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» Interesting games with a sheet of paper and a pen. Paper games for kids

Interesting games with a sheet of paper and a pen. Paper games for kids

How delightfully we played tic-tac-toe with dad or mom in childhood, drawing icons with a stick on a wet river sand. With what passion they fought in "dots", trying to beat their older brother or sister without fail. How they laughed at the breaks at the stories that turned out in the game "nonsense". How many smart and, probably, very useful lectures have passed us, already students, enthusiastically playing "renju" ... Some games only grown-up children can master it. But there is fun for kids, and many "adult" rules can always be changed or simplified. In general, the walking one will master the road ... Having taught the baby play in similar games, you can always take it on a long journey, you will not be bored in rainy weather at home or in the country. You will receive irreplaceable and interesting developmental exercises, for which everything is always at hand. And all you need is a pencil and a piece of paper ...

baby games

In a number of "paper" games, among the fun is quite complex, you can find many simple battles that are quite within the power of the kids. For example, an interesting and useful a game, which is called "Flower-eight-flower". For her, draw on paper a flower with eight identical petals. Now arm yourself with crayons baby different colors and start painting the petals. You need to color them in turn and follow a certain rule: during your turn, you can draw any one petal or two neighboring ones. wins the one who paints over the last petal. Give in to the baby every other time, gradually leading to the idea that win in this game - not an accident, but the result of careful thinking through the moves. It is easy to reduce the game to such a form, when from one right or wrong move child will depend on it win or loss. Draw the attention of the baby to this, noting: “If you now color the petals correctly, I won’t be able to beat you, if not, I will win ...” After several attempts and deliberation, the baby will learn the correct tactics games. This will bring him both great pleasure from his own achievement, and the understanding that many tasks in this difficult world can be solved independently and receive undoubted benefits from this. Simple a game "Snake" will be useful not only to the head, but also to the hands of a small player. It will strengthen naughty fingers, teach you how to draw straight lines. Take a sheet of paper in a box (it is desirable that the paper be good quality with clear cells). Limit the square playing field to 7x7 cells. Two adjacent sides of the square must be of the same color (say, red), the rest - of another (for example, blue). On the playing field, put the red and blue dots in random places. Now the players make moves in turn, starting to draw broken lines-snakes from the point of "their" color with "their" pencil. In one move, the line is extended by one cell in any direction (but not diagonally). The lines should not intersect, they can be drawn along the side of the playing field, but these should not be sides of "their" color. He who has nowhere else to extend his snake, loses.

Chur, I put crosses!

IN " Tic-tac-toe" with pleasure play even three year olds. And for them it's not just fun, but a real developing mathematical a game. After losing several times, they quickly realize that it is not necessary to fill in the cells haphazardly. In order to win(or rather, bring the game to a draw), you should develop a certain tactic games and think ahead. But the usual "tic-tac-toe" quickly get bored even by kids. And, when this game is mastered, it makes sense to move on to a more complicated version - three-dimensional. Draw a cube, draw each of the three visible faces into nine cells. You will get three playing fields at the same time. Otherwise, the rules are the same: three crosses or zeros in a row on any face mean victory. But now the kid will have to track much large quantity combinations, and even connect spatial imagination. Well, when the child is easy to navigate in a three-dimensional game, try playing with him in a paper version of the Japanese games "Renju", which means "string of pearls". Target games- put five zeros or crosses in a row. The game is played on a playing field of 15x15 or 19x19 cells. Now this is no joke task. And if after some time you have to break your head in order to win own child, you can safely be proud of your student!

Naval battles

I think the rules games V "sea battle" known to all and there is no need to remind them. But there are a few tactical tricks. And if you share them with child, the probability of his victories in paper-sea battles will increase significantly. So, the most rational way of two "shots" going one after another is the letter "g", similar to the move of a chess knight. This will make it possible to quickly calculate the "long" enemy ships. As you know, in a "sea battle" even one senseless move gives the enemy a significant advantage. That is why it is very important not to make ill-conceived "shots". Advise to kid surround each enemy ship shot down with dots. Firstly, the baby will not accidentally “shoot” into a useless place. And, secondly, with such tactics, the places of the possible location of the ships are visible at a glance.

Territorial wars

Many games on paper involve a battle for territory. In addition to excitement, they have undoubted benefits, developing logical thinking and attention. Try to play With child in Game "Corridors", and you can easily verify this. The playing field is drawn on a piece of paper in a box. Its shape and size are not of fundamental importance. It can be a square or any shape. And to interest the baby, you can draw a Christmas tree, a dog or other desired outline. How younger child, the smaller the playing field. It is better to take paper with large cells. Armed with pens or felt-tip pens with your baby, start playing. Each player draws in turn horizontal or vertical lines on one cell. The one who managed to draw the last, fourth line that closes the square puts his sign inside the square-cell (cross, zero, or any other). When all the cells of the playing field are filled with "monograms", their number is counted and the winner is determined. A game "Feudal lords" or "Dots" will be of interest to older children. "Dots" - a simplified paper version of the famous Japanese games"Go". It develops tactical and strategic thinking and is one of the most favorite school and student games during lessons and lectures. The playing field is an ordinary sheet of paper in a box, and if there is a lot of time and patience, you can play on the whole notebook spread. In order to during games there were fewer conflicts and disputes, it is better to circle the playing field with a line and forbid the rules to put dots on this border. Each player must have a pen or pencil of their own color. Players take turns putting dots in random places at the intersection of cells. Target games- capture as many paper possessions as possible. A territory is considered captured if it is surrounded by dots of its color. The dots must be spaced one cell apart horizontally, vertically, or diagonally. The captured territory is painted over with its own color or a fortress wall is drawn around it (thick line). If you managed to encircle the territory or points of the enemy with dots, they are yours. After such a capture, the player is granted the right of an extraordinary move. In some variants games You can capture only those territories where there are already enemy fortifications. In others, any, including free, lands are available to you. Choose what you like best. At the end games the size of the occupied lands is calculated and the winner is declared. Most often, there is no need to specifically count anything - the result is obvious. Try to play this game not only with schoolchildren, but also with toddlers. In this case, make the playing field very small - a quarter of a notebook page or even less, and take paper with large cells. A little training - and little strategists will be able to keep you a good company in paper battles.

