Funny contests for kids. Games and competitions for children for the holiday.


Children's holidays - it's just a miracle. The joy of the guys is so sincere and provocative that the heart stops. Each child needs increased attention, and if he is the hero of the occasion, then especially. For any holiday, you can arrange games and competitions for children. Requires a little preparation and good mood. Make up a little entertainment program, including outdoor games, and intellectual quizzes. This evening will be to the taste of everyone without exception! Little fidgets will use up all their energy and fall asleep without hind legs!

Pleasant chores

You need to prepare a beautiful outfit for the holiday not only for yourself, but also for the room in which the celebration will take place. A feast, games, birthday contests for children will be three times more fun in a beautiful hall. No need to order a decorator and ruin the family budget. Everything can be done by hand. Build arches, garlands from balls, hang lanterns and paper flowers. In stores there are streamers with wishes and warm words. Choose a theme for the party - it will be even easier to pick up paraphernalia. Get your children's disposable tableware. It is very comfortable and beautiful. Bright cups and colorful plates will definitely please the little guests. Guests, entering a colorful, elegant room, will be delighted, and a wave of good mood will rise up!

Team spirit

The entertainment program should be varied, as kids quickly get bored with the same activity. Try to hold games and competitions for children, dividing them into two teams. This will really unite the team and push unfamiliar kids to friendship. Try to separate the children so that the strengths of the teams are approximately the same. This will help avoid conflicts and misunderstandings.

"Balloon Battle"

Divide the room into two parts, distribute five huge colored balls to each team. Their task: while the music is playing, you need to move the balls to the side of the enemy without crossing the line marked on the floor. It turns out a very cheerful jumble. It is better to hold such games-competitions for children of 10 years old, as younger kids can fall and get injured.


"Mint"

This contest will require a few coins and two cups. Teams line up one after another, each is given a coin. At a distance of 4 meters from the guys there are empty bowls. The task of the players is to carry a coin on the toe and put it in the bowl. Which team will more coins in the bowl, that one is declared the winner.

Can be held creative games and competitions for children on holiday. Invite the teams to make a congratulatory banner for the birthday boy at speed. Let them show their abilities and sense of beauty. Give each team the same set: paints, brushes, felt-tip pens, drawing paper or a roll of unnecessary wallpaper. Gather the jury from adults - let them make their verdict.

Holy holiday

The first summer day gives the little inhabitants of the earth fun party. More than thirty countries host games and contests on Children's Day. All sorts of fun concerts and events, music and laughter are heard everywhere. This is the best holiday for children. Babies are given gifts and sweets.

The most common competition, which is held annually on June 1, is drawing on asphalt. In each city, a special area is allocated, where children depict nature, relatives and friends, animals and their dreams with crayons.


If it is not possible to arrange a competition of drawings on asphalt for children, then give everyone a sheet of drawing paper. Of course, friendship will win. But the guys will try their best.

Games, competitions for Children's Day should be simple and understandable. No need to invent something supernatural. Let the children have fun on this day, flutter and do not feel a sense of rivalry.

"Dozen"

Older children are not always interested in participating in children's competitions. At the age of 12, the guys are already beginning to turn into teenagers, and their interests are changing. Need to come up with Interesting games and competitions for children 12 years old. Such that they would definitely want to participate.

Children are divided into teams. The facilitator gives them a piece of paper and a pen. Each participant writes any edible product and folds the sheet. Then the teams exchange sheets and unfold them. From this set of products, they must come up with a signature dish in a minute, tell a detailed recipe, and give it a chic name. The most original culinary masterpiece wins!

Anniversary

Your child is already 10 years old. Time flies by with lightning speed, and with it, childhood. Games, competitions for children 10 years old should not be completely childish. After all, a serious adult hero of the day will participate in them!

Invite the children to go to the forest for mushrooms. The host hides cardboard mushrooms in the room in advance. They can be hung and laid out anywhere. The main thing is to find a quieter place. The guys who enter the room must find as many mushrooms as possible. Who will be the best seeker, he will receive a prize!


Presents

Games and competitions for children should end with the presentation of prizes. Don't forget to stock up on enough goodies so no one leaves without a gift! Suitable flashlights, key rings, stationery, sweets. Children will be happy with any prize they win! For girls, get hairpins, headbands, wallets. After receiving one prize, the kids will try their best to win more!

"Intelligence Test"

Gather all the children in a circle, sit comfortably and spend fabulous quiz. The facilitator asks leading questions or reads a quote from a fairy tale. The children must guess the name of the story. For each correct answer, the player receives a candy wrapper. At the end, we make calculations and identify the most zealous lover of fairy tales. The winner gets a prize!

Each child in turn must remember a proverb, saying or line from a song related to animals. Anyone who cannot remember anything within a minute is out of the game.

Invite the children to play "Changeling". The host says the phrase, and the guys must redo it exactly the opposite! For example:

  • sad girls - funny guys;
  • fat woman - thin man;
  • a mouse without sandals is a cat in boots.

Attentiveness

Let's check the children for attention. Arrange various items on a huge tray, from the largest to the tiniest. Let the children look at them for a minute, and then cover the tray with a blanket and invite the children to write down all the items from the tray on a piece of paper. The one with the most impressive list wins.

Give children as much attention as possible. Every birthday and family holiday they will remember for a lifetime! Contests, games, quizzes for children - very an exciting activity. While the kids are having fun and winning prizes, adults can relax a bit and have a heart to heart talk! The above games-competitions for Children's Day and birthday are suitable for any other holiday.

Me too!
A fun game for children that develops mindfulness. The host tells a story about himself with real and invented facts. If the action is real, the children should say: “Me too!”. If the action is impossible, keep silent.

Repeaters
A mobile children's game for attentiveness. The leader puts the children in a row. The first child must make a few movements and take his place. The second one to go out, repeat the movements of the first and add your own movement. And so on.

Who is faster?
An outdoor game for children divided into 2 teams. You need four boxes and even number small toys of the same size - balls, cubes. Participants, running a race from a full box to an empty one, must transfer all the toys into it.

funny competition
This competition game for two teams, each of which is given a plastic glass of water. The task of the team is to run with a glass from the start, run around the flag in the middle of the distance and return to the start, passing the glass to the next player.

Where is our ball?
A chasing game in which players look for a dribbler thrown. The one who finds must run unnoticed by others to the agreed place and say: “My ball!” Other players try to catch up and touch the player who has the ball.

One is a potato, two is a potato
This children's game develops in children the speed of reaction and attentiveness. The facilitator asks the children questions to which they must always answer: “Potato!”. If a child fails, he is out of the game.

Catch a snowball
An outdoor game with small balls or "snowballs". Children are given small plastic buckets, and the leader is armed with a bag of "snowballs" made of cotton wool (foam rubber balls). He throws one snowball at a time, and the children catch them with buckets.

Trees are...
Logic, reaction and observation - these qualities will be useful to the participants in the game. Children are seated in front of the leader, who says, for example: “Trees are low,” and he raises his hands up. Children must show correctly.

Back-pictures
A game that can entertain and amuse children in cases where they need to be occupied during some kind of adult holiday. Paper is attached to the participants' backs with adhesive tape. On the "damaged phone" the task is transmitted - what needs to be drawn.

