Play together! Games on paper: square, rivers-cities, bulls-cows - iist - groups - livejournal First name last name city animal plant

In the era of computer battles, many wonderful games, for which you only need a notebook and a fountain pen, have somehow been undeservedly forgotten. But they perfectly develop imagination, logic, intelligence and much more. Yes, some of them have “digitized” and moved to the Internet. For example, “Battleship”, “Balda” or “Hangman”.

I’ll share my favorite games: some will remember their own childhood, and others, 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"

A favorite Christmas classic for the whole family! Cut 12 pieces of paper - notes. First they are numbered, then on the first one it is written where the second one is hidden, on the second one - where the third one 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 there is a whole space for imagination!

On the last twelfth note you need to indicate where to look for the prize. It may even be a simple candy, but when found after 12 stages of searching, it becomes nothing less than Candy! When all the notes and prizes are hidden in their places, the presenter can only tell the participants where note No. 1 is - and the action begins!

One day I overdid it with the difficulty of the tasks and they couldn’t find one of the notes. I suggested where the next one was, but everyone forgot about this one. And only recently, several years later, it was accidentally found, having miraculously survived repairs and rearrangements! Now this is a rarity :)

"Words"

A game of erudition for all family members. Participants are given a sheet of paper, which must be drawn into 6-10 columns. At the top of each is written a topic for which you will need to come up with words in the future. For example, “Names”, “Cities”, “Flowers”, “Animals”, “Plants”. You can complicate the game and come up with something more intricate: “Professions”, “Dishes”, “Constellations”, “Writers”.

Then take a magazine or newspaper and use the “poke method” to determine the letter with which all words in a given round should begin. You will also need a stopwatch: the time to complete the task is limited to thirty seconds or one to two minutes. The number of rounds is determined in advance, for example, there can be 10. In each round, the words will begin with a new random letter. At the end, points are calculated: the word was not invented - 0 points, the word matches several participants - 5 points 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 first player's field, and the second is the opponent's field. Each person on his or her 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 anywhere (but looking at the opponent’s field and taking aim), he draws a small circle the size of a pea with a pen (you need to paint it “thickly”), then turns his page over to the opponent’s field and presses down the place of the shot on the reverse side so that so that a speck of ink 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 complete victory! This game develops the eye and spatial thinking.

"Bulls and Cows"

A challenging game for older children and adults. This is an intellectual battle of attentiveness and logic for two players. Everyone comes up with a four-digit number, such that the numbers in it are not repeated, and writes it on their piece of paper. For example, 1409. Players, taking turns making moves, must guess the opponent's number. To do this, one names 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, it is a “bull”, if some numbers are the same, but not in the hidden places, it is “cows”.

For example, under the hidden 1409, a player writes the number 7495 proposed by his opponent. He sees that there is one exact match - a four in the second position, and one inaccurate match - 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 players do not know which numbers they guessed accurately, 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 this first wins.

Miniature Zen drawing book

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 A4 sheet with a thin pencil into 5x5 millimeter squares. The whole trick is in this miniature size. Take a pen and draw a separate, complete design in each cell. It could be a house, a window, an eye, a person, a car, or anything.

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

The finished work (it may take three hours, a day, two or a week - as long as everything is a pleasure) can be hung in a frame on the wall. It looks very unusual and “rich”, 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 tenth or two hundredth cell.

"Knight's move"

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

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

Original taken from masterok 22 games on paper for two

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


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


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

1. Bulls and cows

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


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


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



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


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


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


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

3. Tic-tac-toe on an endless field


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


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


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


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

4. Labyrinth

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


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


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


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


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

5. Sea battle


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

Your armed forces, like those of the enemy, contain the following objects (ships):


1 deck (size 1 cell) - 4 pieces

2-deck (2 cells in size) - 3 pieces

3-deck (3 cells in size) - 2 pieces

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


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


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


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

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

6. Points


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


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


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


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

7. Football

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


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


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


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


They play until the first goal.

8. Chain

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


In 17 moves, NIGHT changes to DAY.


In 11 moves, the RIVER turns into the SEA.