Drawing fantasies

This a game will require a little preparation. But then it will be enough for you to just pull the treasured box out of the closet, and the baby will instantly turn from a bored "gut" into a gambler, artist and dreamer. Let's make the playing field first. A tight fit is fine for him. landscape sheet or a sheet of cardboard. Mark the start and finish on the playing field, and between them draw a winding path of 32 circles with numbers. Now you will need small cards according to the number of circles (for example, a pack of paper or cardboard for writing). We put a number on each card and write cryptic phrases like "draw huge red eyes", "draw donkey ears" or "add cock's paws". When preparatory stage finished, you can proceed directly to the game. Use chips and a die from any board games-walkers or adapt buttons or toys from kinder surprises as chips. In progress games together with the baby, you will create a "biting bastard". First draw the base - the torso with a head of any kind, and small details like eyes, nose, mouth, arms, legs, ears, horns, etc. you will draw in the process games based on clue cards. So, put the chips at the start and roll the die in turn. We find a card with the same number to which the chip moved, read the task and draw frog legs, horse hooves, a crow's beak or dragon spikes to our monster in accordance with what is written on the card. Options games maybe two. All players either create one common mysterious creature with many paws, eyes and tails, or each draw their own. When all the chips reach the finish line, the drawings are compared. It turns out which monster turned out to be the funniest, the scariest, or the most "correct" You can, of course, try to determine the winner, but the main thing in this fun, of course, is the process itself games and creativity. It is better to come up with tasks for cards together with the baby. And if the baby is just now learning to read, make the inscriptions in large, clear letters. You will not only have an entertaining a game but also a reading simulator. Which of the young dreamers will refuse to find out what our "handsome" needs to finish: fish scales, a dragon's tail or three burning eyes.

Who is more attentive and faster?

extraordinary a game "Hands" It will be interesting for children who are already familiar with numbers. She will become excellent trainer attention and fine motor skills, will teach you to quickly navigate the numbers. Take two sheets of paper in a box and circle the baby's palm or yours on each. In order to at least slightly equalize the chances, you can trace your hand on your sheet, and his on the sheet of the baby. Then your playing field will be slightly larger than that of child. Now, in the space bounded by the pattern, dots are randomly placed with numbers from 1 to ... Until how many numbers will be, depends on the age and knowledge of the baby. The smallest is enough up to 10, and "advanced" mathematicians can do up to 100. Now the fun begins. The first player calls any number and, while the opponent is looking for it on his playing field, quickly puts crosses in his cells. You need to have time to cross them out as much as possible. Then the move goes to the opponent. The winner is the one who quickly fills all the cells of his field with crosses. It is clear that you cannot yawn in this game, and the smallest ones should sometimes play along. Paper is a wonderful gaming tool on which you can arrange the most real race. In this game that develops logic and motor skills, reinforcing the basics of addition and subtraction, you can play even with a 4-5 year old kid. Take a sheet of paper in a box and draw a racing "track" on it - a winding track about 8-9 cells wide. The "track" can arbitrarily narrow and expand. It is clear that the younger the "racer", the easier the trajectory should be. Start and finish lines are marked on the track. Each player "rides" in turn with a line of his color, drawing segments along the cells horizontally, vertically, or diagonally. You can move at a speed from 1 to 6. The first speed is a line of 1 cell. The sixth one is at 6, respectively. You can "gain" and "slow down" the speed gradually, increasing or decreasing the segments of advancement by 1 cell. Target games- choosing the optimal trajectory of movement and speed, be the first to reach the finish line.

Letters, line up!

In the family of "paper" games with letters and words, there are a great many all kinds of fun that you know very well and that you have probably ever played. This and "Gallows", similar in essence to the well-known TV game "Field of Miracles", and "Printing house", where short words are made up of letters included in the long word, and "Balda", in which each added letter helps to form a new word. In these games quite possible play with children, but there is one indispensable and explicit condition: the baby must be able to read. For children who have just mastered the difficult science of literacy, games with letters will be wonderful helpers on the way to meaningful reading, understanding the subtleties mother tongue, extension vocabulary. Show your child how changing just one letter turns a scythe into a goat or a whale into a cat. Put together chains of such words. For example: cat-mouth-rod-rum-com-house, etc. On this principle is based a remarkable intellectual a game invented by Lewis Carroll. With its help, you can turn not only a whale into a cat, but even make an elephant out of a fly. Each time, changing only one letter in a word, we gradually move forward in solving the problem and as a result we get the desired word. Try to play in this game with the baby. To get started, take two very simple three-letter words, and try to transform one into the other. For example, let's turn "cheese" into "juice" (cheese-son-son-juice, or even shorter: cheese-sor-juice). If crumbs a game If you are interested, play with other words. Of course, you will be the main writer for now, but gradually the baby will master this difficult fun. The Hangman game is usually very popular with kids. So, we think of some word (for starters, simple and short). We write its first and last letters, and instead of the missing ones we put dashes. The child's task is to guess the hidden word. He names a letter. If this letter is in the word, we enter it in its place. If not, we begin to draw the "gallows" - a vertical line. With the next error - horizontal (it turns out something like the letter "g"). Then a rope, a loop, a man's head, a torso, arms and legs are drawn. For these eight attempts, the kid must guess the word. If it didn't work out, you lost. If he had time, it was his turn to guess. Dad can also be involved in the game of "Typography". The more players, the more interesting and varied the words. We write on a piece of paper some long word (for example, "typography"). The task of the players is to compose as many words as possible from the letters included in the word hidden in five minutes. If you forgot how play in "Bald", we will remember. A playing field with large 5x5 cells is drawn on a piece of paper (for experienced players, the field can be 6x6 and even 7x7). In the middle row we write a word of five letters (in complicated versions of six and seven letters, respectively). Now the players take turns taking turns. In one move, a letter is entered into a free cell in such a way that a new word is formed each time. Words can be read in any direction except diagonal. For each new word, the player writes down as many points for himself as there are letters in his word. The game ends when all the cells are filled, or when none of the players can think of a single word. The number of points is counted. Whoever has more - he won. And kids love all kinds of encryption and mysterious notes. Come up with a clue cipher by depicting each letter of the alphabet with a specific icon (just a triangle, a triangle with a dot inside, an asterisk, a square, a bracket, a rhombus, etc.) Now, with the help of these figures, you can compose secret messages for the baby, first with just a few words, and then real. For a young detective, deciphering the text will not be easy, but a very useful and exciting task that will require a high degree of attention, composure and perseverance.