Mysterious animal
Two players (one leads, the other controls the course of the game) agree among themselves which animal the driver will show. Children, asking questions, try to guess the animal, and the "controller" confirms or denies the guesses of the players.

Find your prize
Colored cardboard cards are cut into two parts. The task is written on one half, and on the second - the name of the prize. The child, pulling out a card with a task, must complete it. Then he looks for the other half of the card and receives a prize.

Where are our pens?
A game for the little ones, contributing to the development of memory and motor skills in children. The host asks simple questions to the kids, and they try to answer correctly using gestures and movements.

Cats and mice
A game for the little ones, perfectly developing thinking, memory and motor skills. The host tells the kids a fairy tale about a cat. In response, the children should show with gestures what the heroes of the fairy tale are doing.

Union of Artists
Two teams of artists, passing each other an ember or thick marker, must draw the subject proposed by the presenter. The winner in the game is the "Union of Artists", which will complete the task better and faster than its rivals.

street racers
Try to drive on an unlit night road without getting into an accident. This game allows you to identify the most skillful racer who, blindfolded, will be able to overcome the route, knocking down the fewest pins.

Fairy tales from the magic box
This game allows children to create their own fantasy tales. And to make it easier and more interesting for young storytellers to fantasize, a magic box will tell them themes for fairy tales.

Let's change!
A game that develops reaction, attentiveness and shows children that these qualities are simply necessary. Otherwise, someone more successful, decisive and quick-witted will take your place. And you have to try if you don't feel like driving all the time.

funny tales
Fun game for children 7-15 years old. Standing in a circle, the players listen to the story. Before starting to tell, the host announces the code word. Hearing it in the narrative, you need to have time to pull back your right and, at the same time, keep your left right hand neighbor.

fun zoology
Players must form a circle. In its center, closing his eyes, the driver is spinning. His right hand is extended forward, he repeats three words: "Beasts, birds, fish." The player that the driver points to needs to say the name of the animal.

Cunning sniper
There are no weapons in this game, a cunning sniper "kills" with one glance. Only the players who noticed how he “shoots” with his eyes at others and noisily exposed the shooter can interfere with him.

insidious gate
In this game, participants need reaction, speed and luck. Players must slip under the vaults of the gate, which can slam shut at any second. Two players depict gates that catch their careless comrades.

Tricky Numbers
Calm game for children knowing the basics mathematics and numbers. Players must, using the combinations that appear on two dice thrown at the same time, quickly cross out all the numbers written there on their piece of paper.

Whose palm is the ball in?
For the game you need a big company and instant reaction. Participants stand in a line, hands are turned back, palms are open. In whose palm the leader puts the ball, he must be able to break out of the system, despite the attempts of others to hold him.

Birds on a branch
A puzzle that requires thinking through numerous combinations and moves. You need to gather the members of your team, scattered in different places, all together. As they say, plant all identical birds side by side on one branch.

Sparrows and crows
Moveable, fun and simple game- competition for kids, developing attentiveness of its participants. It is desirable that under the feet of children there is a carpet (indoors) or grass.

1. Sit on a stool, tuck your legs in and, without touching the floor with your feet and hands, get a box of matches with your teeth, standing "on the butt" at one of the rear legs of the stool. You can spin on the stool as you like.

2. Soskoplui The competition is surprisingly simple! Whoever spit out the pacifier the farthest wins.

3. Children are divided into two teams. One team will "cook" soup (name vegetables), and the other will "compote" (name fruits). They speak in turn. The team with the most words wins. Option: not teams play, but two people.

4. Two teams participate in the relay. On a signal, representatives from each team ride the pots in a race to a certain mark and return back, pass the pots to other team members, etc. Which team will complete the task faster?

7. Drawing on the back. Fascinating funny game for family vacation and for children's holiday. Sit in a circle, having previously attached a sheet of paper to the back of each with tape. Further, according to the principle of the game "A damaged phone, words are transmitted to each other's ear. Words should not be complex, such that they can be depicted. For example: house, sun, flower, person, table, etc. But the words are transmitted in the form of a picture - on the back of the previous person, you need to draw with an unsharpened pencil what the host said. The one on whose back they drew must understand what it is about and draw the same thing on the back of his neighbor in front, etc. from player to player You can't peep!When everyone finishes drawing, the fun is guaranteed!

8.Magic thread. This game consists in hiding a gift for a child in the room, and a long thread is tied to it. Give the kid the tip of this thread and send it in search of the treasured treasure. A great game for a birthday or a holiday. To complicate the task, you can pass the thread through the doorknobs, tie some large object, hide it under pillows or cubes - arrange a kind of "obstacle course".

9.Competition on a hot day for children in the camp. We divide the children into two teams. We give each of them one large piece of ice. The task of the teams is to melt the ice as quickly as possible. This should be done only with the help of hands and mouth (you can breathe on ice, rub in your hands, lick). Of course, the hands will instantly freeze, so the ice must be constantly passed to each other. Whoever turns out to be hotter and melts the ice faster - that's the prize.

10. Competition for children "Jump-jump" Participants of the competition stand in one line. At the word of the leader "land" everyone jumps forward, at the word "water" - back. The competition is held at a fast pace. The host has the right to pronounce other words instead of the word “water”, for example: sea, river, bay, ocean; instead of the word "land" - coast, land, island. Jumpers out of place are eliminated, the winner is the last player - the most attentive.

11. "Monkey" Children are divided into two teams. After that, the players of the first team confer and think of a word to one of the players of the second team. His task is to show this word to the members of his team only with gestures, without using any sounds and words. When the word is guessed, the teams change places. Depending on the age of the participants, the complexity of the hidden words may vary. Beginning with simple words and concepts, such as "car", "house", and ending with complex concepts, the names of films, cartoons, books.

12. Santa Claus Santa Claus without a nose is drawn on a large sheet of paper and hung on the wall. Sculpt the nose from plasticine, and the children take turns blindfolded trying to stick the nose in place. In a company of kids, the behavior of the driver usually causes wild joyful laughter.

13. Snowflake Each child is given a "snowflake", that is, a small ball of cotton wool. Children loosen their snowflakes and, at your signal, launch them into the air and begin to blow on them from below so that they stay in the air as long as possible. The smartest one wins.

14. Players are divided into two teams, they are blindfolded and mixed with each other. The rest form a circle. One team "meows", the other - "grunts". It is necessary to get together as quickly as possible with your team in a "heap", without leaving the circle.

15. Participants of the competition stand in one line. At the word of the leader "land" everyone jumps forward, at the word "water" - back. The competition is held at a fast pace. The leader has the right to pronounce other words instead of the word "water", for example: sea, river, bay, ocean; instead of the word "land" - coast, land, island. Jumpers out of place are eliminated, the winner is the last player - the most attentive.

16. Participants try to draw a portrait of any of the people sitting opposite. Then the leaves are started in a circle. Everyone on reverse side will try to write who he recognized in this portrait. When the leaves, having passed in a circle, return to the author, he will count the number of votes of the participants who recognized the drawing. The best artist wins.

17. Everyone gets up and lines up at the back of the head in one big circle. Next, you need to stand as close to each other as possible, making the circle narrower. Then comes the main and most difficult part. Try to bend your legs at the same time and sit down on each other's knees. If it worked out, it's too early to rejoice! Now try to stay in this position and still stretch your arms to the sides. Yep, they're down!!! Well, nothing, next time choose your friends stronger and more reliable.

