Monday, March 30, 2009

Games

201. NOT TO THE POINT. ( Quiet.)
The leader asks the players different questions. The player who is asked a question must give on answer which is not related to the question. The leader, for example, asks: "Do you like our party?" and the player answers "I went to the cinema" etc. The player who answers this question "yes" or "no" or "I don't know" pays the forfeit. The game is played at a rapid rate. If the player doesn't answer the question while the leader counts "one, two, three", he/she pays the forfeit. The leader mustn't ask one and the same person more than 3 questions running. The leader tries to confuse the players c.f. The leader asks: "Do you like our party?" The player answers: "The weather is bad". The leader provokes him/her asking: "Is the weather bad?" The player answer "yes". As it is against the rules the player must pay forfeit (or fulfil the leader's task).

202. LOADING THE VAN. ( Quiet.)
6-8 or 10-12 players may take part in this game. The players form up a line. Behind them there is a row of chairs. The players sit down on them. The leader says: "Imagine, that in a branch-line there stands an empty van. You must think of the name of goods with which you may load the van. "Then the players pronounce their variants in turn. The players name different things: cotton, vegetables, chairs, a cow etc. The leader loudly repeats each word pronounced by the players so as the audience can hear it. It's a kind of training. Before the beginning of the game the players stand up. The leader speaks out the rules of the game: 1) The name of the goods must begin with the letter suggested by the leader. 2) The time for thinking of the answer is limited. The player who can't think of the answer within the limits pays the forfeit, sits on the chair and drops out of the game. 3) On having asked all the players, the leader names another letter of the alphabet and the game goes on. 4) At the end of the game the winners get the prizes.

203. "YES" AND "NO" IN BULGARIAN. ( Quiet.)
The players get into a circle. The leader is in the center. He/she speaks to the players: " You know that many gestures are international, for example, some gestures of threat. But there are some differences in the sense of one and the same gestures in different countries. So, Russian people shake their heads in token of negation. But the Bulgarian, on the contrary, shake their heads in token of consent, while they nod their heads in token of negation. Now I want to ask you some questions in Russian, but you must answer them in Bulgarian". You may ask the following questions: Have you had dinner today? Do you like to dance? Do you know the name of the person next to you?

204. WHAT IS MY NAME. ( Quiet.)
Put a big, beautiful doll on the eminence, so that everybody can see it. Under its arm put an envelope with the sheet of paper with the name of the doll. Near the doll put a beautiful sac with the inscription "Prize". Hang the poster on the wall. Get ready some pencils and some sheets of paper for answers. The prize is given to the winner. If there are several correct answers, the prize is raffled off among the winners.

205. DETERMINE THE LENGTH. ( Quiet.)
The players' task is to determine the length of the ribbon (in cm), which hangs under the ceiling. Hang up a little weight to the end of the ribbon. The player who determines the length correctly is the winner.

206. WHAT IS THE VOLUME? ( Quiet.)
To guess the volume of the non-standard vessel in cubic cm. The player who guesses is the winner.

207. TWO SIGNALS. ( Quiet.)
Those who want to get a prize form up in a line. Their task is to raise and lower the right hand at one whistle quickly. At two whistles they mustn't raise the hands. The players who make mistakes are out of the game. The most attentive gets the prize.

208. NEIGHBOR'S HAND. ( Quiet.)
The players get into a circle. The leader is walking in the center of it. The leader comes to one of the players and says: "Hands up!" This player must stand still, but both of his/her neighbors (on the right and on the left) must raise their hands. The neighbor on the right raises his/her left hand. The neighbor on the left raises his/her right hand. The player who is mistaken becomes the leader. Before the game begins the leader rehearses with the players so that everybody understands what hand to raise.

209. DON'T IMITATE! ( Quiet.)
Put 5 identical items on the table. Round the table there are the players (not more that 7) and the leader. Each player has an unsharpened pencil in his/her right hand. The leader names one of the items and quickly puts his/her own pencil near it. The players must put their pencils near this item at the same time with the leader. Suddenly the leader names the item, but puts his/her pencil near the other. The players mustn't imitate the leader. They must put their pencils near the item that was named by the leader. Those who make mistakes are out of the game for 3 leads. The tempo of the game grows little by little. On the table there appear new items. The number of them may be about 10-15 (it depends on the reactivity of the players). The player who is often mistaken pays forfeits.

210. CLAPS. ( Quiet.)
The players get into a circle. They stand at the distance of stretched arms from each other. The leader is in the centre of the circle. He/she counts aloud: one, two, three etc. The players get ready to clap their hands. But they may clap their hands only when the leader names the number which ends at 5 or is divisible by 5. The leader tries to confuse the players. He/she claps his/her hands not in time. The player who is not attentive pays forfeits. Repeat the game for several times. The game may become more difficult by introduction of the new numbers - 3, 4, 6 etc.