Give logic!

development logical thinking and combinatorics in kids will help fascinating a game"Logic", the paper version of which is called "Bulls and Cows". The classic version of "bulls" is guessing a combination of four numbers from 1 to 9 (all four numbers must be different). One player writes the intended combination on his piece of paper, and the second tries to guess it. With the first move, the guesser writes down on his sheet and calls any combination. The opponent compares it with his own and gives hints. Each correctly guessed number is called a "cow", and if the figure is not only guessed, but also in the right place, it is called a "bull". Suppose the guessing player correctly named 2 numbers out of 4, and guessed the order for one of them. The clue will sound like this: "Two cows and one bull." Based on the information received and reasoning logically, the player makes the following assumption. And so on until the whole combination is unraveled. Then the players switch roles. This option games suitable for younger students, and for 4-6 year old kids, the game should be simplified a little. Firstly, replace the numbers with colors, and secondly, reduce their possible number to six. Now one player will guess the colors by placing four different-colored sticks out of six possible in a row. And the second player is to solve them. The rest of the rules are the same. Play open games with the baby several times, make sure that he clearly understands the rules games show how to reason. In a simplified version, with the right train of thought, the combination is unraveled in 3-5 moves. And even stupid at first glance a game"Nonsense" carries a deep meaning, if to play her whole family. Each player receives a piece of paper and writes the answer to the question "Who?" at the top. (Winnie the Pooh, Behemoth cat, neighbor Uncle Vasya, etc.). Then the answer is folded in such a way that it cannot be read, and the sheets 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 have fun together - isn't this the main, most important meaning of any family games? I think the answer is yes...

In order to keep a child busy, sometimes you need quite a bit. Sheet in a cage, two pens and free time.

Old school games from our childhood - good way to show the child that for an interesting lesson it is not necessary to buy up half a department of some children's department store. Moreover, they are good at developing logic and fine motor skills. Some of these games require knowledge of letters and numbers, others can be played even with middle school children.

1. Cows and bulls

Task: guess the number conceived by the second player

The first player thinks of a combination of four numbers. For example, 1243. The second makes a move, trying to guess. Let's say 2563. The first one evaluates how close it is to the truth. If the number is named correctly, but its sequence is not, then this is indicated by the word "cow". In our example, the cow is a deuce. She is in the hidden number, but stands in a different place. If both the number and the place are guessed, it turns out to be a “bull”. If there is an error in both directions, just put a space. Like this:

First player: 1243

Second: 2563

First: K--B.

Based on this, the second player takes the next step, taking into account the information received. The task is to guess the combination of numbers as quickly as possible. In a more complex version, the second player simply says how many bulls and cows, without showing the place.

2. Snake

Task: draw the longest snake

For this game you will need pens or pencils of two different colors. Draw a square seven by seven cells. So that two of its sides that are next to each other are of the same color (for example, blue), and two of the other (say, green). Next, let each of the players put a dot with their color - anywhere. From this point, you can draw "snakes" with your own color. In one move, you can extend the line by one cell. But not diagonally! The snakes must not intersect, but may pass along the line of the playing field, along the side of the "foreign" color. The one who has nowhere else to move has lost.

3. Palm

Task: fill in your field with crosses

Take a sheet of paper in a cage and circle your palm on it. On these "palms" everyone randomly arranges the numbers. From one to ten or twenty - depending on the mathematical knowledge of the child.

The first player names any number written, the second one looks for it. During the search, the first one puts crosses on the field around his “palm”, crossing out the cells. The longer the search, the more crosses. When the number is found, the turn passes to the second player. Whoever fills his field faster wins.

4. Corridors

Task: fill in the cells with crosses or zeros

First, draw an arbitrary figure in the cells - a rhombus, a Christmas tree, a flower. Take those pencils different color. During the move, the player circles the side of the cell with his color. If the players circled all three sides of the cell, no matter what color, you can close the fourth and draw your own figure, a cross or a zero. When all cells are filled, the results are calculated and the winner is declared.

5. Points and line segments

Task: draw as many lines as possible

Points are put on a sheet of paper, on average from eight to 15-20. During each move, the player must connect any two points with a segment without capturing the rest. Each point can belong to only one segment. The one who fails to make a move in the end loses.


6. Multicolored dots

Task: capture as much "foreign" territory as possible

Players are given pencils of different colors. During the move, you need to put a dot at the intersection of the cells. The goal is to surround the territory with dots of your color, and then connect them, "capturing" everything inside. Including enemy points. They should be located at a distance of one cell horizontally, vertically or diagonally. The captured territory can be shaded with your own color. After the “attack”, the player is given one more move. Whoever grabs the most wins.

7. Diagonal

Task: score points for spelled words

Each of the players draws in a notebook squares with sides of 7, 6, 5, 4 and 3 cells. The squares are drawn next to each other, in descending order, so that the bottom sides form one line - everything together will look like a staircase. One of the players thinks of any letter, it is better to exclude C, Y or soft sign. The letter is written diagonally in each of the squares.

Players need to come up with and write nouns containing this letter in the indicated place. The winner is the one who fills all the lines faster (or more lines than others). By the way, you can play not only together. In this case, the calculation is carried out using points. For a word that one of the players still has, one point is awarded. If the word is not repeated - two.

8. Balda

Task: score points for letters in words

Draw a square with an odd number of squares per side (5, 7, or 9). In the center of the square, write the word: it must be a noun in the singular. The names of the players are written on the side. During their turn, players come up with a new word using the available letters in the order in which they appear. And they add one more letter to them - up or down at a right angle. The created word is written under the player's name, and the number of letters used (points awarded) is indicated next to it. Who scored more points, he won.


9. Gallows

Task: guess the word and don't get on the gallows

One player thinks of a short word and writes it down as follows: the first letter, the cells in place of the rest, and the last letter. The other player names a letter. If it is present in the word, then it "opens", almost like in the "Field of Miracles".

If not: the first player draws a part of the gallows - a vertical line. At the same time, the wrong letter is written next to it so as not to make a mistake and not call it again. Each wrong attempt is one more stroke in the "gallows", which consists of two crossbars in the form of the letter G, a rope and a figure with a head, torso, arms and legs. I managed before the drawing was completed - I won.

