Tasks competitions for children in the camp. Whose team is smarter

The time of childhood is the time of games and entertainment. We offer a series of competitions and games for schools, camps.

COMPETITIVE GAMING PROGRAMS

Competitive gaming programs (CIP) can be held both within the framework of a school or children's camp, and within a class or squad. The KIP scheme is simple:

1. Contests. Emphasis on the moment of competition (the child performs actions in front of an audience).

2. game form. There must be an element of play, entertainment.

3. Inclusion in competitions of the maximum number of guys, so that everyone can try their hand at one or another competition.

4. Rewarding not only the winners, but also the participants of the competition.

In our opinion, it is inappropriate to prescribe the text for those who lead the TIP, since in the competitive game program often all the pre-prepared words of the presenters are not pronounced. Instead, there is a lively dialogue between the presenter and the contestants.

Sherlock Holmes and Miss Marple

The lesson develops imaginative thinking, logic.

The hosts (Miss Marple and Sherlock Holmes) report that they are looking for assistants. All applicants are offered a series of tests-competitions.

"Imprints" . The task is to find the same pair of handprints on the sheet and determine which of the people sitting in the hall they belong to.

"Very sharp eye". Participants are shown a set of items. Then the participants turn away. At this time, one item is replaced. Needless to say, it has changed.

"Savvy" . You need to guess who owns the things: glasses, a spatula, a mirror, a dressing gown, a board, salt, a whistle, a letter, a badge.

"Find by description". Participants are invited to find a description of a person from another squad, who is also in the hall.

"Silent Action" . As quietly as possible, lower the spoon into the glass, close the pan with a lid, put the fork on a plate.

"Siamese twins". The hands of those standing next to each other are tied, the task of each pair is to tie the laces on the shoe, cut out a circle from paper, light a candle, etc.

Book of Records...

The lesson increases the psychological comfort and the level of cohesion in the children's team.

The host offers to start his own book of records. And call it exactly as the detachment is called (camp, school, etc.).

"Most amazing." Within 1 minute, the teams write on a sheet how their team differs from all the others, how it can surprise all other teams.

"Strongest". Participants of the competition are invited to hold one of the smallest teachers in their arms. Only the two strongest pupils remain on the stage.

"Most Spirited" . Two participants need to blow off a tennis ball from a flat surface while blindfolded. When the contestants are blindfolded, a plate of flour is placed instead of a ball.

"The most resourceful." Participants of the competition take off one sneaker or boot (the main thing is that the shoes have laces) and put them in a circle. Then they are blindfolded. Everyone must find their own shoe and tie it. The one who completes the task first wins.

"The fastest". Each participant is given a ribbon. In 30 seconds, you need to tie tight knots on it (the more, the better). Then the participants change ribbons. The task is to untie all the knots. Who quickly?

"The most numerous." It is necessary to gather as many people from your expedition as possible into a hoop.

"The most sporty" (relay race). Two teams are participating. You need to do the following:

Run to the chair;

Flip it;

Wear a skirt and scarf;

Sit on a chair;

Shout "Hurrah";

Remove things and turn the chair over;

Return to the next participant.

"Most Sensual" Young male contestants stick hearts from self-adhesive paper on the girls anywhere. Then the boys are blindfolded, the girls are changed. It is necessary to remove all the hearts without a hint.

"Most Consolidated" If the host says: “Unwound”, then all participants spread their arms to the sides. If the facilitator says: “Shaped up with the neighbor on the right,” then the participants hug the one who is sitting on the right. You can “wind up” with a neighbor on the left, behind, in front, and finally, all together.

Scenarios game programs for children's camp. Scenarios of competitive programs for summer camp

One hundred to one or "Results"

The participants are divided into two teams. The host of the game introduces the teams to the rules of the game.

The task of the presenter is to interview one hundred people on a variety of questions before the game and write down the most frequently repeated answers.

The game itself goes like this: the host asks the same question to the teams that he asked people who did not participate in the game.

The teams must choose the answer to it, the team captains give the answer to the leader.

The team that guesses the most frequently repeated answer gets a point.

Thus, the participants of the game get an idea of ​​public opinion.

