Thinking games for children. Which animals always sleep with their eyes open? Born twice, dies once. Who is this

Two “foreigners” are selected from the participants. All the rest are “customs officers”. The “customs officers” remain in the room, and the “foreigners” leave. The task of the former is to organize a conversation with “foreigners” in such a way as to find out which of them is transporting “prohibited goods”. Such a “good” can be, for example, “drugs”. Of course, all these are not real things, but game symbols. So, “baggage” can be two books with which “foreigners” approach the “customs officers” and have a conversation, and “drugs” can be a sheet of blank paper inserted into one of the books. “Customs officers” do not have the right to take these books in their hands and leaf through them. They must solve their problem based on their powers of observation and intuition.

While the “customs officers” are seated and preparing to receive “foreign guests,” those behind the door of the room come up with a legend: what country they came from, for what purpose, for what period their visit is planned, etc. The main task of the “foreign guests” is not to arouse the suspicion of the “customs officers” during the conversation and to tell a legend that will help distract the attention of the “customs officers” and prevent them from accepting the right decision. For example, a sentimental or action-packed story can distract the attention of “customs officers” for a long time.

During the course of the game, it gradually becomes clear that the very first actions of the “foreigners” often give them away: the one who is carrying “prohibited goods” is often either a little fussed or overly tense and tense. In most cases, the leader of the conversation is the one of the “guests” who is free from “smuggling.”

The conversation lasts until the “customs officers” decide which of the “foreigners” has the “prohibited goods” hidden. After the answer is expressed, the “foreigners” confess.

At the end of the game there is general discussion, in which the group analyzes which answers were correct and why. It is revealed by what signs “customs workers” determined which of the “foreigners” had the “prohibited goods” hidden.

Wizard and sorcerer

Tickets for the game are prepared according to the number of participants. The roles of “wizard” and “sorcerer” are marked on two tickets. Other tickets are empty. All tickets are rolled up so that the inscriptions are not visible and placed in a dark bag. Each participant chooses a ticket for himself, but does not show it to other players.

The participant playing the role of a “sorcerer” must “put” other players to sleep with his gaze. The “wizard” must find the “sorcerer”, and he can focus on two game moments. First, he identifies a “sorcerer” by his eyes. Secondly, other players, feeling the gaze of the “sorcerer,” say: “I fell asleep,” thereby showing the “wizard” who in the group plays the role of the “sorcerer.”

It should be borne in mind that the “sorcerer” can be found immediately, but may also remain undetected until the end of the game. It is not the result that matters, but the process of the game. Game exercise It is always lively and contributes not only to the development of intuition, but also to the improvement of the socio-psychological climate in the team.

Experience shows that it is optimal to repeat the game 4-5 times with a change of players playing the role of “wizard” and “sorcerer”. After each game act, a general discussion is organized: by what criteria did the “wizard” identify the “sorcerer”, and if he failed to do this, then why. Let the participants exchange impressions about the sensations they had when they felt the gaze of the “sorcerer”.

Supermarket

Three or four volunteers are selected from the group and leave the audience. The rest are offered the following task: “Imagine that you are a group of people planning to have a good rest in the coming days. You are not limited by any material framework, so you came to a magnificent supermarket to pick up everything you need for your future trip. But there is one condition: you buy only those goods that, for example, begin with the letter “s” (boots, soup, juice, diesel fuel, etc.), or are made of wood (book, pencil, stool, etc.), or are necessary for some specific activity (sports: dumbbells, ball, sneakers, etc.), that is, it is necessary to determine the criteria by which purchases will be called.It should be remembered that those who serve you do not know about the agreement. Their task is to understand, without your prompting, what type of goods you are going to purchase."

A group of "supermarket attendants" are then called in to serve unusual customers. Moreover, it is necessary to remember that “clients” should only respond affirmatively or negatively to the offer of goods. For example: “Dear customers, we offer you tents... No? Then maybe ice cream?.. Etc.”

The game develops the ability to analyze different channels of obtaining information (hearing, vision, etc.). The game is also attractive because all participants are involved in its process, and the solution is found by a small group of participants.

"I give you..."

The game involves two people. You can divide all participants into pairs or “limit” the rest to the role of attentive observers.

How to play: Two people, sitting opposite each other, can give the most unimaginable gifts within a few minutes. However, the following conditions are met:

At the beginning of each remark, gratitude must sound: “Thank you, Kolya (Nastya, Zhenya, etc.) for the gift...”;

Be sure to list all gifts already given and add a new one.

For example, after the fourth exchange of gifts, you can hear the following: “Thank you, Lena! I gave you a table, you gave me a flower, I gave you a broom, you gave me a dishwasher, I gave you an eternal holiday, you are a rejuvenating apple to me, I I gave you the Globe, you gave me a treasure island, and I give you..."

The organizer of the game needs to keep track of who is the first to make two failures in a row, who retains information better, who takes an unconventional route in search of gifts, etc.

The game, in addition to the information load, teaches not to be afraid of direct contact, the ability to improvise, concentration and goodwill.

Fairy tale in reverse

This game will be interesting to people of any age. The main “intrigue” here is that the tale is told from the end. Participants speak in a chain (the more participants, the longer the tale). The basic condition is the same as in the previous game, but here you first need to say something new and then repeat the previous lines.

