Games for ingenuity and dexterity. How do day and night end? What can be seen with closed eyes

As a rule, these games for quick wits or "It's time to think" are sedentary, but they perfectly develop wit and attentiveness. On days with bad weather, gatherings around the summer camp are suitable.

One of the players conceives something, writes down what he has conceived (so that no one can see) and then asks the others in turn what it is like. After listening to everyone, he shows his tape. The fun begins: everyone must defend their hypothesis.
For example, one said that what he had conceived looked like a cucumber, the second believes that it resembles a door, the third is sure that it has a resemblance to the moon, the fourth chose a semicolon for comparison ...
The entry is presented: "book". Get to work, imagination!
- As there are many seeds in a cucumber, so in the book there are many letters ...
- The door ... The door can be opened, you can also open the book!
- The moon dispels the darkness, illuminates our path. So is the book.
- Semicolon ... Long silence, no answer. You have to pay a fant for a bad guess.

Hidden words

The one who got to guess by lot leaves the room for a while, while all the others agree on what word to guess. Then he comes back and starts asking questions one by one; they can be anything; the number of questions should be agreed in advance. The one who was asked must answer quickly and at the same time be sure to use the hidden word in the answer.
It is clear that the respondents are trying to hide this word better, so that it does not stand out from others. By the way, this is not so easy - sometimes you involuntarily put a special emphasis on a conceived word, or, on the contrary, pronounce it in a tongue twister, as if swallowing it, or stumble for a moment before pronouncing it. But even if no one makes noticeable mistakes, the guessing person still has the opportunity to cope with his task: if he is able to keep several answers in his memory at once, then, comparing them, he can see that a certain word is repeated everywhere.
The simplest words are guessed, those that can naturally sound in any phrase: yes, no, this, that, so, but, me, you, we.
For example, the word “this” is conceived.
- Did you come up with a difficult task for me?
- Well, you will see it yourself when you guess.
- Do you like going to the movies?
- Yes, everyone loves it, not only me.
- Will “Spartak” become the champion?
- I somehow don’t believe in it ...
Etc.
Sometimes the guessing one quickly finds the hidden word - then the one on whom this word is guessed takes his place, and besides, the fant pays. The same is done in that case. If someone, answering, makes a mistake and does not insert the right word into his answer, then the rest must intervene and stop the game.
But sometimes the guesser still fails to find the word for the prescribed number of "moves" (or he guesses it incorrectly) - then the fant has to be paid to him, and the new guesser is appointed again by lot.

Why? Where? When?

In this game, words are also thoughtful. But special words are homonyms, that is, those whose meanings are different, but the sound is the same; well known to all - scythe, bow, leaf. The guesser asks everyone first this question: "Why do you love him?" Everyone answers in turn. Then everyone is asked a second question: "Where do you love him?" And finally the third: "when do you love him?" if a feminine word is conceived, one must immediately tell the guessing person about it, so that he would ask not about him, but about her. Answering the questions, everyone can have in mind any of the meanings of the homonymous words. Let's say they conceived the word "bow".
- Why do you love him?
- Because he's useful.
- Because it is interesting to play with him
- Because many legends have been invented about him
- Because he's so green ...
- Where do you love him?
- In the garden
- On a Sportsground
- In fried mushrooms
- In the forest where we play Indians
- When do you love him?
- Summer
- And I in winter
- When he is flexible
- When he circles
The answers must be truthful and at the same time not too transparent. The respondents have to show resourcefulness and some imagination, and the questioner has to be quick-witted. Forfeits are paid and a new guesser is appointed in the same way as in the game with hidden words.

"Yes" and "No" - Speak!

