Interesting games at home. What can you play at home alone with a friend, girlfriend, boyfriend, wife, brother, sister without a computer if you’re bored? Games for two at home without a computer for girls, boys, adults, active

A game is a great way not only to keep a child occupied, but also to teach him something new in a playful, unobtrusive way, to develop his speech, and to contribute to the development of logical abilities. But what games can you play at home?

Children's home games "for every day"

"What is missing?"

Material. Crockery, cutlery, vegetables, fruits 3-4 pieces.

Rules. 1. Tell clearly what is missing. 2. Do not peek when the toy is hidden.

Progress of the game. Objects are laid out on the table, the child names them and remembers them. Now he must turn away or leave the room. An adult hides an object. The child returns, examines the objects and reports, for example: “There is not enough fruit, this fruit is an apple” or “There is not enough cutlery, it is called a knife.”

"What am I doing?"

Rules. Using gestures, expressively depict your plans.

Progress of the game. The mother or presenter tells the child: “Now I will show that I am doing something, and you must guess what exactly.” Next, mom takes a spoon and pretends to “eat.” The child happily guesses: “I know you’re eating!” Now the child makes a riddle; the adult’s task is to figure out what kind of activity he is representing.

Indoor outdoor games

"Cat and Mouse"

This game is suitable for a large group of children; it can be used as a home game for birthday parties.

Progress of the game. Children join hands and stand in a circle, and two “cat” (boy) and “mouse” (girl) stand in the middle of the circle. When children raise their hands up, the “mouse” should try to get away from the cat. While saving the mouse, the children give up when the cat runs after it.

"Blind Man's Bluff"

The leader is blindfolded and placed at the threshold, all the other children hide in different parts of the room and try to move silently so that the leader does not guess where they are. The leader begins to catch and the one he catches must become the leader himself.

Home game for girls

"Dressing a doll"

Material. Large dolls and different sets of clothes, some of which can be combined with each other, others not.

Progress of the game. The mother hangs up the dolls' clothes and turns to the child. “Look how many beautiful clothes the dolls have. Let's put them on." When the child agrees, the mother continues: “Let’s put this green skirt on your doll, see, do you think that blue blouse over there will suit her?” The mother’s task is to push the child to choose the right combination.

Home games for boys

"Bottle Skittles"

(The game is suitable for those parents who have realized how much pleasure it gives their boys to hit the target, but who have not yet purchased a suitable set of plastic or wooden pins.)

Material. Plastic bottles filled with water, and a ball heavy enough to knock over the bottles.

Progress of the game. Place plastic containers filled with water and try to knock down as many homemade pins as possible at a time.

"My Fleet"

Material: pieces of foam plastic, paper, cardboard, nut shells, as well as large container filled with water, watering can, cereals.

Progress of the game. The child is asked to transport ships from one shore to another. At the same time, both rain (use a watering can with a nozzle for dispersing water), wind, and hail (grains) can interfere with its purpose.

Home games for teenagers

For teenage children, homemade board games are of greatest interest. This will require auxiliary material such as cards, chess, checkers, and dice. For family games, you can purchase games played on the field, such as Pandemic, Monopoly, Dixit. Games at home are a good alternative to family time in front of the TV, not only for children, but also for adults.

Look at what an interesting next topic. And it was again voiced to us by an anonymous person, but I hope that they just forgot to log in. But let's hear it anyway:

Games on paper (using a piece of paper and a pencil). For one, for two, for company. It’s interesting to read and learn (find out the secrets, if there are such games) to play them.

I am sure that even though these days are computerized and gadget-driven times, there are always situations when you have nothing but friends and a piece of paper. So remember or write it down! There will be both well-known games here, and I hope that there will be new ones for someone. At one time, when, as you understand, there were no computers and mobile phones, I played almost everything!

1. Bulls and cows

The first player thinks of a four-digit number, so that all the digits of the number are different. The goal of the second player is to win back this number. Each move, the guesser names a number, also four-digit and with different numbers. If a digit from the named number is in the guessed number, then this situation is called a cow. If a digit from the named number is in the guessed number and is in the same place, then this situation is called a bull.

For example, the first player thought of 6109, and the second player called 0123. Then the first player should say: one bull and one cow (1b,1k).

Each partner has his own say. They take turns. The one who guesses the opponent's number first wins.

Executioner is another popular puzzle game designed specifically for two players. For this game you will need blank paper and a pen.

The first player thinks of a word. It must be an existing word, and the player must be confident that the other player knows the word and is familiar with its spelling. It depicts a series of blank spaces needed to write a word. Then he draws the following diagram, which depicts a gallows with a noose.

The game begins when the second player suggests a letter that can be included in this word. If he guesses correctly, the first player writes it in the correct blank space. If there is no such letter in the word, he writes this letter to the side and begins to finish drawing the gallows, adding a circle representing a head to the loop. The opponent continues to guess the letters until he guesses the entire word. For each wrong answer, the first player adds one body part to the gallows.

If the torso is drawn before the opponent can guess the word, the first player wins. If the opponent guesses the word correctly before the entire torso is drawn, he wins, and then it is his turn to think of the word.