Rules:

The questions that the presenter-journalist asks the people around him can be very diverse:

Finding the right way out of any situation;

Questions of a certain orientation, for example, to identify some quality of personality, knowledge or erudition in a certain area, etc.

Teams do not need to know the content of the questions. After the tournament, it is possible to discuss the situation, summing up.

brain ring

The game is played with several expert teams. First, 2 teams participate in the game. They sit separately (at tables). The facilitator asks a question, who quickly gives a sign that he knows the answer to the question, that team (for example, by raising his hand) answers the question. If the answer is correct, this team is awarded a point, in case of an incorrect answer, a point is awarded to the opponents.

When one of the teams scores 5 points, the opposite team is replaced by the other team. (All teams come up with names in advance). Thus, the most “smart” and “lucky” team is revealed. Brain-ring is held with an unlimited number of teams, each team should have about 6 people along with the captain.

The winning team is awarded a prize.

Memorina

1st round. "Draw."

Students must draw something for each of these figures in order to turn it into one or another drawing. Who will come up with more drawings for a while?

2nd round. How are the circles arranged?

The leader draws on the blackboard different places 5-6 circles with a diameter of 12-15 cm. The players must remember the location of the circles on the board. Then playing with eyes closed they come up to the board and put their sign in the center of each circle. The winner is the one who accurately places their signs.

3rd round. "Draw a pig."

The players draw a pig on the board with their eyes closed. The winner is the one with the funniest pig.

4th round. "Know your number."

5 people are called and each one is pinned on the back with a sign with some number. No one should know what number he got. But everyone knows the sum of numbers. The player must determine what number he has on his back. Everyone moves carefully, trying to be ahead of the other in order to quickly find out all the numbers and at the same time hide their number. The first person to name their number wins.

Dating games

Travel

Purpose: to study the relationship in the team.

Imagine that you have a boat and you are going on a trip. But there are only 5 seats in the boat. Which of your friends in the squad will you take with you?

Studio

Purpose: to determine the structure of business relations.

The leader offers everyone a situation.

Imagine that you need to make a movie. To do this, you need to name the person who can organize the shooting of the film. This is the director.

The named candidates alternately choose their assistants. In this case, the choice of the next is carried out after the council with those already selected.

After that, the task is given: in 10-15 minutes to beat an excerpt from your favorite fairy tale, film or work and come up with the name of the film studio.

Each participant must have a role.

Jury: detachment counselors and educators.

Award for:

1. Best Performance(to the team).

2. Best scenarios (to the team).

3. The best selection of actors (team).

4. Best director.

5. Best Actor.

6. Best Actress.

7. The best suit.

8. The most difficult role.

9. The smallest role.

10. Best performance (to the participant).

11. best title film studios (team).

Shout games (variety games)

Joke game "Who loves what?".

Leading. Who loves ice cream? Children. I!

Leading. Who loves apples? Children. I!

Leading. Who loves pears? Children. I!

Leading. Who doesn't wash their ears?

Rocket launch.

Leading. To launch spaceship get ready!

Children. Got ready!

Leading. Fasten seat belts (cotton).

Children. There is...

Leading. Enable contacts!

Children. There is...

Leading. Start the motors.

Children. There is...

Leading. 5, 4, 3, 2, 1, in a growing rumble. Start.

Children. Hurrah, hurrah, hurrah!

Leading. 1, 2, 3, 4, 5 (claps). Vzhig - and fled in all directions.

Children. Hurrah, hurrah, hurrah!

Leading. Where did she fly to?

Children. Somewhere.

Speech game.

The leader speaks the text first, the second time - the children: normally, in a whisper, loudly or imitating intonation (at the request of the leader).

About peri tiki tombo.

Oh Musa, Musa, Musa.

Le-o-le-le.

About peaks lyao bebe.

Le-o-le-alimbash-ba-ash.

Flower contests and fun

The legend of flowers

In a flower kingdom... The king and queen... had... princesses... Each season, one of the princesses ruled. (Associate with summer and winter). But for this it was necessary to win the competition.

The king gathered all the princesses, divided them into teams and set a condition - to recruit a retinue of the best flower warriors.

For the duration of the competition, everyone receives a “name”.

Competition 1. "Submission-greeting"- themselves, the season being claimed, the opponents, the king, queen and jury.

Competition 2. "Warm-up"- floral questions.

