Children party games, kids party games, birthday party games, beach party games, indoor party games, outdoor party games, active party games, quiet party games, party game ideas…
Thieves and Detectives
Determine the Length
Claps
Familiar Noises
Blind Money-Changers
What Is My Name
Don't Imitate!
Bank Account
Where Is the Clock?
"Yes" and "No" in Bulgarian
Neighbor's Hand
Shadows
Cabbage
Loading the Van
Two Signals
Nose, Nose, Nose, Mouth
Guess the Word
Not to the Point
What Is the Volume?
Fishes, Animals, Birds
Familiar Noises
Party's Surprise
Determine the Length
Claps
Bank Account
Guess!
What Is My Name
Don't Imitate!
Shadows
Cake-Concert
"Yes" and "No" in Bulgarian
Neighbor's Hand
Nose, Nose, Nose, Mouth
Merry Train
Loading the Van
Two Signals
Fishes, Animals, Birds
Artists
Not to the Point
What Is the Volume?
Claps
Cinema
Party's Surprise
Determine the Length
Don't Imitate!
Portrait
Guess!
What Is My Name
Neighbor's Hand
Who Is a Monkey?
Cake-Concert
"Yes" and "No" in Bulgarian
Two Signals
Gallows
Merry Train
Loading the Van
What Is the Volume?
From City to City
Artists
Not to the Point
Determine the Length
Cities
Cinema
Party's Surprise
What Is My Name
Forfeits
Portrait
Guess!
"Yes" and "No" in Bulgarian
CHIEF ACCOUNTANT
WHO IS A MONKEY?
CAKE-CONCERT
Loading the Van
Good Nose
Gallows
Merry Train
Not to the Point
Self-Portrait
From City to City
Artists
Party's Surprise
Elephant
Cities
Cinema
Guess!
- 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
- to sing a song;
- to recite a poem;
- to ask a riddle;
- to perform a dance;
- to perform a pantomime.
How Wonderful It Is to Be an Animal
Chief Accountant
Who Is a Monkey?
Merry Train
Samples of tasks for children:
- Sing a song.
- Say to the player next to you on the right: "What wonderful ears you've got!"
- You are a kangaroo. With the small box between the knees jump around the table.
- Draw a horse, being blindfolded.
- Say any tongue twister 3 times.
- 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!)
- You are a butterfly. Show how you fly!
- You are a bird. Show how you brood, how you fly for the feeding, how you feed the nestlings.
- You are a rooster. Show how you dig the ground, find the corn and call the hens.
- You are a train. Show how you get in and depart.
- Put three candies into the mouth. Eat them!
- Receive a prize!
- Tell a funny thing.
- Perform a dance of little swans ("Swan Lake")
- Sing a song.
- Kiss the guest next to you on the right.
- Perform a lezginka dance sitting on the chair.
- Pay a compliment to a hostess.
- Persuade the guest next to you on the right to drink a glass of wine.
- Organize a choir out of all the guests. Sing a couplet of any song in a choir.
- Make an appointment for any of the guests.
- Give a smile to all the guests.
- Eat lemon slices smiling!
- Drink a wine-glass of tea with pickled cucumber and say how tasty it is.
- Propose a toast to all the present guests.
Good Nose
Gallows
Artists
Eatable-Uneatable
Self-Portrait
From City to City
Cinema
Snake
Elephant
Cities
Portrait
Chains
Spoiled Telephone
Forfeits
Who Is a Monkey?
Ropewalkers
How Wonderful It Is to Be an Animal
Chief Accountant
Gallows
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.
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!
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.
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".
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.
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.
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.
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.
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.
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.
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.
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".
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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".
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.
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.
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 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".
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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".
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.
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.
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.
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.
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.
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.
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.
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.
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:
- The robbers and the policemen may make different tricks, but they mustn't confuse "the enemies" by changing the distinctive marks.
- 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.
- The game is over when one party is caught by the other or when the sheriff is caught.
- The players mustn't fight painfully. It's the main rule.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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?
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.
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.
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.
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.
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.
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!"
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.