3. Tic-tac-toe on an endless field

The expansion of the playing field allows you to free yourself from the predetermination of the result in Tic Tac Toe.

On an endless field (a sheet of paper will do just fine), the players take turns placing their sign (a cross or a zero). The game ends when one of the players wins or if the field runs out.

The winner is the one who manages to line up five of his signs along one line, straight or diagonal.

If you play computer games, then you can easily guess which of them the creators devoted a lot of time to this extended version of tic-tac-toe.

4. Labyrinth

The field can be square or pyramid shaped. If desired, you can come up with more bizarre shapes.

On the playing field, participants take turns placing lines one square long - vertically or horizontally.

The one of the participants who closed the square (placed the fourth line that makes it up) puts his sign (a cross or a zero) in this square and walks again.

The players' task is to place as many of their signs as possible; the one who has more of these signs after completely filling the field wins.

The more complex and larger the field, the more interesting and unpredictable the game.

5. Sea battle

The goal of this game is to destroy enemy objects (ships). Two people play. The events of the game take place on 2 square fields measuring 10x10. One of the fields is yours, the other is your opponent's. On it you place your own objects (ships) and the enemy attacks them. The enemy places his objects (ships) on another field.
Your armed forces, like those of the enemy, contain the following objects (ships):

1 deck (size 1 cell) - 4 pieces
2-deck (2 cells in size) - 3 pieces
3-deck (3 cells in size) - 2 pieces
4-deck (4 squares in size) - 1 piece.

Objects (ships) cannot be placed closely, that is, there must be at least one free cell between two adjacent objects (ships) (note that the enemy also cannot place objects (ships) closely).

When all preparations are completed and the objects (ships) are placed, it is time to begin the battle.

The player whose objects (ships) are located on the left field has the first move. You select a square on the enemy’s field and “shoot” at this square. If you sank an enemy ship, then the opponent must say “killed”; if you wounded the ship (that is, you hit a ship with more than one deck), then the opponent must say “wounded”. If you hit an enemy ship, you continue “shooting”.
The game ends when one of its participants loses all ships.

6. Points

Dots is a game of wits for two or four people. However, it is best to play with just two people. For this game you will need blank paper and as many pens as there are players. The object of the game is to connect the drawn lines into squares, the player who creates the most squares wins the game.

To begin, create a field on a blank piece of paper, draw horizontal and vertical lines of small dots at equal distances from each other. A very fast game would consist of ten along and ten points across. You can make the field as large or small as you like, depending on the level of the game and the number of players.

Once the board is created, each player takes turns making a move, drawing one line at a time connecting two points. Points can be connected horizontally or vertically, but sometimes diagonally. Once a player completes a square, he places his initials inside the square and gets his next turn, and so on until he manages to create a square with one extra line.

There are two possible strategies in this game: first, you can stop your opponents from creating squares. Secondly, you can shape the field so that you can create a large number of squares using one additional line.

7. Football

To play football you need a checkered piece of paper that will serve as a field. Two people play. The gate is six squares in size. The game begins at the central point of the field (sheet). The first move is played by lot.

A move is a broken line consisting of three segments, each of which is a diagonal or side of a cell.

You cannot cross the lines or touch them. If the player cannot make the next move, then the opponent shoots a penalty: a straight line of six cells (vertically, horizontally or diagonally).

If after a free kick the ball stops on an already drawn line, or the player cannot make a move, then another free kick is taken.

They play until the first goal.

8. Chain

The task is to come up with a chain of metagrams for a given pair of words that turns one of these words into another. Each subsequent word is obtained from the previous one by replacing exactly one letter. The winner is the one whose chain is shorter. This game was invented by Lewis Carroll, author of the book “Alice in Wonderland.” So, the GOAT turns into a WOLF, FOX, LEOPARD and other animals.

In 17 moves, NIGHT changes to DAY.

In 11 moves, the RIVER turns into the SEA.

In 13 minutes you can make a BULL from the DOUGH.

Traveling through time will take 19 turns: MIG will turn into an HOUR, then into a YEAR, then a CENTURY will arise and finally an ERA will appear.

The first player writes a letter, the next one adds a letter in front or behind the letter written, etc. The loser is the one whose substitution results in a whole word. Letters should not be substituted anyhow, when adding another letter, you must have in mind a specific word in which the combination of letters you wrote occurs. If the one who must make the next move cannot come up with a single word with the combination of letters that formed before his move, he must give up. In this case, the player who wrote the last letter must say what word he meant; if he cannot name the word, then he loses; if he named it, the one who gave up loses. The one who loses the first time gets the letter B, the second time - A, etc., until the word Balda is formed. The one who becomes the first Balda loses completely.

Naturally, you can play not only on paper, but also orally.

10 . Football 8x12

A field of 12x8 cells is drawn. The dots in the middle of the short sides are the gates. The first move is exactly from the center of the field. They take turns placing a line on one square (along a line or diagonally). If the move ends at a sketched point (that is, through which you have already walked - for example, the center of the field), then the right to another line is given, and so on, until the move ends at an empty point. The sides are considered to be sketched points (that is, the ball is “bounced” from the sides). The goal is to score the ball into the goal.
An additional rule that we came up with in class is that putting the ball into a position from which you cannot get out is an illegal move (for example, going into the corner). If this is the only move a player can make, then this is his loss.