Original taken from masterok 22 paper games for two

Look what an interesting next topic March table of orders. And he voiced it for us again anonymously, but I hope they just forgot to log in. But let's hear it anyway:


Games on paper (using a leaf and a pencil). For one, for two, for the company. It is interesting to read and learn (learn the secrets, if there are such games) to play them.


I am sure that even now it is a computerized and gadget time, but there are always situations when you will have nothing but friends and a piece of paper. So remember or write it down! There will be, like all known games, and I hope that for someone new. 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 guess this number. Each move, the guesser calls a number, also four-digit and with different numbers. If the figure from the named number is in the guessed number, then this situation is called a cow. If the figure 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 must say: one bull and one cow (1b, 1k).


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



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


The first player thinks of a word. It must be an existing word, and the player must be sure that the other player knows the word and is familiar with its spelling. It depicts a series of empty 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 right blank space. If there is no such letter in the word, he writes this letter on the side and begins to draw the gallows, adding a circle representing the head to the loop. The opponent continues to guess the letters until he guesses the whole word. For each incorrect 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 body is drawn completely, he wins, and then it is his turn to think of the word.

3. Tic-tac-toe on an endless field


To get rid of the predetermination of the result in Tic-Tac-Toe allows the expansion of the playing field.


On an endless field (a sheet of paper is quite suitable), the players take turns putting their sign (cross or zero). The game ends when one of the players wins or if the field ends.


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


If you are playing computer games, then you can easily guess which creators of them gave this extended version of tic-tac-toe a lot of time.

4. Labyrinth

The field can be square or in the form of a pyramid. If desired, you can come up with more bizarre forms.


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


One of the participants who closed the square (placed the fourth component of it), puts his sign (cross or zero) in this square and walks again.


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


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

5. Sea battle


The goal of this game is to destroy enemy objects (ships). Two people are playing. The events of the game take place on 2 square fields 10x10 in size. One of the fields is yours, the other is your opponent. On it you place your own objects (ships) and the enemy strikes at them. On the other field, the enemy places his objects (ships).

Your armed forces, as well as enemy forces, contain the following objects (ships):


1 deck (size 1 cell) - 4 pieces

2-deck (size 2 cells) - 3 pieces

3-deck (size 3 cells) - 2 pieces

4-deck (4 cells in size) - 1 piece.


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


When all the preparations are completed and the objects (ships) are placed, it's time to start the battle.


The player whose objects (ships) are located on the left field has the first move. You choose a cell on the opponent's field and "shoot" at this square. If you sank an enemy ship, then the opponent should say “killed”, if you wounded the ship (that is, you hit a ship with more than one deck), then the opponent should say “wounded”. If you hit the opponent's ship, you continue to "shoot".

The game ends when one of its participants loses all ships.

6. Dots


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


First, create a field on clean slate paper, draw horizontal and vertical lines from small dots at the same distance from each other. A very fast game would consist of ten along and ten dots across. You can make the field as large or small as you like, depending on the level of play and the number of players.


Once the field is created, each player takes turns making a move, drawing one line at a time connecting two dots. Dots can be connected horizontally or vertically, but sometimes they can be connected diagonally. Once a player completes a square, they put their initials inside the square and get their next turn, and so on, as long as they manage to create a square with one extra line.


Two strategies are possible in this game: first, you can prevent opponents from creating squares. Secondly, you can shape the field so that you can create a large number of squares with one additional line.

7. Football

To play football, you need a checkered piece of paper that will serve as a field. Two people are playing. The gate is six cells in size. The game starts at the center point of the field (leaf). The first move is played by lot.


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


Lines cannot be crossed or touched. If the player cannot make the next move, then the opponent breaks through the 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, the author of Alice in Wonderland. So, the GOAT turns into the WOLF, the FOX, the LEOPARD and other animals.


In 17 moves, NIGHT changes to DAY.


In 11 moves, a RIVER turns into a SEA.


For 13 from the DOUGH you can make a BUN.


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


The first player writes a letter, the next player adds a letter in front or behind the written letter, and so on. The one who, as a result of the substitution of whom, a whole word is obtained, loses. Letters need to be substituted not just like adding another letter, you must have in mind some specific word in which the combination of letters written by you occurs. If the one who must make the next move cannot come up with a single word with the combination of letters that was formed before his move, he must give up. In this case, the player who wrote the last letter must say what word he had in mind, if he cannot name the word, then he loses himself, if he named it, the one who surrendered loses. The one who loses the first time receives the letter B, the second time - A, etc., until the word Balda is obtained. The one who becomes Balda first loses completely.


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

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 move alternately placing a dash on one cell (along a line or diagonally). If the move ends at a sketched point (that is, through which they have already walked - for example, the center of the field), then the right is given to one more dash, and so on, until the move ends at an empty point. The sides are considered to be sketched points (that is, the ball “bounces off the sides”). The goal is to score the ball into the goal.

An additional rule that we came up with in the class is that putting the ball into a position from which it cannot be exited is an illegal move (for example, a move to a 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 better to play for one goal after all). The convenience of this game compared to standard football is that it takes up little space and you can also use a partially written sheet for it.

11. Maze with objects


Two are playing. Players draw two 10x10 fields. For convenience, you can assign the designations to the cells: a, b, c, ..., and, k - horizontally and 1, 2, 3, ..., 9, 10 - vertically. (Helps with communication on the game). On one field, a labyrinth is drawn, along which the opponent will walk. The second, while empty, field is the opponent's labyrinth, along which the player himself walks. It marks the objects of the enemy's labyrinth explored during the game. The goal is to take out the treasure from someone else's labyrinth faster than the opponent will take the treasure out of yours.

Here there is an opportunity to simultaneously prove yourself both as an adventurer and as a "owner of the dungeon."


Maze Requirements:


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


The labyrinth should contain:


1 Crossbow

1 crutch

4 exits from the pits (each pit uniquely corresponds to one exit)

3 False Treasures

1 Real treasure

4 exits from the maze on each side.

In addition, each participant has 3 grenades at the beginning of the game.


Map example:



Game process.


Players tell each other the coordinates of the points from which they would like to start the game.

