts "one, two, three", he/she pays the forfeit. The leader mustn't ask one and the same person more than 3 questions running. The leader tries to confuse the players c.f. The leader asks: "Do you like our party?" The player answers: "The weather is bad". The leader provokes him/her asking: "Is the weather bad?" The player answer "yes". As it is against the rules the player must pay forfeit (or fulfill the leader's task).

Self-Portrait
From City to City
Artists

Party's Surprise

Put a large, beautifully painted box on a raised place or hang it under the ceiling. Near the box on the wall hang a poster proposing the players to guess what is there in the box. The players write their variants of answers on the sheets of paper and put them into a little box, which is situated not far from the poster (sheets of paper and pencils are on the table near the poster). The players mustn't touch, weigh or look inside the box. This game usually lasts for 30-40 minutes. Then all the answers are given to the jury. The jury chooses the winner. The answers may be different because the players are not given any descriptions of the object in the box. In this game the answers are based on the mere guesswork. Sometimes no one of the players gives the right answer. In this case the jury tries to find the most similar answer. If there are several right answers the jury distributes the contents of the box among the players whose answers are right.

Elephant
Cities
Cinema

Guess!

One of the players is out of the room. All the rest think of the subject for him/her to guess. For example, they think of a red rose, which is among other subjects in the room. The guesser returns to the room and begins to ask questions trying to guess the subject by its characteristics. Other players answer his/her questions briefly: "yes" or "no". The guesser must formulate the questions precise so as it would be possible to answer "yes" or "no". The guesser may, for example, ask the following questions:
- It this subject animate?
- Is it a piece of furniture?
- Does it smell? etc.
The guesser who guesses the subject with the help of the least number of questions wins the game.

Spoiled Telephone
Forfeits
Portrait

Cake-Concert

Serve a cake cut into pieces. In each piece there is a little flag with the number. As the guests have taken the pieces, the host(ess) announces that the numbers on the flags mean the following tasks:

  • to sing a song;
  • to recite a poem;
  • to ask a riddle;
  • to perform a dance;
  • to perform a pantomime.
The guest mustn't eat his/her piece of cake until he/she fulfils the task.

How Wonderful It Is to Be an Animal
Chief Accountant
Who Is a Monkey?

Merry Train

This game is enjoyed by grown-ups as well as by children. Get ready the cards with the tasks beforehand. At the party suggest your guests to travel by "the merry train". All the guests who sit at the table are passing the envelope with the cards around the table. While passing the envelope they all together recite any poem about the train. As the rhyme finishes, the guest who has the envelope in his/her hands must take a card with the task out of the envelope.
Samples of tasks for children:

  1. Sing a song.
  2. Say to the player next to you on the right: "What wonderful ears you've got!"
  3. You are a kangaroo. With the small box between the knees jump around the table.
  4. Draw a horse, being blindfolded.
  5. Say any tongue twister 3 times.
  6. Sit on a stool. Grab a small box which stands at one of the hind legs of the stool with the teeth. (Do not touch the floor with the hands and feet!)
  7. You are a butterfly. Show how you fly!
  8. You are a bird. Show how you brood, how you fly for the feeding, how you feed the nestlings.
  9. You are a rooster. Show how you dig the ground, find the corn and call the hens.
  10. You are a train. Show how you get in and depart.
  11. Put three candies into the mouth. Eat them!
  12. Receive a prize!
Samples of tasks for grown-ups:
  1. Tell a funny thing.
  2. Perform a dance of little swans ("Swan Lake")
  3. Sing a song.
  4. Kiss the guest next to you on the right.
  5. Perform a lezginka dance sitting on the chair.
  6. Pay a compliment to a hostess.
  7. Persuade the guest next to you on the right to drink a glass of wine.
  8. Organize a choir out of all the guests. Sing a couplet of any song in a choir.
  9. Make an appointment for any of the guests.
  10. Give a smile to all the guests.
  11. Eat lemon slices smiling!
  12. Drink a wine-glass of tea with pickled cucumber and say how tasty it is.
  13. Propose a toast to all the present guests.
Snout
Good Nose
Gallows

Artists

The first player draws any detail of the future picture on the sheet of paper so that the other players can't guess what is drawn. Then this sheet of paper is given to the next player. He/she continues to draw. Each player has a felt-tip-pen of his/her own color. The sheet of paper is returned to the first player. He/she says what he/she intended to draw.

Eatable-Uneatable
Self-Portrait
From City to City

Cinema

The players think of the title of the film which consists of as many words as there are the players (prepositions included). e.g. "Tender is the night". The leader asks the first player the abstract question. e.g. How did you spend your last weekend? The player gives a full detailed answer in which there is the word "tender". The leader tries to guess what word in the answer sound unnatural. In such a way with the help of logical deduction the leader tries to guess the title of the film. The more complicated is the disguise of the word the more interesting is the game.

Snake
Elephant
Cities

Portrait

From behind the curtain each player shows to the leader his/her leg, arm, nose, eyes, mouth. The task of the leader is to recognize the player. If the leader recognizes the player after the first attempt he/she gets 5 points, after the second attempt the leader gets 4 points, after the third-3 etc.

Chains
Spoiled Telephone
Forfeits

Who Is a Monkey?

The players choose the leader. He/she goes out. While the leader is absent the players choose the monkey. When the leader returns, "the monkey" begins to make movements - to shake the head, to stamp with the foot etc. The players repeat all the movements. They must do it so as the leader cannot understand who is the monkey. If the leader guesses who "the monkey" is, "the monkey" becomes the leader in the next round.

Ropewalkers
How Wonderful It Is to Be an Animal
Chief Accountant

Gallows

Two players take part in this game. One of the players is "a hangman". He/she thinks of a word, which consists of 7 letters and writes down the first and the last letters of the word. Instead of the middle letters there are hyphens. Then "the hangman" draws the gallows, where he/she will "hang" the player, if he/she cannot guess the word. The player begins to guess the word, naming the letters. If he/she guesses the letter "the hangman" inserts it into the word. It the player doesn't guess the letter "the hangman" draws the head in the loop of the gallows. After each wrong letter "the hangman" continues to draw the figure in the loop. He/she draws the body, the legs, the arms. If the player guesses the word before he/she is hanged he/she becomes "the hangman" in the following round.