The first participant says the usual final phrase of a fairy tale (for example: “And they lived happily and died on the same day”). The next one completes in two or three phrases the events that happened before: “And they played a magnificent wedding. Beautiful children were born to them. And they lived happily and died on the same day.” And so on until the plot of the tale reaches the last storyteller. The last participant gives the title to the tale and tells it from beginning to end.

Here it will be interesting to monitor whether the twists and turns of the plot are traditional or completely unusual, whether the logic of the “fairy tale in reverse” narrative is preserved, whether the plot of the fairy tale is supported by the intonations of the storytellers, whose plot twist is the most surprising, etc. As in previous games, you develop memory, the ability to concentrate and improvise, keep the thread of reasoning, and the ability to “complete” information.

Option: the fairy tale is told by the participants sequentially from beginning to end, one word at a time.

“And it’s not that it’s “yes”, and it’s not that it’s “no” ...”

The participants of the game form a circle. One of the participants leaves the room so that the rest can come up with the basis on which they will be divided in this game into those who say “yes” and those who say “no”. Then the person who left returns and asks the participants questions in such a way that they can answer “yes” or “no”. The answers may sound strange, sometimes clearly not true. The person asking the questions must find out what determines what answer depends on.

The answer may depend on the sitting position, for example, if the arms are crossed on the chest, then the person answers “no!” to any question, but in any other case the answer is always positive. The signal options for a particular signal can be very different: the legs of those sitting cross - parallel, boys - girls, pants - skirts, long hair - short, adults - children, etc.

The game develops observation, the ability to collect and analyze information, the ability to think abstractly and other qualities.

Historical figure

One of the participants in the game makes a wish for some famous historical figure. The rest of the participants ask him questions, finding out who was the mystery. The person who makes the order answers only “yes” or “no” to all questions. You can ask only 15 questions. If the historical figure is not guessed in 15 questions, then the group has lost.

Example: - Is this a woman?

Foreigner?

Did he live before the revolution of '17?

In Ancient Rus'?

Did he fight the Germans?

Is this Alexander Nevsky?

Options: Make a guess about someone from the group or from people whom all members of the group know. You can also wish for countries, cities, animals, plants, etc.

You swim with gloves

This simple game can be a lot of fun.

One of the participants thinks of a word (verb). Others try to guess it by asking questions in which they replace the unknown word with the verb “swim.” For example, the word "sleep". Players can try to guess it by asking the following questions: "Do you swim with gloves?", "Do you swim at night?" The player who thought of the word must answer briefly: “Yes,” “No,” “I don’t know,” “Sometimes.”

The player who guesses the word first wins. He also chooses a word for the next round.

Everyone thinks up the word together, and one player guesses it by asking questions with the verb “swim”. Since the latter does not know what word he is talking about, his questions can turn out to be very funny.

Cold - hot

A simple guessing game for two or more participants.

For example, if the game takes place in a car, then one player thinks of an object that is in the car, and for each answer option he says: “Cold!”, “Hot!” or "It's warm!" - depending on how close the guess is. For example, the first player thought of a "steering wheel". The second player asks, "Is that the back window?" The first one answers: “It’s cold!” If the second player asks: “Is this the radio?”, the second player answers: “It’s warm!”, since the radio is located not far from the steering wheel.

After the item is guessed, the second player makes a guess.

Participants in the game must complete the phrase by naming definitions starting with each subsequent letter of the alphabet.

The first participant begins with the phrase: “I love him (her) because he is neat.” The next one continues: “I love him (her) because he is incomparable.” The third player offers a definition starting with the letter "c", for example: "I love him (her) because he is great," etc. Anyone who fails to quickly find the right word or makes a mistake is eliminated from the game.

The last participant remaining in the game wins.

Wheels and legs

One by one, the participants of the game, starting with the letter “A” and strictly adhering to the order of the letters in the alphabet, name any vehicles. For example, a bus, chaise, bicycle, etc. If the player cannot remember the right word, he names an animal or object with legs. If this fails, he is eliminated from the game until the next round.

The last one to say the correct word wins.

This game requires a lot of attention and concentration. The presenter reads loudly any passage from this book, and reads slowly and clearly. The other players take turns listening to the text and must shout out "Oh!" when a word containing the letter "O" is pronounced. In case of a correct response, the player receives a point, in case of an error, he loses a point.

Initials

One of the participants asks any question that cannot be answered with a monosyllabic “Yes!” or not!". The other players take turns answering this question with two words starting with letters that match his initials. Only five seconds are given to answer. For example, to the question: “What is your favorite dish?” - Vera Selezneva can answer “Boiled elephant”, Zhenya Krylova - “Fried whale”, Sergey Oshchepkov - “Raw omelette”, Masha Bykova - “Wet bun”, and to the question “What will you wear to the discotheque?” - Dima Uzlov can answer “Wooden corner”, Katya Zubareva - “Chinese cufflink”, Vova Frolov - “Military uniform”, etc.

When all participants give an answer, the second player asks the question, etc. Anyone who cannot find the answer in five seconds is out of the game until the next round. Disputes that arise can be resolved by an adult judge.

"I went for a walk"

One of the participants chooses an object and begins the game with the words: “I went for a walk and took an umbrella and a dog with me,” etc. Thus, the sentence becomes longer and longer. Anyone who cannot correctly reproduce the previous phrase is eliminated from the game.

The last player remaining is the winner.

You can select words starting with a single letter or in alphabetical order, which will make the game much easier.