Each field is played for one goal (if desired, for more, but practice has shown that it is still better to play for one goal). The convenience of this game compared to standard football is that it takes up little space and you can use a partially written piece of paper for it.

11. Labyrinth with objects

Two people are playing. Players draw two 10x10 fields. For convenience, you can assign designations to the cells: a, b, c, ..., i, k - horizontally and 1, 2, 3, ..., 9, 10 - vertically. (Helps with communication during the game). On one field, draw your own labyrinth through which your opponent will walk. The second, still empty, field is the opponent’s labyrinth, through which the player himself walks. It marks the objects of the enemy’s labyrinth explored during the game. The goal is to take the treasure out of someone else's labyrinth faster than your opponent takes the treasure out of yours.
Here you have the opportunity to simultaneously prove yourself both as an adventurer and as a “dungeon master.”

Labyrinth requirements:

Between the cells there may be walls, which, in fact, form a labyrinth. In addition, the entire perimeter of the labyrinth is also surrounded by a wall called the “maze wall.”

The labyrinth should contain:

1 Crossbow
1 Crutch
1 Trap
4 Pits
4 exits from pits (each pit uniquely corresponds to one exit)
3 False treasures
1 A real treasure
4 exits from the maze on each side.
In addition, each participant at the beginning of the game has 3 grenades.

Example map:

Game process.

Players tell each other the coordinates of the points from which they would like to start the game.
Players take turns. During a turn, a player can move one cell to the right, left, up or down, if the cell he is in and the one he wants to move to are not separated by a wall. If such a wall is still present, the player is informed about this and he remains on his cell until the next move. If this wall is a maze wall, this is reported separately. However, by prior agreement, you can not make a distinction between the internal walls and the walls of the labyrinth and exclude the concept of “maze wall”, but this can greatly delay the game. By spending one grenade, the player can eliminate any wall (including the wall of the labyrinth) until the end of the game. You don't need to discover it first to do this. For example, having intuitively felt that there is a wall on the right, the player may not waste a turn going to the right and making sure that it is there. He can immediately use a grenade, and then there will definitely be no wall there. But it may be that it was not there, then the grenade is still considered spent. Throwing a grenade is considered a move. You cannot throw a grenade and move in the same turn.

After the player has moved to a new cell, the enemy informs him what is on the new cell (and only one object can be on one cell).
These could be (with examples of notation):

A) crossbow("A"). After visiting this cell, the player begins to “limp” and the enemy can perform +1 action during his turn (which has already arrived) (move, throw a grenade, bump into a wall). The crossbow fires once, but its effect lasts until the end of the game.

b) crutch(“Y”) Visiting this cell allows the player himself, starting from the next turn, to perform 1 more action per turn. This is not a cure for the effects of a crossbow, but an independent object. The crutch works once, but its effect lasts until the end of the game.

The actions of the crutch and the crossbow stack. That is, visiting both of these cells gives the same result as not visiting either of them. If you find a crutch, and your opponent has a crossbow, then you can do three actions per turn (not four!).

V) trap(“K”). Allow three moves. Those. While you are getting out of the trap (more correctly, a trap), the enemy makes four moves, after which you can move again. Having an opponent with a crutch allows him to make eight moves. If you fall into a trap and were previously wounded by a crossbow, the enemy makes only four moves (permanently skipping moves does not work, because you still do not move). The trap is triggered every time a player visits a cell with it.

G) You've fallen into a hole No. 1, 2, 3 or 4. (“1,2,3,4”) – instantaneous movement (with the same move) to the cell “Exit from pit No. 1, 2, 3 or 4” (“I,II,III ,IV"), respectively. The exit coordinates are not communicated to the player. He continues the game from the cage with the exit from the pit and determines his location by indirect signs. If a player gets to the “exit from the pit” cell without falling into the pit itself, but simply “came across it,” he is informed about this. Now, having fallen into a hole with this number, he will know where he will appear.

d) You found a treasure. False (“O”) or true (“X”) can only be found out by leaving the maze.
To exit the maze, you can use any of the exits, which are available one on each side, or break through a new one using a grenade. (However, we can agree that grenades are not taken from the walls of the labyrinth, although they are wasted in the process).

A player who exits the maze on his turn (accidentally or intentionally) is told that he has exited the maze. If at the same time he has a treasure in his hands, it is reported what kind of treasure it is: false or real.

You can only carry one treasure at a time. In this case, the actions of a crossbow, crutch, or trap are not canceled. You can’t throw the treasure wherever you want, but you can exchange one for another. It is not necessary to take the treasure. If you find yourself on a cell with treasure and decide to take it, you need to inform your opponent about this.

The maze must be designed in such a way that you can visit each cell and exit the maze without using grenades, starting the game from any point. You cannot build traps: when a player, having fallen into a hole, comes out of it into a confined space, from which he cannot get out without using grenades. The trap can be placed anywhere.
After leaving the maze, the player can only enter the exit from which he left. However, the option of re-entering through any exit also has a right to exist. In this case, it is possible to fence off areas that can only be reached through a certain entrance to the maze, if the starting point is located outside them.