Jugglers
Snout
Good Nose

FROM CITY TO CITY

The players get into a circle. The leader begins to name the cities. He/she, for example, says: "Moscow". The player next to the leader names the city which begins with the last letter of Moscow - "W". He/she says: "Warsaw". The next player says, for example, "Washington". Then the players name, for example, Novgorod, Dublin, New York etc. Each player has 3 seconds to think over his/her variant. If he/she can't remember the name of the city in 3 seconds he/she is out of the game.

GAME WITH THE SAUCEPANS

EATABLE-UNEATABLE

SELF-PORTRAIT

CITIES

The object is to name as many cities beginning with the letter "A" as possible. The player whose variant is the last is the winner. When there are no more variants the leader begins to count: c.f. Amsterdam - one, Amsterdam - two, Amsterdam - three. Amsterdam wins!


AIRBORNE LANDING

SNAKE

ELEPHANT

FORFEITS

One of the players is enumerating the letters of the alphabet to himself. Then he/she is stopped. The letter at which he/she is stopped is the initial letter in this game. For example, the first player is stopped at the letter "N". So he/she says aloud that he/she is stopped at the letter "N" and pronounces any word which begins with the "N", C.f. nose. (Mind, that the players mustn't use personal nouns). The following player says - name, the third-news etc. If someone cannot remember the word which begins with "N", he must "pay off", i.e. to recite a poem or to tell a funny story. It he/she feels too shy to do it he/she gives his/her forfeit (a pen, a handkerchief etc) and drops out of the game. So the leader gathers the forfeits. The last player who remains in the game is called "a word expert". He must set a certain forfeit for each player. "The word expert" turns his back to the players and the leader asks him/her to set forfeits. Holding each forfeit above the head of "the word expert" the leader asks: " What will this forfeit do?" Every player remembers what to do. As a forfeit you may say a tongue-twister, recite a poem, Sing a song etc. After setting the forfeits the players begin to carry out the orders in turn.


LITTLE CROWS

CHAINS

SPOILED TELEPHONE

CHIEF ACCOUNTANT

On a large piece of thick paper there drawn different bank-notes. They are situated separately from each other. The player counts in the following way: one dollar, one ruble, one mark, two marks, two rubles, two dollars etc. The player who'll count the money rightly, not violating the rules will be "the chief accountant".


STATUES

ROPEWALKERS

HOW WONDERFUL IT IS TO BE AN ANIMAL

GOOD NOSE

The object is to name the flower by its smell. The players are blindfolded.


MERRY-GO-ROUND

JUGGLERS

SNOUT

SELF-PORTRAIT

Each participant is given a large piece of thick paper with the openings for hands. He/she passes the hands through the openings and begin to draw their self-portraits. The participant who painted the best "masterpiece" gets the prize.

PORTER-2

GAME WITH THE SAUCEPANS

EATABLE-UNEATABLE

ELEPHANT

The leader gives to each team a large piece of thick paper. Being blindfolded the teams collectively draw an elephant. The first player in each team draws the body, the second draws the head, the third-legs etc. The team which finishes the drawing the first and whose drawing is the most accurate becomes the winner.

SKITTLE-ALLEY

AIRBORNE LANDING

SNAKE

SPOILED TELEPHONE

All the players sit in a row. The first player on the left side whispers something in his neighbor's ear. The latter transmits it to his neighbor's ear and so on. The first player on the right side announces aloud the word or the phrase that came to him. Then the player who started the game announces the word or the phrase with which he began the game. At times the distortion may be very funny! After each "call" the players must exchange their seats so as everybody can act as the first player on the left side and the first player on the right one.

WEIGHTLESS BALL

LITTLE CROWS

CHAINS

HOW WONDERFUL IT IS TO BE AN ANIMAL

The instructor asks the players to remember the sounds of different animals. The players must pronounce these sounds at the instructors' command.

The instructor: "How wonderful it is to be a dog!

The players: "Woof, Woof!"

The instructor: " How wonderful it is to be a duck!"

The player: "Quack! Quack!"

Each of the players may make sounds only if the instructor points at him/her. If the player loiters he/she is out of the game. The game is over when there is only one player in it.

THE MOON OR THE SUN

STATUES

ROPEWALKERS

SNOUT

Draw a big muzzle of the pig without a snout on a large piece of thick paper. A snout must be cut out of paper separately. The player is blindfolded and put at the little distance from the picture. The object is to come to the picture and put the snout at the place it should be. The player who does it the most accurately wins.

GAME WITH THE KERCHIEF

MERRY-GO-ROUND

JUGGLERS

EATABLE-UNEATABLE

The leader names different objects. If the named object is eatable the players are to clap the hands in front of them. If the named object is uneatable the players are to clap the hands behind their backs. The leader names the following objects: "roll-doll-box-fox-jam-ham-lamb-plane-cane-cream-dream-streat-meat-feet-pill-dill-crill-frill-honey-money-candy-dendy..."

The player who makes a mistake is out of the game.

CAT AND MOUSE

PORTER-2

GAME WITH THE SAUCEPANS

SNAKE

The players hold each other by the hands. They follow the leader. The leader runs in winding way. While running the leader runs under the high raised arms of the players ("makes knots"). The player who is in "the knot" must quickly turn around so as to renew the chain ("snake"). The leader runs under the arms of all pairs in turn (makes several "knots"). Sometimes the last player in the chain stands still and the leader funs round him/her until "the snake" coils up. Then "the snake" unwinds and coils up again.


BUTTON BATTLE

SKITTLE-ALLEY

AIRBORNE LANDING

CHAINS

In this game there are 2 teams with the equal number of players. The teams form up the lines at the both ends of the playground. The players hold each other by the hands tight. The players of the first team cry all together: "Chains, chains hammered, chains, chains fettered! Unfetter us!" The players of the second team ask: "By whom of us?" The first team answers, e.g., "by Kate". Kate runs to the first team and tries "to break" the joined hands of any of 2 players. If she succeeds in it she has the right to take one of the players (whose joined hands were "broken" by her) to her own team. If Kate fails in "breaking" the joined hands, she becomes the member of the first team. The new members of the team usually stand in the first "to unfetter" them. The game goes on until there is only one man in one of "the chains".

TRAP

WEIGHTLESS BALL

LITTLE CROWS

ROPEWALKERS

Each player is given a rope of 1,5-2m long. The object is to walk on the rope up to its end. While walking the players must hold the end of the rope in the hands. The players mustn't leave the rope and let it off. The player who manages to fulfill the task the first (not letting the rope off and not leaving it while walking) gets the prize.