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


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


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


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

10 . Football 8x12


A field of 12x8 cells is drawn. The dots in the middle of the short sides are the gates. The first move is exactly from the center of the field. They take turns placing a line on one square (along a line or diagonally). If the move ends at a sketched point (that is, through which you have already walked - for example, the center of the field), then the right to another line is given, and so on, until the move ends at an empty point. The sides are considered to be sketched points (that is, the ball is “bounced” from the sides). The goal is to score the ball into the goal.

An additional rule that we came up with in class is that putting the ball into a position from which you cannot get out is an illegal move (for example, going into the corner). If this is the only move a player can make, then this is his loss.


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

11. Labyrinth with objects


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

Here you have the opportunity to simultaneously prove yourself both as an adventurer and as a “dungeon master.”


Labyrinth requirements:


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


The labyrinth should contain:


1 Crossbow

1 Crutch

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

3 False treasures

1 A real treasure

4 exits from the maze on each side.

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


Example map:



Game process.


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

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


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

These could be (with examples of notation):


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


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


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


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


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


d) You found a treasure. False (“O”) or true (“X”) can only be found out by leaving the maze.

To exit the maze, you can use any of the exits, which are available one on each side, or break through a new one using a grenade. (However, we can agree that grenades are not taken from the walls of the labyrinth, although they are wasted in the process).


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


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


The maze must be designed in such a way that you can visit each cell and exit the maze without using grenades, starting the game from any point. You cannot build traps: when a player, having fallen into a hole, comes out of it into a confined space, from which he cannot get out without using grenades. The trap can be placed anywhere.

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

12. Nonsense


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

13. Virus war


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


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


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

4 infantrymen (designated by the letters P);

2 knights which are placed with a letter as in chess (and are designated by the letter K);

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

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

During any move, you can abandon one type of troops and make an extra move of another type. For example, you can immediately go 3 more times by plane in one turn, giving up all the infantry, all the horses and all the tanks, respectively.

Unlike the “war of viruses”, new fighters can only be deployed next to living fighters (or next to a “living” fortress) of the corresponding type, provided that they have a living connection with the general! That is, troops without control do not fight. Communication can be made through another type of military. They play, of course, to destroy the generals.

14. Pyramid


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


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


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


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


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


Two players draw 7-10 tanks each. or “starships?”, each on its own half of a double notebook sheet (preferably not in a box, but in a line or empty A4). Having placed the army, the players begin to fire at each other as follows: a shot is drawn on their half of the field, then the sheet is folded exactly in the middle, and the shot, visible in the open, is marked on the second half of the field. If it hit a tank, it was knocked out (the second? knocking out? is fatal), and if it hit it exactly, the tank was immediately destroyed.

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

After preliminary shooting, the game very quickly moves into the “blitz-krieg” stage, or rather, a rapid denouement. The winner, naturally, is the one who shoots the opposing army first.

16. Barriers


A simple tactical game, the essence of which is the positional struggle for space. On an 8x8 field (i.e. the size of a chessboard), players, one after another, draw small lines that overlap any 2 cells in a row: i.e. for example player 1 draws a vertical line occupying e2 and e3.

Player 2 does the same, but his line cannot cross or touch any existing “barricades”. As the field fills up, there is less and less free space, and at the end a sober calculation is required to finish the game. A player who can no longer place his line because... everything is already blocked, losing.

A simple and quite fun game, built on the same principles as Coin Parade, but completely different in form.

On a small field (it can be a square or rectangle of any size, it doesn’t really matter) players place about 15-20 points in a variety of places, although more or less evenly.

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

Next player draws his rim, the only limitation? it cannot intersect with those already drawn. The rims can be drawn inside the rims, or, conversely, surround existing ones, the main thing is that they do not intersect. After a while, there is very little space left, and the one who draws the last rim loses.

A variation of this game is the rule of drawing rims that cover only 1 or 2 points, no more.

In this game, the main character is the eraser. You will have to do laundry constantly, this is 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 could be the row 5,3,6,9,0,8,4,6,1,3,2,4,8,7,0, 9.5? or any other.

With his turn, the player can do one of two possible actions in the game:


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

  • erase any zero and all 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, popularizer of mathematics and science Martin Garner, considered it ?the pearl of logic games?. Without sharing his opinion, however, it is quite possible to call the game one of the best tactical games, interesting at any age.

Playing field? rows of dots from 3x3 to 9x9. It’s better to start with a small field and, having felt the taste, increase the size. The rules are very simple: players connect two dots with a line, and when the player can close the square, he puts his sign in it (for example, the first letter of his name).