12. Nonsense

And even the seemingly stupid game “Nonsense” carries deep meaning if you play it with the whole family. Each player receives a piece of paper and writes at the top the answer to the question “Who?” (Winnie the Pooh, cat Behemoth, neighbor Uncle Vasya, etc.). Then the answer is folded in such a way that it cannot be read, and the sheets of paper are passed around. The next question is “With whom?” Then follow: “When?”, “Where?”, “What did you do?”, “What came of it?” When all the answers are written, the pieces of paper are unfolded and read. "So what's the point of all this?" - you ask. If the whole family laughs at the resulting nonsense, if parents and children are interested and having fun together - isn’t this the most important, most important meaning of any family games?

13. Virus war

"Virus War". Game for two ( More is possible, but an even number of players is desirable, otherwise one quickly becomes a victim), on a field 10*10 ( again, more is possible, then it’s even more interesting), “viruses” are denoted by crosses, circles and other evil spirits (each player has their own color or shape). Three “viruses” are placed per turn. Viruses begin to reproduce from opposite corner cells of the field. You can only display a “virus” next to your other “live virus”. If there is an enemy “virus” nearby, you can eat it by painting the cell in your color. The enemy cannot “overeat” this cell a second time. Such formations are called “fortresses”. If the “fortress” touches at least one living virus of its color, then further away from it, new “viruses” can be created anywhere or there is an enemy. The goal of the game is the complete destruction of enemy forces. If both sides manage to hide their live viruses behind a fortress made from the enemy's eaten viruses, the game ends in a draw.

"Bedbugs." Variation of “virus warriors”. Can be played by 2 to 6 players, but optimally 4 players. They play on a notebook sheet, each player must have their own color. The game begins with drawing the “main bug” - a cross surrounded by a frame and the “headquarters” surrounding the “main bug” of 8 crosses in the corners of the sheet. Then you can make 5 “moves” per turn, and not 3 as in the “war of viruses”. The game is played to destroy the “main bugs”. But the most interesting thing in this version of the game is that the players, who play by default, each for themselves, have the right to enter into alliances and break them as the situation or personal preferences change. Often a good “political” intrigue in this variant brings more dividends than the combination class of the game. Possible addition: a player who has built a square of 8 bugs can place a new “main bug” in the center, and the old one is painted over in the player’s color. Such a revolution allows you to save your army from defeat if the enemy gets close to the old “main one”.

"War". A very complex variation of “virus warriors”. Can be played by 2 to 6 players, but optimally 4 players. They play on a notebook sheet, each player must have their own color. The game starts from the “generals”, which are designated by the letter G and are located in the corners of the sheet. For each move, the player can place:
4 infantrymen (designated by the letters P);
2 knights which are placed with a letter as in chess (and are designated by the letter K);
2 tanks that move through one cell (can also be diagonal) (indicated by the letters T);
1 plane that moves through 4 cells horizontally, vertically or diagonally (indicated by the letters C).
During any move, you can abandon one type of troops and make an extra move of another type. For example, you can immediately go 3 more times by plane in one turn, giving up all the infantry, all the horses and all the tanks, respectively.
Unlike the “war of viruses”, new fighters can only be deployed next to living fighters (or next to a “living” fortress) of the corresponding type, provided that they have a living connection with the general! That is, troops without control do not fight. Communication can be made through another type of military. They play, of course, to destroy the generals.

14. Pyramid

Two players play. They take turns writing words in the form of a pyramid according to the crossword rule; in addition, repeating the same words is prohibited. They start with a three-letter word; under the word you can write a word of the same length or one letter longer. Under each word you can only write a word of the same length once; the next word must be one letter longer. After the opponent’s move, the player carefully analyzes the resulting game word pyramid and tries to form a word of at least three letters, taking for it the first letter from an arbitrary level of the pyramid, the second from the next level below it, etc. one letter from each next level. This word must also be a common noun in the initial form and not an abbreviation (not an abbreviation such as traffic police). The player who finds such a word adds to his score as many points as there are letters in this word. Then the next round begins, and so on, until a player scores 12 points. He becomes the winner.

An example of one round of this game with words: the 1st player writes the word HATCH, the 2nd writes the word MIG under it. The 1st player needs to find a 4-letter word, he writes the word SHAWL. Both players try to select words from already used letters in order to not give their opponent a chance to win the round. Here the 2nd player carefully looks to see if he can make up some word, but all sorts of nonsense comes out like KISH, LIL, YUM, etc. Then the 2nd player writes the 4-letter word SHILO (or he could write a 5-letter one):
LUKE
MOMENT
SHAWL
AWL

The 1st player analyzes the pyramid... He sees the words GAI, IL and YUG, which, according to the conditions of this word game, do not fit, and does not notice the word KILO! The pyramid has another level:
LUKE
MOMENT
SHAWL
AWL
A DROP

Player 2 sees the words LIK and SPIKE, then notices the word KILO... And suddenly finds the beautiful 5-letter word LILY! It adds 5 points to the 2nd player's score.