The players take turns. During a turn, a player can move one cell to the right, left, up or down, if the cell in which he is and the one he wants to move to is 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 arrangement, no distinction can be made between interior walls and maze walls and eliminate the concept of "maze wall", but this can greatly delay the game. By spending one grenade, the player can eliminate any wall (including the labyrinth wall) until the end of the game. You don't need to discover it first. Let's say, having intuitively felt that there is a wall on the right, the player may not spend a move to go to the right and make sure that it exists. He can immediately use a grenade, and even then there will definitely not be a wall there. But it may be that it was not there, then the grenade is still considered spent. Throwing a grenade counts as a move. You cannot throw a grenade and move on the same turn.


After the player has moved to a new cell, the opponent informs him that he is on the new cell (and only one object can be on one cell).

These can be (with examples of notation):


A) crossbow("A"). After visiting this cell, the player begins to "limp" and the enemy during his turn (already attacked) can take +1 action (move, throw a grenade, stumble on a wall). The crossbow works once, but its effect lasts until the end of the game.


b) crutch("Y"). Visiting this cell gives the player himself, starting from the next turn, to perform 1 more action per turn. This is not a cure for the action 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 crossbow add up. That is, visiting both of these cells gives the same result as not visiting either of them. If you have found a crutch, and your opponent has a crossbow, then in a turn you can already do three actions (not four!).


V) trap("K"). Allow three moves. Those. while you are getting out of the trap (more correctly - traps), the enemy makes four moves, after which you can move again. The presence of the opponent's crutch allows him to make eight moves. If you fall into a trap after being wounded by a crossbow before, the enemy takes only four turns (permanently skipping moves does not work, because you still do not move). The trap triggers every time a player visits a square with it.


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


e) 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 that are available, one on each side, or break through a new one using a grenade. (However, we can agree that the walls of the labyrinth do not take grenades, although they are spent).


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 also reported what kind of treasure it is: false or real.


Only one treasure can be carried at a time. At the same time, the actions of the crossbow, crutch, trap are not canceled. You can’t throw treasure wherever you like, but you can change one for another. It is not necessary to take the treasure. If you find yourself on a cell with a treasure and decide to take it, you need to inform the enemy about it.


The maze must be designed in such a way that it is possible to visit each cell and exit the maze without using grenades, starting the game from anywhere. You can't build traps: when a player, having fallen into a hole, leaves it into a closed space from which he cannot get out without using grenades. The trap can be placed anywhere.

After leaving the labyrinth, the player can only enter the exit from which he left. However, the option with the possibility of re-entry through any exit also has the right to exist. In this case, you can fence off areas that can only be reached through a certain entrance to the labyrinth, if the starting point is outside them.

12. Nonsense


And even the seemingly stupid game "Nonsense" carries a deep meaning if you play it with the whole family. Each player receives a piece of paper and writes the answer to the question “Who?” at the top. (Winnie the Pooh, Behemoth cat, neighbor Uncle Vasya, etc.). Then the answer is folded in such a way that it cannot be read, and the sheets 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 have fun together - isn't this the main, most important meaning of any family games?

13. War of viruses


Virus War. game for two more is possible, but an even number of players is desirable, otherwise one quickly becomes a victim), on the field 10*10 ( again, you can do more, then even more interesting), “viruses” is denoted by crosses, circles and other evil spirits (each player has his own color or figure). Three "viruses" are exposed per turn. Viruses begin their reproduction from opposite corner cells of the field. You can put a "virus" only next to your other "live virus". If there is a "virus" of the enemy nearby, then you can eat it by painting the cell in your color. The enemy can no longer “overeat” this cell for the second time. Such formations are called "fortresses". If the "fortress" touches at least one living virus of its color, then you can create new "viruses" anywhere farther from it or there is an enemy. The goal of the game is the complete destruction of the living forces of the enemy. If both sides manage to hide their live viruses behind the opponent's fortress of eaten viruses, the game ends in a draw.


"Bedbugs". Virus Warriors variation. Can be played by 2 to 6 players, but 4 players are optimal. They play on a notebook sheet, each player must have his own color. The game begins with drawing the "main bug" - a cross surrounded by a frame and the "headquarters" environment of the "main bug" of 8 crosses in the corners of the sheet. Further, you can make 5 “walkers” 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 about this version of the game is that the players who play by default, each for themselves, have the right to make alliances and break them as the situation or personal preferences change. Often a good "political" intrigue in this variation brings more dividends than the combinational 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, while 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".


"War". A very difficult variation of "virus warriors". Can be played by 2 to 6 players, but 4 players are optimal. They play on a notebook sheet, each player must have his own color. The game starts from the "generals", which are denoted by the letter G and are located in the corners of the sheet. For each move, the player may place:

4 infantrymen (indicated by the letters P);

2 horses that are placed with a letter as in chess (and are denoted by the letter K);

2 tanks that move through one cell (you can also diagonally) (indicated by the letters T);

1 plane that moves through 4 squares horizontally, vertically or diagonally (indicated by the letters C).

During any turn, you can abandon one type of troops and make an extra one extra walker with another type. For example, you can go immediately 3 more times by plane in one turn, refusing, respectively, from all infantrymen, from all horses and all tanks.

Unlike the “war of viruses”, new fighters can only be placed next to living fighters (or next to a “living” fortress) of the corresponding type, provided that they have live connection with the general! That is, troops without control do not fight. Communication can be carried out through another type of troops. 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, it is forbidden to repeat the same words. 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 make 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 its initial form and not an abbreviation (not an abbreviation of the GAI type). The player who finds such a word adds as many points to his score as there are letters in this word. Then the next round begins, and so on, until any player scores 12 points. He becomes the winner.


An example of one round of this game with the words: the 1st player writes the word LUK, the 2nd writes the word MIG under it. The 1st player needs to find a 4-letter word already, he writes the word SHAWL. Both players try to pick up words from already used letters in order not to give the opponent a chance to win the round. Here the 2nd player is carefully looking to see if it is possible to make up some word, but all sorts of nonsense like KISH, LIL, YUM, etc. is obtained. Then the 2nd player writes the 4-letter word SHILO (and could also write the 5-letter word):


The 1st player analyzes the pyramid... He sees the words GAI, IL and SOUTH, which, according to the condition of this word game, do not fit, and does not notice the word KILO! The pyramid has another level:


Player 2 sees the words FACE and THORN, then notices the word KILO... And suddenly finds a beautiful 5-letter word LILY! It adds 5 points to the score of the 2nd player.