The one who will guess, leaves the room, the rest guess either the name of some well-known object, or the name of a famous person. Returning, the guesser suggests questions, to which the answer will be only yes or no.
This is how Pushkin is conceived. In order to quickly guess what is planned, it is important to ask questions skillfully.
- The name of the place? Not
- Human? Yes
"Is he still alive?" Not
- A painter? Not
Etc.
- Pushkin? Yes.
Then comes to guess the one to whom the last question was asked. If someone got lost and answered no instead of yes, then he immediately replaces the guesser. You can play team for team, with penalty points. The guesser can ask no more than 20 questions. If he fits into fewer questions, then the one who guessed is given penalty points. If the proponent cannot answer yes or no, but says I don’t know, he also gets a penalty point. Incorrect information is punishable by a fine of 10 points.
1. Is the item alive? Not
2. was he alive? Not
3. is it made by humans? Yes
4.Is it from different materials? Not
5.Made of metal? Not
6. made of wood? Not
7. made of plastic? Not
8.fabric? Not
9. made of paper? Not
10. made of glass? Yes
11. Is this a cookware? Not
12.sheet glass? Not
13. is it part of an item? Yes
14.Is it a lampshade? Not
15. Is this glass from glasses? Not
16.watch glass? Yes
The participant who made the guess gets 4 penalty points (the opponent met 16 questions, but could have asked 20)
1. Is the item alive? Yes
2. is it an animal? Not
3.is a plant? Not
4. is it germs? Not
5. maybe a person? Yes
6. is he a man? Not
7. lives in our city? Yes
8. lives with you? Yes
9. is this your sister? Not
10.mother? Not
11. grandma? Yes
The participant earns 9 penalty points, he was quickly solved.
1. Is the item alive? Not
2. was he alive? Yes
3. was he an animal? Not
4. a plant? Yes
5. Is this plant wild? Not
6.Is it eaten? Yes
7. is it a fruit? Not
8.vegetable? Not
9. cereal? Yes
10. Is it used for baking bread? Not
11. is it used for making soup? Yes
12. is it millet? Not
13. buckwheat? Not
14. oats? Not
15.Rice? Yes
16. have you made rice soup? Not
17.pudding? Not
18. rice porridge? Yes
Only 2 points.

I'm going abroad

The number of players is from 6 people and more. The presenter acts as a customs officer. The task of the players is to "smuggle" an item abroad. And the essence of the game is that the player goes through customs if he calls a word in the first letter of his name. The players must guess what is the criterion for the decisions of the customs officer. Example: the first participant, Olga, says: "I am going abroad and take a swimsuit with me." The customs officer replies: “I don’t let you through,” then the next player tries to go through customs, and so - in a circle. The players name the items until the customs officer gives the go-ahead, i.e. will not say "I miss it!"

Variant of this game: the presenter comes up with any rule according to which he will "skip" the players: either the items must start with the player's name, or they must be of a certain color (for example, red), or they must be: fruits, hygiene items, outerwear, etc.

I take with me on a hike ...

The number of players is from 6 people and more. The host 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 leader must decide whether he takes this person with him or not. When passing from one player to another, it is necessary to transfer an object, for example, a match or a lighter. The presenter starts the game and says: "I'm going on a hike and take a tent with me." Then he passes the match (lighter) to the next player with the words: "Sergei, take it, please" - this phrase and is key, because a prerequisite for the game is to address a neighbor by name and, passing the object, say the word "please", and the choice of the object has absolutely no meaning. The players are not aware of this condition, since the presenter, of course, does not report this. The players have to guess for themselves what criterion the selection is based on. If Sergei says: "I take a knife with me on a hike" and simply passes the match (lighter) to the next person, the host replies: "Sergei, I am not taking you with me on the hike." And so in a circle. Gradually, players figure out what to do. The entertainment continues until the most obtuse player remains. Before the start of the game, the presenter asks those who know this game or guessed it, not to reveal its essence.

Let's start with what is quick wits? Quick wits Is the ability to think, but not just think, but to look for unusual, interesting and simple solutions. That is quick wits- the ability to achieve a result in the shortest possible way, without following the mandatory rules.

A smart person is a person who will not build a complex car, but if the car breaks down, then he will find the best repair solution.