18. Players are given a bunch of keys, a closed padlock. It is necessary to pick up the key from the bunch as soon as possible and open the lock. You can hang the lock on the cabinet where the prize is hidden.

19. Designer Props: adhesive tape, balls From improvised material (preferably large sizes), for example, balloons, the participants sculpt a woman or a man and explain what they have built. Use adhesive tape to secure. The winner is the participant who made the most INTERESTING sculpture and explained it in the most picturesque way.

20. Sniper. All the players close their eyes and pull from a pile of matches one at a time. You cannot show your match to a neighbor. One of the matches is broken, and whoever takes it out becomes a sniper. Then everyone opens their eyes, the day begins. A sniper can kill a player by looking into his eyes and winking. "Killed" leaves the game and loses the right to vote. If one of the players witnesses the "murder", he has the right to say it out loud, at this moment the game stops (that is, the sniper cannot kill anyone), and the players find out if there are any more witnesses. If not, the game continues, and if there is, the angry players lynch the suspect, taking the match away from him and thus finding out if they made a mistake. The task of the sniper is to shoot everyone before he is exposed, the task of everyone else is to expose the sniper until he shoots everyone.

21. Chinese football. The players stand in a circle facing outward, with their feet shoulder-width apart, so that each foot stands close to the neighbor's symmetrical foot. Inside the circle there is a ball that the players are trying to score into each other's goal (that is, roll between the legs). The one between whose legs the ball rolls removes one hand, after the second goal - the second, and after the third - leaves the game.

22. Little Red Riding Hood. The players stand in a circle facing inward with their arms outstretched. Everyone playing right palm clenches into a fist, sticking up thumb, and folds the left into a tube, putting it on the thumb of the right hand of the neighbor on the left, but does not squeeze, so that the finger can be easily reached. The host announces that now he will tell a fairy tale, and the players will, having heard the code phrase at the same time, grab the neighbor on the left by clenching their left fist and not let themselves be grabbed by pulling their right hand out of the neighbor’s hand. The code phrase is Little Red Riding Hood. Then the host speaks loudly fairy tale of the same name, abundantly supplying it with hitherto unknown details from the series: "And the Red Army came out of the forest to meet him!", Forcing all the players to periodically twitch and grab.

23. Aram-shim-shim. The players stand in a circle, alternating by gender (that is, a boy-girl-boy-girl, and so on), in the center is the driver. The players rhythmically clap their hands and say the following words in chorus: "Aram-shim-shim, aram-shim-shim, Arameya-Zufiya, show me! And one! And two! And three!", at this time leading, closing his eyes and pointing his hands forward rotates in place, when the same text ends, he stops and opens his eyes. The representative of the opposite sex closest in the direction of rotation to the place shown by him also goes to the center, where they stand back to back. Then everyone else clap their hands again, saying in chorus: "And one! And two! And three!". On the count of three, those standing in the center turn their heads to the sides. If they looked into different directions, then the driver kisses (usually on the cheek), the one who left, if in one - they shake hands. After that, the driver stands in a circle, and the one who leaves becomes the driver.

There is also a version of the game in which for the representatives of the stronger sex, spinning in the center, the words "Aram-shim-shim, ..." are replaced by "Wider, wider, wider circle! He has seven hundred girlfriends! This, this, this, this, and this one is my favorite!", although in general it doesn't matter.

Playing the game on younger age, it makes sense to replace kisses with scary faces that the two in the center make each other.

24. Benches. This game should be played by both sexes in equal numbers. Representatives of one sex, for example, girls secretly from the representatives of the other “divide” them among themselves, that is, each girl guesses one of the young people (only one and they should not intersect!) Then both groups sit on benches opposite each other and guessed in turn trying to figure out who made them. This is done as follows: a young man approaches the girl he is supposed to and (slightly!) Stomps his foot in front of her, if he guessed it, the girl claps her hands, and they both go to " romantic trip", that is, they leave the game. Otherwise, the girl stamps her foot in response and the young man, returning to his place, again waits for his turn. This continues until there is only one pair left that has not met. All the rest come up with what some (preferably funny and kind) task that they perform to the general laughter.

25. On acquaintance And I'm going. The players stand in a circle facing inward. One of the seats remains free. The one who stands to the right of the empty seat says loudly "And I'm going!" and goes to it. The next one (that is, the one who is now standing to the right of the empty seat) says loudly "Me too!" and goes to it, the next one says "And I'm a hare!" and also occupies a place on the right. The next one, passing, says "And I'm with ...", and calls someone from those standing in a circle. The task of the one who was called to run across to an empty seat.

In this game, you can add a driver who will wedge into an empty seat when someone thinks too long.

26. On acquaintance Barrier. All players are divided into two teams. One player from both teams enter the ring, a veil is pulled between them. Then, on the count of "three", the veil falls and the task of each of the two, having seen the second, is to name him. The one who manages to do it earlier stays, and the second one leaves, and the next one from the team replaces him. And so on, until one of the commands runs out.

27. On acquaintance Crossword. All participants are given paper squares about 8 by 8 centimeters in size. Everyone's task is to write the letters of their name on their cards. Then one of the players lays out their name on the floor, and the rest attach their names to it, as in a crossword puzzle (the same letters are placed one on top of the other). 28. For acquaintance

Falling leaf. The players stand in a circle facing inward. The driver, who is in the center of the circle, raises his hand with a sheet of A4 paper and, having called someone's name, lets him go. The task of the one who was named is to run to the leaf and catch it before it lands on the floor. If the attempt fails, the previous driver remains and tries to pass the sheet again, but to another player, otherwise the one who catches the sheet becomes the driver.

If the game is played at an older age, then usually each new driver also divides the sheet in half, and so it gradually decreases.

29. For acquaintance Hello, it's me. The players perform Brownian motion (that is, they randomly hang out in a limited space). If two of them collide, then one says: "Hello, it's me, my name is ..." and calls himself, the second says the same about himself. Then they shake hands or hug each other (that's how it goes) and keep moving.

30. On an acquaintance Hike. The players stand in a circle, one of them is the leader. The facilitator declares that he is going on a hike and that he will only take with him those who take the "right" item with them. Next, each of the players in turn must introduce themselves and say what exactly he will take with him on a hike, while the leader answers whether he takes this person with him or not. So until everyone guesses on what basis they are taken or not taken.

And the sign is very simple - the host takes those whose first letter of the name matches the first letter of the name of the object that he will take with him. However, the sign may be different, for example, you can take only those who add "please" to their phrase or, introducing themselves, say hello. It all depends on the leader's imagination.

31. On acquaintance One, two, Petya. The players stand in a circle facing inward. They take turns calling in order integers, starting from one. Everyone who gets a number that is a multiple of three or ends in three calls not the number, but his name. However, the next one behaves as if he did name the number, that is, he names the next one.

32. On acquaintance Train. The players stand in a circle, one of them is chosen by the locomotive. Then the locomotive (depicting a locomotive, of course) runs in a circle and next to it, eventually running up to one of the players and, stopping, says: "Hi, I'm a locomotive!". The player, to whom the locomotive "drove up", repeats his words, with the SAME intonation, then calls himself (by name), and he himself becomes a locomotive, and the old locomotive becomes his carriage. Then they run by train, this continues until all the players introduce themselves and become one train.