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


Two players draw 7-10 "tanchiks" each. or? starships?, each on its own half of a double notebook sheet (preferably not in a box, but in a ruler or an empty A4). Having placed the army, the players begin to fire at each other in the following way: the shot is drawn on their own half of the field, then the sheet is folded exactly in the middle, and the shot, visible through the light, is marked on the second half of the field. If it hits a tank, it is knocked out (the second? knocking out? fatal), and if it hits it exactly, the tank is immediately destroyed.

Each successful shot gives the right to the next; in some versions of the game, you cannot fire the next shot at the same tank.

After a preliminary shooting, the game very quickly goes into the stage of "blitzkrieg", or rather, a rapid denouement. The winner, of course, is the one who first shot the opponent's army.

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 draw small lines one after another 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 ?obstacles?. As the field fills up, there is less and less free space, and at the end a sober calculation is needed to complete the game. A player who can no longer place his trait because everything is already blocked, losing.

Simple and pretty fun game, built on the same principles as the parade of coins, but completely different in form.

On a small field (it can be a square or a rectangle of arbitrary size, it’s not particularly important), players place about 15-20 points in the most different places, although more or less evenly.

Then the first player draws a rounded but free-form rim that goes through at least 1 point. The maximum in the classic version is unlimited, although I would recommend giving a maximum of 4 dots per border.

The next player draws their own rim, the only limitation? it cannot intersect with already drawn ones. 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 to draw circles that cover only 1 or 2 points, no more.

In this game, the main character is the eraser. You will have to wash constantly, this is a war, and losses are inevitable. Many numbers will die for your victory!

The game is very fast and variable, and, in general, very simple.

You write a series of numbers from 0 to 9, in any sequence, in any combination. The length can be whatever you want, I recommend starting with 20. For example, it can be a series of 5,3,6,9,0,8,4,6,1,3,2,4,8,7,0, 9.5? or any other.

On their turn, a player can take one of two possible actions in the game:


  • change down one of the numbers, up to a maximum of 0 (there are no negative values ​​in the game);

  • erase any zero and all the digits to the right of it, thus reducing the length of the strip.

The one who destroys the last zero loses.

19. Dots and squares


The author of this game, the popularizer of mathematics and sciences, Martin Garner, considered it ?pearl 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 is better to start with a small field, and after feeling the taste, increase the size. The rules are very simple: the 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).

Closing the square, the player gets the right to an additional move, until he draws a line that does not close anything. At the end of the game, who has closed more squares is counted, and the winner is determined.

With seeming simplicity, the game is a good space for combinatorial play, especially on the fields of 5x5 and more. The essence of winning tactics? to force the field with semi-closed constructions, to sacrifice, it was necessary to carry, several squares in favor of the opponent, and then, when there is practically nowhere to bet, to force him to make an unfavorable move (not closing anything)? and after that close most of the squares in one series.


The simplest word game, according to the principle of tic-tac-toe, only with letters.

On a 3x3 field (then try other sizes), two players bet any one letter each, and the winner is the one who, by the end of the game (when all the fields are filled), will be able to write diagonally, vertically or horizontally more well-known words of 3 letters.

The game is useful for children who are learning to write. For adults, it does not have a rather small competitive value, but players with humor will find 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 longer game, built on the same principle as other paper coordination games: the movement of a pen standing vertically across the sheet from a light click.

On a sheet (single or double) is drawn race track(Race), in the form of two curving, uneven circles, repeating the outlines of each other, 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 racing cars start.

With short, neat strokes, the racers move around the ring, overcoming bends and special obstacles, flying into a ditch, entering the field again, and as a result, one of them comes to the finish line first and reaps the laurels.

Each time a rider's line touches or crosses a line boundary, a cross is placed at the intersection and the rider skips the next turn by turning his car so he can continue the run. There are 5 such intersections for each car in stock. (5 hit points) and the sixth encounter becomes fatal.

In addition, there can be any obstacles on the track? for example, high-risk zones: flying into such a zone, the car takes more damage, and loses two hit 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 into

It is also possible to enter touch points points, or rather, small circles, which the car must get into when passing by (i.e., through which the line must pass). The figure shows all the listed complications of the track at once, and it is clear that the race is still far from over.

You can create and enter own rules, new obstacles, and if there are 4 or more participants, you can even arrange a racing series by making several tracks, and in between them allowing players to buy equipment, for the amount of points depending on occupied place. For example, buy extra hit points or attacking spikes, and take 1 hit point from the car you overtake.

22. Golf

Players start from two points next to each other at the bottom of a double sheet standing upright (see picture).

Everyone plays with a pen of his own color, and what is the task of each? for the minimum number of strokes (lines from the handle sliding along the sheet) to bring the ball into the hole. The hole is at the opposite end of the field, i.e. top of the sheet. And a person with good coordination needed a maximum of 4-5 strokes to drive the line into the hole.

But in advanced versions of Golf, the path to it is not so easy, 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 violator 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 attributed to the track of the one who hit the hill.



Well, if we return to computer games, then find out all the same what is

I am sure that at least now is a gadget time, but there are always situations when you will have nothing but friends and a piece of paper. So memorize or write it down! There will be, like all known games, and I hope that for someone new.

2. 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 guess this number. Each move, the guesser calls a number, also four-digit and with different numbers. If the figure from the named number is in the guessed number, then this situation is called a cow. If the figure 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 must say: one bull and one cow (1b, 1k).

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

3. Gallows

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

The first player thinks of a word. It must be an existing word, and the player must be sure that the other player knows the word and is familiar with its spelling. It depicts a series of empty 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 right blank space. If there is no such letter in the word, he writes this letter on the side and begins to draw the gallows, adding a circle representing the head to the loop. The opponent continues to guess the letters until he guesses the whole word. For each incorrect 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 body is drawn completely, he wins, and then it is his turn to think of the word.

4. Tic-tac-toe on an endless field

To get rid of the predetermination of the result in Tic-Tac-Toe allows the expansion of the playing field.

On an endless field (a sheet of paper is quite suitable), the players take turns putting their sign (cross or zero). The game ends when one of the players wins or if the field ends.