Development of quick wits

Savvy is important at any age, no matter whether it is a preschooler, schoolboy, student or adult. Use the exercises, games, and tasks below to achieve your goal. But that's not all you need. There are certain tips to achieve your goal more quickly:

  1. For your brain to work faster, you need to slow down. You just need to stop urging the brain, which is looking for a way out of the situation.
  2. There are many stressful situations in life, and at this time the body produces a substance - cortisol. This substance has the ability to kill brain cells. If you are in no rush in the morning, then this exercise is for you. It is not at all difficult, but on the contrary very pleasant. Do not get up, lie down, think about the good and the pleasant, lie down longer, lift your spirits, recharge yourself with a wonderful mood for the whole day.
  3. Get in the habit of solving puzzles and puzzles regularly. It is necessary to maintain your brain in good shape, otherwise there can be no talk of any intelligence. By fulfilling this condition, you doom the preservation of intelligence.
  4. Don't neglect music. Human scientists have proven that classical works have a positive effect on the brain. For example, you can try to listen to the works of Mozart, Bach, Vivaldi, Beethoven and so on. If you don't like the classics, you can try the classics with a modern twist. Many contemporary performers play classical music in a contemporary style and even write their own works.
  5. Be optimistic. Self-belief accelerates the development of the brain. An optimistic person expands his horizons faster.
  6. Proper nutrition is the key to excellent intellectual activity. Because with the right nutrition, the body and brain get the nutrients they need. For example: B vitamins, folic acid. Include more fruits, nuts, vegetables, dairy products in your diet. For example, milk contains about 40 beneficial amino acids. No other natural product contains so many useful things.

Savvy tests

Test 1. What number is hidden under the car?

Options: 87 66 96

Test 2. Where is the bus going?

Options: Left, right, standing still

Test 3. What horse doesn't eat oats?

Test 4. Have a corner sawed off at a rectangular table, how many are left?

Options: 3, 4, 5.

Test 5. What shouldn't be eaten during breakfast?

Test 6. What will a white horse look like if you wash it?

Answer: wet

Test 7. No human has been able to untie this knot, and it exists.

Game "Letters and Numbers"

  1. Trains concentration
  2. Improves reaction speed
  3. Develops logic and intelligence

Immediately after the start, one of the four windows will show one letter and one number, for example, "U6". And under the letter with a number, a question will appear, for example, "Is the number odd?" or "A consonant letter?" You need to answer questions as quickly as possible.

Color matrix game

Also an excellent trainer for development of intelligence will become a game of "color matrices". A field of cells will open in front of you, each of which will be painted over with one of two colors. And your goal will be to indicate which color is more on the field at the moment, 1st or 2nd. The game, of course, is for a while and therefore you have to try. As the game progresses, the field will expand, that is. the game gets harder.

Simplification game

The Simplification game is a wonderful simulator, not only for verbal counting, but also for quick wits. You will see examples both simple and complex. But not everything is so difficult in reality, you just need to figure out how to simplify, calculate or find the answer from the proposed ones. To do this, you will have to use your wits!

Visual search

  1. Develops voluntary attention
  2. Improves concentration
  3. Improves attention span

Shapes will appear on the screen, among which you need to select a unique one that is nothing like other shapes. Some shapes may differ in just one small detail that you need to learn to find quickly. With each successful round, the difficulty increases and more points are given :)

Flank Challenge game

The picture shows a flock of birds, and you will be required to indicate the direction of flight central birds. At first, you may get confused, but then it will be better. Go!

Super memory game

  1. Trains visual memory
  2. Increases the amount of memory
  3. Improves memory accuracy

With each move, one new picture... You need to quickly find it and click on it in order to score as many points as possible in 1.5 minutes. The first 5-7 moves are very easy, and then it becomes much more interesting and difficult.