33. To meet the Zoo. The players sit in a circle facing inward, each of the participants identifies himself with some animal and informs all other participants about it. Animals should not be repeated! One of the places in the circle must remain free, in the center of the circle is the driver. The task of the one sitting to the right of the free space is to clap his hand on it and name one of the animals sitting in the circle, after which the named animal is transplanted to the free space and thus it migrates around the circle. The task of the driver is to take an empty seat, while the one sitting to his right has not had time to orient himself and name someone, or if he named an animal that "does not exist in nature." The one who burst, that is, allowed the driver to sit down, takes his place.

34.Mobile Admiral on board. The driver announces to the players that they are all the crew of the ship preparing to take the admiral on board, and he himself is the captain of this ship. In order for the admiral to be satisfied when boarding, before his arrival, you need to perform certain actions under the command. After that, the captain begins to give the team pre-agreed orders that they carry out. The last person to follow the order is "thrown overboard", that is, he is out of the game. The last one left becomes the new captain, that is, the driver. The ship's crew can carry out the following orders:

Left hand drive! - everyone runs to the left wall.

Rudder right! - everyone runs to the right wall.

Nose! - everyone runs forward.

Stern! - everyone runs back.

Raise the sails! Everyone stops and raises their hands.

Clean up the deck! - everyone pretends to wash the floor.

Cannonball! - everyone sits down.

Admiral on board! - everyone freezes, stand at attention and salute.

It makes sense to play this game on exercises with younger units, while you can also add the following commands:

Equal!

Running on the spot!

Step in place!

35. Alphabet. Each player receives a card with the first letter of his name on it. The host tells the players a story, a fairy tale, a true story, a parable, or something similar. Periodically, he emphasizes a word with intonation and claps his hands. The task of the players at this moment is to stand up without speaking so that this word is formed from the letters.

36. Movable blockages of the Mammoth. This game is usually played by leaders of junior units. One of them gathers all the players and makes a speech in front of them, the meaning of which boils down to the fact that now they will try to play a role. ancient tribe hunters trying to catch a mammoth on the hunt. The one he points to will be a mammoth, and the rest should put him "on this bed." Then he points to his partner ... And then you can time how long he lasts.

37. Bouncer. Two parallel lines are drawn on the ground, players are located between them. Two drivers are outside, each on his own side. Drivers must not cross the line! Next, the drivers throw the ball (two can be), trying to hit one of the players. Whoever gets hit is out of the game. When one of the players remains, the drivers try to "knock out" him with as many attempts as he is years old. After that, everything starts all over again, and the last two kicked out players become the drivers.

38. Game "Lanterns" 2 teams participate in this game. Each team has 3 yellow balls. At the command of the presenter, the audience begins to pass the balls from hand to hand from the first row to the last. You need to pass the balls (fire) with your hands up and return them back in the same way without extinguishing the fire (i.e. without bursting the ball).

39. The game "Fight with the Serpent Gorynych" Three people, holding hands, must run away from the "Bogatyr", who, blindfolded, must touch each student. In this case, he defeats the Serpent Gorynych.

40. Competition "Who will collect coins faster" 2 people take part in the competition (more can be). Game coins made of thick paper are scattered on the site. The task of the participants is to raise money blindfolded. The winner is the one who collects more coins faster and more. This contest can be repeated 2-3 times.

41. Buffoons hand out to the guys capital letters red and of blue color: A, B, E, F, U, R. Two teams of 6 people must add the word "Friendship". The guys who do it the fastest win.

42. Game with the audience "Hee-hee-hee, ha-ha-ha" At the command of the buffoons, the boys say: "Ha-ha-ha", the girls: "Hee-hee-hee." Then repeat it all together.

43. "RAIN" Players are freely placed in the room. With the beginning of the text, everyone performs arbitrary movements. FROM last word"stopped" all movements stop, the participants in the game seem to freeze. The leader, passing by them, notices the one who has moved. He is out of the game. The most diverse movements can be used, but always standing still. At the end of the game, the host also notes those who performed the most beautiful or complex movements.

Text: Rain, rain, droplet, Water saber, Cut a puddle, cut a puddle, Cut, cut, did not cut And got tired, and stopped!

44. "Triangle cap" The host says: My triangular cap My triangular cap And if not triangular Then this is not my cap.

Then everyone together shows a triangle of fingers to the word "triangular", and the word itself is not pronounced. In the next repetition, the word "my" is replaced by pointing at yourself. In the third repetition, the word "cap" is replaced by showing a cap over the head. The pace gradually increases, the one who does not go astray wins.

45. "Surprise" A rope is pulled across the room, on which various small prizes are tied on strings. The children are blindfolded in turn, given scissors, and they eyes closed cut off the prize. (be careful not to leave children alone during this game!).

46. ​​Players are given a card with certain letters. The task of the participants is to attach (and hold) all the cards to those parts of the body whose names begin with the indicated letters. The winner is the one who can place more and not drop cards with letters.

47. Santa Claus Competition Santa Clauses are invited to paint toys cut out of cardboard in different colors (abstraction methods are only welcome, each toy should have a clothespin or loop for easy fastening on any object). Then all Santa Clauses with their Christmas decorations go to the middle of the room. Everyone is blindfolded and each is twisted several times around its axis. The task of each Santa Claus is to go in the direction where, in his opinion, the tree is located and hang a toy on it. You can't roll. If Santa Claus has chosen the wrong path, he is obliged to hang a toy on what he "stumbles into". To bring confusion to the ranks of Santa Clauses, women can evenly distribute themselves around the room and stand in the way of Santa Clauses. The winner is the one who hangs the toy on the Christmas tree and the one who finds the most original place for the toy (for example, the ear of the hostess of the holiday).

48. Creating the best Snow Maiden. Each of the Santa Clauses must dress up the Snow Maiden chosen by him in such a way as, in his opinion, the modern Snow Maiden should look like. You can use everything that is already worn on the Snow Maiden, plus any additional items, things, Christmas decorations, cosmetics, jewelry, etc. The Santa Claus who creates the most vivid and unusual image of the Snow Maiden wins.

49. Frosty breath. Before each Santa Claus, a snowflake cut out of paper is placed on the table enough big size. The task is to blow off your snowflake so that it falls from the opposite edge of the table. It is held until everyone has blown away their snowflakes. After the last snowflake falls, announce: "The winner was not the one who first blew off his snowflake, but the one who last, because he has such frosty breath that his snowflake "froze" to the table."

50. COARCOAT RUN. For this game, you will need 4 matchboxes and 2 threads (based on two participants). The thread is tied to the belt in front, a matchbox is tied to the other end of the thread so that it hangs between the legs. The second box is placed on the floor. Swinging, like a pendulum, the boxes between the legs, the participants must push the boxes lying on the floor. Whoever completes the predetermined distance faster is considered the winner.

51. FISHING. A deep plate is placed on the chair, the participants must take turns throwing a button or a cork from a bottle into it from a distance of 2-3 meters, trying to hit it so that the button remains in the plate. This simple game is very captivating and captivating for children.

52. SPY. Children love detective stories and this game will be played in the style of the famous Sherlock Holmes puzzles. The guys are divided into teams that write letters to each other with milk. The subsequent decoding of the letter brings a lot of pleasure to the players. It would be better if the letters are also encrypted.