The one who raises his hand the fastest is the one who answers.

What was the name of the person who really wanted to create a "stone flower"? (Danila.)

In which book are the characters flying in a hot air balloon? flower city? ("Dunno and his friends.")

What flower was guarded by the shaggy monster in Aksakov's work of the same name? (Alenky.)

From what flower did the tiger Sherkhan come to horror and where? (Fiery, "Mowgli" by D. R. Kipling.)

Botanists call this flower viola, but what is it called in the Russian people? (Pansies.)

What is the name of the art of making bouquets? (Ikebana.)

What flower grows on the site of forest fires? (Blooming Sally.)

For which Andersen heroine was the flower a permanent place of residence? (Thumbelina.)

What flower is said to have grown on the blood of chained Prometheus? (Edelweiss.)

When is the fern supposed to bloom? (On the night of Ivan Kupala.)

What flower is directly related to the king of beasts? (Snapdragon.)

What flower is a symbol of narcissism? (Narcissus.)

Which famous writer made snowdrops bloom in winter? (Marshak.)

Which flower suffers from love? (Chamomile.)

What flower is called the sleepy flower? (Poppy.)

Competition 3. "Flower rhyme".

Write a rhyme with the names of the colors.

Endings: - Who does not believe, get out.

I will look for you.

Competition 4. "Princess-Nesmeyana."

All players of the team participate, standing in two lines

Purpose: to make people laugh for 1 minute.

The name of the flower is written on the back (they stand in a column, they say the name of the flower in one ear, each letter writes to the next).

Competition 5. "Artists".

Continue the unfinished drawing of the great artist.

Competition 6. "Flower calendar".

Who will be the fastest to make a list of colors for the same letters that begin the names of the months?

Competition 7. "Dance of flowers".

Team members can show a collective dance, they can group, they can individual, giving it a name.

Competition 8. "Flower fairy tales".

Compose and tell:

“In a certain kingdom, a cornflower state, there lived a king Vasilek and a queen Violet. And they had three sons...”;

“One fine spring morning, Chamomile’s girlfriends went out into the steppe for a walk and they didn’t know that the evil Dandelion flower had settled in that steppe ...”.

Competition 9. "Ikebana".

Teams must submit a motto to the drafted flower arrangement explain who it is for.

Competition 10. "Flower Wishes".

To the most beautiful flowers of the kingdom - our flower wishes (boys to girls).

Competition of incomplete proposals

Option 1.

1) Little Red Riding Hood is walking along the path, and not a beast, not a bird meets her ...

2) She looked at Little Red Riding Hood and saw only red, blue, yellow colors.

3) She sniffed Little Red Riding Hood and realized that it was not a flower, and flew on.

4) Her family is great...

5) She lives in hexagonal houses. (Bee.)

Option 2.

1) Little Red Riding Hood plucked a flower ...

2) It was pink, but it could also be white.

3) It has a sharp pleasant aroma.

4) A wonderful jam comes out of it.

5) And the last one is almost born.

Option 3.

1) Little Red Riding Hood plucked a berry ...

2) The berry looks like beads.

3) Very useful.

4) It ripens in autumn and lies until spring.

5) It is very sour.

6) Wealth of swamps. (Cranberry.)

Reportage

Task: you need to imagine yourself as a desperate journalist and do the following:

1) write a situation:

From the trunk of an armored Mercedes;

From the eaves of a 10-story building;

from the operating table.

2) come up with and draw a sign:

For a section of the road and come up with a name;

Caution - deaf old women;

Caution - liquid asphalt.

3) Fingerprint painting. Everyone leaves their own imprint.

4) compose an accusatory speech for the court:

Over the old woman Shapoklyak for walking rats in unidentified places;

Over the fox Alice and the cat Basilio for drawing minors into currency fraud;

Above Yemelya for catching fish in a prohibited way;

Above the postman Pechkin for receiving gifts during working hours;

Over Carlson for living without a residence permit and without a specific occupation.

Detective stories

It can be held between competitions and in small intervals of free time with the help of questions that require answers: “Yes”, “No”.

1) Caravaneer Ali is driving through the desert and sees a tent, and 100 m from him is a car (truck). He approached the car, from it the traces of one person led to the tent. He went into the tent, the tent was empty, and only in the center, at an inaccessible height, was a man hanging. He was dead. How did it happen?