Courses for the development of intelligence

In addition to games, we have interesting courses that will perfectly pump your brain and improve intelligence, memory, thinking, concentration of attention:

Development of memory and attention in a child 5-10 years old

The course includes 30 lessons with helpful tips and exercises for child development. Each lesson contains useful advice, several interesting exercises, an assignment for the lesson and an additional bonus at the end: an educational mini-game from our partner. Course duration: 30 days. The course is useful not only for children, but also for their parents.

Brain fitness secrets, train memory, attention, thinking, counting

If you want to speed up your brain, improve its performance, pump up memory, attention, concentration, develop more creativity, perform exciting exercises, train in game form and solve interesting problems, then sign up! 30 days of powerful brain fitness are guaranteed to you :)

Money and Millionaire Mindset

Why are there problems with money? In this course, we will answer this question in detail, look deeper into the problem, consider our relationship with money from a psychological, economic and emotional point of view. From the course you will learn what you need to do to solve all your financial problems, start accumulating money and invest it in the future.

Super memory in 30 days

As soon as you sign up for this course, you will begin a powerful 30-day training for the development of super-memory and pumping the brain.

Within 30 days after subscribing, you will receive interesting exercises and educational games to your mail, which you can apply in your life.

We will learn to memorize everything that may be required in work or personal life: learn to memorize texts, sequences of words, numbers, images, events that happened during the day, week, month, and even road maps.

Speed ​​reading in 30 days

Would you like to read books, articles, mailings, etc. that are of interest to you very quickly? If your answer is "yes", then our course will help you develop speed reading and synchronize both hemispheres of the brain.

With the synchronized, joint work of both hemispheres, the brain begins to work many times faster, which opens up much more possibilities. Attention, concentration, speed of perception amplified many times! Using the speed reading techniques from our course, you can kill two birds with one stone:

  1. Learn to read very quickly
  2. Improve attention and concentration, as they are extremely important when reading fast
  3. Read a book a day and finish work faster

Speeding up verbal counting, NOT mental arithmetic

Secret and popular techniques and life hacks, suitable even for a child. From the course, you will not only learn dozens of techniques for simplified and quick multiplication, addition, multiplication, division, percent calculation, but also work them out in special tasks and educational games! Verbal counting also requires a lot of attention and concentration, which are actively trained when solving interesting problems.

Outcome

In this article, we learned what intelligence is, how to develop it, examined tasks, games, tests and riddles for intelligence!

Two "foreigners" are selected from the list of participants. All the rest are "customs officers". The "customs officers" stay in the room, and the "foreigners" go out. The task of the former is to organize the conversation with the "foreigners" in such a way as to find out which of them is transporting the "prohibited goods". Such "goods" can be, for example, "drugs". Of course, these are not real things, but game symbols. So, "baggage" can be two books, with which "foreigners" approach the "customs officers" and conduct a conversation, and "drugs" - a sheet of blank paper embedded in one of the books. "Customs officers" do not have the right to take these books and leaf through them. They must solve their problem, relying on their observation and intuition.

While the "customs officers" sit down and prepare to receive "foreign guests", they come up with a legend outside the door of the room: from which country they came, for what purpose, for what period their visit is planned, etc. The main task of the "foreign guests" is not to arouse the suspicions 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.

In the course of the game, it gradually becomes clear that even the first actions of the "foreigners" often give them away "headlong": the one who carries the "prohibited goods" often either fusses a little or is too tense and squeezed. In most cases, the leader of the conversation is the one of the “guests” who is free from “contraband”.

The conversation lasts until the “customs officers” decide which of the “foreigners” has hidden the “prohibited goods”. After the answer is given, the "foreigners" are recognized.

The game concludes with a general discussion in which the group analyzes which answers were correct and why. It is revealed on what grounds the “customs officers” determined which of the “foreigners” had hidden the “prohibited goods”.

Wizard and sorcerer

Tickets are prepared for the game 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 are folded into a dark bag. Each participant chooses a ticket for himself, but does not show it to other players.

