Monday, March 30, 2009

Games

1. FIREMEN. ( Active.)
Turn the sleeves of 2 jackets inside out. Hang these jackets on the backs of 2 chairs. The chairs are with their backs to each other at a distance of 1 meter. Put a 2m. rope under these 2 chairs. Both of the participants stand at their chairs. On hearing the signal, they take their jackets off the chairs, turn the sleeves out, put them on and do up all the buttons. Then each "fireman" runs round the chair of the rival, takes his seat and pulls the rope. The first player to cope with the task is the winner.

2. ZOMBIE. ( Active.)
Two pairs participate in this game. Each pair stands hand in hand with their adjoining hands tied together. With their free hands (one with the right hand and other with the left one) they must wrap up the package, bind the rope round it and tie it a bow. The pair which finishes the task the first is the winner.

3. PROMPT WATER-CARRIERS. ( Active.)
Two players compete in this game. For each player there is a chair with a bowl of water and a spoon on it. A few steps away there are two more chairs with an empty glass on each of them. The object of the player is to fill the empty glass with water as soon as possible. The player who is the first to do it is the winner.

4. ON THE MARSH. ( Active.)
Each player is given 2 sheets of paper. The player must cross "the marsh" stepping only on "hummocks" - the sheets of paper. At first the player steps on one of the sheets with his/her feet. Another sheet he/she places in front of him/her. Then he/she must step on this sheet and put the previous one in front of. The player who crosses the room the first is the winner.

5. QUICK HEAD. ( Active.)
Each player is given a paper cap with the needle at its top. The object is to burst as many balloons as possible with the help of the needle on the cap.

6. PASS A HAT. ( Active.)
The players are in 2 circles: inner one and outer one. One player in each circle has a hat on his/her head. The object is to pass the hat round the circle. But the players mustn't use their hands while passing the hat from head to head. The team which passes the hat round the circle the first wins the game.

7. WITH THE HELP OF ONE HAND. ( Active.)
For each player (there must be not more then 4 of them) there is a heap of many small and some big objects. The task is to carry all of them in one hand to the distance of 5-7 meters being blindfolded. The players mustn't hold the objects with the other hand or drop them on the floor. The player who covers the distance the first becomes the winner.

8. CENTIPEDES. ( Active.)
In a spacious room you can arrange centipedes race. The players form up in 2 lines in file with their hands on the waists of the players in front of them. Near the opposite wall there stands a chair or a flag. On hearing the signal of the leader the teams run round the chair or the flag and return back. While running one cannot take his/her hands off the waist of the person in front of. If the chain is broken the team looses the game. The team also looses the game if it overturns and doesn't lift the chair or the flag. The game may be funnier if you ask the teams to run round the chair or the flag squatting.

9. LAND, WATER. ( Active.)
This is a game for attentive players. On hearing the word "land" the players jump forward, on hearing the word "water" backward. Then the word "land" is suddenly changed into "bank". The actions of the players must be the same as after the word "land". The word "water" may be changed into "sea", "lake", "river", etc. The player who often mistakes is out.

10. FOOTBALL WITH THE BALLOON. ( Active.)
A balloon is put on the floor. At the distance of 5-6 steps from it there stands the person who wants to make a penalty kick. At first he is blindfolded and then asked to come to the balloon and kick it. Sometimes you may make this game more complicated by turning the player around for several times before he kicks the balloon. It`s a real fun when the player having accurately made those 5-6 steps kicks the air, because he went in the wrong direction.

11. PAPER-BAGS. ( Active.)
Make 2-4 paper-bags. Tie 2-4 2 meter long threads to the stake or to the chair's back at the head-level of the players. The players put the paper bags on the threads with the their wide parts facing them. The players are at the distance of 1-2 steps from each other. The threads are tight. The paper-bags are equalized. At the leader's command the players begin to blow into their paper-bags. The player whose paper-bag moves forward faster becomes the winner.

12. MONGOLIAN GAME (TSOROG-BOMBOG). ( Active.)
For this game you'll need 2 large cardboard funnels. The opening in the narrow part of each funnel must not be larger than a coin, the opening in the wide part must be large enough to put it on the player's face. Beside the funnels you'll need 2 little wooden bricks and 4 chairs. To begin the game put 2 chairs in a line at a distance of 3-4 meters from each other. Opposite each chair (at the distance of 10-12 meters) put one more chair. Two players compete in this game. To begin with they sit on their chairs with the funnels in their hands. The bricks are at their feet on the floor. As the leader commands: "Begin!" - the players put the funnels on their faces (so as to see the floor only thorough the little opening) and begin to drive their bricks to "the goal" (the interval between the legs of the opposite chair). The player who copes with the task the first becomes the winner. But it's rather difficult to cope with this task, because the players can see only the little space of the floor in the little opening of the funnel, while after each kick the brick drops out of the field of vision. Advice for the leader: watch that the players don't take off their funnels (otherwise the game makes no sense), watch that the players kick the brick and don't drag it.