Answer: the man hanged himself! The car was a refrigerator.

2) The musician was preparing for the concert. A week before the performance, they received an anonymous letter that the lodger would be killed. Laugh and forget. On the day of the concert, nothing foreshadowed trouble. The musician played a concert and returned home. There was no one at home, he lay down to rest. After a while I woke up and went to the window, there I saw ...

I glanced briefly at the clock hanging over the sofa and realized that the tenant had been killed, and the corpse was in the sofa. How did he understand?

Answer: the clock on the wall stood and stood for a long time. The musician has good hearing and heard the ticking of the clock.

3) A woman lived in a city. Once, returning from a party, she pulled out a letter from the mailbox and, without opening it, realized that the one who wrote the letter was dead.

Did she kill him? Yes.

Was it her envelope? Yes.

Answer: She sent him a letter and asked him to respond urgently. And sent him her envelope with poisoned glue

4) One day a man (postman) brought a parcel. It contained a leg and a note:

Option 1. Thank you for being alive.

Option 2. You and I are of the same blood.

What happened?

Answer: the children must come to the fact that the recipient was one-legged, and these two people were connected by the following event:

They sailed on a ship that was wrecked. These two were saved. We found ourselves on a desert island and, in order not to die of hunger, agreed ...

5) The man brought the photographs and asked to sort them out. On one of them, the man was clearly alive, and on the other, he was clearly dead. It looks like the photos were taken at the same time.

Fun contests for summer camp!

Contest "Make a wish"

Participants collect one of any item, which are put into a bag. After that, one of the participants is blindfolded. The leader pulls out things in turn, and the blindfolded player comes up with a task for the owner of the pulled out thing. Tasks can be very different: dance, sing a song, crawl under the table and mumble, and so on.

There are many balls scattered across the floor.
Those who wish are called. And on command, to fast music, each of the participants must take and hold as many balls as possible.

1. Crumple up the newspaper

You will need newspapers according to the number of participants. An unfolded newspaper is placed on the floor in front of the players. The task is to crumple the newspaper at the signal of the presenter, trying to collect the entire sheet into a fist.
Whoever can do it first is the winner.

2. Who said "meow"

One player sits on a chair with his back to the rest of the children. They come up in turn and say, for example, “Wow-wow”, “Moo”, “Meow-meow”, “Chick-chirp”, just growl or say other phrases. The person sitting by the voice must guess who is in this moment chirped or barked. If you guessed correctly, then the player who uttered the sound or phrase sits on the chair.

3. Chain

In the allotted time, make a chain using paper clips. Whose chain is longer wins the competition.

4.Contest of artists

Blindfolded mothers draw a gift for their children. The mother whose gift looks more beautiful wins.

5. Stick your nose

Draw a funny face (without a nose) on a large piece of paper, mold the nose separately from plasticine. Attach the sheet to the wall. Players move back a few steps. Blindfold them in turn, approach the portrait and try to stick their nose in place. The one who sticks the nose more accurately wins.

6. Do you know each other?

Several couples (mother and child) stand with their backs to each other. The leader asks questions. First, the child answers with a nod of the head, and the mother out loud.
Questions:
1. Does your child like semolina?
2. Does your child wash dishes?
3. Does your child like to brush their teeth?
4. Does your child go to bed at 9 o'clock?
5. Does your child make the bed in the morning?
6. Does he like to read books?
7. Does your child enjoy school?
The pair that answers all the questions correctly wins.

7"I know five names." Children take turns hitting the ball on the ground and at the same time they say: “I know five, names, boys” - and list what names they know, with the words: one, two, and so on up to 5. Can be increased to 10. And so in turn. Then, the names of girls, cities, animals, plants and whatever. The one who takes a long pause and cannot remember loses.

8 To competition "Dialogue of animals"
Vedas. And now I invite two participants to the stage, the most vociferous, who can imitate the voices of animals and birds. So, the competition begins - the dialogue of onomatopoeia and the conversation of animals. Please get task cards.
1. Chicken - rooster. 6. Donkey - turkey
2. Dog - cat 7. Bumblebee - frog
3. Pig - cow 8. Sheep - horse
4. Crow - monkey 9. Lion - cuckoo
5. Duck - goat. 10. Sparrow - snake

Memorina

1st round. "Draw."