53. WATCH. The guys sit on chairs so that a circle is formed. Behind each person seated on a chair there must be a player, and one chair must be free. The player standing behind him must wink discreetly at any of those sitting in a circle. All seated competitors must face the player with the free chair. The seated participant, seeing that he winked, must quickly take a free seat. The functions of the players standing behind the seated ones are not to let their players go to the empty seats. To do this, they only need to put their hand on the shoulder of the seated person. If the "watchman" did not release the "fugitive", they change places.

54. STATUE OF LOVE. This game requires four people (2 boys and 2 girls) to leave the room. A boy is chosen to play the role of the "first sculptor", and a boy and a girl who will be the "statue". Conditions are set for the "sculptor": "Imagine that you are a real sculptor, and you must mold a" statue of love. "There is clay in front of you, from which you can mold everything you see fit, it will harden the way you want." He proceeds to make a sculpture, and after he finishes it, he is asked to take the boy's place in his "sculpture". Then they invite the girl from behind the door and repeat the same condition to her. After finishing her work, she must take the place of a girl in this "sculpture". And so on with the rest of the participants standing outside the door.

55. ONE - KNEE, TWO - KNEE. Everyone sits down on the chairs again in a tight circle. Then everyone should put their hand on the right knee of the neighbor on the left. Have you put it down? So, and now, starting with the leader, clockwise along all the knees, in turn, a light clap of the hand should pass. First - the right hand of the leader, then left hand his neighbor on the right, then the right hand of the neighbor on the left, then the left hand of the leader, and so on. The first round is held so that the guys understand how to act. After that the game starts. The one who made a mistake during the game removes the hand that either delayed with its clap or produced it earlier. If the player removes both hands, he leaves the circle and the game continues. To complicate the task, the counselor, faster and faster, gives an invoice for which cotton should be produced. The last three players left win.

56. ZOO. Everyone sits in a circle so that one chair is empty. The driver is in the center of the circle. Each participant, sitting in a circle, calls himself some kind of animal. The participant sitting to the left of an empty chair claps his right hand on it and names some animal. The one who heard the name of the animal chosen by him should take an empty chair. The participant, to the right of which the chair is freed, must clap on it and name another animal. The driver's task is to have time to take a chair before the clap. The one who did not have time to clap becomes the driver.

57. FISH, BIRDS, Beasts. Participants stand in a circle, in the center of which stands the driver. The driver closes his eyes and begins to rotate around his axis, stretching his right hand forward and repeating the words: "Fish, birds, animals." Then he stops and says any of these three words, pointing at one of the participants. The one who was shown should quickly say the name of the bird, fish or beast, depending on what was called the driver. The driver counts up to three, and if during this time the person standing in the circle did not have time to say anything or said the wrong thing, he leaves the game. The names of fish, birds, animals should not be repeated. The most attentive and knowledgeable win the largest number animal names.

58. CANDLE The participants of the game sit in a circle around the candle. The teacher picks up a talisman and begins an acquaintance. "Let me introduce myself: Masha ... Height ... Weight ... Volumes ... Foot size ... Education ..." The presentation depends on the content of what the teacher wants to hear. If the goal is to learn something interesting from the hobbies of children, then the teacher talks about his hobbies at the same age; if the goal is the content of future activities, the teacher talks about what he did at the health camp at the same age; if the goal is to understand the inner state of the child, then the teacher talks about his experiences at this age. The talisman is given to the narrator. The host sets the theme, rhythm, content, directs and regulates the course of the game.

59. WHO IS NOT? After each introduction, the lights are turned off and one person leaves the room. The rest must guess who is missing, and call his name.

60. FIGURES The players stand in a circle. A rope is stretched inside the circle, for which everyone is holding hands. The facilitator explains what is necessary with closed eyes, without opening hands, to build a square, an equilateral triangle, a star, using only oral conversations.

61. VOICES OF ANIMALS Children are divided into pairs, choosing the voice of an animal. Then they diverge different sides room and with the lights off, they face the task of finding a partner in the voice of the selected animal.

62. GUESS WHAT I SEE? This game can be played anywhere and everywhere: it disperses boredom and gives pleasure. And best of all, she acts by diverting attention if Petya again quarrels with Anya or Kolya sadly huddled in a corner. Start like this: You: I see something red that you can't see! Child: Hearts on the curtains? You: No. Him: The cover of Tanya's book? You: No. He: Oleg's hat? You: No. He: Fantik on the table? You: Yes! Believe me, this can continue indefinitely!

63. STORY WITHOUT ADJECTIVES Participants are divided into groups of 4 people. Each group is given a task to write a story in 10-15 minutes on some topic ("How I was going to the camp", "Our journey to the camp", etc.). But at the same time, empty spaces should be left in the story instead of adjective definitions. Then the groups get together and take turns writing adjectives into their stories, which are randomly spoken to them by representatives of other groups. These adjectives can be funny (but not offensive). Ready-made stories are read out, the funniest, most original work is determined. The duration of the game is 40-50 minutes.

64. GUESS THE SONG A group of guys is playing. The driver is determined, he moves out of earshot. The guys select a song or poem, from which an ode line or verse is selected. For example, a line from Pushkin's poem: "I remember wonderful moment, you appeared in front of me ... "All the guys sitting in a circle take one word from this line for themselves. The driver returns and starts questioning the guys. He can ask any questions, the most awkward, to everyone in turn or in a breakdown, such as" Your attitude to salted cabbage?", and the respondent should use the word he got: "I have a wonderful relationship with cabbage!"

65.KONACHKO You can play two, three, two teams or in a circle. Words must be selected in such a way that the last syllable of the first word serves as the beginning of the second: HAND-HORN-THRESHOLD, etc. the one who hesitates is out of the game. You can individually compose chains on a specific topic. The one with the longest chain wins.

66. Nonsense Two players who play in secret from other players agree on a topic on which they will communicate non-verbal means. They start a conversation. Eyewitnesses, having guessed what is at stake, are connected to the conversation. When everyone is involved in the game, they begin to find out the subject of communication from the last person who connected - who understood the topic of the conversation and what information he transmitted himself.

67. WALKED ON THE STREET All players are assigned numbers. No. 1 starts: “Walking down the street 4 crocodile”, No. 4 answers: “Why 4?, No. 1: “How much?”, No. 4: “A 8”. ", No. 4:" And how much?

68. GROUND BANANA Children sit in a circle. Everyone has something hidden under their shirt. One of the children is trying to guess by touch what is there. The game becomes more interesting if the rule applies: do not immediately name the guessed objects, but feel everything that is hidden and only then name what is hidden from someone.

69. BEARD. Representatives from the teams or their captains are called. The facilitator invites them in turn to start telling the first line of the joke. If one of those present in the hall can continue the joke, a "beard" is attached to the player. Whoever has the fewest wins.

70. GOOD MOOD. Starting from the neighbor, on the right, we say a compliment along the chain, always with a smile, and especially cheerful ones can make attractive faces.

71. WISHES. Before you go to a birthday party, you need to prepare a gift and compose a beautiful and unusual greeting for a postcard. Usually in gifts we write the same thing: dear, dear, etc. And how nice it is to hear original, not boring words on this day. Let's remember them. Each team takes turns calling one word of wishes. The one who named the wish last wins.