Such games on paper with words develop attentiveness and the ability to combine words.

Two players draw 7-10 tanks each. or “starships?”, each on its own half of a double notebook sheet (preferably not in a box, but in a line or empty A4). Having placed the army, the players begin to fire at each other as follows: a shot is drawn on their half of the field, then the sheet is folded exactly in the middle, and the shot, visible in the open, is marked on the second half of the field. If it hit a tank, it was knocked out (the second? knocking out? is fatal), and if it hit it exactly, the tank was immediately destroyed.
Each successful shot gives the right to the next one; In some versions of the game, you cannot fire the next shot at the same tank.
After preliminary shooting, the game very quickly moves into the “blitz-krieg” stage, or rather, a rapid denouement. The winner, naturally, is the one who shoots the opposing army first.

16. Barriers

A simple tactical game, the essence of which is the positional struggle for space. On an 8x8 field (i.e. the size of a chessboard), players, one after another, draw small lines that overlap any 2 cells in a row: i.e. for example player 1 draws a vertical line occupying e2 and e3.
Player 2 does the same, but his line cannot cross or touch any existing “barricades”. As the field fills up, there is less and less free space, and at the end a sober calculation is required to finish the game. A player who can no longer place his line because... everything is already blocked, losing.

A simple and quite fun game, built on the same principles as Coin Parade, but completely different in form.
On a small field (it can be a square or rectangle of any size, it doesn’t really matter) players place about 15-20 points in a variety of places, although more or less evenly.
Then the first player draws a circle of a round but arbitrary shape that passes through at least 1 point. The maximum in the classic version is unlimited, although I would recommend giving a maximum of 4 points in the rim.
Next player draws his rim, the only limitation? it cannot intersect with those already drawn. The rims can be drawn inside the rims, or, conversely, surround existing ones, the main thing is that they do not intersect. After a while, there is very little space left, and the one who draws the last rim loses.
A variation of this game is the rule of drawing rims that cover only 1 or 2 points, no more.

The one who destroys the last zero loses.

19. Dots and squares

The author of this game, popularizer of mathematics and science Martin Garner, considered it ?the pearl of logic games?. Without sharing his opinion, however, it is quite possible to call the game one of the best tactical games, interesting at any age.
Playing field? rows of dots from 3x3 to 9x9. It’s better to start with a small field, and after feeling the taste, increase the size. The rules are very simple: players connect two dots with a line, and when the player can close the square, he puts his sign in it (for example, the first letter of his name).
By closing a square, the player gains the right to an additional move until he draws a line that does not close anything. At the end of the game, it is counted who has closed the most squares, and the winner is determined.
Despite its apparent simplicity, the game provides a good space for combinatorial play, especially on fields of 5x5 and larger. The essence of winning tactics? force the field with half-closed structures, sacrifice, it is necessary, a few squares in favor of the opponent, and then, when there is practically nowhere to bet, force him to make an unfavorable move (not covering anything)? and then close most of the squares in one series.

The simplest word game, based on the tic-tac-toe principle, only with letters.
On a 3x3 field (then try other sizes), two players bet on any one letter each, and the one who, by the end of the game (when all the fields are filled in) will be able to write more well-known 3-letter words diagonally, vertically or horizontally, wins.
The game is useful for children who are learning to write. For adults there is quite little competitive value, but players with a sense of humor will have a lot of fun. For children, you can play the option: who will be the first to create a word, and not who will have more words.

21. Racing

A more complex and lengthy game, built on the same principle as other paper coordination games: moving a vertical pen along a sheet of paper with a light click.
On a sheet (single or double) drawn race track(Race), in the form of two curving, uneven circles, repeating each other’s outlines, 2-3-4 cells wide (depending on the number of participants). Then, in an arbitrary place of the resulting ring, a start/finish line is drawn, from which the racing cars start.
In short, neat strokes, the racers move around the ring, overcoming bends and special obstacles, flying into the ditch, entering the field again, and as a result, one of them comes to the finish line first and reaps the laurels.
Each time the driver's line touches or crosses the track boundary, a cross is placed at the intersection and the driver skips the next turn, turning his car around so it can continue the race. Each car has 5 such intersections in stock. (5 hit points), and the sixth encounter becomes fatal.
Besides this, could there be any obstacles on the route? for example, high-danger zones: upon flying into such a zone, the car receives more damage and loses two life points. Or special obstacles that protrude from the edges and make the passage narrower, or, on the contrary, stand in the middle and force cars to squeeze through
It is also possible to enter touch points, or rather, small circles, which the car must hit when passing by (i.e., through which the line must pass). The picture shows all the listed complications of the track at once, and it is clear that the race is still far from over.
You can invent and introduce your own rules, new obstacles, and if there are 4 or more participants, you can even arrange a racing series, making several tracks, and in between them allowing players to purchase equipment for the amount of points depending on the place taken. For example, buy additional life points or attack spikes, and remove 1 life point from the car you are overtaking.