Students must draw something for each of these figures in order to turn it into one or another drawing. Who will come up with more drawings for a while?

9. Jump like:

Sparrow;

Kangaroo;

Hare;

Frog;

Grasshopper.

7. Perform

10. Imagine that you are animals who really want to sing, but cannot speak like a human, and now sing the song “Let them run awkwardly ...” in unison:

Bark;

Meow;

Mumble;

Crow and crow;

Quack.

11. competition "Identify by smell"
Participants are blindfolded and asked to identify by smell what it is. Who was more accurate - earns a prize.

School events and school holidays

A holiday of outdoor and sports games in a summer camp They will not catch up with us ...

Artichoke

Sports events in the summer camp are held throughout the day (sports match in the morning, other events before dinner, awards after dinner). Competitions involve the participation of all teams, however, division into age groups is provided.

Venue for sports games: stadium or large meadow.

Number of participants: 50-100 people.

Age of participants: 12-15 years old.

Material support of the sports festival:

  • sports equipment for the match;
  • props for contests (balloons,
  • thick rope (length - 2 m), tissue paper discs, hats, flags for the game "Defending the Banner");
  • cardboard medals;
  • prizes.

Preparing for a sports holiday at a summer camp

As a preparation for the event, it is necessary to conduct a draw between the squads for a sports match.

It is also necessary to inspect the place where the holiday will take place, clean it of debris, level the ground on the playgrounds, mark the sites.

The plan of a sports holiday in a summer camp:

  1. Sports match.
  2. Warm-up games.
  3. Contests.
  4. The game "Protection of the banner."
  5. Quiz.
  6. Winner's reward ceremony.

Duration sports festival: 4 hours.

sports match

The holiday begins immediately after breakfast with some kind of sports game (football, volleyball, basketball). There are several options for organizing and conducting games:

  1. Conducting a series of matches between teams.

For this, short futsal competitions are best suited. If the age of the children in the squads varies greatly, you need to create several age groups. Games can be played separately for boys and girls or in mixed teams. If possible, several games are played at the same time.

2. Exhibition match (football) between two senior teams.

3. Football or volleyball match between teams of children and teachers.

When preparing matches, it is also necessary to organize teams of fans.

Warm-up games at a sports festival

The second part of the holiday begins in the afternoon with fun games. For example, you can play the following games:

Dragon Tail game

Participants stand in a row one after another and hold on to the belt of the player standing in front. The goal of the first player in the chain is to catch the last one. In this case, the chain should not break.

Game "Locust"

For the game, it is necessary to mark the treadmills and the start and finish lines. The distance varies from 30 to 50 m depending on the age of the participants. On command, the participants run from the start to the finish line. The last three players who came running no longer participate in the race, but become "pests".

In the next run, the "pests" try to stop the rest of the children from running or force them to step over the edge of the treadmill. The three players who came last in the second run join the "pests". "Pests" are all players who crossed the edge of the treadmill.

After that, the next run takes place. The game continues until one person remains at the start, who is considered the winner.

During the game, it is necessary to ensure that the "pests" do not use force against other players.

1: From empty to empty

Two players stand on foot rocking chairs (bars) opposite each other. In each hand they have a mug: one empty, the other with water. In this position, everyone tries to pour water from his full mug into the mug of a friend. The one who spills the least water wins.

2: Nail in a bottle

For this competition you will need: 4 bottles with a thin neck, the same number of ropes and 4 nails. A nail is tied to each end of the rope. 4 people are selected from those who wish. Ropes with nails are tied to the belt of the participants from the back of the head. After that, the participants stand with their backs to the pre-arranged bottles. At the command of the head of the game, the participants must, without the help of hands, hit the bottle with a nail. The one who manages to hit the target first wins.

3: Inflate the balloon

For this contest you will need 8 balloons. 8 people are selected from the hall. They give out balloons. At the command of the host, the participants begin to inflate the balloons, but so that the balloon does not burst when inflated. The one who completes the task first wins.