KNOCKER

THE MOON OR THE SUN

STATUES

JUGGLERS

Give the balloons to the players. The players must juggle with the help of the nose. They mustn't help themselves with the ears or hands. The player who manages to keep the balloon flying for the longest time may be called the juggler.

A BULGARIAN

GAME WITH THE KERCHIEF

MERRY-GO-ROUND

GAME WITH THE SAUCEPANS

Put 3 saucepans one into another (the less into a larger one). Move them to one of the sides. The object is to hit the saucepans with the ping-pong balls or little rubber balls from the distance of 2-3 meters. The ball must fix in the saucepan. Only in this case the player gets his/her points. The number of the points is indicated on the saucepans.


MOUNTAIN

CAT AND MOUSE

PORTER-2

AIRBORNE LANDING

Make parachutes out of paper or light cloth. Attach a little weight to the shroud lines. The object is to throw the parachute upwards. The parachute will open and then land at the table. On the table there is a toy-target with the circles and numbers. The number of the points the player gets is indicated on the circle where the parachute lands.


FACING THE EARTH

BUTTON BATTLE

SKITTLE-ALLEY

LITTLE CROWS

Put 3-5 bottles with the wide necks on the table. Put "the heads" of little crows (made of paper) on the necks of the bottles. Use little buttons of different color "to feed" the little crows. Each player uses the buttons of definite color. "The little crows" which are closer to the players bring 3 points to the players. The farther falls "the little crow" the more points gets the player.


TABLE HOCKEY

TRAP

WEIGHTLESS BALL

STATUES

The players are throwing the ball to each other. The player who lets the ball fall must continue the game standing on one foot. If he/she succeeds in catching the ball in this position he/she is allowed to stand on both of the feet again. Otherwise the players must continue the game in "the kneeling position". After the third mistake the player must kneel. If the player manages to catch the ball in this position all "the fines" are repealed and the player rises to his/her full height.


TO WASTE MONEY

KNOCKER

THE MOON OR THE SUN

MERRY-GO-ROUND

Drive a stake into the ground. At the top of the stake there is a revolving ring. Tie 4 long strings to the ring. 4 players take these strings by the ends and stretch them out. It's "a merry-go-round". Between the stretched strings there stand some other players. The players who have the strings in their hands run clockwise. The players who stand between the strings stand counter-clockwise (while running they jump over the stretched strings). The players who touch the strings while running are out of the game. Then the players switch the roles.

HOCKEY IN THE ROOM

A BULGARIAN

GAME WITH THE KERCHIEF

PORTER-2

The task is to carry the tray with 10 ping-pong balls around the room (hall) in 5 seconds.


DIVING

MOUNTAIN

CAT AND MOUSE

SKITTLE-ALLEY

The skittles are the plastic bottles (1,5 L). Passing the ball the players hit the skittles. On the skittles there written different numbers. The player who manages to get the greatest number of points is the winner.


FOUNTAIN

FACING THE EARTH

BUTTON BATTLE

WEIGHTLESS BALL

2 pairs are rivals. Instead of the goals use a hoop. The task is to pass the balloon into the rival's hoop by the flicks. If the balloon falls on the ground the rivals has the right to flick it the first.


THOROUGH TIDING-UP

TABLE HOCKEY

TRAP

THE MOON OR THE SUN

2 players are chosen as leaders. They agree in private who is the Moon and who is the Sun. All the rest players come to them one at a time. Each of them says what he chooses - the Moon or the Sun (the players say about it quietly so as nobody can hear it). The leader quietly says to the player whose team he/she is to join. In such a way the players are divided into 2 teams. The teams form up in file. The players hold the player in front of by the waist. The teams try to pull each other over the line drawn between them. Usually it's full of fun. The rules of the game: If the captain of one of the teams (the Moon or the Sun) oversteps the line, His/her team looses the game.

"THE BLINDS" GO MARCHING

TO WASTE MONEY

KNOCKER

GAME WITH THE KERCHIEF

The players get into a circle in pairs. They choose 2 leaders. One of them is given the kerchief. At the signal the leader with the kerchief runs away the other leader. The leaders run outside the circle. The leader may give the kerchief to any of the players in the circle and stand at his/her place. The rules of the game: The leader may run only with the kerchief in his/her hand. When the leader with the kerchief is caught the other leader is given the kerchief. He/she is traced by one of the players from the circle. The game starts at the signal.

GO THROUGH THE CORRIDOR

HOCKEY IN THE ROOM

A BULGARIAN

CAT AND MOUSE

All the players (not more than 5 pairs) form up 2 lines facing each other. The players in the lines hold each other by the hands. In one line there are "the cats" in the other there are "the mice". Between the lines there is "a hole". The first pair begins the game: "the cat" is running for "the mouse". "The mouse" is running around the lines. In the dangerous moment "the mouse" may hide in "the hole". As soon as "the mouse" is caught by "the cat", the next pair continues the game. The former "cat" and "mouse" stand in their lines again. The game goes on until all "the mice" are caught by "the cats". The rules of the game: "the cat" must not run into "the hole", "the cat" and "the mouse" mustn't run far from the lines.

SIT ON A CHAIR!

DIVING

MOUNTAIN

BUTTON BATTLE

There are 2 players in this game. Each of them takes 12 big buttons - "soldiers" and 1 button - "an officer". Usually the players choose the most beautiful buttons for "the officers". Besides, each player takes a metal button - a bat. The players form up the lines of their buttons opposite each other at the distance of 2 or more meters. The distance between the buttons in the lines must be about the size of the bat. "The officers" are put at some distance behind the lines. The players put the bat in turn, trying to knock out "the soldiers" of the line. The button which considerably advances the line is considered to be knocked out. The defter players usually consider the overturned buttons to be knocked out. The knocked out "soldiers" are "the captives" of the player who knocked out them. The player who manages to knock out the rival's "officer" takes half of the rival's "soldiers". The game is over when one of the players has more soldiers by four than his/her rival.

RING THE HAND-BELL

FOUNTAIN

FACING THE EARTH

TRAP

Dig out a 9 cm deep hole near the wall. This is a trap. The players throw the little balls or big buttons into it. The player holds 2, 4 or 6 balls or buttons in the hand and asks: "Who wants to pawn 2, 4 or 6 balls?" One who wishes to do it gives to this player 2,4, or 6 balls. The player takes them with one hand and throws them together with his/her own ones into the trap. If all the balls (buttons) hit the trap or if there is an even number of them in the trap, the player wins all these balls. If there is an odd number of balls in the trap the player looses all his/her balls. In fact only 2 people take part in the game itself. But the rounds are very short. So there may be over 12 people by the trap at once.