72. TURN. Each team has one member. We need people who cook well. Per certain time should be drawn up holiday menu, the names of dishes in which begin with the letter "H". Then, one participant from the team will come to the table and will announce their list in turn. Whoever says the last word wins.

73. GIFT. Each team will think about what gift they would like to receive or give, and let us know about it. Depict your gift with facial expressions and gestures. 74. REVERSE. 1) A monkey was hanging from a tree, not at all like a pineapple, orange in color. 2) It’s sad to stand in one place alone, and it’s even worse to read poetry alone. 3) They are sailing, sailing from the nearest village, bad strangers, sad enemies. 4) The ocean ends with a black swamp, and separation begins with tears.

75. Let's dance. One participant per team is called. Chair dance: 1) Waltz 2) Rock-n-roll 3) Russian dance

76. ARTISTIC. Stage the fairy tale "Ryaba the Hen" if it is: 1) a comedy 2) a melodrama 3) a horror film

77. TWINS. Two people per team. Hugging each other by the waist, with your free hands, you must first untie and remove the laces from the shoes, and then, on command, lace them up and tie a bow

78. "Catch the Sparrow". Children become in a circle, choose "sparrow", "cat". "Sparrow" in the circle, "cat" - behind the circle. She tries to run into the circle, to catch the "sparrow". Children are not allowed

79. "TAKE THE HOUSE". Children are divided into pairs, hold hands - these are houses. A group of children are birds, there are more of them than houses. The birds are flying. "It's raining", the birds occupy the houses. Those who do not have enough houses are eliminated from the game, and then they change with children - "houses".

80. "SPAROW, CHIP!" One child sits on a chair, with his back to the children. The presenter chooses a "sparrow", who comes up behind the sitting one, puts his hands on his shoulders. He says: "Sparrow, chirp!" "Sparrow" chirps: "Chick-tweet!" The person sitting guesses who it is.

81. COMPETITION TRAP. The competition is held without announcement immediately after the release of the teams. A girl passes in front of the teams and, as if by chance, drops her handkerchief (approximately in the middle between the teams). The team that guesses to pick up the handkerchief and politely returns it to the girl wins. After that, it is announced that this was the first competition.

82. PULLING THE ROPE. Teams pull a rope with a central ribbon. The team wins, pulls the rivals to its own half (to determine the half in the middle of the room, a line is drawn with chalk on the floor).

83. COMPETITION. Very quickly name food items that are often used in everyday life along the chain.

84. COMPLIMENT CONTEST. A girl is invited to the middle of the hall. The teams alternately compliment the girl without repeating themselves. The team with the most compliments wins.

85. COMPETITION. In one minute, compose a ditty with your name and sing it.

86. COMPETITION OF FANS. Acting competition Depict: fans of the team that loses the decisive match. team fans arguing among themselves in the stands. fans of the winning team.

87. COMPETITION. A word is spoken from the audience, the player must quickly come up with a rhyme.

88. COMPETITION. From the name VALENTINA, make new names. Time for the contest is 1 minute. Spectators are also divided into two teams, and when the contestants run out of their names, they help with their own.

89. SAILOR. The interior of the bus is divided into two teams. "A competition is announced for the best crew of a ship. For this we need to know a lot of songs. Which team will sing them the most, that one will be the winner! But the main thing is that the song should contain words about the sea, sailors, sea ships." This game is very variable and its conditions depend on your imagination. These may be songs about Moscow, there may be songs in which there are numbers: "a million, a million, a million scarlet roses"; "... the girl from apartment 45"; "... once a word, two words ..." A more difficult version of this game would be a Q&A game, where the team takes turns taking a question from one song and an answer from another. "Why are you standing, swaying?.." "... The sea wave is swaying, swaying." It is possible that one team asks a question in song form, and the second, again, chooses an answer from the text of a hundred songs.

90. RELAY IN THE BUS 1. Transfer a matchbox to the speed along the rows.

91. BUS RELAY 2. Pass a card with a pencil down each row, and each participant must write a four to five letter word on the card passed down his row. The calculation takes into account the number of letters and time.

92. WHAT I SAW. This game is about attention. In it, the guys must count the number of illogical judgments in the poem that the counselor will read: I saw a lake on fire, a dog in trousers on a horse, a hat on the house instead of a roof, cats that are caught by mice. I saw a duck and a fox, That they are plowing a meadow in the forest, Like a bear cub trying on shoes, And like a fool, he believed everything. (S.Ya. Marshak)

Or: Because of the forest, because of the mountains Grandpa Yegor rode. He is on a piebald on a cart, On an oak horse, He is belted with a club, Leaning on a sash, Boots on a stirrup, On a bare foot a jacket.

Or: A village was passing by a peasant, And from under the dog the gates barked, The whip grabbed the horse, Whipping the peasant, A black cow Leading the girl by the horns. (K.S. Stanislavsky)

93. SHOUT "PETKA - VASKI". The counselor plays the role of a leader, and the guys are divided into two teams: one - "Petka", the other - "Vaska". Then all together to the motif of "Darkie": On a sunny meadow There is a green house. And on the porch of the house sits a cheerful dwarf. Further, the counselor shouts: "What is your name, gnome?" and points to one of the teams, which answers with a tongue twister as loudly as possible. "Petki": Pe-e-tka! I have a shirt in glue-e-tku! I came to you, de-e-tki, To eat candy-e-tku! "Vaska": Wow! I have pants in the go-o-shku! I came from a fairy tale, Because I'm good! All this is carried out several times, the counselor points to one or the other team, and at the end of the game - to both teams at once, and one of them must shout over the other.

94. CRYCHALKA "ABROAD". These chants have a large number of options. Their peculiarity is that they mean absolutely nothing and thus like children. "Risosiki" It's very simple: the children repeat after the leader who sings: Oh-oh-oh! Calabamba la-oh! Osiki-risrsiki-risosiki-risbamba! Oh, I eat bananas! "Balami" After each line sung by the counselor, the children shout: "Hey!". Bala-bala-mi - hey! Chika-chika-chi - hey! Chi-hey! Chi-hey! Chick-chirp-chick-hey! Together with the guys, you can come up with your own squad chant, under which, for example, you will get together.

95. LOOK UP Everyone stands in a circle with their arms outstretched in front of them. The starter of the game throws the ball through the center of the circle to one of the participants and at the same time calls his name. After the throw, he lowers his arms. After the ball goes around everyone, and everyone lowers their hands, the game begins in the second round. Each of the participants throws the ball to the person to whom he threw it for the first time, and again calls his name. The third round of this game is somewhat modified. Again, everyone stands in a circle with outstretched arms, but now the participant who threw the ball must say his name, the one who caught the ball does the same, etc. After conducting this game (it takes 10-15 minutes to conduct it), it is quite possible to remember up to 20 names.

96. SNOW COM. This game is best played on the "light of acquaintance", when the guys are sitting in a large close circle. The leader must start the game by saying his name. The one sitting to his left should call the name of the leader and his own. The next one further clockwise will have to name the two previous names, his own, and so on in a circle. Again, the counselor should finish, calling the whole detachment by name. The task is difficult, but real and feasible. Try it - success is guaranteed.

97.MATHEMATICS. Children sit in a circle. The counselor gives the task: "Let's start counting in a circle. The one who has a number that is a multiple of three says his name instead of a number." This game can be used to develop memory and attention. Play around and you will see that this is true.