22. Golf

Players start from two spots next to each other at the bottom of a double piece of paper standing vertically (see picture).
Everyone plays with a pen of their own color, and what is everyone's task? in the minimum number of strokes (lines from the handle sliding along the sheet) get the ball into the hole. The hole is located at the opposite end of the field, i.e. on top of the sheet. And a person with good coordination needed a maximum of 4-5 hits to drive the line into the hole.
But in advanced versions of Golf, the path to it is not so simple, because long straight lines are protected by hills that act as a buffer and do not allow the player. When hitting a hill, the enemy performs a rollback i.e. shoots the line of the offender in any direction, and he is forced to continue his series of blows from the place where this line came. Or perhaps 1 or 2 extra moves are added to the track of the one who hits the hill.

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A lot of interesting entertainment awaits your child at home. If the baby is nimble and likes to move a lot, then his energy needs to be directed in the right direction. In addition to the famous “Hide and Seek” and “Zhmurok”, you can play “Twister” at home.

It doesn’t matter if you haven’t yet purchased the necessary attribute for this entertainment. It's easy to make it yourself. Take a plain white sheet that you don't mind donating to a good cause. Cut or sew an additional piece onto it to make a fabric 160x140 cm.

Attach to it in 4 rows of 6 circles, cut from fabric of different colors, in the following sequence:

Red;
- blue;
- yellow;
- green.

The roulette will decide which limb to stand on the circle of a particular color. It's also easy to make. To prevent the sheet from creasing under the energetic children's arms and legs, sew a solid base from an old rug or durable fabric to it from the inside out.

It is also easy to find attributes for playing Clothespins at home. Have your child turn away and count to thirty. Attach clothespins in the room during this time. If the child is small, then you do not need to place them at a height, but amuse older children by attaching clothespins, for example, to a chandelier or wall hanging.

Several kids can play at once. The one who collects the most clothespins will win.

“Balls” is also fun to play at home with a large group. Blow up some balloons. They must be two colors. Give one type to one team, the second to another. Turn on cheerful music. While it sounds, children throw balls of their own color to the opposing team. They try to beat them back and present their opponents with balls of their own colors. Turn off the music and count the number of balls for each team. Whoever has fewer of them wins.

Don’t forget to give prizes to the losers too, by coming up with a gift for which category is awarded to whom. If the child is alone, then an adult will keep him company.

Calm games

If children need to rest, then sit them at the table and offer them a quiet game. Place several objects on the surface (pen, small toys, keychain). The younger the girls and boys, the fewer the attributes, but they are larger. Let the driver remember the location of the objects and then turn away.

During this time, children will remove some of the things, and some of them will be turned over so that they are in a different position. The driver must say that she has changed. This calm home game perfectly trains your memory.

To stretch the little ones’ fingers and at the same time develop fine motor skills, give them sheets of cardboard and the same set consisting of large buttons, dry pasta, ribbons, glue, and a brush.

Let young artists create original paintings with glued pasta and buttons on them. The designer item can be framed with ribbons or tinsel.

Assembling puzzles, painting with paints, sculpting from dough or clay at home is also interesting.

At this age, children are already consciously learning about the world around them, showing independence, initiative and are able to bear some responsibility for their actions.

Instructions

Let your child, with your help, assemble his own backpack, which will contain his favorite toys, books, and other necessary and interesting things. Let your child know that he will have to carry his own luggage and take care of it on the road.

Take snacks with you on the road. These can be crackers, crispbreads, breadsticks, homemade crackers or cookies. If there is a treat that you very rarely allow your child, take it too, but use it only for the most emergency cases, when, for example, you need to quickly calm a cranky little traveler.

If your trip involves being in crowded places, it is a good idea to get a baby walkie-talkie, baby monitor or GPS device. The latter is convenient because it is attached in the form of a clip to the child’s belt, and parents will always be able to find their child, even if he unexpectedly “goes away” somewhere. In addition, the device has a panic button. Teach your baby how to use it, and then he can press it himself if he loses sight of you.

Don't forget to take games on the road. It is best to give preference to games with magnets, drawing games, cardboard or finger portable theaters. And, of course, you can take your favorite books on the road.

Video on the topic

The role of pets in children's lives is very great. They are true friends for the baby: they relieve loneliness, help to overcome childhood grievances and by their mere existence bring joy and positivity.

Instructions

If parents, having succumbed to the persuasion of the baby, decided to purchase an animal, then they are faced with the question of choice. Which animal is right for their baby, from the current variety. Psychologists advise focusing on the child’s temperament and personality in this matter. Phlegmatic people and introverts love small animals more. Hamsters, guinea pigs or cats are suitable for them. More active and playful children will be happy with a dog or bird. And for nervous, restless children, an aquarium will be a good calming remedy.

Having made friends with the baby, the animal begins to feel his condition, his mood changes, and tries to support him in difficult times. Often pets even adopt it. It’s much more fun with a four-legged friend, because not a single child’s activity will be complete without his participation. It doesn’t matter whether it’s games or sleep - a faithful friend will always be with the baby.