13. SPOON. ( Active.)
Put a stool upside down. At each leg of the stool stands a player. The players are blindfolded. Each of them holds a spoon in his/her hand. At the leader's command the players make 3 steps forward, turn around and try to place the spoon on the leg of the stool as soon as possible. Two players who place their spoons the first win the game.

14. CENTIPEDES-2. ( Active.)
Divide the players into 2 teams of 10-20 members each. The teams form up in the file. Each team is given a rope. The players take the rope with their left or right hands from the both sides evenly. Then each player takes him/herself by the right or left ankle. At the leader's command the centipedes jump 10-12 m forward, holding the rope with their hands. Then they turn around and jump backward. The players may also run with the both feet, but in this case the players must stand in the line closer to each other. The team which manages to jump or to run to finish line the first becomes the winner (while running the players mustn't let the rope off).

15. TWO BODIES ON THREE LEGS. ( Active.)
Each team delegates 2 players to take part in this competition. Two players of each team stand hand in hand. Their adjacent ankles are tied together. At the leader's command they run to the agreed place and return back. The fastest pair wins this competition.

16. SPIDER. ( Active.)
Draw 2 circles on the start line. Divide the players into 2 teams (15-20 players in each one). Stand each team in a circle. Rope the players of each team together. So, each team is "a spider". At the leader's command "the spiders" begin to move to the finish-line. On the finish line there are 2 more circles. The spiders must get to them as fast as possible.

17. IN THE STATE OF WEIGHTLESSNESS. ( Active.)
The players sit down on "the astronauts armchairs" (on the chairs) one at a time. Their task is to gather 10 objects disposed around the chair (at the distance of 1,5m from it) at the leaders command. While gathering the objects the players may stand up and move away from their chairs, but they must not "let their chairs off". The player who fulfils the task the first is the winner.

18. THE MORE HASTE - THE LESS SPEED. ( Active.)
Put a rattle on a round elastic lace. The players have the round elastic laces on their knees. The rattle must be between the knees. The players` task is to cover the distance as soon as possible trying not to make noise.

19. RUNNERS. ( Active.)
Get ready 2 very large shorts made of thick cloth. Each pair of shorts is for the team which consists of 2 players. One of the players in each pair puts one leg through one of the shorts-legs, the other puts his/her leg through the other shorts-leg. Having one pair of shorts for two the players must cover the prescribed distance. The team which manages to cover the distance the first wins.

20. THE MOST PRACTICAL GENTLEMAN. ( Active.)
Fill a toy lorry with any vegetables, fruit or nuts. Tie a string to the lorry. Attach a stick to the end of the string. The object is to wind the string on the stick as fast as possible, trying not to spill the contents of the lorry. The jury determines "the fastest" driver with the help of the stop-watch. The gentleman who manages to deliver the load safe and sound in the shortest period of time is the most practical gentleman.

21. SCORE A GOAL. ( Active.)
Give 2 balloons to each player - a round and a long one. Using the long balloon as a bat the players must drive the round balloon into the box, which is put on one side. The player whose balloon is driven into the box the first is the winner. It's easier to judge about the winner if the balloons of the players are of different colors.

22. FROM HUMMOCK TO HUMMOCK. ( Active.)
Ask 3-6 persons to participate in this game. Each of them is given 2 paper (plastic) glasses filled with water. In front of each player on the floor there are 5 cardboard circles which are situated at the equal distance from each other. The players' task is to get to the finish line jumping from one circle to another. The player who has water in his/her glasses at the end of the game is the winner. To be more accurate and to make the game funnier you may measure the water in the glasses by the measuring glass.

23. WHAT'S BEHIND THE BACK? ( Active.)
Two players take part in this game. They are rivals. Pin well-defined pictures and paper circles with the numbers (c.f. 96, 105 etc.) on the backs of the players. The players are in the circle. (The circle may be drawn with the chalk on the floor.) They stand on one foot. Their task is to catch sight of the picture and number on the rival's back, jumping on one foot. The player who is the first in "deciphering" the rival is the winner.

24. UNDERWATER SWIMMING. ( Active.)
Give a pair of flippers and a glass of water to each team. The first player stands at the start-line, gets on the flippers, takes the glass of water and lifts it above the head. So he/she is "under the water". At the signal the players begin to move forwards. On having covered the fixed distance the first "submariner" passes the flippers and the glass to the next player. If the water spilled from the glass after the first run, add some more water.

25. BLUE AND RED BALL. ( Active.)
The teams which consist of the youths and girls get into the circle. The teams are at some distance from each other. The youths and the girls take their turns in the circle. The leader is in the center of the circle. He/she has 2 balls in the hands (a blue one and a red one). He/she throws the balls to the players and gets them back. The girls may catch only the red ball, the youths only the blue one. The leader tries to confuse the players: he/she may throw 2 balls at once or pretend that he/she is going to throw the ball in one direction, while he/she is going to throw it in the opposite one. The player who makes a mistake pays a forfeit (fulfils the task) and is out of the game. The team in which more players remain wins.