WITH THE BALLOON

THOROUGH TIDING-UP

TABLE HOCKEY

KNOCKER

This game is played at a flat wall. The first player throws his/her little ball against the wall (20cm above the floor). The ball bounces off the wall and rolls back to the player. The second player does the same, trying to throw his/her ball so that it hits the ball of the previous player (while bouncing off the wall). All the rest players do the same. The player who hits with his/her ball one of the balls which lie on the floor takes all of them. Every time the players throw the new ball. The game lasts not for a long time, because it becomes easy to hit one of the balls when there are over 20 of them on the floor. Instead of little balls you may use big buttons.

RUNNING WITH THE TRAP

"THE BLINDS" GO MARCHING

TO WASTE MONEY

A BULGARIAN

This game is played on the table covered with the table-cloth. The table is divided into 4 equal parts. Each player has an equal number of pins with the many-colored heads. The players stick the pins on their parts as they like. One of the pins is stuck into the crossing of the lines which divide the table into 4 parts. This pin is a Bulgarian. If you have no pins with the many-colored heads you should cut the tiny flags out of paper and place them on the pins. Each player has 2 little balls. The players throw them in turn. The object is to hit the rival's pins trying not to overturn the Bulgarian. The game is over when the Bulgarian is overturned. The player who has the greatest number of pins at that moment is the winner. According to a prearranged rule the player who "looses" a pin puts a coin or two into the money-box. The player who overturns the Bulgarian must pay the double sum of that is in the money-box. The player who has all the pins hit is out of the game.

LET'S SWEEP THE FLOOR!

GO THROUGH THE CORRIDOR

HOCKEY IN THE ROOM

MOUNTAIN

It's a mountain or a pyramid of caps. Any number of players may take part in this game. In early times the whole villages took part in this game. On a flat ground the players make "a foot" of the mountain. It consists of 3 caps. Then all the players put their caps on the mountain one by one. They put their caps until the mountain crashes down. The player who had put the cap the last before the mountain crashed down becomes "the owner of the mountain". The next stage of the game - the distribution of the caps. "The owner of the mountain" takes cap by cap and order their owners to fulfill different tasks. If there are too many caps in "the mountain", "the owner of the mountain" may give one and the same task to several caps at once.


RELAY RACE WITH THE BALLOONS

SIT ON A CHAIR!

DIVING

FACING THE EARTH

Suggest your guests to roll a ping pong ball or a walnut to the finish line through the labyrinth of bottles. They must roll the ball or the walnut with the nose, standing on all fours.


PAPER ARROW

RING THE HAND-BELL

FOUNTAIN

TABLE HOCKEY

The instructor asks the players to pass "the puck" (a draught or a button) with "the stick" (a pen or a pencil) to the finish (2 glasses) along the table.


SCHOOL OF FISH

WITH THE BALLOON

THOROUGH TIDING-UP

TO WASTE MONEY

Each participant of this game is given a banknote. The players' task is to move the money forwards by blowing on them. The players have 3 attempts. After each attempt the players come to the banknote and blow on it again.


STOPPING

RUNNING WITH THE TRAP

"THE BLINDS" GO MARCHING

HOCKEY IN THE ROOM

The mops - are "hockey sticks". The wet rug is "a puck". The buckets which lie on one side are "the goals".


BUSES, TRAMS, TROLLEY-BUSES

LET'S SWEEP THE FLOOR!

GO THROUGH THE CORRIDOR

DIVING

2 teams take part in this game. For each team there must be a basin with water. The players jump into the basin so as to splash as much water as possible. The players jump into the basin in turn. The team which has the least water in the basin - wins.

PEAS

RELAY RACE WITH THE BALLOONS

SIT ON A CHAIR!

FOUNTAIN

For this game you need a bucket of water, a glass, some skittles. Put a bucket at the distance of 6m and some skittles at the distance of 3m from the start line. The glass is "a fountain". The number 1 player runs to the bucket, ladles some water from it with the glass and tries to knock down the skittles with the jet of water from the glass.

THE BEST SHOT

PAPER ARROW

RING THE HAND-BELL

THOROUGH TIDING-UP

It's a relay race game. Give to each team a rag, a basin with water, a bucket. Put the basin at the start line and the bucket at the finish. The team which manages to bring the greatest amount of water to the bucket, wins the game.

THE MOST PRACTICAL

SCHOOL OF FISH

WITH THE BALLOON

"THE BLINDS" GO MARCHING

The stake is driven into the earth. All the players but one are blindfolded. They stand in a circle around the stake. The distance between the stake and "the blinds" is measured by the steps. Usually this distance is equal to 30-50 steps. "The blinds" are facing the stake. "The sighted" player begins to count and all "the blinds" go marching to his/her counting in the direction of the stake. When "the sighted" has counted up to the number of steps between the stake and "the blinds", all the players stop and move away their fillets. The players are usually surprised at seeing themselves having gone to the wrong direction. "The blind" who manages to come to the stake becomes "the sighted", and the former "sighted" becomes "the blind".

TOILS OF TROUBLES

STOPPING

RUNNING WITH THE TRAP

GO THROUGH THE CORRIDOR

Put the skittles on the floor in 2 rows (5-6 skittles in each row). The width of the corridor is 50-60cm. The distance between the skittles is 70-80 cm. The players' task is to go through the corridor. But before going through the corridor the player must turn around for 7-8 times. The player must turn around quickly with the right hand up, looking at the forefinger, or with the hands on the back of the head, or with the hands on the ankles.

SLEIGHT OF HAND

BUSES, TRAMS, TROLLEY-BUSES

LET'S SWEEP THE FLOOR!

SIT ON A CHAIR!

One of the players is sitting on the chair. At the leader's signal the player stands up, closes the eyes, makes 6 steps forwards, 2 steps to the right or to the left. Not turning back the player must repeat all his/her movements and, moving back to front, sit on the chair. The leader may change the task for the players. The player who manages to fulfill the task gets the prize.