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

Despite its apparent simplicity, the game provides a good space for combinatorial play, especially on fields of 5x5 and larger. The essence of winning tactics? force the field with half-closed structures, sacrifice, it is necessary, a few squares in favor of the opponent, and then, when there is practically nowhere to bet, force him to make an unfavorable move (not covering anything)? and then close most of the squares in one series.


The simplest word game, based on the tic-tac-toe principle, only with letters.

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

The game is useful for children who are learning to write. For adults there is quite little competitive value, but players with a sense of humor will have a lot of fun. For children, you can play the option: who will be the first to create a word, and not who will have more words.

21. Racing

A more complex and lengthy game, built on the same principle as other paper coordination games: moving a vertical pen along a sheet of paper with a light click.

On a sheet (single or double) is drawn race track(Race), in the form of two curving, uneven circles, repeating each other’s outlines, 2-3-4 cells wide (depending on the number of participants). Then, in an arbitrary place of the resulting ring, a start/finish line is drawn, from which the racing cars start.

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

Each time the driver's line touches or crosses the track boundary, a cross is placed at the intersection and the driver skips the next turn, turning his car around so it can continue the race. Each car has 5 such intersections in stock. (5 hit points), and the sixth encounter becomes fatal.

Besides this, could there be any obstacles on the route? for example, high-danger zones: upon flying into such a zone, the car receives more damage and loses two life points. Or special obstacles that protrude from the edges and make the passage narrower, or on the contrary, stand in the middle and force cars to squeeze through

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

You can invent and introduce your own rules, new obstacles, and if there are 4 or more participants, you can even arrange a racing series, making several tracks, and in between them allowing players to purchase equipment for the amount of points depending on the place taken. For example, buy additional life points or attack spikes, and remove 1 life point from the car you are overtaking.

22. Golf

Players start from two spots next to each other at the bottom of a double piece of paper standing vertically (see picture).

Everyone plays with a pen of their own color, and what is everyone's task? in the minimum number of strokes (lines from the pen sliding along the sheet) get the ball into the hole. The hole is at the opposite end of the field, i.e. on top of the sheet. And a person with good coordination needed a maximum of 4-5 hits to drive the line into the hole.

But in advanced versions of Golf, the path to it is not so simple, because long straight lines are protected by hills that act as a buffer and do not allow the player. When hitting a hill, the enemy performs a rollback i.e. shoots the line of the offender in any direction, and he is forced to continue his series of blows from the place where this line came. Or perhaps 1 or 2 extra moves are added to the track of the one who hits the hill.



Well, if we go back to computer games, then find out what it is

Game "River Cities"

Any number of players can take part in this intellectual game. The game perfectly develops memory, thinking and logic and will be especially useful for children of primary school age.

Before the game, participants must be given pens and sheets of paper. Each player must divide his sheet into six columns, giving them the names: “City”, “River”, “Plant”, “Animal”, “Name” and “Points”.

A leader is selected from among the players. He signals the start of the game and at the same moment begins to mentally recite the alphabet until he is stopped by any of the players. Then the presenter must name the letter at which he was interrupted.

As soon as the letter is named, the other participants in the game immediately begin to write in their columns any words starting with this letter. As soon as any participant in the game fills all the columns, he must shout “Stop!” At this signal, all players stop and begin counting points.

The first player to fill out his columns reads out the words written in them. For each word that is no longer found by any of the participants in the game, 20 points are given. If certain words match, points are distributed equally between the players.

If any player does not have such a word at all, then 10 points are assigned to the leader, and the remaining half of the points is shared by the participants in the game for whom this word was written in the appropriate column. The winner is the one who earns the most points at the end of the game.

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It often happens that my children and I find ourselves somewhere boring, and, as luck would have it, there is nothing to do: no book, no ball, no toys. But there is a notebook and pencils or an ordinary ballpoint pen. Or maybe this is enough for games?

So what can you do with a piece of paper?

You can make airplanes out of paper and fly them - even while sitting in line at the clinic! And even in a train carriage! (Agree, this is much better than calming down fights and whims and listening to continuous whining.)

You can also fold the boats and play with them. For example, place boats on the table and blow on them. You can fold a sheet of paper like an accordion and make a fan - many children like to neatly fold the paper and color their homemade fans.