"I Met a Wolf"

Participants take turns naming an animal and a verb denoting some action with this animal. Both words must start with the same letter. For example: “I met a wolf”, “I danced with a tiger” or “I rode a crocodile”.

The success of the game depends on the ability of the participants to come up with funny phrases.

Participants name the types of transport they intend to use to get to a particular city. The name of the transport and the city must begin with the same letter, for example, “By cart to Tyumen”, “By scooter to Surgut”, “By moped to Moscow”, etc.

"Who am I?"

One of the participants closes his eyes, while the other writes on a piece of paper and shows the others the name good for everyone famous person(real or fictional character).

The piece of paper is hidden, after which the first player opens his eyes and asks: “Who am I?” Other participants describe the mysterious person. For example, if they chose Napoleon, the answers might be:

You are stocky and short.

You are a great military strategist.

You underestimated the strength of the Russian army.

After listening to each participant, the first player gets the opportunity to guess “his name” in three attempts. If he fails to do this, he is told the answer. The new name is then guessed by another player.

Answers with fiction

A game for three or more participants.

Players receive three small sheets of paper (no. 1, 2, 3).

On sheet No. 1, each participant writes a question (the more interesting the questions, the more exciting the game will be), and on sheet No. 2 - any word. All sheets No. 1 and No. 2 are folded in half so that the text is not visible, and mixed separately from each other. Then each player randomly takes one sheet of paper from the first and second pile and on sheet No. 3 writes the answer to the question that he got. The answer includes the word written on sheet #2. Answers must be creative and consist of one long sentence.

Sample questions (sheet No. 1):

1. Why do flies crawl on the ceiling?

2. Where is the coldest place in the world?

3. Who is the most influential person in the world?

4. When will the world end?

5. Why does your pen never write?

6. Why does the sandwich always fall butter side down?

7. When do squirrels start teaching their young to collect nuts?

Word options (sheet No. 2): Saturday, mustache, romantic, truck, fur hat, ducks, etc.

For example, to question No. 7, the player who gets the word “whiskers” can answer this way: “In the spring, when the squirrels’ whiskers become longer and they learn about it by seeing their reflection in the water, they understand that it’s time to teach their cubs to collect nuts for the winter".

Scout

One of the game participants leaves the room.

Those remaining in the room must agree on what specific information they would like to know from the participant who left the room: his date of birth, the name of his favorite movie, shoe size, apartment number, etc. This may also be information that they already have.

Then they call the participant (“scout”) who left the room and ask him various questions, trying to make him tell them the information they are interested in.

The task of the “scout” is to figure out what exactly they want to know from him and under no circumstances tell him this information.

guess the word

Participants in the game write various words or phrases on sheets of paper (about the size of a postcard) (so that others do not see what they are writing).

The presenter can prepare sheets with words or phrases in advance. It is necessary that the words be nouns in the nominative case (table, TV, person), and the phrases be a noun with an adjective denoting its quality (wooden table, new TV, cheerful person).

Then the sheets are attached to the backs of the participants (one sheet each), but so that the players do not see what is written on their backs.

The players' task is to move freely around the playing area and ask other participants questions in order to find out what is written on their backs. Answers to questions can only be monosyllabic: “Yes,” “No,” “I don’t know,” “It doesn’t matter.”

For example: The player has a piece of paper on his back with the word "clock".

1. This Living being? - No.

2. Is it man-made? - Yes.

3. Edible? - No.

4. Is this some kind of mechanism? - Yes.

5. Does his work involve the use of fuel? - No.

6. Is this a watch? - You guessed it!

The winner is the one who guessed the word or phrase first.

You can limit the range of words used, using, for example, only the names of professions or animals.

The game develops the ability to correctly formulate and ask questions, the ability to make logical conclusions, outlook, etc.

Among all logic games, games for developing ingenuity stand out. They help children show the speed of their individual thinking and develop logic. In addition, children who stand out and win these games can show their peers what they are capable of.

With the help of these games, children quickly switch from one activity to another (for example, from school), since games of this kind are exciting, interesting to them, and they can learn a lot of new things. Games are also ideal for stimulating sluggish and lazy children, making them think and express themselves through trial and error.

Thus, logic games for developing ingenuity are very useful for general development children.

"Guess whose voice it is"

A game for little ones. The players walk in a circle and say: “We have made the whole circle, let’s turn around at once,” - at the last words they turn around themselves and continue to walk in a circle with the words: “And how do we say - skok, skok, skok” (the words “skok, skok “, skok,” says one of the players by agreement or instruction of the leader), - everyone stops and ends the game with the words: “Guess whose voice?”

The presenter opens his eyes and guesses who said the words “skok, skok, skok.” If he does not guess correctly twice, he is replaced by the next player.

The more children participate in this game, the more difficult it is to guess who said “skok, skok, skok,” but, on the other hand, the more interesting the game itself is.

"Who came up"

This game is somewhat similar to the previous one and is also designed for children’s ingenuity and ability to guess. It is intended for children of younger and middle age.

All the kids form a circle. One of the players stands in the middle of the circle and closes his eyes (it is better to blindfold him with a scarf). One of the children, by agreement or at the direction of the counselor, quietly approaches the driver, lightly touches his shoulder and raises his voice, imitating an animal, or, changing his voice, calls the driver by name. Then he returns to his place. Everyone says: “Guess who came up?” And the presenter, opening his eyes, must answer the question correctly. If he guessed right, he changes places with the one who approached him. If he doesn’t guess right, he continues to drive.