98. ROPE. To play this game, take a rope and tie its ends so that a ring is formed. (The length of the rope depends on the number of guys participating in the game.) The guys stand in a circle and take the rope inside the circle with both hands. Assignment: "Now everyone needs to close their eyes and, without opening their eyes, without letting go of the rope, build a triangle." First, there is a pause and complete inactivity of the guys, then one of the participants offers some kind of solution: for example, pay off and then build a triangle along serial numbers, and then directs the actions. The practice of this game shows that usually these functions are taken over by the leaders. The game can be continued, complicating the task, and invite the guys to build a square, a star, a hexagon.

99.KARABAS. The next similar game will be the game "Karabas". To conduct the game, children are seated in a circle, a counselor sits with them, who offers the conditions for the game: “Guys, you all know the tale of Pinocchio and remember the bearded Karabas-Barabas, who had a theater. Now you are all dolls. I will say the word "KA-RA-BAS" and I will show a certain number of fingers on outstretched hands. And you will have to, without agreeing, get up from the chairs, and as many people as I show my fingers. This game develops attention and speed of reaction. " This game test requires the participation of two counselors. The task of one is to conduct the game, the second is to carefully observe the behavior of the guys. Most often, more sociable, striving for leadership guys get up. Those who get up later, at the end of the game, are less determined. There are those who first get up and then sit down. They make up the "happy" group. The group of the detachment that does not stand up at all is non-initiative. It is recommended to repeat the game 4-5 times.

100. LARGE FAMILY PHOTO. This game is best played during the organizational period to identify the leader, as well as in the middle of the shift, and used as visual material in your team. It is proposed that the guys imagine that they are all a big family and everyone needs to be photographed together for a family album. You must select a "photographer". He should arrange the whole family for photographing. The "grandfather" is chosen first from the family; he can also participate in the arrangement of the members of the "family". No more settings are given for children, they must decide for themselves who to be and where to stand. And you wait and watch this entertaining picture. The role of "photographer" and "grandfather" is usually taken by guys striving for leadership. But, however, elements of leadership and other "family members" are not excluded. It will be very interesting for you to observe the distribution of roles, activity-passivity in choosing a location. This game, played in the middle of the shift, can open up new leaders for you and reveal the like-dislike system in groups. After the distribution of roles and arrangement of "family members", the "photographer" counts up to three. On the count of "three!" everyone together and very loudly shout "cheese" and make a simultaneous clap of their hands.

101. GAMES FOR REVEALING THE LEADER. To do this, the guys are divided into two or three teams equal in number of participants. Each team chooses a name for itself. The leader offers conditions: "Now the commands will be executed after I command" Start! "The team that completes the task faster and more accurately will be considered the winner." In this way, you will create a spirit of competition, which is very important for the guys. So, the first task. Now each team should say a single word in unison. "Begin!" In order to complete this task, it is necessary for all team members to agree somehow. It is these functions that a person striving for leadership takes on. Second task. Here it is necessary that half the team quickly get up without agreeing on anything. "Begin!" Third task. Now all teams are flying to spaceship to Mars, but in order to fly, we need to organize crews as quickly as possible. The crew includes: captain, navigator, passengers and "hare". So who's faster?! Usually, the leader again takes on the functions of the organizer, but the distribution of roles often occurs in such a way that the leader chooses the role of a "hare" for himself. This can be explained by his desire to transfer the responsibility of the commander to the shoulders of someone else. Task four. We flew to Mars and we need to somehow accommodate in a Martian hotel, and there is only a triple room, two double rooms and one single room. You need to distribute as quickly as possible who will live in which room. "Begin!" After playing this game, you can see the presence and composition of microgroups in your team. Single rooms usually go to either hidden, unidentified leaders or "outcasts". The proposed number of rooms and rooms in them is made for a team consisting of 8 participants. If there are more or fewer participants in the team, then make up the number of rooms and rooms yourself, but with the condition that there are triples, doubles and one single.

102. CLOWN. To conduct this game, you need to split into 2-3 teams and prepare 2-3 boxes of matches. More precisely, not the whole box is needed, but only its upper part. The inner, retractable part, together with the matches, can be set aside. In order to start the game, all teams line up in a column, the first person puts the box on his nose. The essence of the game is to pass this box from nose to nose as quickly as possible to all members of your team, while hands should be behind your back. If someone's boxes fell, the team starts the procedure again. Accordingly, the winning team is the one that completes the transmission of the box faster. There will be no lack of laughter in this game!

103. APPLE. This game again involves the transfer of an item by two or more teams. This object will be an apple, and you will need to hold it, holding it between your chin and neck. Hands behind your back, so ... Let's start! If you don't have an apple on hand, you might as well use an orange or a tennis ball.

104.SANDAL. For this game you need to organize not less than three commands. Teams line up in columns located on the same line, having previously taken off their shoes. After the teams line up, the counselor collects all the children's shoes, dumps them in a pile and mixes them up. The counselors are offered the instruction: "This is a small funny relay race. Now, in turn, each of the participants must run up to this pile, put on their shoes and run to their team in shoes, passing the baton to the next one. Those who can quickly put on shoes win!

105. TOUKAN. Toucan is a fish that fishermen often dry by stringing on long ropes. Now we, like a toucan, will "string" on a long, about 15 m long rope, at one end of which a pine cone is tied. All members of the team must pass this bump through all the clothes from top to bottom, passing the bump to each other in turn. Naturally, the winning team is the one last member which will be the first of all teams to pull out a pinecone from a trouser leg with fifteen meters of rope tied to it.

106. CLUB. The same rope is tied into a ring. The driver leaves the room or turns away, and the rest, holding the rope with both hands, get tangled, forming a living ball, which the driver must unravel. His task is to form a circle again.

107. JUMP WITHOUT A PARACHUTE. For this game, four pairs of participants stand on one side of the chair facing each other, arms crossed in the manner recommended when carrying the wounded. Another player, who will be "jumping", becomes his back to them on a chair. He stands on the edge of the chair and falls back like a wax stick. Standing behind with crossed arms 8 people catch him. The sharpness of sensations and the success of the fact that a comrade is caught capture and captivate the guys. The fear that their friend might hit makes the guys hold on tightly to each other.

108. SILENT - LOUDER. You probably played the game "Cold-hot" as a child? Our game is similar to it: the guys sit in a circle, the driver leaves the circle and turns his back. One of the group members has an object hidden. The task of the driver is to find the person who has the object hidden. As soon as he enters the circle, everyone begins to sing some kind of song and the louder, the closer the leader is to the hidden one. Accordingly, the song is sung quieter if the driver moves away from this person. When the item is found, the driver changes, if not, then the game continues.

109. Catch a fish. In this game, participants must stand on chairs and sit down like a wolf catching fish in an ice hole with its tail. A thin rope or thread is tied to the back of the participant's trousers, to the other end of which a pencil or felt-tip pen is tied. And, periodically crouching, you need to get this pencil into the neck of a bottle standing on the floor.

Players receive a task - a word that needs to be deciphered. It can be absolutely anything. You need to come up with a sentence so that each word in it begins with the next letter of this task word. For example, if the word "SKODA" is given, then it can be decoded as "Six Cows Discovered by the Detective Agency." The author of the most witty decryption wins.