FOUR ELEMENTS

PEAS

RELAY RACE WITH THE BALLOONS

RING THE HAND-BELL

Put a hand-bell on the chair or on the stump (if you are in the forest). The player stands with his/her back to the hand-bell. He/she is blindfolded. He/she walks 10 steps forwards. There he/she is turned around for 2-4 times. Then the player must come back to the hand-bell and ring it. The player who manages to ring the bell gets a point. This game may be played in teams as well as individually.

THE BALL OUT OF THE CIRCLE

THE BEST SHOT

PAPER ARROW

WITH THE BALLOON

Divide up into 2 teams. The teams form up in 2 lines. Between the lines there are some skittles. The first player in each team is given a plate with the balloon on it. At the leader's signal the players begin to run between the skittles. The team which finished the race the first wins.


THE PRESENTS OF FATHER FROST

THE MOST PRACTICAL

SCHOOL OF FISH

RUNNING WITH THE TRAP

Divide up into 2 teams. Tie 2 balloons to each ankle of the players. These are "traps". At the command the players of the teams run to the finish competing in speed. The next player in each team begins to run when his/her partner has reached the finish. For each burst balloon the team gets a penal point.

PEACOCK'S TRAIN

TOILS OF TROUBLES

STOPPING

LET'S SWEEP THE FLOOR!

Divide up into 2 teams (7 players in each one). The teams number off and form up in file. At the distance of 4 steps from the first the player of each team there stands a chair. On the seat of the chair there are 6 small twigs, on the back of it there is a string, near the chair there is a dustpan. Behind the chairs the instructor throws little pieces of paper. The instructor addresses the teams. He/she asks them to sweep the floor. But the besom is unfortunately missed. So the players must make it themselves. To make the besom all the players (beginning with the last in the line) run to the chair one by one, take each a twig and give it to the first player. When the first player has all the twigs in the hands he/she runs to the chair, takes a string, binds the besom and gives it to the last player in the team. The last player takes the besom, runs to the chair, takes a dustpan and gathers all the pieces of paper into the dustpan. The team which finishes "the tiding-up" the first wins the game.

KITE AND BROOD-HEN

SLEIGHT OF HAND

BUSES, TRAMS, TROLLEY-BUSES

RELAY RACE WITH THE BALLOONS

2-3 teams 5-6 players in each may take part in this game. The task is to carry the balloon on the head. If the balloon drops, the players pick it up and continue to walk.


HUNTER AND WATCHMAN

FOUR ELEMENTS

PEAS

PAPER ARROW

For this game you need a paper plane. It's better to play this game when it's windless. The players are divided into 2 teams. Draw a line on the ground. The first player who is going to throw the plane stands on it. The player of the second team throws the plane from the place where it landed. He/she throws the plane in the opposite direction. The next player of the first team throws the plane in the opposite direction from the place where it landed. So the players of 2 teams take their turns in throwing the plane in the opposite directions. If after the final throw the plane landed at the line, it means that both teams threw the plane equally. If the plane landed far off the line in the direction in which one of the teams threw the plane, this team wins the game.

CRUCIANS AND PIKE

THE BALL OUT OF THE CIRCLE

THE BEST SHOT

SCHOOL OF FISH

Divide up into 2-3 equal teams. Each player gets a paper fish (22-25 cm long and 6-7 wide). A 1-1,2m long string is attached to the mouth of the fish. The players fasten the end of the string to the back so that the tail of the fish touches the floor. Each team has fish of different colors. At the signal the players run for each other, trying to step on the tail of the fish of their rivals. The players mustn't touch the strings and the fish with the hands. The player who "looses" the fish is out of the game. The team which manages to keep the greatest number of fish wins.

FIGHT FOR THE BANNER

THE PRESENTS OF FATHER FROST

THE MOST PRACTICAL

STOPPING

Divide up into 2-3 teams (5 players in each one). The teams form up in lines. The last player in each line gets a coin. He/she puts it on the back of the hand. The task is to put the coin on the back of the hand of the player next to without the assistance of the other hand. The players pass the coin until the first player in the line gets it. If the coin is dropped, the player who dropped it must put it again on the back of his/her hand. At the distance of 7-10 meters in front of each team there stands a chair. On the chair there are 10 tennis balls. The first player of each team gets the spoon and runs to the chair. There he/she puts a coin on the seat of the chair, picks up a ball with the help of the spoon, runs to his/her team, puts the ball into the packet and passes the spoon to the next player. The team which "buys up" all the balls the first wins the game.

ROBBERS

PEACOCK'S TRAIN

TOILS OF TROUBLES

BUSES, TRAMS, TROLLEY-BUSES

Divide up into 2 teams (6 players in each one). Choose 3 persons for a jury. The teams number off. Each player must remember his/her number. The players form up 2 lines in file. The distance between the lines is 6-8 steps. Between the lines there stand 3 chairs. The first chair is "a bus", the second - is "a tram", the third - is "a trolley-bus". The instructor starts speaking: "It's early, early morning. All the people are hurrying to work. There are many people at the bus-stops. Now in the distance I see... I see... What do I see... Well, it's number 3 bus." His/her words the instructor pronounces quickly. Both numbers "3" must take place on the first chair. The player who takes the place the first brings a point to his/her team. Numbers "3" return to their places. The instructor continues: "There were so many people at the bus stop, that only 2 people managed to take the bus. (The instructor marks out the words "two" and "bus".) All the rest must wait again for the bus. Now I see number 1... tram (both numbers "1" must take place on the second chair) etc.


SPARROWS - FIDGETS

KITE AND BROOD-HEN

SLEIGHT OF HAND

PEAS

The peas - are ping-pong balls of different colors. 2 players take part in this game. Their task is to gather as many peas as possible. The peas (about 15 pieces) are thrown about the room (hall). There are 2 chairs with the little buckets on them. The players gather the balls with the help of the little scoop and put them into the buckets or baskets.

BE CAREFUL, PINOCCHIO!

HUNTER AND WATCHMAN

FOUR ELEMENTS

THE BEST SHOT

The bottle stands on the floor. The players' task is to hit the opening of the bottle with the pencil being blindfolded. The players hold the pencils with the hands. To hit the bottle the players must stretch the arms. Each player may make 3 attempts. The player who has the greatest number of successful attempts is the winner.


PORTER

CRUCIANS AND PIKE

THE BALL OUT OF THE CIRCLE

THE MOST PRACTICAL

The player who manages to take and hold in his/her hands the greatest number of different household utensils - saucepans, pans, mincing machines etc. - is the most practical.