"Chain of Words"

The players sit in a circle. One of the children says a word, his neighbor on the left must immediately say another word starting with the last letter of what was said, then the third says his word starting with the letter with which the previous one ended, for example: cabbage - aquarium - sea - Christmas tree – watermelon – beast, etc.

You cannot repeat previously spoken words. If a word ends in “ь” or “й”, then the next one must begin with the penultimate letter of the previous one. For example: beast - frame, etc.

If the player is late with the answer (for example, on a count of five) or names the word incorrectly, he is given a losing point, and the “chain of words” is continued by the next one.

You can also agree that the one who says a word out of turn, showing his impatience and desire to stand out, also receives a penalty point. The winner is the one who did not have a single penalty point.

The same game can be complicated if you agree to name words on a specific topic (for example, cities, rivers or names of plants, etc.).

"Ten Words"

The players sit around the table. Everyone has a pencil and a piece of paper. They agree on which letter the words will be written. They start writing on cue. When everyone has written 10 words, everyone reads out theirs. The one who writes all the words correctly and faster wins. You need to decide in advance whether to write any words or just nouns.

If teenagers are playing, you can cross out identical words while reading. Then the one who has the most uncrossed words wins.

"Make Words"

This is very famous game, more suitable for children school age starting around 5th grade. Each participant in the game needs a pen and paper. The presenter names or writes in large letters a word consisting of more than 7 letters (the longer the word, the better). Players need to compose other words from the letters in the word (and they can use one letter once: if there is one “o” in the key word, there should also be one “o” in the word, and if there are two “a” in the key word, there must be one “a” in the word) there can also be two “a”). The more words each player manages to write down in a certain amount of time, the better.

The most savvy and fastest wins. Priority is given to those players who used maximum amount letters of the keyword (long words were written down).

"Letter mixer"

The presenter writes a short word on a piece of paper in which the letters are rearranged. The guys have to guess what this word is. Whoever figures it out the fastest wins. At the end of the game, the total number of points for correct answers is calculated. Whoever has more of them wins.

"Missing Letters"

For young children you can arrange similar game. Just don’t rearrange the letters, but simply skip one or two letters in the word (depending on their number). Children must guess what the word is.

“How many names do you know?”

The presenter invites the children to say their full name one by one, taking a step forward with each name they name. The first calls male names, the second - female, the third again male, the fourth - female, etc. It is important that children do not

"Traffic light"

Develops ingenuity, attentiveness, speed of reaction in children and teaches them to react correctly to the colors of traffic lights.

The players line up in two lines, one opposite the other at a distance of 8-15 steps. The leader stands between the ranks on the side. In his hands he has two circles (on a stick): one is yellow, and the second is red on one side and green on the other - this is the “traffic light”.

The presenter reads poems by S. Mikhalkov to the children:

If the light turns red,

So, moving... (dangerous).

Green light says:

“Come on, the way... (open).”

Yellow light - warning -

Wait for the signal to... (move).

The words in brackets are pronounced by all the children in chorus, so this game is also fun and exciting.

Then the presenter shows the green circle of the traffic light. Seeing him, everyone starts marching in place. If the presenter shows a yellow circle, they clap their hands, and when they see a red circle, they stand motionless. Anyone who makes a mistake and performs a movement incorrectly takes a step forward and continues to play outside the general formation. All players must follow the signals. Whoever fails to do so means he made a mistake and must take a step forward. Even an attempt at an incorrect movement is considered an error. The presenter changes signals arbitrarily and at different paces.

The game lasts 5-8 minutes. Whoever remained standing in the end won. Guys who take a few steps forward are considered losers. This game can also be played as a team game.

Whichever team has the most children left in place at the end of the game wins.

“I won’t go astray” (“Past”)

The game is designed for high school students and adults.

Everyone stands in a circle. The presenter points to one of the players and says: “Let’s start!” On this command, the one pointed to by the leader begins counting. The count is carried out clockwise, the guys call the numbers in order, but agree in advance (or the presenter sets a condition) that instead of some numbers the players should say “I won’t get lost” or “Miss”.

What are these numbers? One of the primes and all the others that contain this prime number or multiples of it. For example, we chose the number 5. This means that the count is as follows: one, two, three, four, “by”, six, seven, eight, nine, “by”, eleven, twelve, thirteen, fourteen, “by” sixteen, seventeen, eighteen, nineteen, "by", etc.

Whoever makes a mistake, and the score must be kept quickly, is eliminated from the game, and the score starts over from the next player. After a new mistake, another player drops out, then another and another, until only one remains - he is the winner.

Playing with the number 5 is very simple. It’s better to start getting acquainted with the game from this number. But next time it’s better to choose a different number, say 3 or 7 - it’s more difficult to play with them, and participants will drop out of the game more often.

An example of counting for the number “3” is one, two, “past”, four, five, “past”, seven, eight, “past”, ten, eleven, “past”, “past”, fourteen, etc. When the count reaches thirty, you will have to repeat “past” ten times in a row, and only then – forty, forty-one, “past,” etc.

Game "3, 13, 30"

The players form a circle or line up (if there are less than 8-10 people playing). The leader stands in the center of the circle or in front of the middle of the formation. The conditions are negotiated that when the presenter names any of the numbers included in the name of the game, the children must perform a certain exercise. For example, the number 3 is named - everyone claps their hands, 13 - crouches, 30 - marches in place. You can agree on any other actions.