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

If you play computer games, you can easily guess which creators have given this extended version of tic-tac-toe a lot of time.

5. sea ​​battle

The goal of this game is to destroy enemy objects (ships). Two people are playing. The events of the game take place on 2 square fields 10x10 in size. One of the fields is yours, the other is your opponent. On it you place your own objects (ships) and the enemy strikes at them. On the other field, the enemy places his objects (ships).

Your armed forces, as well as enemy forces, contain the following objects (ships):

1 deck (size 1 cell) - 4 pieces

2-deck (size 2 cells) - 3 pieces

3-deck (size 3 cells) - 2 pieces

4-deck (size 4 cells) - 1 piece.

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

When all the preparations are completed and the objects (ships) are placed, it's time to start the battle.

The player whose objects (ships) are located on the left field has the first move. You choose a cell on the opponent's field and "shoot" at this square. If you sank an enemy ship, then the opponent should say “killed”, if you wounded the ship (that is, you hit a ship with more than one deck), then the opponent should say “wounded”. If you hit the opponent's ship, you continue to "shoot".

The game ends when one of its participants loses all ships.

6. points

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

First, create a field on a blank sheet of paper, draw horizontal and vertical lines from small dots at the same distance from each other. A very fast game would consist of ten along and ten dots across. You can make the field as large or small as you like, depending on the level of play and the number of players.

Once the field is created, each player takes turns making a move, drawing one line at a time connecting two dots. Dots can be connected horizontally or vertically, but sometimes diagonally. Once a player completes a square, they put their initials inside the square and get their next turn, and so on, as long as they manage to create a square with one extra line.

Two strategies are possible in this game: first, you can prevent opponents from creating squares. Secondly, you can shape the field so that you can create a large number of squares with one additional line.

7. Balda

The first player writes a letter, the next player adds a letter in front or behind the written letter, and so on. The one who, as a result of the substitution of whom, a whole word is obtained, loses. Letters need to be substituted not just like adding another letter, you must have in mind some specific word in which the combination of letters written by you occurs. If the one who must make the next move cannot come up with a single word with the combination of letters that was formed before his move, he must give up. In this case, the player who wrote the last letter must say what word he had in mind, if he cannot name the word, then he loses himself, if he named it, the one who surrendered loses. The one who loses the first time receives the letter B, the second time - A, etc., until the word Balda is obtained. The one who becomes Balda first loses completely.

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

8. tanks

Two players draw 7-10 "tanchiks" each. or? starships?, each on its own half of a double notebook sheet (preferably not in a box, but in a ruler or an empty A4). Having placed the army, the players begin to fire at each other in the following way: the shot is drawn on their own half of the field, then the sheet is folded exactly in the middle, and the shot, visible through the light, is marked on the second half of the field. If it hits a tank, it is knocked out (the second? knocking out? fatal), and if it hits it exactly, the tank is immediately destroyed.

Each successful shot gives the right to the next; in some versions of the game, you cannot fire the next shot at the same tank.

After a preliminary shooting, the game very quickly goes into the stage of "blitzkrieg", or rather, a rapid denouement. The winner, of course, is the one who first shot the opponent's army.

9. 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 draw small lines one after another 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 ?obstacles?. As the field fills up, there is less and less free space, and at the end a sober calculation is needed to complete the game. A player who can no longer place his trait because everything is already blocked, losing.

10. Headbands

A simple and rather fun game, built on the same principles as the parade of coins, but completely different in form.

On a small field (it can be a square or a rectangle of arbitrary size, it's not particularly important), players place about 15-20 points in various places, although more or less evenly.

Then the first player draws a rounded but free-form rim that goes through at least 1 point. The maximum in the classic version is unlimited, although I would recommend giving a maximum of 4 dots per border.

The next player draws their own rim, the only limitation? it cannot intersect with already drawn ones. 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 to draw circles that cover only 1 or 2 points, no more.

11. Digital Wars

In this game, the main character is the eraser. You will have to wash constantly, this is a war, and losses are inevitable. Many numbers will die for your victory!

The game is very fast and variable, and, in general, very simple.

You write a series of numbers from 0 to 9, in any sequence, in any combination. The length can be whatever you want, I recommend starting with 20. For example, it can be a series of 5,3,6,9,0,8,4,6,1,3,2,4,8,7,0, 9.5? or any other.

On their turn, a player can take one of two possible actions in the game:

Change down one of the numbers, up to a maximum of 0 (there are no negative values ​​in the game);
erase any zero and all the digits to the right of it, thus reducing the length of the strip.

The one who destroys the last zero loses.

12. Dots and squares

The author of this game, popularizer of mathematics and sciences, 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 is better to start with a small field, and after feeling the taste, increase the size. The rules are very simple: the 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).

Closing the square, the player gets the right to an additional move, until he draws a line that does not close anything. At the end of the game, who has closed more squares is counted, and the winner is determined.

With seeming simplicity, the game is a good space for combinatorial play, especially on the fields of 5x5 and more. The essence of winning tactics? to force the field with semi-closed constructions, to sacrifice, it was necessary to carry, several squares in favor of the opponent, and then, when there is practically nowhere to bet, to force him to make an unfavorable move (not closing anything)? and after that close most of the squares in one series.

13. Troika

The simplest word game, according to the principle of tic-tac-toe, only with letters.

On a 3x3 field (then try other sizes), two players bet any one letter each, and the winner is the one who, by the end of the game (when all the fields are filled), will be able to write diagonally, vertically or horizontally more well-known words of 3 letters.

The game is useful for children who are learning to write. For adults, it does not have a rather small competitive value, but players with humor will find 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.

14. Race

A more complex and longer game, built on the same principle as other paper coordination games: the movement of a pen standing vertically across the sheet from a light click.

A race track (Race) is drawn on a sheet (single or double), in the form of two curving, uneven circles, repeating the outlines of each other, 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 racing cars start.

With short, neat strokes, the racers move around the ring, overcoming bends and special obstacles, flying into a ditch, entering the field again, and as a result, one of them comes to the finish line first and reaps the laurels.

Each time a rider's line touches or crosses a line boundary, a cross is placed at the intersection and the rider skips the next turn by turning his car so he can continue the run. There are 5 such intersections for each car in stock. (5 hit points) and the sixth encounter becomes fatal.