The participant performing the role of the "sorcerer" must "lull" other players with his gaze. The "magician" is obliged to find the "sorcerer", while he can focus on two game moments. First, he identifies the "sorcerer" by the eyes. Secondly, other players, feeling the gaze of the "sorcerer", say: "I fell asleep", thereby showing the "wizard" who plays the role of the "sorcerer" in the group.

It should be borne in mind that the "sorcerer" can be found immediately, but it can also remain undetected until the end of the game. What matters is not the result, 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: on what grounds the "wizard" identified the "sorcerer", and if he could not do this, then why. Have the participants exchange their impressions of how they felt 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 "c" (boots, soup, juice, diesel fuel, etc.), or are made of wood (book, pencil, stool, etc.), or are necessary for a specific activity (sports: dumbbells, a ball, sneakers, etc.), that is, it is necessary to determine what criteria will be used to call purchases. Their job is to understand without your prompting what type of goods you are going to purchase. "

Then a group of "supermarket attendants" is called in to serve unusual customers. Moreover, it must be remembered that "customers" should only respond in the affirmative or negative 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 receiving information (hearing, sight, etc.). The game is also attractive in that all participants are involved in its process, and the solution is found by a small group of participants.

"I give you ..."

The game is played by two people. You can split all participants into pairs or "limit" the rest to the role of attentive observers.

The course of the game: Two people, sitting opposite each other, can give the most unimaginable gifts in a few minutes. However, the following conditions are met:

At the beginning of each remark, gratitude is sure to sound: "Thank you, Kolya (Nastya, Zhenya, etc.) for the gift ...";

All already presented gifts are listed and a new one is added.

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 give me a rejuvenating apple, I I gave you the Globe, you gave me an island of treasures, 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 goes in an unconventional way in search of gifts, etc.

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

Fairy tale the other way around

This game will be interesting for 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 main 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 the 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 this: "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 gets to the last storyteller. The last participant gives a name to the tale and tells it from beginning to end.

Here it will be interesting to keep track of whether the plot twists and turns are traditional or completely unusual, whether the logic of the narration of the "reverse fairy tale" is preserved, whether the plot of the tale is supported by the intonations of the storytellers, whose plot twist is the most amazing, etc. As in the previous games, memory, the ability to concentrate and improvise, to keep the thread of reasoning, the ability to "complete" information develops.

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

"And not that yes, and not that no ..."

The participants in the game form a circle. Some of the participants leave the room so that the rest can come up with the basis on what basis they will share in this game into saying "yes" and saying "no". Then the departed returns and asks the participants questions in such a way that they can answer "yes" or "no". The answers may sound the strangest, sometimes clearly not corresponding to the truth. The questioner must find out what the answer depends on.

The answer may depend on the posture of the seated person, for example, if the arms are crossed on the chest, then the person answers “no!” To any question, and in any other case the answer is always yes. The options for signals to 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 thinks of some famous historical figure. The rest of the participants ask him questions, finding out who was hidden. The person who asked all the questions answers only "yes" or "no". Only 15 questions can be asked. If the historical figure is not answered in 15 questions, then the group has lost.

Example: - Is it a woman?

Foreigner?

Did he live before the 1917 revolution?

In Ancient Russia?

Did he fight the Germans?

Is this Alexander Nevsky?

Variants: Guess someone from the group or from people who are known to all members of the group. You can also guess countries, cities, animals, plants, etc.

You swim in gloves

This simple game can be a lot of fun.

One of the participants conceives 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 conceived the word should briefly answer: "Yes", "No", "I do not know", "Sometimes".

The first player to guess the word wins. He also chooses the word for the next round.

The word is conceived by all together, and one player guesses it by asking questions with the verb "to swim". Since the latter does not know what word he is talking about, his questions can 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 conceives an object in the car, and for each answer he says: "Cold!", "Hot!" or "Warmth!" - depending on how close the guess is. For example, the first player conceived a "steering wheel". Player 2 asks, "Is this the rear window?" The first one answers: "It's cold!" If the second player asks: "Is this a radio?", - the second answers: "Warm!" - since the radio is located near the steering wheel.