The host of the game calls these numbers not in order, but as he pleases, while also being cunning by stretching out the first syllables: “Three-and-eleven!”, “Three-and-eleven!”, “Three-and -and-and!” - and after finishing the word he makes another sign with his hand. At first they play slowly, then the tempo speeds up. Whoever makes a mistake and reacts incorrectly to the named number takes a step forward and continues the game outside the general system. If he makes a second mistake, he will take another step forward, and a third, another.

The winner of the game is the one who turns out to be the most attentive, savvy, quick and does not make a single mistake, remaining standing still, or makes fewer mistakes than others. The losers are the most absent-minded, those who are furthest out of action after making mistakes. It is advisable that new presenters be selected during repeated games.

"Don't forget your neighbor"

All players sit in a circle. A leader is selected and goes to the center of the circle. Next, he can approach any player and ask him a simple question, for example: “How are you feeling?”, “Do you like today’s weather?”, “Who is your best friend? etc. This question should be answered not by the one to whom the presenter addressed, but by his neighbor on the right. Whoever makes a mistake receives a penalty point or gives the presenter his forfeit - some personal item that belongs to him: a pen, comb, eraser, pin, etc.

At the end of the game, penalty points are calculated. Whoever has more is the loser; whoever has none is the winner of the game. If players are fined with forfeits, at the end the forfeits are played out - their owners must fulfill the wishes of the players: read a poem, sing a song, perform a dance, crow, etc.

"Do not rush!"

The leader is selected. The remaining players form a semicircle. The presenter, standing opposite the guys, makes a variety of movements with his arms, head, body, and legs. The players must repeat all his movements, but with a delay of one count, that is, the players perform the first movement when the leader is already showing the second, the second movement when he shows the third, etc. The one who made the mistake moves back one step and continues to play out of order. As a result, the players who remain in place are considered the winners, and the losers are those who retreated the farthest back. You can put the players in a line, and the leader can stand in front of it, stepping back 5-8 steps from it.

"Question answer"

All players sit in a circle - two on each chair. Everyone takes turns calling a letter of the alphabet: the first is “a”, the second is “b”, the third is “c”, etc. Everyone must remember their letter. The presenter is selected in advance (it is better if it is one of the adults at first). He turns to one of the players sitting in a pair with the question: “Are you happy with your neighbor?” The neighbor may answer: “No!” or yes!". And to the question “Why?” he must answer: “Because he...”, and continue so that one of the words in one or another answer begins with his letter. For example: “...he likes watermelons” (“a”), or “...he is a very good runner” (“b”), etc.

Those who made a mistake, that is, indicated the reasons with words starting with the wrong letter, pay a forfeit. As a result, forfeits are played out.

"Playing forfeits"

Playing forfeits can be the final stage of any other game. This well-known and beloved fun is also designed for ingenuity.

Forfeits are small objects (pencils, pens, pebbles, etc.) that are given away by a player who has broken a rule.

Forfeits are played like this: one of the guys is blindfolded, and forfeit objects are placed in a hat, basket, or bag. Then, taking out forfeits one by one, they invite the blindfolded player to tell what to do to the one whose forfeit is. Tasks should be given that are aimed at demonstrating ingenuity.

For example, depict an animal so that everyone can guess what the player meant, etc.

“Where is the wand?”

This game involves at least eight people divided into two teams. Take two smooth sticks. One of them is marked with paint (a bright sticker).

Two teams sit opposite each other at a distance of a meter. The captain of one of the teams has the chopsticks. He moves his hands behind his back and changes sticks in them. Then he stretches his hands forward, and the player opposite must guess (realize) which hand the marked stick is in. Only one team member can guess at a time. If he guesses correctly, the team gets a point, he receives sticks and enters the game as the leader. If he makes a mistake, the hiding team gets a point and the right to hide the sticks again. In this order, the roles of the teams change. Within teams, the role of hiding and guessing goes to a different player each time. The team that scores 15 points first wins.

Discover an excellent collection of puzzles for every taste, capable of challenging your logic in original ways. Test your intelligence and other personal skills with your favorite game of wit. To select a logic game, use one of two lists. The general catalog will allow you to view all available puzzles and monitor updated content, while the “most viewed games” will provide the opportunity to share popular flash drives with hundreds of other visitors.


If you are a beginner, we recommend starting with simpler games and then moving on to more complex ones. You will probably be interested in it, which has all the genre features. Any representative of the section will allow you not only to have a good time doing an interesting activity, but also to develop logical thinking. A detailed description will allow you to find out what the game is about, how complex it is and what is so special about it.

Unlike the preview, the detailed description of the logic game contains comprehensive information about the gameplay. It also includes controls, which are not always clearly expressed, as in most arcades or shooters on our portal.


I'm going abroad

Number of players – from 6 people or more. The presenter acts as a customs officer. The players’ task is to “smuggle” some item abroad. And the essence of the game is that the player passes customs if he says a word starting with the first letter of his name. Players must guess what the customs officer's decision criteria are. Example: the first participant, Olga, says: “I’m going abroad and taking a swimsuit with me.” The customs officer replies: “I’m not letting you through,” then the next player tries to go through customs, and so on in a circle. Players name items until the customs officer gives the go-ahead, i.e. won’t say “I’m letting you in!”