The game is played on the sports ground, where there is a pit for jumping. A cord is stretched across the jump pit at a height of 30-40 cm. Every 20 cm from it, 10-15 zones are marked. Each zone is worth a certain number of points. Jumpers scatter and jump as far as possible. The winner is the participant (among girls and boys separately) who scores the most points in 6 attempts.

5: Ball in goal

In a wooden shield lined with plywood on both sides, semicircular gates of different widths are cut out. The shield is installed on a flat area. The players stand 2-3 meters from the shield and take turns rolling small rubber balls (tennis, hockey) into the goal. For each hit, the number of points indicated on the shield is counted. The one who scores more points wins. So that the balls do not roll far, it is desirable playground limit on the sides and behind the shield.

6: Do you know each other?

Several couples stand with their backs to each other. The leader asks questions. First, 1 child answers with a nod of the head, and 2 out loud. The pair that answers all the questions correctly wins.

7: Art competition

Blindfolded counselors draw a gift for their children. The leader whose gift looks more beautiful wins.

8: Asphalt Drawing Contest

Each participant of the competition is allocated crayons and a place on the pavement. Participants can be divided into teams of 2-3 people, drawing a common picture together. The winner is the team whose drawing, in the general opinion of the children, will look more beautiful.

9: Presentation of a favorite book

Participants talk about their favorite book in such a way that other participants and spectators want to read it. You have 3 minutes for the presentation. The maximum score is 5 points.

10: Poetry Competition

A few days before the competition, children are given a poem. Children must learn it by heart. The one who recites the verse the best wins.

11: Stick your nose

Draw a funny face (without a nose) on a large piece of paper, mold the nose separately from plasticine. Attach the sheet to the wall. Players move back a few steps. Blindfold them in turn, approach the portrait and try to stick their nose in place. The one who sticks the nose more accurately wins.

12: Draw a ponytail

For this game you will need a large sheet of paper, a pencil, a blindfold. First, the presenter draws with a pencil on a piece of paper some kind of animal (cat, dog, pig). Draws everything except the tail. One of the players is blindfolded. He should try to draw a blind ponytail. Then other players try to do it. The one with the most accurate drawing wins.

13: Pour the water

The game involves 2 people. You need to take 4 identical glasses and pour the same amount of water into 2 of them. Water can be colored watercolor paint so that it is clearly visible. And the other 2 glasses remain empty. At the signal of the leader, each player must pour water from a full glass into an empty one with a spoon. The winner will be the one who can fly the water the fastest.

14: Spoon Game

To play, you need 2 spoons and 2 round objects (painted wooden eggs, table tennis balls). 2 children take part in the game. At a distance of 7 - 8 m put a flag. Players are given a spoon each with an egg (or ball) in their hands. At the leader's signal, the players must run to the flag as quickly as possible and return back. If the ball falls, the contestant must quickly pick it up from the floor, put it back in the spoon and continue on their way. The ball cannot be held with the other hand. The one who reaches the finish line the fastest is the winner.

15: Chairs

To play, you will need two pot lids or a tambourine and chairs. Chairs should be placed in a circle with the seats in the center. They should be one less than the participants in the game. The children stand next to the chairs outside. In the hands of the leader is a tambourine or a lid. Following the leader’s signal, which announces the start of the game, the children begin to walk in a circle of chairs in a circle. Suddenly, the leader strikes the tambourine. At this signal, all participants rush to the chairs and sit down. Each time one of the players is left without a seat. He is out of the game. When the second round begins, one chair is removed. This continues until only one player remains. He becomes the winner.

16: Around the table

A table is placed in the middle of the room, freeing up space around it, and the players stand around it at the same distance from one another. The host puts chess pieces, checkers, dice or other identical items on the table. But they should be one less than the participants in the game. Following the leader's signal, everyone goes clockwise around the table without touching it. After 20 - 30 seconds, the leader gives a signal. Behind this team, everyone tries to take one of the items. Kamu alone will not get anything. This player is out of the game. Then one item is taken from the table and the players walk around the table again. The last child to take the object wins.

17: Get the Prize

The host hangs a small prize at eye level. Players need to approach and from a distance of 3 - 5 m blindfolded to break the prize. The one who does it first wins.