You can also fold the paper several times and cut out an openwork snowflake. Thick paper makes excellent funnels for pouring sand or grains, and if you roll up a sheet and glue a pipe out of it, you can make a spyglass and even binoculars for the game.

What else can you play on a piece of paper?


Halves. Each player conceives a picture, but does not draw the whole thing, but only half. Then the players exchange sheets and finish drawing. Sometimes you get very funny pictures, for example, one wanted to draw glasses, and on his sheet there were two circles, and cherries or car wheels were created from them.

Additional drawings. Everyone draws some kind of squiggle on a sheet of paper, then everyone exchanges sheets of paper and completes the picture with a different color so that they get something meaningful.

Searching for treasure using an apartment map. For this game you will need to draw a plan or map of your apartment or yard. After this, you can start the game itself. Let us mark on the map the place where the treasure is hidden, and the place where we are standing, and we can begin the search! Children are very interested in these types of games!

Searching for treasure using a series of notes. And for those who are just learning to read, you can organize a treasure hunt - for example, beautifully wrapped nuts or raisins - using notes. The notes may say: “on the table”, “in the kitchen on a stool”, “in mom’s shoe”, “in the doll’s stroller”.

Frame. Tell your child that previously people did not write down all the letters of a word, but only the consonants, and there are still languages ​​in which the consonants are written, and the vowels are sometimes written on top, and sometimes they are completely omitted. Try to think of how many ways the word BR could be read if only consonants were written in Russian. (Bor, drill, bar, ubor, storm, sconce, Borya, bureau.) And then try to take any other frame - and come up with different words in turn, where these consonants occur in exactly this sequence.

You can add letters to the frame in the front, back, or in the middle.

For example, frame - SL:

  • Word
  • Dictionary
  • Condition
  • Village
  • Ambassador
  • Firework
  • Footprints

The frame can also consist of vowels, for example OOO:

  • Milk
  • Hammer
  • Gold
  • Tin
  • Kingdom
  • Ham
  • Powder
  • Town
  • KOROMISLO
  • KoloVorot
  • Caution

Compositor. This game can be played with the whole family, with friends, in the classroom. We choose a long word, write it on top of each piece of paper, and then use the letters of this word to make short words. It is more convenient to write words in columns - 4 letters, 5 letters, 6 letters, 7 or more. As a rule, they play for a time - 10 or 15 minutes. After the game, everyone reads out their list of resulting words.

There are several scoring options. You can cross out all words that appear in more than one word. Or you can consider it even more cunning: if all the players have written a word in their lists, then this entire word is crossed out, if the word is found in all but one, then index 1, if in all but two, then index 2, and then multiply the number letters to the index of the word - and get the sums. In this way, both those who come up with few rare words and those who write many common words are taken into account.


For example, take the word "Chamomile".

We will write out, as in other word games, only nouns in the nominative case, in the singular, and we will agree that we do not take words of 2-3 letters (in the example, of course, not all words are written out - this is rather just an example of a convenient notation games).

So, CHAMOMILE...

3 4 5 6-7
COM arch Midge Nightmare
ROM Bark Stern Midge
MPA Coma Mosquito
ROCK Porridge Frame
SHOCK Darkness MaRKa
Poppy Scar KOSHMa
Cancer Charm
acre March
ORC Lobster
Ball Cancer
MaSh KROSH
Frame
Kara
FEED

Tic-tac-toe. A classic game, which, however, not everyone knows anymore. The simplest tic-tac-toe is on a three by three square field. But a more complex option is on a large sheet of paper in a box where you need to put 5 crosses or 5 zeros in a row, vertically, horizontally or diagonally. If the enemy has placed three crosses in a row, then it is time to “close” this row with his zero from any side.

Cities. This game is good even without paper, by ear: one says “Moscow”, the second comes up with a city or country whose name begins with the last letter of the previous word. For example, Moscow - Ashgabat - Denmark - Japan - Jamaica... Similarly, you can play just words, and not just cities. At the same time, it will be easier for children to remember the spelling of words - especially if you have a good laugh at such curiosities:

- Listen carefully, what letter does the word “window” end with?
- Starting with the letter "O"! I'll think of it now. "Odmeral"!
- Borechka, "admiral"!
- Well, then “okodemek”!