A variant of this game: the host comes up with any rule according to which he will “let” players through: either objects must begin with the player’s last name, or they must be of a certain color (for example, red), or they must be: fruits, hygiene items, outerwear, etc.

I take it with me on a hike...

Number of players – from 6 people or more. The presenter announces that he is going on a hike and would like to take those present with him. They can name any items that they think might be useful to them on the hike. The presenter must decide whether he takes this person with him or not. When moving from one player to another, it is necessary to transfer an object, for example, a match or a lighter. The host starts the game and says: “I’m going on a hike and taking a tent with me.” Then he passes the match (lighter) to the next player with the words: “Sergey, please take it” - this phrase and is key, because a mandatory condition of the game is to address your neighbor by name and, when passing an object, say the word “please,” and the choice of object has absolutely no meaning. The players are not aware of this condition, since the presenter, naturally, does not report this. The players must guess for themselves what criteria the selection is based on. If Sergey says: “I’m taking a knife with me on a hike” and simply passes the match (lighter) to the next person, the leader replies: “Sergey, I’m not taking you on a hike with me.” And so on in a circle. Gradually the players figure out what needs to be done. The fun continues until the slowest player remains. Before the game starts, the host asks those who know this game or have guessed it not to reveal its essence.

Games for attention and intelligence for children on the children's website Your Child.ru!

Customs

Two “foreigners” are selected from the participants. All the rest are “customs officers”. The “customs officers” remain in the room, and the “foreigners” leave. The task of the former is to organize a conversation with “foreigners” in such a way as to find out which of them is transporting “prohibited goods”. Such a “good” can be, for example, “drugs”. Of course, all these are not real things, but game symbols. So, “baggage” can be two books with which “foreigners” approach the “customs officers” and have a conversation, and “drugs” can be a sheet of blank paper inserted into one of the books. “Customs officers” do not have the right to take these books in their hands and leaf through them. They must solve their problem based on their powers of observation and intuition.

While the “customs officers” are seated and preparing to receive “foreign guests,” those behind the door of the room come up with a legend: what country they came from, for what purpose, for what period their visit is planned, etc. The main task of the “foreign guests” is not to arouse the suspicion of the “customs officers” during the conversation and to tell a legend that will help distract the attention of the “customs officers” and prevent them from making the right decision. For example, a sentimental or action-packed story can distract the attention of “customs officers” for a long time.

During the course of the game, it gradually becomes clear that the very first actions of the “foreigners” often give them away: the one who is carrying “prohibited goods” is often either a little fussed or overly tense and tense. In most cases, the leader of the conversation is the one of the “guests” who is free from “smuggling.”

The conversation lasts until the “customs officers” decide which of the “foreigners” has the “prohibited goods” hidden. After the answer is expressed, the “foreigners” confess.

At the end of the game, there is a general discussion in which the group analyzes which answers were correct and why. It is revealed by what signs “customs workers” determined which of the “foreigners” had the “prohibited goods” hidden.

Wizard and sorcerer

Tickets for the game are prepared according to the number of participants. The roles of “wizard” and “sorcerer” are marked on two tickets. Other tickets are empty. All tickets are rolled up so that the inscriptions are not visible and placed in a dark bag. Each participant chooses a ticket for himself, but does not show it to other players.

The participant playing the role of a “sorcerer” must “put” other players to sleep with his gaze. The “wizard” must find the “sorcerer”, and he can focus on two game moments. First, he identifies a “sorcerer” by his eyes. Secondly, other players, feeling the gaze of the “sorcerer,” say: “I fell asleep,” thereby showing the “wizard” who in the group plays the role of the “sorcerer.”

It should be borne in mind that the “sorcerer” can be found immediately, but may also remain undetected until the end of the game. It is not the result that matters, but the process of the game. The game exercise is always lively and contributes not only to the development of intuition, but also to the improvement of the socio-psychological climate in the team.

Experience shows that it is optimal to repeat the game 4-5 times with a change of players playing the role of “wizard” and “sorcerer”. After each game act, a general discussion is organized: by what criteria did the “wizard” identify the “sorcerer”, and if he failed to do this, then why. Let the participants exchange impressions about the sensations they had when they felt the gaze of the “sorcerer”.

Supermarket

Three or four volunteers are selected from the group and leave the audience. The rest are offered the following task: “Imagine that you are a group of people planning to have a good rest in the coming days. You are not limited by any material framework, so you came to a magnificent supermarket to pick up everything you need for your future trip. But there is one condition: you buy only those goods that, for example, begin with the letter “s” (boots, soup, juice, diesel fuel, etc.), or are made of wood (book, pencil, stool, etc.), or are necessary for some specific activity (sports: dumbbells, ball, sneakers, etc.), that is, it is necessary to determine the criteria by which purchases will be called.It should be remembered that those who serve you do not know about the agreement. Their task is to understand, without your prompting, what type of goods you are going to purchase."

A group of "supermarket attendants" are then called in to serve unusual customers. Moreover, it is necessary to remember that “clients” should only respond affirmatively or negatively to the offer of goods. For example: “Dear customers, we offer you tents... No? Then maybe ice cream?.. Etc.”

The game develops the ability to analyze different channels of obtaining information (hearing, vision, etc.). The game is also attractive because all participants are involved in its process, and the solution is found by a small group of participants.