In addition, there can be any obstacles on the track? for example, high-risk zones: flying into such a zone, the car takes more damage, and loses two hit 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 into

It is also possible to enter touch points points, or rather, small circles, which the car must get into when passing by (i.e., through which the line must pass). The figure 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 by making several tracks, and in between allowing players to purchase equipment, for the amount of points depending on the place taken. For example, buy extra hit points or attacking spikes, and take 1 hit point from the car you overtake.

15. Golf

Players start from two points next to each other at the bottom of a double sheet standing upright (see picture).
Everyone plays with a pen of his own color, and what is the task of each? for the minimum number of strokes (lines from the handle sliding along the sheet) to bring the ball into the hole. The hole is at the opposite end of the field, i.e. top of the sheet. And a person with good coordination needed a maximum of 4-5 strokes to drive the line into the hole.

But in advanced versions of Golf, the path to it is not so easy, 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 violator 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 attributed to the track of the one who hit the hill.

In the era of computer battles, many wonderful games were somehow undeservedly forgotten, for which only a notebook and a fountain pen are needed. But they perfectly develop imagination, logic, intelligence and much more. Yes, some of them "digitized" and moved to the Internet. For example, "Battleship", "Balda" or "Gallows".

I will share my favorite games: someone will remember their own childhood, and someone, perhaps, will find new interesting entertainment for themselves and their children. There will definitely be time for games during the New Year holidays!

"12 notes"

Favorite Christmas classic for the whole family! 12 pieces of paper are cut - notes. First they are numbered, then on the first it is written where the second is hidden, on the second where the third is, and so on. Tasks can be done at different levels of difficulty. For example, write in the third note that the fourth is not "in dad's left shoe", but "a black object with laces." Within the walls of one apartment, a whole space for imagination opens up!

On the last twelfth note, you need to indicate where to look for the prize. It may even be a simple candy, but found after 12 stages of searching, it becomes no less than a Candy! When all the notes and prizes are hidden in their places, the presenter can only tell the participants where the note number 1 lies - and the action begins!

Once I overdid it with the complexity of the tasks and could not find one of the notes. I suggested where the next one was, but everyone forgot about this one. And only recently, a few years later, she, miraculously survived repairs and rearrangements, was accidentally found! Now it's a rarity :)

"Words"

A game of erudition for all family members. Participants are given a piece of paper that needs to be drawn into 6-10 columns. On top of each, a topic is written, on which in the future it will be necessary to invent words. For example, "Names", "Cities", "Flowers", "Animals", "Plants". You can complicate the game and come up with something more tricky: "Professions", "Dishes", "Constellations", "Writers".

Then a magazine or newspaper is taken and the letter is determined by the "poke method" with which all words in this round should begin. You will also need a stopwatch: the time to complete the task is limited to thirty seconds or one or two minutes. The number of rounds is agreed in advance, for example, there may be 10. In each, the words will begin with a new random letter. At the end, points are calculated: the word is not invented - 0 points, the word is the same for several participants - 5 points for each, a unique word - 10 points.

A variant of the game for super erudites: write in the allotted time in each column as many words for the dropped letter as you can think of.

"Tanks"

Action game for two for preschoolers. You will need one notebook and two pens. On the spread of the notebook, one page is the field of the first player, and the second is the field of the opponent. Each in his field schematically draws 5-10 tanks in random order, no larger than a centimeter in size.

Then, by lot, one of the players makes the first move - “shot”. To do this, on his own field in any place (but looking at the opponent’s field and aiming), he draws a small circle the size of a pea with a pen (you need to paint it “boldly”), then turns his page on the opponent’s field and presses down the place of the shot with reverse side so that the ink speck is imprinted on this field. The page flips back, and the players look to see if this shot hit any of the tanks. Then the second player makes his shot - and so on until a complete victory! This game develops eye and spatial thinking.

"Bulls and Cows"

Challenging game for older kids and adults. This is an intellectual battle for attentiveness and logic for two players. Everyone conceives a four-digit number, such that the numbers do not repeat in it, and writes it on his piece of paper. For example, 1409. Players, making moves in turn, must guess the opponent's number. To do this, one calls any (also four-digit) number, and writes it down for himself. The opponent writes this number under his own and compares the numbers: if there is an exact hit, this is a “bull”, if some numbers are the same, but not in the places they were supposed to, these are “cows”.

For example, under the hidden 1409, the player writes the number proposed by the opponent 7495. He sees that there is one exact match - a four in the second position, and one inaccurate one - a nine. The player tells the opponent: "One bull and one cow." The opponent writes down this data next to his first move - 1B 1K. Then the second player makes a move.

The difficulty is that the players do not know which numbers they guessed exactly, and which ones are present, but not in their place. With each move, they analyze the information received (the number of bulls and cows), rearrange the numbers, add others, and gradually come to the correct answer. Whoever does it first wins.

Miniature Zen Drawing

For this "solo" entertainment that develops the imagination, you need a checkered notebook sheet. If it is not there, then you can draw a regular sheet of A4 format with a thin pencil into cells of 5 × 5 millimeters. The whole point is in this diminutiveness. Take a pen and draw a separate finished drawing in each cell. It can be a house, a window, an eye, a person, a car, and anything.

Draw the best you can. The main thing is that each cell should have a recognizable image, and not just scribbles, and that not a single one should be repeated on the entire “canvas”. By the way, you can draw numbers, letters and geometric figures. When they run out, there will still be a huge number of empty cells on the sheet :) And this is where pure creativity begins.

The finished work (it can take three hours, a day, two or a week - as long as everything is fun) can be hung on the wall in a frame. It looks very unusual and “saturated”, and after a long time it is interesting to look at it and guess what is depicted there after creative torment in the one hundred and tenth or two hundredth cell.

"Knight's move"

This is a puzzle game for one person. Draw a 10x10 square of arbitrary size. In the upper left cell, put down the number 1. Then make a move from this cell the way a chess knight walks (letter “g”) - and put down the number 2 on the new cell. Then from the deuce, move the knight to any unoccupied cell, number 3, and so on .

Thus, try to fill the entire square, up to the number 100. This is not an easy task, and most likely you will have to draw more than one playing field.

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What games do you know with paper and pen? Share in the comments, let's play together!