This is a traditional English game played during Halloween. To play, you need a bowl of water. A few apples are thrown into the basin. And then the players, holding their hands behind their backs, try to catch the apple with their teeth and pull it out of the water. Whoever succeeds is the winner.

19: Pull - push

In this competition, pairs compete in a 15-20 m run. Couples, holding hands, run, pressing their backs to one another. Having run to the finish line, they return to the start. It turns out that the player runs normally in one direction, and in reverse in the other. The pair that returns to the start first wins.

20: Night travels

The host says that the driver will have to drive at night without lighting, so the player is blindfolded. But first, the driver is introduced to the freeway made from sports skittles. Having handed the steering wheel to the driver, the leader offers to practice and drive so that not a single column is knocked down. The player is then blindfolded and led to the steering wheel. The host gives a command - a hint where to turn to the driver, warns about the danger. When the path has been passed, the leader unleashes the driver's eyes. Then the next participants in the game "go". The one who knocks down the pin the least wins.

21: Hitting the ball

The host puts a big ball on the ground. At a distance from him draws a line. The player approaches the ball, stands with his back to it, moves to the line and turns to face the ball. The leader blindfolds him. The blindfolded player must approach the ball and kick and kick it. Then the next players do the same.

22: On three legs

The facilitator determines the place of start and finish. Then all players are divided into pairs. In each pair, the right leg of one player and the left leg of the other are tied with a rope. At the signal of the leader, the couples run to the races. The pair that reaches the finish line first wins.

23: Who is faster

Children with jump ropes in their hands stand in a line on one side of the playground so as not to interfere with each other. In 15 - 20 steps, a line is drawn or a cord with flags is laid down. After the agreed signal, all the children simultaneously jump in the direction of the laid cord. The one who gets close to her first wins.

24: Guess the last word

Children are divided into two teams. The host reads out the sentences, and the players must guess the last word. The team with the most correct answers wins. 1. All the little gray mice run away from ... (cats) 2. The mouse ate potatoes and didn’t think about ... (cat) 3. I teach everyone the mind, but I myself always ... (silent) 4. This grass very angry ... (nettle) 5. We met in a green meadow ... (friends) 6. They washed their personals near the river two ... (chanterelles) 7. The animals took hold of their paws and dances began in ... (forest) 8. Drive up to the turn, here is the palace and there ... (gate) 9. In our city, none, for shopping ... (shop)

25: Competition for folk tales

Children are divided into two teams. The facilitator says the first words of the title folk tales, participants must say this name in full. The team with the most correct answers wins. 1. Ivan Tsarevich and gray ... (wolf) 2. Sister Alyonushka and brother ... (Ivan) 3. Finist - Clear ... (falcon) 4. Princess - ... (Toad) 5. Geese -. .. (Swans) 6. By pike ... (by command) 7. Frost ... (Ivanovich) 8. Snow White and seven ... (gnomes) 9. Horse - ... (Humpbacked)

26: Drag

2 teams line up one opposite the other, draw a line between them. Opposite players serve each other right hand and put your right foot on the line. On a signal from the leader, each player tries to drag the other over the boundary line. As soon as the player is left foot behind the boundary line, he loses, and his opponent gets a point. The team with the most points wins.

27: Roll up the ball

The players are divided into groups of 2 - 5 people. Each of them receives a task: during the set time (8 - 10 minutes) roll up a snowball as large as possible. The group that rolls up the largest snowball by the specified time wins.

28: Build a fortress

The players are distributed in groups of 3-5 people each. Groups receive a task: within 5 - 6 minutes. build a snow fort. All groups, at the signal of the leader, run to different sides platforms where it is easier for them to complete the task. The group that completes the task by the specified deadline wins.

29: Quick Threes

Players stand in a circle in threes - one after the other. The first numbers of each three join hands and an inner circle is formed. The second and third numbers, holding hands, form a large outer circle. On a signal, the guys standing in the inner circle run to the right with side steps, and those standing in the outer circle - to the left. On the second signal, the players release their hands and stand in their triples. Each time the circles move in the other direction. The players of the trio who gather faster get the winning point. The game is played 4 - 5 minutes. The trio with the most points wins.