"I give you..."

The game involves two people. You can divide all participants into pairs or “limit” the rest to the role of attentive observers.

How to play: Two people, sitting opposite each other, can give the most unimaginable gifts within a few minutes. However, the following conditions are met:

At the beginning of each remark, gratitude must sound: “Thank you, Kolya (Nastya, Zhenya, etc.) for the gift...”;

Be sure to list all gifts already given and add a new one.

For example, after the fourth exchange of gifts, you can hear the following: “Thank you, Lena! I gave you a table, you gave me a flower, I gave you a broom, you gave me a dishwasher, I gave you an eternal holiday, you are a rejuvenating apple to me, I I gave you the Globe, you gave me a treasure island, and I give you..."

The organizer of the game needs to keep track of who is the first to make two failures in a row, who retains information better, who takes an unconventional route in search of gifts, etc.

The game, in addition to the information load, teaches not to be afraid of direct contact, the ability to improvise, concentration and goodwill.

Fairy tale in reverse

This game will be interesting to people of any age. The main “intrigue” here is that the tale is told from the end. Participants speak in a chain (the more participants, the longer the tale). The basic condition is the same as in the previous game, but here you first need to say something new and then repeat the previous lines.

The first participant says the usual final phrase of a fairy tale (for example: “And they lived happily and died on the same day”). The next one completes in two or three phrases the events that happened before: “And they played a magnificent wedding. Beautiful children were born to them. And they lived happily and died on the same day.” And so on until the plot of the tale reaches the last storyteller. The last participant gives the title to the tale and tells it from beginning to end.

Here it will be interesting to monitor whether the twists and turns of the plot are traditional or completely unusual, whether the logic of the “fairy tale in reverse” narrative is preserved, whether the plot of the fairy tale is supported by the intonations of the storytellers, whose plot twist is the most surprising, etc. As in previous games, you develop memory, the ability to concentrate and improvise, keep the thread of reasoning, and the ability to “complete” information.

Option: the fairy tale is told by the participants sequentially from beginning to end, one word at a time.

“And it’s not that it’s “yes”, and it’s not that it’s “no” ...”

The participants of the game form a circle. One of the participants leaves the room so that the rest can come up with the basis on which they will be divided in this game into those who say “yes” and those who say “no”. Then the person who left returns and asks the participants questions in such a way that they can answer “yes” or “no”. The answers may sound strange, sometimes clearly not true. The person asking the questions must find out what determines what answer depends on.

The answer may depend on the sitting position, for example, if the arms are crossed on the chest, then the person answers “no!” to any question, but in any other case the answer is always positive. The signal options for a particular signal can be very different: the legs of those sitting cross - parallel, boys - girls, pants - skirts, long hair - short, adults - children, etc.

The game develops observation, the ability to collect and analyze information, the ability to think abstractly and other qualities.

Historical figure

One of the participants in the game makes a wish for some famous historical figure. The rest of the participants ask him questions, finding out who was the mystery. The person who makes the order answers only “yes” or “no” to all questions. You can ask only 15 questions. If the historical figure is not guessed in 15 questions, then the group has lost.

Example: - Is this a woman?

Foreigner?

Did he live before the revolution of '17?

In Ancient Rus'?

Did he fight the Germans?

Is this Alexander Nevsky?

Options: Make a guess about someone from the group or from people whom all members of the group know. You can also wish for countries, cities, animals, plants, etc.

You swim with gloves

This simple game can be a lot of fun.

One of the participants thinks of a word (verb). Others try to guess it by asking questions in which they replace the unknown word with the verb “swim.” For example, the word "sleep". Players can try to guess it by asking the following questions: "Do you swim with gloves?", "Do you swim at night?" The player who thought of the word must answer briefly: “Yes,” “No,” “I don’t know,” “Sometimes.”

The player who guesses the word first wins. He also chooses a word for the next round.

Everyone thinks up the word together, and one player guesses it by asking questions with the verb “swim”. Since the latter does not know what word he is talking about, his questions can turn out to be very funny.

Cold - hot

A simple guessing game for two or more participants.

For example, if the game takes place in a car, then one player thinks of an object that is in the car, and for each answer option he says: “Cold!”, “Hot!” or "It's warm!" - depending on how close the guess is. For example, the first player thought of a "steering wheel". The second player asks, "Is that the back window?" The first one answers: “It’s cold!” If the second player asks: “Is this the radio?”, the second player answers: “It’s warm!”, since the radio is located not far from the steering wheel.

After the item is guessed, the second player makes a guess.

Participants in the game must complete the phrase by naming definitions starting with each subsequent letter of the alphabet.

The first participant begins with the phrase: “I love him (her) because he is neat.” The next one continues: “I love him (her) because he is incomparable.” The third player offers a definition starting with the letter "c", for example: "I love him (her) because he is great," etc. Anyone who fails to quickly find the right word or makes a mistake is eliminated from the game.

The last participant remaining in the game wins.

Wheels and legs

One by one, the participants of the game, starting with the letter “A” and strictly adhering to the order of the letters in the alphabet, name any vehicles. For example, a bus, chaise, bicycle, etc. If the player cannot remember the right word, he names an animal or object with legs. If this fails, he is eliminated from the game until the next round.

The last one to say the correct word wins.