26. HOLD THE HANDS. ( Active.)
Draw 2 lines at the both ends of the playground. The distance between the lines is 15-20m. The teams with equal number of players stand at the first line at both ends of the playground. On the second line in front of each team there stands a little flag. At the signal the first player of each team runs round the flag, returns to his/her team, takes the next player by the hand and they run round the flag together. Then they run to their team, take the third player, then the fourth etc., until they have all the players of their team in the chain. The players mustn't break their chain. The team which finishes the run the first wins.

27. NIGHT ORIENTEERING. ( Active.)
At the distance of 10m from the start line there stands a stool. The first players of the teams are blindfolded. At the signal they must run (go) round the stool and come back to the team. The second players in the teams are already blindfolded and they get ready to continue the game. While the player is running the team must support him/her crying c.f. "backwards", "forwards", "a bit to the right", "a bit to the left" etc. All the teams cry at the same time. So the player must sort out the exclamations addressed to him/her. When the last player comes back to the start line "day comes" for the team. The team to which "day comes" earlier wins the game.

28. PUTTING A SHOT. ( Active.)
Put a ping-pong ball on the edge of the table. The player is blindfolded. He/she stands with his/her back to the table. At the command he/she makes 5 steps forwards, turns around 3 times, comes back to the table and blows the ball off the table. Very often after the turning around the players lose their orientation. Then it's very funny to watch the player who tries to blow the ball off the place the ball has never been.

29. FEED A FRIEND. ( Active.)
The players stand with their backs to each other. They hold fishing-rods in their hands. To the strings of the fishing-rods there attached the unwrapped bars of chocolate. The players' task is to eat the bar from the other player's fishing-rod as soon as possible.

30. WHO IS THE DEFTEST ? ( Active.)
Put the figures (toys) on the floor. As the music plays everyone walks around the circle, following the leader. When the music stops everyone must grasp the figure. A person who hasn't a figure is out. The number of figures should lessen every time. The winner is the person who stays till the end of the play.

31. FIND THE PLACE. ( Active.)
The chairs are put in a line with their seats facing opposite sides. The leader of the game takes a long stick and walks round all the players, who are sitting on the chairs. Then he strikes the floor with the stick near one of the players. This player stands up and follows the leader. So the leader walks round the chairs, strikes with the stick near the players and very soon he is followed by the whole suite of the players. The leader makes different movements and all the rest repeat them. Suddenly the leader strikes with the stick twice. This is a signal for the players to take their places as soon as possible. (It is not easy at all now, as the chairs stand with their seats facing different sides.) The leader tries to take one of the places himself. The player who doesn't manage to take a seat becomes the leader.

32. DISCOVERER. ( Active.)
At first the players are asked to "discover" a new planet, i.e. to blow up the balloon as soon as possible, and then "to inhabit" this planet with the inhabitants, i.e. to draw on balloon with the felt-tip-pen as many little men as possible. The player who has the greatest number of men on the balloon - is the winner.

33. HEAD, HAND AND FEET. ( Active.)
This game is a kind of little race. You must pass the distance of 10-20 meters long with the book on your head, having a glass full of water in your left hand and a broom in the right. At the same time you must roll a ball with your feet. The fastest is the winner.

34. LONG ARM. ( Active.)
There are 3 empty 0,33 L cans on the floor. 3 players stand by them. Then the leader asks them to take as long step as possible. After that the players are asked to take their cans on the spot, without touching the floor with the hands and knees.

35. POOR PIGGY. ( Active.)
Tie up the corners of the pillow with the string. Draw a snout and eyes on it. Tie a ribbon round the "neck". Get into a circle and start the piggy going around from player to player. As the music plays the piggy is passed around the circle. As the music stops, the player who was the last in passing the piggy says "oink-oink" and gets a prize from a bowl, standing in the center of the circle.

36. BUILDER. ( Active.)
In 1 minute time you are to build the highest possible tower, using 0,33 L cans. After the leader's signal the construction is stopped. If the tower goes to ruin and you have some more time, just begin from the very beginning. The number of points got by the players depends on the number of cans in the tower.

37. NEWTON'S LAW. ( Active.)
Under the ceiling there hang some apples on the strings. The players are given the scissors. The players divide into pairs. The first player in each pair cuts off the apple, the second player tries to catch it into the hat ( the hats are given to them beforehand). The difficulty is that it is prohibited to take the hat off the floor. The pair which manages to gather the greatest number of apples wins the game.

38. JUMPERS. ( Active.)
The players must make as many jumps with the skipping-rope as possible having the flippers on their feet.

39. BAD PAINTERS. ( Quiet.)
The players must draw any picture with the brush, having the boxing-gloves on their hands.

40. HOW MANY CANDIES? ( Quiet.)
Under the ceiling there hangs a little transparent sac with candies. (Each candy is wrapped.) On the wall there is a poster, proposing the players to guess the number of candies in the sac. They write the proposed number of candies on the sheets of paper and put them into a little box, standing not far off the poster. (Sheets of paper and pencils are on the table near the poster.) At the end of the party the so-called "account committee", made of the participants of the party, calculates the number of candies in the sac and then "unseal" the box with the answers. The player who guessed the number or gave the similar answer gets a prize - the sac with candies.

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