Sea battle. This game helps children understand vertical and horizontal coordinates, and also teaches them to think and reason logically. I think the parents still remember the rules themselves! You can play on a piece of paper, or you can buy a box with plastic suitcases and boat chips - for many children this is easier than carefully writing everything down on a piece of paper.

Encrypted letters and amazing fairy tales. When children already know how to write and read, they like to decipher secret notes, where each letter has its own designation - for example, a number or a small picture.

Or you can speak a secret language - for example, like Tofsla and Vifsla in the fairy tale about Moomintroll. I went to the store. I'll be back soon!

Or you can add a “secret syllable” after each syllable, and not just at the end of the word: Tya-pa-tya-pa, Tya-pa-tya-pa, na-pa-shi-pa se-pa-ti-pa pr- pa-ta-pa-schi-pa-li-pa mer-pa-twe-pa-tsa-pa!”

Now try to guess what kind of fairy tale this is: “According to De Re. You are re bo-prebo. Sta De re from ze tya. Tya-potya - you can’t. According to De Ba. Ba for de, De for Re, tya- sweating - you can't!"

Can you tell a fairy tale about the Ryaba Hen in the same style?


Patchwork quilt. We draw a 4 by 5 square game field on paper in a checkered pattern (the side of each square is 1 cm). In one move, each player must shade one square with his own color. We must try to keep cells of the same color as far from each other as possible. During the game, as many sticks are drawn under the playing field as the adjacent cells are shaded with this pencil. Neighboring cells are those that have a common side or are located diagonally from each other. The one with the fewest sticks at the end of the game wins.

Bridges. During the game, each player tries to build a bridge from one bank to the other. Red has red banks and crosses as stones, Green has green banks and zeros. The game can start anywhere on the field. In one move, a player can connect two of his adjacent stones with a vertical or horizontal bridge. Red and green bridges should not intersect. The winner is the one who builds a continuous bridge from one bank to the other.

Erudite. A well-known game, also called “scrabble,” where you need to form words from individual letters and place them on the field according to certain rules. Many children enjoy playing such games already in elementary school!

Discussion

Very interesting and useful games. I especially liked the game "Typesetter". Thank you.

Oh! how good. When we go somewhere, keeping the children occupied is a real problem. Looks like the problem is solved :)

Comment on the article "What to do with a child? 13 games on a piece of paper: with words and pictures"

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Try giving a separate sheet for the drawings. With the condition that they are not in the notebook. Sometimes it helps that you need to switch from one surface to another (As if you call out to a person at this moment). 13 games on a sheet of paper: with words and pictures.

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Snake

Take a sheet of squared paper (preferably good quality paper with clear squares). Limit the square playing field to 7x7 cells. Two adjacent sides of the square should be the same color (for example, red), the remaining two - another (for example, blue).

Place red and blue dots in random places on the playing field. Now the players take turns making moves, starting to draw broken snake lines 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 the sides of “their” color. The one who has nowhere else to extend his snake loses.

Palms

Take two sheets of paper in a box and circle your baby’s hand or yours on each. In order to equalize the chances, you can circle your hand on your sheet, and his on the baby’s sheet. Then your playing field will be slightly larger than that of a child. Now, in the space limited by the picture, dots with numbers from 1 to...

How many numbers there will be depends on the age and knowledge of the baby. For the smallest kids, 10 is enough, and for advanced mathematicians, 100 is enough. 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 out as many of them as possible. Then the turn goes to the opponent. The winner is the one who fills all the cells of his field with crosses faster.

Tic Tac Toe

A playing field of 3x3 cells is drawn (9 cells in total). Players take turns making moves, placing a cross or a zero in an empty cell. The goal of the game is to build a line of 3 X's or O's horizontally, vertically or diagonally. It is extremely difficult to win in this game; basically, the game comes down to a draw, and more than one game is played. When you get tired of playing on a small field, you can increase the field or, in general, not limit it. On such a field, players take turns making moves until someone manages to build a line of five symbols horizontally, vertically or diagonally.

Corridors

Complicated tic-tac-toe for those who are tired of the classic version. Draw an arbitrary shape of any size (for example, a rhombus, as shown in the figure, and for younger children you can draw a Christmas tree, a flower, etc.). Players take turns tracing one side of any square with “their” color. The task of each player is to circle the last, fourth side of the cell and put his own cross or zero inside. You need to carefully make your move so that the enemy does not have the opportunity to close the cell. When all the cells are filled, the number of crosses and zeroes is counted. Whoever has more is the winner.