Scientists have long proven that animals in the house are sources of happiness. They have a beneficial effect on the atmosphere in the house, as well as on those who live in this house. People get sick less often, their immunity is higher than that of others, and children are calmer and more resistant to stress. Psychologists are confident that children who have animals around them develop faster than their peers. They are more sociable and easily get along with their peers; they have more developed leadership abilities. In addition, caring for an animal helps develop kindness and attentiveness to the needs of others in children, and teaches love and compassion.

Children usually like kittens and puppies more, because they are more playful and active. Together they can tinker and play for hours. Such games help the development of children's motor skills and tactile perception, the baby actively explores the world, grows stronger and more dexterous. Older children begin to appreciate adult animals, because you can walk and talk with them, and any business with them goes faster.

Parents often worry about allergies to animal fur. But pediatricians say that in children who come into contact with pets, the risk of allergies is significantly reduced. Moreover, these children suffer less from upper respiratory tract diseases.

Play for a child is a part of his life, without which he will not develop as nature intended. In a playful way, children learn to communicate, understand the world, and with the help of such a fun activity, it is possible to adjust the behavior of various emotional spheres.

Most games are played at home. Among them you can choose ones that are suitable for children of any age from toddlers to teenagers. They diversify life within the family in the best possible way and allow the participants to get to know each other better.

What games can you play at home?

A variety of outdoor active games can be played not only on the street, but also in a house or apartment, provided that they do not damage interior items. For example, Twister is a fun, active game for any age.

But still, numerous board and role-playing games are considered truly home games, which can involve from one to ten people, and this is just what is needed to keep a small company busy. Games that tell about various professions are very useful for the general development, because this information will be useful to them in later life.

It is very useful for children who are afraid of the doctor and medical procedures to try on the role of a doctor, but if they do not know how to play hospital at home, then the parents’ task is to provide them with a play set with a stethoscope, a syringe, and other medical accessories.

Home games for girls

Most games can be played by both boys and girls, but there are some that are played by children of a certain gender. So, for example, all kinds of role-playing games with dishes, dolls and houses are traditionally an activity for girls.

"Wardrobe"

Girls, gathered in a small group, love to dress paper dolls in all sorts of outfits, which are cut out from ready-made templates. Our mothers also had this hobby, but only then different dresses and trousers were drawn by hand and painted.

So that girls can show their design abilities in such children's home games, you can include a competition for the best designer. Using bright markers and glitter gel pens, girls can create fashionable outfits for their cardboard dolls, which mom will help draw and cut out.

Home games for boys

There is not much more entertainment purely for boys. This is the construction of towers and castles from blocks, games in the garage with numerous cars. As for board games, boys love sea battles and tanks, which take place on a simple piece of paper, as well as crafts made from construction sets.

What games can everyone play?

Children are little motors and find it difficult to sit still. That’s why indoor outdoor entertaining games are held in high esteem among them. Hide and seek, blind man's buff, catch-up - all these are the simplest entertainments that do not require certain rules and are accessible to everyone, young and old.

"Hot and cold"

Kids love to play a game where one of the players hides an object in the room. And the others are looking for him. As soon as one of the players approaches the cache, the one who hid it shouts: “Warm, even warmer and hot!” when the toy is found. The winner should certainly receive a small incentive prize.

"Knees"

A simple game at first glance, but quite complex in reality. Players sit in a row on chairs or a sofa. Everyone puts their hands on their knees, with one hand on theirs and the other on their neighbor’s, and so on for everyone.

Alternately, each player claps first with his right and then with his left hand. Since all the hands are interspersed, it is quite difficult to guess which hand should clap next. The one who did this inappropriately will be fined and remove the “offending” hand behind his back.

The pace accelerates and as a result there will be even more confusion until there is only one player left, who is considered the winner.

Home board games

Board games are designed for both small and large children. They are preferable indoors, especially in small ones, but this does not make them any less exciting.

Home games for teenagers include chess and backgammon. Checkers - everything that allows you to activate mental activity. Modern ones include Monopoly, Evolution, and Mafia.

Addictive home board games are perfect and for birthdays, the main thing is that they can reach everyone present.

"Activity"

A very popular active board game, when everyone present is divided into two teams and each is given a certain number of pictures. There are chips on the playing field that indicate the turn order. Participants, using drawings, sounds, and facial expressions, must show their team what is shown on the card. The team that reaches the finish line the fastest wins.

When adults gather, it is mistakenly believed that they have nothing to do except talk and feast. This is wrong! There are many fun games that will allow you to have an interesting and unusual time in the company, laugh and relax. All games are designed for a company of 6 people or more. They can be played on a college camping trip, at a party or at someone's birthday.