30: Everyone against everyone

In this game, each player can measure his strength with all players. The site is divided into 6 equal playing fields, located one after the other. Before the start of the game, all players take their place on the same playing field. At the signal of the leader, each player tries to force (shoulder, torso, but not arms) the others to another playing field. Soon they are all there except for one. He no longer participates in the fight. Those who are pushed into the second square try to push each other to the third playing field, while they themselves remain on the second, and so on. By the end of the game, one player remains on each field. The player remaining on the first playing field takes first place, the second one takes second place, etc.

31: Change of Places

2 teams line up opposite each other on the court. At the command of the leader, the players of the team change places. The team that quickly lines up on the opposite side of the court wins.

32: Pioneerball

The players are divided into 2 teams and are built on 2 halves of the volleyball court in 2-3 rows. Each team receives two volleyballs. On a signal, the players try to throw the balls over the net to the opponent's side as quickly as possible. The transfer of balls continues until all the balls are on one side at the same time. The game is stopped and the team with the balls on their side loses the point. The game continues until one of the teams scores the set number of points (say, 10 - 20). The teams then switch sides and the game starts again. The team that wins two sets wins.

33: Dash for the ball

Children are divided into 2 teams, each is calculated in order and is built behind the start line. The leader with the ball in his hands is located opposite the teams 10 m from the start line. Throwing the ball forward, he calls any serial number. Named players run after the ball. Whoever has possession of the ball brings the team a point. The game continues until each participant has made 3 jerks. The team with the most points wins.

34: Sniper

At a height of 1 - 1.5 m from the floor, a ball (target) is suspended. Participants, located at a distance of 3 - 5 m from it, should hit it with a tennis Rubber) ball. Each participant is given 3-5 attempts. The most accurate wins.

35: Carry it, don't drop it

A crosspiece made of bars is attached to the end of a round shelf or pipe. At the ends of the bars, round stands with small indentations are attached, into which a ball is placed. A stick with crosses is inserted into a hole on a wooden stand. The player must take the stick with one hand, remove it from the stand, turn around its axis 2-3 times and reinsert the stick into the hole in the stand. All this must be done carefully so as not to drop a single ball.

36: Put on the ring

A board 2.5 - 3 m long is laid on the ground. Holes are drilled in it every 25 - 30 cm (there are 11 in total). A figurine (or pebble) carved from wood is inserted into the central hole. The players stand at opposite ends of the board at a distance of 1 m from it and take turns throwing rings, trying to put them on the figure. In the event of a hit, the player moves the figure one compartment closer to himself. The winner is the one who manages to rearrange the figure first in the extreme hole at his end of the board.

37: Fight in the squares

3 squares 3x3, 2x2, 1x1 m are drawn on the site. 4 players, close in height and strength, stand in a large square, and, having taken a position, on a signal, they begin to push each other out with their shoulders. 3 eliminated from the big square move to the middle one, and the winner stays in the big square. The fight continues in the middle square. 2 eliminated go to the small square, the winner remains in the middle. The fight ends in a small square when one leaves the square and the other remains the winner. The first winner (in the big square) gets 4 points, the second (on average) - 3, the third - 2, and the one who dropped out of the small square - 1. Then the next four enter the fight.

38: Around the hoop

Participants take turns directing the gymnastic hoop along a flat path with a strong movement of their hands. Then they try to catch up with him and have time to slip through him back and forth. Whoever does this more times is the winner.

Two hoops are placed in those steps one from the other. Two competitors strive to climb through the hoop more times within a minute, putting it on from top to bottom. The 2 fastest players compete against each other in the final.

40: Make the hoop spin

The hoop is taken with one hand and the movement of the fingers is made to rotate in place. The referee will time the spin from the start until the hoop falls. They compete alternately, and if there are 2 hoops - in pairs. Then the 2 best players meet in the final match.

41: Hoop Race

The players are divided into equal teams and lined up along the sidelines of the court. On the right flank of each team is a captain; he is wearing 10 gymnastic hoops. On a signal, the captain takes off the first hoop and passes it through himself from top to bottom or vice versa and passes it to the next player. At the same time, the captain takes off the second hoop and passes it on to his neighbor, who, having completed the task, passes the hoop on. Thus, each player, having passed a hoop to a neighbor, immediately receives a new hoop. The trailing player in the line puts on all the hoops. The team whose players complete the task faster gets the winning point. The team whose players win twice wins.