Points and segments

The conditions of this game on paper are simple: several dots are placed on a piece of paper (at least 8, and preferably at least 15). Two players play, alternately connecting any two points with a segment. It is impossible to capture the 3rd point, and each point can be the end of only one segment. The segments must not intersect. The one who cannot make a move loses.

Dots

The playing field is an ordinary sheet of checkered paper, and if you have a lot of time and patience, you can play on an entire notebook spread. In order for fewer conflicts and controversial situations to arise during the game, it is better to outline the playing field with a line and the rules prohibit placing dots on this border. Each player should have a pen or pencil of their own color. Players take turns placing dots in random places at the intersection of cells. The goal of the game is to capture as many paper possessions as possible.

A territory is considered captured if it is surrounded by dots of its own color. The points should be located one cell apart from each other 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 enemy’s territory or points with dots, they are yours. After such a capture, the player is given the right to make an extraordinary move.

In some versions of the game, you can only capture those territories where there are already enemy fortifications. In others, any land, including free ones, is available to you. Choose what you like best. At the end of the game, the size of the captured lands is calculated and the winner is declared. Most often, there is no need to specifically count anything - the result is obvious.

Diagonal

You can play together, but it’s more interesting when there are many players. Each player draws squares in a notebook, as shown in the figure below, with sides of 7, 6, 5, 4 and 3 cells. Then someone guesses a letter. This letter is written diagonally into all squares and the game begins. The players' goal is to come up with and write words containing this letter (singular nouns). The one who completes all the words the fastest wins.

If there are many players, then the winner is selected as follows: the players read their words out loud. For each original word there are 2 points, if the words are repeated, only 1 point is added to the players. The one with the most points wins.

Balda

You can play with two, three, four. Draw a square, the number of squares on the side should be odd (5, 7 or 9, no more). Sign the names of the players, think of and write a word (singular noun) in the center of the square. Now players take turns coming up with a new word, adding only one letter and using existing letters. The invented word is written under the player's name, and the number of letters is indicated. The players' task is to come up with a word as long as possible. The one with the most points for all words wins.

Gallows

One player thinks of a word (simple and short to begin with). Writes its first and last letters, and puts dashes in place of the missing letters. The second player's task is to guess the hidden word. He names the letter. If this letter is in the word, it fits into its place. If not, then the letter is written to the side so as not to be repeated, and they begin to draw a “gallows” - a vertical line. With the next error - horizontal (it turns out something like the letter "g"). Then the rope, the loop, the man’s head, torso, arms and legs are completed. During these several attempts, the player must guess the word. If it doesn't work out, you lose. If he has time, it’s his turn to think of a word.

Numbers

You can play this game alone. You need to write down numbers from 1 to 19 in a row: in a line up to 9, and then start the next line, with 1 number in each cell. Then you need to cross out the paired numbers or those that add up to 10. One condition is that the pairs must be next to or across the crossed out numbers horizontally or vertically. And after all possible pairs have been crossed out, the remaining numbers are rewritten to the end. The goal is to completely cross out all the numbers.

Sea battle

This game is for two. Each person draws 2 fields measuring 10 by 10 cells on their piece of paper. The letters of the alphabet are written on the top, numbers from 1 to 10 are written on the left. On one - your field - you randomly place ships, on the other you will mark your attacks on enemy ships. Each player has an equal number of ships - 10 pieces: 4 single-decks (1 square in size), 3 double-deckers (2 squares in size, 2 three-deckers (3 squares in size) and one four-decker (4 squares in size). When placing ships on the field you need to take into account that there must be at least one empty cell between them; ships cannot be placed close together.

During his turn, the player selects a cell on the opponent’s field and “shoots”, calling its coordinates (“a1”, for example). At the same time, he marks his move on his additional field. If you sank an enemy ship, then the opponent must say “killed”, if you wounded the ship (that is, you hit a ship that has more than one deck), then the opponent must say “wounded”. If you hit an opponent's ship, you continue shooting. Otherwise, he makes the next move. The game ends when all of one player's ships are sunk.

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