GET THROUGH THE HOOP

FIGHT FOR THE BANNER

THE PRESENTS OF FATHER FROST

TOILS OF TROUBLES

"The toils" are netted out of many-colored ribbons and attached to the gymnastic or ski stick. The players' task is to untangle "the toils" with the help of toy "arms-backscratchers", a pointer or a sword. The players must do it as fast as possible.

WATER CARRIERS

ROBBERS

PEACOCK'S TRAIN

SLEIGHT OF HAND

On the coat-hangers there hang the clothes with the buttons and button- holes. The players' task is to undo the buttons as fast as possible with the help of small sticks or toy "arms-backscratchers". Each player is given the personal coat hanger with the clothes and 2 sticks or 2 "arms-backscratchers".

WITH THE HELP OF THE TOES

SPARROWS - FIDGETS

KITE AND BROOD-HEN

FOUR ELEMENTS

The players get into a circle. The leader is in the center. He/she throws the ball to one of the players. On throwing the ball, he/she says either "Earth", "Water", "Air" or "Fire". The player must catch the ball, throw it back to the leader and name

any animal, if the leader said "Earth"

any bird, if the leader said "Air"

any fish, if the leader said "Water"

If the leader said "Fire" the player must raise the hands over the head and turn around. The player who makes mistakes pays forfeit (fulfils the leader's task) and becomes the leader.

WHO SEWS FASTER?

BE CAREFUL, PINOCCHIO!

HUNTER AND WATCHMAN

THE BALL OUT OF THE CIRCLE

The players get into a circle. They stand close to each other. The leader is in the center of the circle. The players pass the ball behind their backs so that the leader can't see it. The leader must guess who has the ball in his/her hands. The leader points at the player who (to his/her mind) has a ball in his/her hands. This player must hold out his/her hands forward at once/ If he/she really has a ball in his/her hands, he/she becomes the leader. If there is a greater number of players you may pass 2 balls at the same time and have 2-3 leaders.

MERRY PORTERS

PORTER

CRUCIANS AND PIKE

THE PRESENTS OF FATHER FROST

Make up 3 teams (5-6 players in each: mother, father and children). Their task is to illustrate the leader's story. The leader: "On the New Year's eve Father Frost brings some presents in the house. To father he gives a comb. Let all the players imitate (with the, right hand) how he combs. To son he gives ski. Show, please, how he skies! But don't stop combing! (Then all the new movements are added to the previous ones). To mother he gives a mincing-machine. The players must imitate the mincing-machine rotation with their left hand. To daughter he gives a Chinese doll, which nods the head. "The players who manage to make all the movements simultaneously win the game.

FROM 1 TO 5

GET THROUGH THE HOOP

FIGHT FOR THE BANNER

PEACOCK'S TRAIN

This game is enjoyed by grown-ups as well as by children. Put some skittles on the floor of the hall. Attach "a peacock's train" (made of many-colored ribbons) to the waist of the player. The task is to walk between and round the skittles and not to overturn them.


MANY COLORED GARLANDS OF BALLOONS

WATER CARRIERS

ROBBERS

KITE AND BROOD-HEN

The players form up in a line. They take each other by the waist. The first in the line is "a brood-hen," all the rest are "chickens". One of the players is "a kite". He/she tries to catch the last "chicken" in the line. "The brood-hen" tries to prevent him/her from doing it. "The brood-hen" bars the kite's way by the stretched arms. All "the chickens" try to help "the brood-hen", by moving the end of the line away from "the kite". When "the kite" catches "the chicken" the players will choose the new "kite" and "brood-hen". If "the kite" doesn't succeed in catching "the chicken" for a long time, he/she is replaced by the other player.

MERRY COOKS

WITH THE HELP OF THE TOES

SPARROWS - FIDGETS

HUNTER AND WATCHMAN

The players choose "a hunter" and "a watchman". "The watchman" stands in the middle of the playground in the circle with the diameter of 2 meters. All the rest players ("the animals") run within the playground. "The hunter" runs after them, trying to catch them. The caught "animals" are led to "the watchman" by "the hunter". The caught animals may be saved. To save "the animal" it's enough to strike it by the stretched arm. But the players who save "the animals" mustn't step within the circle. If the player who wants to save the caught "animal" is caught by "the hunter" or by "the watchman", he/she is considered to be caught and he/she must go into the circle. The game is stopped by the leader at his/her signal at any moment.

PROBLEM BURDEN

WHO SEWS FASTER?

BE CAREFUL, PINOCCHIO!

CRUCIANS AND PIKE

At the opposite sides of the playground draw 2 lines (at the distance of 15-30 meters). There are "homes" of "crucians". All the players are "crucians". The leader is "a pike". "The crucians" stand in one of their "homes". "The pike" is in the center of the playground. At the signal "the crucians" run to the opposite half of their "home". "The pike" catches the running "crucians". 4-5 caught "crucians" make a "net". They stand in a line in the center of the playground. "The crucians" run to their "home" at the opposite side of the playground through "the net" (under the stretched arms of the players who make "a net"). "The pike" stands behind "the net" and catches "the crucians". "The crucians" who are caught join "the net". When "the net" is large enough it makes "a basket" (a circle). "The crucians" run through "the basket" and "the pike", who stands behind "the basket" catches them. When there are not many free "crucians", the caught "crucians" make "a fish-trap" (they form up in 2 lines, as though making a corridor). "The pike" stands near the end of the corridor (2 steps away from it) and catches "the crucians". The game is over when all the crucians are caught. The rules of the game: All "the crucians" must go through "the net", "the basket", "the fish-trap" while running to the opposite side. The players who violate the rules are out of the game.

NIGHT PATROL

MERRY PORTERS

PORTER

FIGHT FOR THE BANNER

A small hill or a heap of sand is "a fortress". The players are divided into 2 equal parties. One party occupies a fortress. The players of this party stand around the hill with their backs to each other. The leader of this party stands on the top of the hill with the banner in his hands. Not far from the fortress there drawn a line. It is "a trench" of the enemy party. At the signal of their leader, the attacking party begins the assault of the fortress. The assault consists in that the attacking party tries to pull off the defenders of the fortress over the trench line. The player who is pulled off the fortress and is over the trench line is considered to be a prisoner and cannot take part in the game anymore. The defenders of the fortress try in their turn to pull their enemies into their territory. The players of the attacking party who are pulled into the territory of the fortress are the prisoners. The game is over when one of the parties is so weakened that cannot continue fighting.

