How to entertain a large company is a question that frequently comes up when we go to visit or receive guests. Thankfully, a lot of games can be played without the need for any extra props, like chips, dice, or costumes. Simply begin to play!
- "Deaf Telephone"
- With associations
- With pictures
- “Crocodile”
- Pantomime
- Word game
- "I never"
- "I am a hero"
- "Mafia"
- Burime
- Poem – line by line
- "Nonsense"
- Simple "Nonsense"
- Video on the topic
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"Deaf Telephone"
Possibly the most well-known "parlor game" involves the leader whispering a carefully considered word or phrase—the more complicated, the better—to the first player after writing it down on paper. He went to the second in turn, and so forth. The thought-up word might change into something wholly unexpected and paradoxical by the final player. It’s amusing to track the evolution of changes as each participant reports the precise words he heard.
Different iterations of the game
With associations
Playing "deaf telephone" with associations is a lot of fun. In this instance, the player shares his associations with the word rather than the actual word he heard. For instance, the chain might have the following components: "bear, honey, milk, cow, village, grandmother." The outcome will be more hilarious the less you restrict your imagination!
With pictures
The first player is shown a simple picture by the leader. Using his hands, he "draws" it on the subsequent participant’s back. Thus, the drawing is "passed" along the chain one by one until it is drawn on paper by the final participant. Comparing something to the original can be hilarious!
“Crocodile”
This name is used for a number of very distinct games. A few are word games with an unusual twist, while others are pantomime based. We will discuss the most well-known "crocodiles" with you.
Different iterations of the game
Pantomime
There are two teams of players. Team #1 invents a word or phrase (abstract concepts like “universe” or “perfection” are particularly popular, but it’s best to stick to bunnies and cats when playing with small children). The player of team #2 who is chosen receives this word. In an attempt to get his teammates to guess the meaning of the guessed word, he attempts to portray it through pantomime.
In the event that there are insufficient players to form teams, you can set up a solo game where each player writes a word that they will illustrate and sets it aside without revealing it to the other players. Once the word is guessed or all players give up, the note is read. The winner is the person who guesses the most words!
Word game
The host of the game comes up with a word, but she keeps it to herself. He then breaks it down into syllables, choosing a key word that starts with each syllable.
Take the word "flood," for instance. It sounds like this: na-vod-ne-ni-e. We identify the following key words: EDINOST, NArod, VIDitel, NENASTYE, and NISHITA. An associative series is created for every key word (e.g., "people, much, silent" for the word narod). The players are then given the set of associations (you can guess individually or in multiple teams).
The guessers, on the other hand, have to carry out a sequence of inverted tasks: identify the crucial terms based on the associative series, take out their initial syllables, and then construct the desired word.
"I never"
The game is especially good in new companies, since it allows players to get to know each other better. At the beginning of the game, each player gives out several identical items (matches, toothpicks, caramelk). Then the players take turns taking some facts about themselves, starting with the words “I never …” (… I didn’t drive a round dance, I have never celebrated the New Year on an airplane, did not sing in karaoke, did not eat buns with poppy seeds …). Those who happened to these wonderful events give the player one match (toothpick, candy) to the player. The winner is the one who collects the most "comforting prizes".
The game is more difficult than it first appears. You will need to find odd facts in your biography in order to win. After all, nobody will probably comfort you if I say, "I have never flown into space."
"I am a hero"
After the main characters enjoyed themselves in one of the Sherlock Sherlock Sherlock series, the game got a second wind.
The rules are very simple: each player thinks of a famous person (by agreement, you can expand the scope and think of objects, plants, animals …), writes the name of the thought-of character on a piece of paper and attaches it to the forehead of another player. You can play "I am a hero" even with two people, but you can also play it with a larger group (then the players exchange tasks in a circle). When all the pieces of paper are glued, everyone except the one with the piece of paper on their forehead can see the name of the hidden character. Now your task is to figure out which character you got. The others can only answer your questions with "yes" or "no", as soon as the answer is "no", the turn goes to another player.
"Mafia"
The game was created and became well-known in the middle of the 1980s, and young people and student organizations still play it a lot today. It is ideal for eight to ten players.
Selecting a leader is the first thing you must do; there is no way to proceed without him. He deals the cards to the players "in the dark," meaning that none of them know what the other player received. Those holding red cards are referred to as "honest citizens," those wearing black suits as "mafia," and the person holding the ace of hearts as "commissar." Of course, you can write "h," "m," and "k" on any scrap of paper and get by without cards. It is suggested that there should be roughly twice as many "mafiosi" as "honest citizens."
"Night has come, honest citizens fall asleep, the mafia rules the city," the host then orders. Following this, the group of common people keeps their eyes closed while the mafiosi discover who is on their side. Subsequently, the "mafia" nods off at the host’s command, and the host greets the commissioner. Important: Nobody can reveal their card until the game is over! Everyone is free to say whatever they want, of course.
The game is then split into cycles of "day" and "night."All of the players debate who among them might be a mafia member during the "day" and "execute" (lynch, imprison) a player. His card is revealed, and he is out of the game.
The mafia approves of gestures made at night to "kill" an honest citizen. When the host makes their announcement in the morning, this player is also out and his card is revealed.
The host can be asked about one of the players’ status by the commissar using gestures "at night," when the mafia and law-abiding citizens are both asleep.
When all the mafiosi are put to death or all the law-abiding citizens are slain, the game is over.
Burime
A game for the artistically inclined! The game’s host provides a list of rhymes—the less conventional, the better—and requires the other participants to use these rhymes to create a humorous poem.
Variations of the game
Poem – line by line
It can be too hard to choose rhymes and write poems, which makes them boring for kids. You can play a streamlined version of burime in this situation. The host reads the first line of the poem that will be read later, and the other players take turns adding lines to it.
"Nonsense"
The game can also be played in prose, for those who have no affinity for poetry! You must write the first line on a piece of paper and pass it to another player in order to accomplish this. He writes another line and folds the paper so that the final word is the only thing that is visible. As one by one, the participants complete their stories, and all that’s left to see is the final line. The entire epic is then read aloud.
Simple "Nonsense"
Everyone knows a very basic version of "Nonsense" from school. In order to avoid confusion, you can write the questions on a sheet of paper beforehand. Each player takes turns writing down one word on paper in response to the questions "who does what, where, when, and how." Each player folds the sheet after writing their response so that the subsequent player is unaware of the prior responses. The paper is unfolded and read aloud at the conclusion.
Author: Antonina Rybakova
The most enjoyable games for kids are those that foster creativity, problem-solving, and social engagement—all while assisting in the development of critical life skills. Whether playing board games, going outside, or engaging in imaginative play, it’s important to pick activities that encourage mental and physical development in addition to engagement. Collaborative and conversation-based games can strengthen family ties and impart important life lessons in a lighthearted manner.
Concerning kids aged 4 to 7, about kids aged 7 to 10, about a kid and parents Additional pieces written by the writer