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