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.