Find yours

Before the start of the competition, leaflets with the names of animals are prepared. Each title must be present in duplicate. Then all the leaves are put in a bag and mixed. Participants take turns taking out one leaflet at a time and, depicting the specified animal with facial expressions, sounds, movements, try to find their mate: an elephant is looking for an elephant, a camel - a camel, a monkey - a monkey, etc. Those who find them provide their leaflets to the host and receive a prize from him.

Hi

Two players are enough to play. The task of each of them is to say hello to the maximum number of people. Moreover, he should greet politely, looking into his eyes and calling his name. The player who greets more people is considered the winner.

One two Three

Children stand in a circle, and put a gift in the center of the circle. The host begins to count “one, two, three ... one hundred!”, “One, two, thirteen ... eleven!”. Players must catch exactly the moment when the leader says the coveted "three".
The one who reacts first can take the gift.

monotonous singing

Children sit in a circle. The first begins to draw out the sound “mmmm”. When he finishes, the neighbor must continue, then the neighbor finishes and the third player continues, and so on. The main thing is that the sound is not interrupted. The child on whom the sound stops is out of the game.

Enemy lane

All participants are divided into two teams. Both teams stand on opposite sides of the room, which is divided by a strip. The players of the first team pull the players of the second team to their side. The second team has the same task. If, nevertheless, one of the players is drawn to the other side, then now he must fight for the team on whose territory he ended up.
At the end, one team is formed.

coins

The host puts three coins in a row. Then he takes the middle one so that there is a gap between the first and the second. Children are given a handful of coins. Everyone must line up the coins in a row at the same distance from each other as the first two coins.
The child with the best eye wins.

Multi-colored handkerchiefs

Handkerchiefs are hung on the board different colors. The name of the girl is written on each handkerchief. The task of the boys, at the signal of the presenter, is to run up to the board and tear off the handkerchief with the name of the girl they like. After that, a handkerchief must be presented to this girl.

Vanka-vstanka

The player who will be Roly-Vstanka becomes in the center of the circle formed by the rest of the participants, and stretches his arms along the belt. All other players sit in a circle. Roly-poly begins to fall on the players, and they must push him away. Who could not push away, is out of the game.

Ball in the palm

All players line up and stretch one hand forward, palm up .. The host gives one player the ball. This player will not stand in line, but will walk along it with the ball. He must choose whom he wants to put the ball in the palm of.
After he selects the “victim” and puts the ball in his palm, the other players must notice this and delay the player. If they did not have time to do this, then the player who put the ball in his hand leaves the line and becomes the leader.

Interesting competitions for children will help the kids to have fun and usefully spend time at the holiday. Team competitions will teach children in a playful way to help each other and focus on results. Quizzes and active games will give children a good mood and a charge of positive energy.

    Game "Bouncer"

    All children participate in the game. To do this, you will need a volleyball. A field is drawn on the ground or floor, approximately 3x5 meters (depending on the number of participants). At will or by drawing lots, 2 bouncers are selected. They take up positions on both sides of the field. All other children are placed inside the boundaries.

    One bouncer picks up the ball and throws it to the center in order to hit some player. The one it hit is out of the game. After that, the second bouncer throws the ball at the participants and so on. When 1 player remains in the center, dodgeballs make 10 more throws. If they fail to eliminate the last member after all the allowed throws, the players celebrate the victory over the dodgeball.

    Game "Twin Brothers"

    Several pairs of children participate in the game. The participants of each team stand shoulder to shoulder and wrap their arms around each other so that one player has a free left hand, and the second has a right hand. For interest, you can wear a large size shirt for each pair.

    After that, the facilitator gives all teams the same tasks: for example, unwrap and eat sweets, wet and wring out a towel, peel potatoes with a safety vegetable knife or grate them, etc. The task of each pair is to complete them as quickly as possible, using only free hands. The most nimble "twin brothers" win the game.

    Relay competition. Suitable for boys and girls over 6 years old. 10 children participate in it. They are divided equally into 2 groups. Before the competition, you need to prepare 2 identical distances and divide them into 3 equal parts. At the end of each distance, you must put a chair or flag.

    Detachments line up in 2 lines, each near its lane. The first participants receive a ball.

    The task of the team players is to take turns passing the strip in a special way. In the first part of the distance, you must carry the ball on your head, in the second - jump, holding it between your legs, in the third - jump with it on one leg. Then you need to go around the chair, run back and pass the ball to the next member of your squad.

    The team whose last member reaches the finish line first wins.

    Game "Tails"

    Gambling for kids of all ages. Everyone who wants to participate in it. The main condition for its implementation is the presence of a large space so that children can run freely. The host attaches a ponytail in the form of a ribbon or New Year's rain to the belt of each player from the back.

    After the “start” command, the participants scatter in different directions. The task of the guys is to catch other players by the tail and not get caught yourself. During the race, you can not hold the tail with your hands. Caught children are out of the game. The fastest child wins.

    Game "Fisherman"

    The game is suitable for children of all ages. Everyone who wants to participate in it. One child plays the role of a fisherman, the rest are fish. For the angler, you need to prepare a fishing rod - a long rope tied into a knot at the end or a rope.

    Participants stand in a wide circle. The fisherman becomes the center. He begins to slowly twist the rope around the floor. The task of the fish is to jump over it. All participants count circles aloud, naming the numbers in unison. After every ten laps, the fisherwoman raises the rope a little higher and twists it a little faster. If the participant jumped at the wrong time, and the rope touched his feet, he is considered a caught fish and leaves the game.

    Fishing continues until one fish remains in the circle. This participant becomes the winner of the game.

    Relay competition. It consists of 2 teams of boys equal amount players and 2 girls. One team of participants receives the name "Koschei", the second - "Ivan Tsarevichi". The girls play the role of Vasilis the Beautiful. The host arranges the teams at one end of the room in 2 lines. He seats the girls individually on chairs on the opposite side of the room.

    The task of the Prince Ivans is to save Vasilis the Beautiful from the villain Koshchei, and Koshcheev is to prevent them from doing this. To do this, all the players of each team must take turns running around their chair, on which their Vasilisa the Beautiful sits, as quickly as possible and return back.

    The team that finishes the relay the fastest wins. If the Ivan Tsarevichs win, then both Vasilises are considered saved. If the Koshcheev team wins, this means that the Vasilises were not saved. They remain hostages of the Koshcheev Immortals.

    All interested children participate in the competition. The task of the participants is to show any creative number: tell a verse, sing a song, dance. Kids will need the help and support of their mothers, because they will need to cope with excitement, present themselves, present themselves as a star.

    The audience determines the winner. He receives Grand Prize. The rest of the participants are also given gifts.

    2 girls participate in the competition. For its implementation, it is necessary to prepare in advance 2 types of paper flowers and 2 baskets. Before the start of the competition, you need to scatter paper flowers on the floor. This will be a flower field.

    The task of the participants is to collect the maximum number of flowers of a particular type in a basket within a certain time. For example, one girl collects only daisies, and the other - roses.

    The participant wins, in the basket of which there are more flowers of the desired type.

    Game "Right on target"

    All children who want to play. To play the game, you will need several balloons, a marker, a chair, a bucket, an apple, darts or snowballs in the form of crumpled paper.

    At a certain distance from the participants, you need to put a chair, and on it - a bucket. On the ball, draw a smiling emoticon with a marker and put it in a bucket so that most of the ball peeked out. At the top of the ball you need to put an apple.

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