Many games for a company do not require special preparation and props

Conversation games

  • Understand me. The company is divided into male-female pairs. You can come up with a theme yourself, for example, “Maternity hospital”. The point of the game: the “husband” asks questions about the child out loud, and the “wife” tries to answer them with gestures. The main thing is to ask unusual questions and see what gestures the “wife” will respond with.
  • Associations. The company sits in a circle. Someone starts: whispering any word into his neighbor’s ear. He, without hesitation, speaks into the ear of the next participant his association for this word. The next one is his own association, and so on until the word-association returns to the one who started the game. I wonder what the original word will be transformed into!
  • Who am I? All participants wear a paper ribbon on their forehead with the name of the movie star written on it. All participants see what is written on the foreheads of others, but do not know what is written on theirs. You need to take turns asking others questions that will help you understand what is written on your forehead. For example: “Am I a man?”, “Did I act with Tom Cruise?”, “Did I win an Oscar?” You can write the names of the animals - then the questions will be appropriate: “Do I live at the North Pole?”, “Am I a herbivore?” They play until the last pair. The loser buys everyone beer or ice cream.
  • Crocodile. Someone from the company says the name of a popular film in the ear of another participant, and he shows it with gestures to the whole company. The company's task is to guess this name. If the name consists of several words, then you can write down the guessed words so as not to forget. Of course, if you wish, you can wish for any words, not just movies.
  • “In my pants.” Any headlines are cut out from the press (magazines, newspapers). Their meaning is unimportant. They are then folded into a large envelope. Each participant takes out one headline and reads it aloud after the phrase “It’s in my pants...”. It sounds very funny - especially if it turns out something like “In my pants... there was a competition for the largest cucumber grown.”

Games with props

Target

All participants are given blank sheets of paper and pens (pencils). On the sheet you need to draw a large circle, inside of which there are 4 more circles, to get a target of five circles. You need to put a point in the middle and draw lines crosswise through it, so that the result is 4 sectors.

Participants must write: in the first circle from the center - the letters P, P, S, L, one in each sector. In the second circle - numbers from 1 to 4 in any order, in the third - one name each (animal, bird, fish, insect). The fourth contains 4 adjectives (funny: fat, drunk, stupid, lying around, etc.). In the fifth - 4 any proverbs or sayings.

Games with props are not suitable for travel, but are ideal for parties.

Now we collect all the targets and read (with attribution). The letters in the center of the circle mean: P - work, P - bed, S - family, L - love. The numbers mean where each participant ranks in work, family, bed and love. Animal and adjective - who the participant is in a given area of ​​​​life. For example: Sasha is a “greedy jackal” at work, a “fat arctic fox” in bed, and so on.

Proverbs are a person’s motto in work, family, bed and love. It may turn out, for example, that “In Sasha’s bed the motto is “Without a greeting there is no answer,” and in the family the motto is “No matter how much you feed the wolf, he looks into the forest.” If playing with targets is not enough and you want to laugh more, try one of the following games!

  • Get an apple. The team is divided into male-female pairs. A couple is selected to participate in the competition. A rope is stretched at a level of 2 m from the floor. On it, at the level of an adult’s mouth, a large apple is suspended by its tail. The chosen pair must eat it without using their hands. Whichever pair ate the entire apple was the winner.
  • Transfusions. Two people from the company play. Take two bottles (one of them is empty). You need to use a straw to draw water (you can juice, mineral water or beer) from one bottle and pour it into another. Whoever does it faster is the winner. True, there is a chance that someone will drink it all and accept their defeat.
  • Floating apple. Here two from the company participate in the competition. Apples are thrown into a large bowl of water. The participants' hands are folded behind their backs. You need to grab the apple with your teeth and remove it from the water. Whoever does this first wins.
  • Mummy. Participants are divided into two teams. One of the players on each team is a “mummy”. The essence of the game: the team must wrap their “mummy” as quickly as possible. Regular toilet paper is used as bandages. Second part of the game: unwind the mummy by winding the paper back into a roll. Fun guaranteed!

If you don't have a twister, you can choose any other outdoor game!

Active games

  • Swamp. Cool old game. The company is divided into teams, but two people can participate. The players receive two cards each (you can take regular sheets of paper). Task: these cardboard boxes are “bumps”, and you should move along them from one to another in order to cross the “swamp” (room, corridor) as quickly as possible. “Drowned in the Swamp” fulfills the collective’s wish.
  • Ball battle. Participants are divided into two teams of equal size. Each participant ties an inflated balloon to his leg with a thread. You can buy balls of the same color for each team. The longer the thread, the better. The balls must be on the floor. On command, you need to destroy your opponents' balls by stepping on them with your feet, and at the same time not allow them to step on your own ball. The owner of the burst ball leaves the game. The winner is the team whose ball will be the last one to survive on the “battlefield”.
  • Oh you horses, my horses! The competition requires two pairs of participants and a room where there are no breakable objects. Each pair is divided into a “horse” and a “rider”. The “rider” sits on the shoulders of the “horse” (usually a thin girl on the shoulders of a muscular guy). A piece of paper with a written word is attached to the “rider’s” back. The other “rider” must read what is written on the opponent’s back and, at the same time, prevent him from reading what is written on him.
  • Siamese twins. The company is divided into two teams. Two people from each team participate. They are placed sideways to each other. The left leg of one participant is tied to the right leg of the other, and their torsos are tied with straps. The result is “Siamese twins”. All actions should be performed at speed. "Siamese twins" work with two different hands (one right, one left), without talking to each other. They must complete various tasks given by the opposing team: sharpen a pencil, tie shoelaces or open a bottle, pour it and drink.
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