This game requires a lot of attention and concentration. The presenter reads loudly any passage from this book, and reads slowly and clearly. The other players take turns listening to the text and must shout out "Oh!" when a word containing the letter "O" is pronounced. In case of a correct response, the player receives a point, in case of an error, he loses a point.

Initials

One of the participants asks any question that cannot be answered with a monosyllabic “Yes!” or not!". The other players take turns answering this question with two words starting with letters that match his initials. Only five seconds are given to answer. For example, to the question: “What is your favorite dish?” - Vera Selezneva can answer “Boiled elephant”, Zhenya Krylova - “Fried whale”, Sergey Oshchepkov - “Raw omelette”, Masha Bykova - “Wet bun”, and to the question “What will you wear to the discotheque?” - Dima Uzlov can answer “Wooden corner”, Katya Zubareva - “Chinese cufflink”, Vova Frolov - “Military uniform”, etc.

When all participants give an answer, the second player asks the question, etc. Anyone who cannot find the answer in five seconds is out of the game until the next round. Disputes that arise can be resolved by an adult judge.

"I went for a walk"

One of the participants chooses an object and begins the game with the words: “I went for a walk and took an umbrella and a dog with me,” etc. Thus, the sentence becomes longer and longer. Anyone who cannot correctly reproduce the previous phrase is eliminated from the game.

The last player remaining is the winner.

You can select words starting with a single letter or in alphabetical order, which will make the game much easier.

"I Met a Wolf"

Participants take turns naming an animal and a verb denoting some action with this animal. Both words must start with the same letter. For example: “I met a wolf”, “I danced with a tiger” or “I rode a crocodile”.

The success of the game depends on the ability of the participants to come up with funny phrases.

Participants name the types of transport they intend to use to get to a particular city. The name of the transport and the city must begin with the same letter, for example, “By cart to Tyumen”, “By scooter to Surgut”, “By moped to Moscow”, etc.

"Who am I?"

One of the participants closes his eyes, while the other writes on a piece of paper and shows the others the name of a well-known person (real or a character in a work of fiction).

The piece of paper is hidden, after which the first player opens his eyes and asks: “Who am I?” Other participants describe the mysterious person. For example, if they chose Napoleon, the answers might be:

You are stocky and short.

You are a great military strategist.

You underestimated the strength of the Russian army.

After listening to each participant, the first player gets the opportunity to guess “his name” in three attempts. If he fails to do this, he is told the answer. The new name is then guessed by another player.

Answers with fiction

A game for three or more participants.

Players receive three small sheets of paper (no. 1, 2, 3).

On sheet No. 1, each participant writes a question (the more interesting the questions, the more exciting the game will be), and on sheet No. 2 - any word. All sheets No. 1 and No. 2 are folded in half so that the text is not visible, and mixed separately from each other. Then each player randomly takes one sheet of paper from the first and second pile and on sheet No. 3 writes the answer to the question that he got. The answer includes the word written on sheet #2. Answers must be creative and consist of one long sentence.

Sample questions (sheet No. 1):

1. Why do flies crawl on the ceiling?

2. Where is the coldest place in the world?

3. Who is the most influential person in the world?

4. When will the world end?

5. Why does your pen never write?

6. Why does the sandwich always fall butter side down?

7. When do squirrels start teaching their young to collect nuts?

Word options (sheet No. 2): Saturday, mustache, romantic, truck, fur hat, ducks, etc.

For example, to question No. 7, the player who gets the word “whiskers” can answer this way: “In the spring, when the squirrels’ whiskers become longer and they learn about it by seeing their reflection in the water, they understand that it’s time to teach their cubs to collect nuts for the winter".

Scout

One of the game participants leaves the room.

Those remaining in the room must agree on what specific information they would like to know from the participant who left the room: his date of birth, the name of his favorite movie, shoe size, apartment number, etc. This may also be information that they already have.

Then they call the participant (“scout”) who left the room and ask him various questions, trying to make him tell them the information they are interested in.

The task of the “scout” is to figure out what exactly they want to know from him and under no circumstances tell him this information.

guess the word

Participants in the game write various words or phrases on sheets of paper (about the size of a postcard) (so that others do not see what they are writing).

The presenter can prepare sheets with words or phrases in advance. It is necessary that the words be nouns in the nominative case (table, TV, person), and the phrases be a noun with an adjective denoting its quality (wooden table, new TV, cheerful person).

Then the sheets are attached to the backs of the participants (one sheet each), but so that the players do not see what is written on their backs.

The players' task is to move freely around the playing area and ask other participants questions in order to find out what is written on their backs. Answers to questions can only be monosyllabic: “Yes,” “No,” “I don’t know,” “It doesn’t matter.”

For example: The player has a piece of paper on his back with the word "clock".

1. Is this a living creature? - No.

2. Is it man-made? - Yes.

3. Edible? - No.

4. Is this some kind of mechanism? - Yes.

5. Does his work involve the use of fuel? - No.

6. Is this a watch? - You guessed it!

The winner is the one who guessed the word or phrase first.

You can limit the range of words used, using, for example, only the names of professions or animals.

The game develops the ability to correctly formulate and ask questions, the ability to make logical conclusions, outlook, etc.

Kudashov G.N., Deputy Director for Scientific and Methodological Work of the State Autonomous Institution "Regional Center for Additional Education of Children and Youth", teacher at Tyumen State University, head of the youth social and creative association "Iskra", Candidate of Pedagogical Sciences.



Indian Solitaire