FETCH AN APPLE

FROM 1 TO 5

GET THROUGH THE HOOP

ROBBERS

For this game choose flat surroundings with plenty of secret places. The players are divided into "policemen" and "robbers". The main policeman is a sheriff. The robbers hide before the game begins. The policemen tie their arms with the white kerchiefs or think of the other distinctive marks. They start catching the robbers by their sheriff's instruction. The policeman who notices the robber must say a password. Only on saying the password the policeman may catch the robber. (About the password the players agree before the game begins. The password is necessary to distinguish between the robbers and the policemen in the dark.) If the policeman cannot catch the robber single-handed he/she may call for help of the other policemen. The caught robber is led to the sheriff. The sheriff thinks of "a punishment" for him/her. Usually "the punishment" consists in several joke strikes of the wisp. The caught and "the convicted" robber becomes the policeman. He/she receives a white band or other distinctive mark of the policemen. The robbers may also catch the policemen and turn them into the robbers. For this the robbers must sneak up to the policeman, strike him lightly and pronounce the password before the policeman pronounces it. If the policeman says the password before the robber catches him/her, the robber has to escape. The robbers pay much attention to the sheriff. They may sneak up to him and catch him. So the sheriff must have bodyguards.

The rules of the game:

  1. The robbers and the policemen may make different tricks, but they mustn't confuse "the enemies" by changing the distinctive marks.
  2. If the robbers hear the policeman saying the password, they mustn't catch him/her. But the policeman may say the password only when he/she really sees the robbers.
  3. The game is over when one party is caught by the other or when the sheriff is caught.
  4. The players mustn't fight painfully. It's the main rule.

PROHIBITED MOVEMENTS

MANY COLORED GARLANDS OF BALLOONS

WATER CARRIERS

SPARROWS - FIDGETS

Draw a circle on the ground (or on the floor). The size of the circle depends on the number of players. The more the number of players the more the size of the circle. All the players are accommodated along the circle line. One of the players is "a cat". He/she is in the center of the circle. All the rest players - "sparrows" - are beyond the circle. They stand at the circle line. At the leader's signal "the sparrows" begin to jump in and out the circle. "The cat" tries to catch the sparrows" while they are within the circle. "The sparrow" which is caught becomes "the cat", and "the cat" becomes "the sparrow". The game repeats itself.


BLACK AND WHITE

MERRY COOKS

WITH THE HELP OF THE TOES

BE CAREFUL, PINOCCHIO!

There is a cap on the head of one of the players. He/she is Pinocchio. The leader tries to catch the player with the cap on his/her head. It's not easy, because the players pass the cap to one another while running. As the leader catches Pinocchio, they exchange their roles.


CUTTING OFF THE PRIZES

PROBLEM BURDEN

WHO SEWS FASTER?

PORTER

The task of the player is to carry the chair from one part of the room to another without using the hands; leaning against the floor with one foot and one hand; without touching the floor with the feet; sitting on this chair; jumping on this chair.


ACCURATE TURN

NIGHT PATROL

MERRY PORTERS

GET THROUGH THE HOOP

Two teams (6-15 players in each team) form up in lines. The distance between the lines is 2-3 meters. The distance between the players in the line is about 0,5 m. The player's task is to get through the hoop (to each team is given one hoop) and to pass it to the next player. The team the players of which fulfill the task the first wins the game. This game may be more comic if the hoops are replaced by the round elastic lace. These round elastic laces must be loose enough to get through them.

COLLECTING MUSHROOMS

FETCH AN APPLE

FROM 1 TO 5

WATER CARRIERS

Draw 2 parallel lines at the distance of 10 feet from each other. Some players go down on all fours before one of the lines. The leader puts a bowls of water on the back of each of the player. The task of the players is to cross the opposite line and return back.

LABYRINTH

PROHIBITED MOVEMENTS

MANY COLORED GARLANDS OF BALLOONS

WITH THE HELP OF THE TOES

Two players compete in this game. To participate in this game the players must take their shoes and socks off and sit down on the low chairs. On the floor in front of each player there stand 2 plates. Near each plate there are 5 walnuts. The task of the players is to put 5 walnuts onto the left plate with the help of the left toes and 5 walnuts onto the right plate with the help of the right toes. The player who fulfils the task the first wins the game.

NOT DEVIATING FROM THE ROUT

BLACK AND WHITE

MERRY COOKS

WHO SEWS FASTER?

Two teams take part in this game. The players of each team must "sew" the players to one another as quickly as possible. Instead of the needle they use a spoon with the long thread or string tied to it. The players may be sewed to each other by the belts, straps or loops on the clothes.

WHO IS FASTER?

CUTTING OFF THE PRIZES

PROBLEM BURDEN

MERRY PORTERS

You'll need 10 balloons for this competition. 2 players of each team participate in it. Their task is to take 5 balloons (not by the strings) and to carry them to the opposite wall of the room.

PUT A SHOT!

ACCURATE TURN

NIGHT PATROL

FROM 1 TO 5

You'll need plastic balls (different in size) and 2 plastic hockey sticks. Two teams (5 players in each one) compete in this game. The first players of the teams must pass one ball each with the help of the stick to the finish-line. At the finish line there stands a chair. The player must pass the ball round it and return back to his team with the ball. The second player of each team passes 2 plastic balls, the third - 3, the fourth - 4, the fifth - 5. It's very difficult, but amazing. The team which manages to pass the greatest number of balls wins the game.

WHOSE BALLOON IS BIGGER?

COLLECTING MUSHROOMS

FETCH AN APPLE

MANY COLORED GARLANDS OF BALLOONS

Each team is given many-colored balloons, lace and string. At the leader's command the team must make a many-colored garland of balloons. So they must blow up the balloons, tie them with the string and make a garland. Who'll make it better and faster?

BLOW INTO A SMALL BOX

LABYRINTH

PROHIBITED MOVEMENTS

MERRY COOKS

You'll need 2 cook's caps, 2 cook's robes and 2 aprons. All these put on the stools near each team at the start line. On each opposite stool put a mug with water, a bottle with a wide neck and a spoon. Divide the players into 2 teams. Each team forms up a line at the start line. At the leader's command the first players of each team run to the 1st stool, put on a cap, a robe and an apron and run to the opposite stool. There they take spoons, ladle some water from the mugs, pour it into the bottles. Then they run to their teams, take off the caps, robes and aprons and give them to the next player. The second player of each team quickly puts on the clothes and does the same task, etc.