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

The participants in the game must complete the phrase, naming the definitions beginning 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 proposes a definition with the letter "c", for example: "I love him (her) because he is great," and so on. Anyone who does not know how to quickly find the right word or makes a mistake is out of the game.

The last player remaining in the game wins.

Wheels and feet

Participants in the game, one after another, 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, then he is eliminated from the game until the next round.

The winner is the one who called the correct word last.

This game requires a lot of attention and concentration. The facilitator reads aloud any passage from this book, and reads slowly and clearly. The other players take turns listening to the text and must shout "O!" When a word is spoken that contains the letter "O". In case of correct reaction, the player gets 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 rest of the players take turns answering this question with two words starting with letters that match his initials. The answer is given only five seconds. 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 put on a disco?" - Dima Uzlov can answer "Wooden corner", Katya Zubareva - "Chinese cufflink", Vova Frolov - "Military uniform", etc.

When all participants have given the answer, the second player asks the question, etc. Anyone who cannot find an answer in five seconds is eliminated from 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 starts the game with the words: "I went for a walk and took an umbrella and a dog with me", etc. Thus, the sentence is getting 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 choose words that begin with any one letter or in alphabetical order, which will greatly facilitate the game.

"I met a wolf"

Participants in turn name an animal and a verb denoting any action with this animal. Both words must begin 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 by which they intend to get to this or that city. The name of the transport and city must begin with the same letter, for example, "On a cart to Tyumen", "On a scooter to Surgut", "On a 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 art).

The sheet is hidden, after which the first player opens his eyes and asks: "Who am I?" Other participants describe a hidden person. For example, if they opted for Napoleon, the answers might be:

You are stocky and short.

You are a great military strategist.

You underestimated the strength of the Russian army.

Having listened to each participant, the first player gets the opportunity with three attempts to guess "his name". If he fails to do this, he is told the answer. Then another player guesses the new name.

Answers with fiction

A game for three or more participants.

Players receive three small sheets of paper (numbered 1, 2, 3).

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

Sample questions (sheet number 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 is the end of the world?

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?

Variants of words (sheet number 2): Saturday, mustache, romantic, truck, fur hat, ducks, etc.

For example, to question # 7, the player who gets the word "mustache" can answer like this: "In the spring, when squirrels' mustaches get longer and they find out about it, when they see 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 participants in the game leaves the room.

Those who remained in the room should 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. It could be information that they already own.

Then they call the participant ("scout") who has 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 in no case tell this information.

guess the word

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

Sheets with words or phrases can be prepared in advance by the facilitator. It is necessary that the words be nouns in the nominative case (table, TV, person), and the phrases represent any 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 task of the players is to freely move around the playing area and ask other participants questions in order to find out what is written on their backs. The answers to the questions can only be monosyllabic: "Yes", "No", "I don't know", "Doesn't matter".

For example: A player has a sheet with the word "clock" on his back.

1. Is it a living being? - Not.

2. Is it human made? - Yes.

3. Edible? - Not.

4. Is this a mechanism? - Yes.

5. Is it fuel-related? - Not.

6. Is it a watch? - I guessed it!

The winner is the one who is the first to guess the word or phrase.

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, horizons, etc.

Discover a great collection of puzzles for all tastes that can challenge you with original logic problems. Assess your wits and other personal skills with your favorite tricky game. In order to pick up logic game use one of the two lists. The general catalog will allow you to view all available puzzles and keep track of content updates, while the "most viewed games" will allow you to share popular flash drives with hundreds of other visitors.


If you are a beginner, we advise you to start with simpler games and then move on to more complex ones. You will certainly be interested in having all the genre features. Any representative of the section will allow you not only to have a good time with an interesting lesson, but also to develop logical thinking. Find out what the game is about, how difficult it is and what is so special about it - a detailed description will allow.

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.


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