211. FISHES, ANIMALS, BIRDS. ( Quiet.)
The leader points at the players in turn, speaking as though mechanically: fishes, animals, birds. And suddenly he/she points at one of the players not in turn: "animals!" In 3 seconds this player must name any of the animals. If the player makes mistakes (names the fish or the bird instead of the animal) or can't remember the name or names the animal which was already mentioned, he/she becomes the leader.

212. NOSE, NOSE, NOSE, MOUTH. ( Quiet.)
The players get into a circle. The leader is in the centre of it. He/she is speaking: nose, nose, nose, mouth. On speaking the first three words he/she touches the nose; but on speaking the word-mouth he/she touches any other part of the head instead of the mouth. The players mustn't repeat the wrong movements. They must do everything the leader says. The player who is mistaken is out of the game. The most attentive is the winner.

213. SHADOWS. ( Quiet.)
Put a white sheet on the wall. One of the players sits down on the chair facing the sheet. At the opposite wall of the room is a lamp on the table. All the players walk between the lamp and the guesser in turn. The guesser must recognize the players by their shadows. (He/she mustn't look back). The players try to change their shadows: they raise the shoulders, stoop or change the hairdress. The player who is recognized becomes the guesser in the following round.

214. BANK ACCOUNT. ( Quiet.)
The players are given the glass jars. The jars are closed. In the jars there are the double folded banknotes of different denomination. The task of the players is to count the sum of "account" without opening "the bank".

215. FAMILIAR NOISES. ( Quiet.)
All the players sit not far from the leader. Standing with their backs to the leader, the players must guess the source of noise. The leader makes different kinds of noises and sounds with the help of different objects.

216. GUESS THE WORD. ( Quiet.)
The instructor names one word. It may be the name of the person whose birthday it is, or any of the nouns, e. g. "holiday". The instructor has some prizes in the sac. The number of the prizes is equal to the number of the letters in the word the instructor has named. The name of the first prize begins with the letter "h" (the first letter of this word), the name of the second prize begins with the letter "o", the third - with the letter "l" etc. The instructor asks: "What is there in my sac the name of which begins with the letter "h"?" The players try to guess. The player who guesses gets this prize. Then the players try to guess what is there in the sac the name of which begins with the letter "o" etc. If the instructor names the word "holiday" in his/her sac there may be the following prizes: a toy hen or hedgehog, an orange, a lollipop, an ink-pad, a toy drum, an apple, a package of yoghurt. Sometimes its not easy to guess what kind of prizes are there in the sac. That's why the instructor may help the players saying: "eatable - uneatable" etc.

217. CABBAGE. ( Quiet.)
Wrap up the prize in paper. Paste a sheet of paper with the riddle on the wrapping. Wrap up the prize once again. Do it 10 times. The players get into a circle. The instructor gives the wrapped up prize to one of the players. The player takes away the 1-st wrapping, reads the riddle to him/herself. If he/she answers the riddle he/she says answer aloud. The player who answers this riddle has the right to take away the next wrapping, etc. The player who manages to answer all the riddles is the winner.

218. WHERE IS THE CLOCK? ( Quiet.)
All the players are blindfolded. The leader hides the alarm-clock somewhere in the room. The players (not more than 4) stand along the wall. They listen to the ticking of the clock and cautiously walk in the direction of the ticking. The leader noiselessly changes the location of the clock 2-3 times. The player who comes to the clock nearer than 1m gets a point. The player who has the greatest number of points wins.

219. BLIND MONEY-CHANGERS. ( Quiet.)
Take as many coins of different value as possible. Give them to 2 players so that each of them has one and the same sum. Both players are blindfolded. One player gives a coin to the other. He/she must change it. Then they exchange the roles. They exchange the roles again and again. All the time the players check up the work of each other. In a fixed number of leads the game is over. The players move away their fillets and count the money they have. If both players have the same sums they had before the game started, both of them are winners. Otherwise both players loose the game.

220. THIEVES AND DETECTIVES. ( Quiet.)
All the players are given the sheets of paper with the figure (1 or 2). The number of the sheets of paper with the figure 1 is equal to the number of sheets of paper with the figure 2. The players choose the leader - the main thief. He/she goes out of the room. The players who are in the room hide any object there. The leader's task is to find it. He/she tries to find the object with the help of the players-thieves (they have figure 1 on their sheets of paper). The players-thieves show place where the object is hidden by their eyes. The task of the detectives (they have figure 2 on their sheets of paper) is to watch the players and find the thieves among them. The game is over when the hidden object is found or when all the thieves are "caught" by the detectives.

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