BUTTERFLY

NOT DEVIATING FROM THE ROUT

BLACK AND WHITE

PROBLEM BURDEN

The players (2 of each team) are given 2 sticks (0,5m long) and a board (70-75cm long) with a little flag fortified on it. The players of each team stand hand in hand, holding their sticks parallel to the ground. On the sticks they put a board. They must carry this board to the agreed place. If the board falls down the players must pick it up and go on their way.

DUCKY DUCKY

WHO IS FASTER?

CUTTING OFF THE PRIZES

NIGHT PATROL

Two players are chosen as scouts. They stand in the center of the room at the distance of stretched arms from each other. All the rest players must go through the room so as not to be caught by the scouts. The scouts are blindfolded. They mustn't leave their places, they may only bend, and move their hands. The players who are caught by the scouts are out of the game. They must pay a forfeit. Repeat the game 2 times. Change the scouts. The scouts who don't cope with task play the forfeit.

STUCK IN THE MUD

PUT A SHOT!

ACCURATE TURN

FETCH AN APPLE

Two teams take part in this game. Each team consists of 6 players. The teams form up in lines. The first 2 players in each line are given the tea spoons. At the distance of 8 m from the teams there are 2 chairs. On each chair there is an apple. The first players run to the chairs with their spoons and put the apples on them without using the hands. Then they run back, put the apples onto the spoons of the second players and give their spoons to the third players of their teams. If the apple falls down the players must pick it with the help of their spoons and continue the game. The winners and the conquered get apples as the prize.

CAN YOU GUESS

WHOSE BALLOON IS BIGGER?

COLLECTING MUSHROOMS

PROHIBITED MOVEMENTS

The players get into a circle. They stand at the distance of stretched arms from each other. The leader is in the center of the circle. He/she makes different movements and the players repeat all of them exactly. But there are 2 movements that the players mustn't repeat. Instead of them they must make other movements. Upon these movements the players agree beforehand c.f. When the leader puts his/her hands on the back of the head the players must squat, or when the leader bends forward, the players must clap their hands etc. The player who makes mistakes is out of the game.

WHISTLING CRACKERS

BLOW INTO A SMALL BOX

LABYRINTH

BLACK AND WHITE

The players are divided into 2 teams: "black" and "white". The teams stand in lines facing each other. The leader throws a cardboard disk (one side of which is black, the other is white). Depending on the side of the disk which faces up (white or black) the players of one team try to catch the players of the other. The team which has the greatest number of captives wins. The players may begin catching their rivals only at the leader's command "White!" or "Black!"


TOY WALK

BUTTERFLY

NOT DEVIATING FROM THE ROUT

CUTTING OFF THE PRIZES

Hang some prizes by string from the ceiling. Wrap up the prizes with the many-colored paper so that the players cannot guess what kind of prizes these are. The player who wants to get a prize is blindfolded and given scissors. The player comes to the string and cuts off one of the prizes.

BALLOON RELAY

DUCKY DUCKY

WHO IS FASTER?

ACCURATE TURN

Put a chair or a stool on the playground. The player who wants to participate in this game sits down on a chair. Then he/she is blindfolded. After that he/she stands up, makes 5 steps forward, turns to the right, makes 5 more steps forward and again turns to the right. On having walked the perimeter of the playground in this way, the player stops and sits down on the chair again. The player who manages to do it wins the game.

BALLOON POP

STUCK IN THE MUD

PUT A SHOT!

COLLECTING MUSHROOMS

Put 12-15 plaster casts of mushrooms on the floor. Three players are blindfolded. They must gather in their baskets as many mushrooms as possible in 3 minutes. The player who manages to gather the greatest number of mushrooms wins the game.


SLEEPING PIRATE

CAN YOU GUESS

WHOSE BALLOON IS BIGGER?

LABYRINTH

On the playground of 7x12 m put different obstacles (stools, skittles, maces, etc) as on chess board. In the yard you may use trees for obstacles. Draw a line between the obstacles. (If is "a labyrinth") The player steps on a line and tries to remember the rout. After that he/she is blindfolded. He/she must walk along the drawn way and go out the labyrinth without stumbling on the obstacles. The players go through the labyrinth in turn.

PASS THE ORANGE

WHISTLING CRACKERS

BLOW INTO A SMALL BOX

NOT DEVIATING FROM THE ROUT

The players of 2 teams form up in file. For each team they draw a 5-6 m line with the circle at its end. At the leader's command the players (one at a time) run along the line to the center of the circle. As they are in the center of the circle, they raise the right hand and begin to go round looking upwards. On having made 5 full turns on the spot the players run back along the line, trying not to deviate from it. The team which finishes the competition the first wins.

STATIONS

TOY WALK

BUTTERFLY

WHO IS FASTER?

The players are divided into 2 teams. They sit on the chairs (though they may compete upright). The leader gives them two empty small boxes without their inside parts. The task is to pass a box round the team with the help of the... nose. If the box falls down, the player must put it on the nose again and continue to pass it.


MUMMIES

BALLOON RELAY

DUCKY DUCKY

PUT A SHOT!

Pour 1/3 of glass of water into each balloon. Then blow up the balloons to an equal size. Draw 1.5 diameter circles on the floor with the chalk. The balloon is "a shot". The player must "put a shot" as far as possible. The player who puts "a shot" the farthest is the winner.


BRITISH BULLDOG

BALLOON POP

STUCK IN THE MUD

WHOSE BALLOON IS BIGGER?

This competition is very easy: the participants receive the balloons and begin to blow them up. The player whose balloon bursts is out of the game. The player who blows up the biggest balloon is the winner.


PORT AND STARBOARD

SLEEPING PIRATE

CAN YOU GUESS

BLOW INTO A SMALL BOX

Take an empty small box. Pull out a half of the inside part, put it to the mouth and blow into it. The small box may fly away rather far. So you may arrange a competition of "blow shooters". More over with the flying box you may: 1) hit a small circle 2) hit a paper target 3) hit a basket, which stands on the floor.


POSTMAN'S KNOCK

PASS THE ORANGE

WHISTLING CRACKERS

BUTTERFLY

Each of the 2 participants takes a big butter-fly-net and a balloon. The object of each player is to catch the rival's balloon with the net as soon as possible, trying not "to loose" his/her own balloon.


LISTEN AND MOVE

STATIONS

TOY WALK