Parents often find themselves in a situation where they have to spend time waiting. And if an adult can distract himself, then what can a child do if there is no book or toys at hand? Take a notebook sheet - games on paper with a pen for two for children are so exciting that time will fly by!

tic-tac-toe

Who doesn't remember this game? In the absence of a pen or paper, for example, misted glass or coastal sand will do. The principle is simple - the players draw first to make a straight line from their three figures, he wins. There are many other options for the game - for example, an unlimited field, where you need to make a straight line of five figures. Such a game for two will never get bored.

Pieces with a handle for two

Many games on paper become not only entertainment, but also part of the educational process. With this game you can learn the basics of geometry. The essence of the game is as follows: several dots are randomly drawn on a piece of paper - most often they stop at fifteen, but any other option is also possible. Each player connects two dots so that they turn into a straight line.

There are two prohibitions: you cannot cross with your line already drawn and you cannot include a third point in the segment.

Palms

A wonderful game on paper for two, which will develop memory and observation skills. Before the start of the game, each of the players traces the outline of the palm on a piece of paper with a pen.

Numbers are written inside the picture - for example, from 1 to 30. The game consists in the fact that each of the players must find the number guessed by the opponent in their field. While he is doing this, the second player draws crosses on his sheet. The one who has more space left loses.

points

An interesting game for two, develops tactical skills. The meaning of the game is that two players on one notebook checkered sheet draw dots in turn, at the intersection of notebook cells. The first moves each player starts from the center, and then in any direction.

If the point is surrounded, the move is not possible, the player places a new point. The goal is to create a closed loop around the enemy points, capturing new cells. The winner is the one in whose possessions there will be more captured cells. We recommend using pens of different colors. The extreme points on the sheet are not surrounded. When there are no free places for points, the game is considered over.

sea ​​battle

Who among us did not play sea battle as a child? It's time to tell about this exciting game to children! The essence of the game is that the players have two fields, marked with letters horizontally and numbers vertically. The playing field is a square 10 x 10 in size, ships (rectangles) in size from one to four cells are placed in it.

When the ships are placed, they start the game by saying the coordinates for example A 1, in this case - the ship is killed.

The player must have time to sink the enemy ships, guessing their location by coordinates, until his entire fleet is sunk. Sea Battle is an entertaining and long game.

two cells

Having mastered the game with a pen, you can improve it so that it turns into something new. Perhaps this game will seem secondary to you, but it can also entertain a child well.

A square is drawn on a sheet of paper - for example, 8 x 8. Two players with pens with multi-colored rods draw lines in it two cells long, in the center of the cells. The one who has nowhere to draw another line loses, because it is impossible to cross already drawn segments.

snake

The essence is this - they outline the playing field in the form of a square, horizontal lines - pass along the line of the cell, and vertical lines - in the center of the cells. Each of the children takes pens of different colors and puts a dot in arbitrary places on the field - this is the head of the “snake”. It is important to take into account that one of the players draws a dot along the cell line, and the second in the center of the cells. as in the picture.

Now, each move, you need to increase the length of her body, drawing a line 1 more cell, drawing stripes along the cell line and in the center. The one whose snake reaches the maximum first loses - as always, it is impossible to cross itself, the opponent's snake is not allowed or the border of the square is not allowed.

We hope that from the listed games you will find something interesting and it will teach your child to spend time usefully, recklessly playing games on paper sheets with a friend. Such games not only develop communication skills, but also other useful qualities - tactical and spatial thinking, memory, imagination, and at the same time teach the child to have fun in different ways.

For the proposed games, you need: sincere company, pens, pencils, blank sheets of paper, other little things, and, of course, a comfortable location for the participants in the games.

Categories
Approximately 20 different categories are written on a large format sheet ahead of time - car models, sports, musical instruments, animals, flowers, clothes, etc. Guests simultaneously select categories (one or more depending on the number of participants), which they write down on their sheet. The task of the players is to write as many words as possible for the selected categories, which begin with the letter given by the leader, in a certain period of time. After the time has elapsed, the participants in the game exchange sheets and draw up the results. Identical words do not count, the player who wrote the most words wins.

Elephant
The hostess gives two teams a sheet of paper, on which the teams all draw a blindfolded elephant in a crowd: one player draws the body, the other depicts the legs, the third - the head, etc. The team that draws the elephant the fastest and the image actually looks like the animal is the winner.

Writer
On the eve of the party, you will have to “gut” several newspapers - cut out the titles of articles and stick them on cards. The cards are given to the players, and they, using the suggested titles of the articles, must compose a fascinating story.

Telegram
The host writes a word of 4-6 letters on a piece of paper. Players (each of them) must come up with a text-telegram, but each next word must begin with the next letter of the given word. For example, the given word: "post", the text-telegram may sound like this: the first letter: "p" and the first word begins with it - beer, the second word with the letter "o" - sent, the third with "s" - dry, the fourth with a "t" is a ram. In a telegram, the text should be with a complete thought. All participants read telegrams according to their turn.

Who is this?
Each participant takes a piece of paper (it is desirable that the participants are quite far from each other), and first draws a head belonging to a person, animal, bird. Then it is necessary to bend the sheet so that the image is closed and only the tip of the neck is visible. Neighbors exchange pictures. So each player has a started drawing that he has not seen. Then everyone depicts the upper part of the body, again “hides” the drawn part and passes it on to the neighbor for further drawing of the limbs. At the end of the painting, all the leaves unfold, and the resulting creatures are identified.

Chicken
Many from the school bench are familiar with the expression “you write like a chicken with a paw”, a great opportunity to write in this way legally. Markers are attached to the players' feet (adhesive tape is quite suitable for this mission). Next, the host sets the word, which the players should “scribble with their paw”. The winner is the one who wrote it more clearly.

self-portrait
A sheet of drawing paper is prepared for each participant, in which cutouts for hands are cut. The players put their hands through the prepared slots, they are given brushes (felt-tip pens) and they, without looking at the sheet, draw a portrait. The prize goes to the artist who created the most successful "masterpiece".

Binomial
The leader of the game distributes pieces of paper to the participants of the game, on which he suggests writing two columns of words, each with four. Words - these can be the names of people, the name of animals, any objects, any phenomena. Further, having adopted four pairs of words (one word is taken from each column), you need to come up with associations linking the pair. There are several associations for each pair, the more players come up with, the better. Association options should be quite unexpected. So, for example: in one column - the word "Sarafan", in the other column - "Traffic light", the associations are as follows:
- sundress bright as a traffic light.
- a woman in a red sundress stands under a traffic light.
- the sight of a woman in an open sundress also stops men, as does the red color of a traffic light.
- the eyes of a woman in a beautiful sundress also burn like light bulbs at a traffic light.
- a woman in a sundress also directs the movement of men, like a traffic light.
- sundress can be seen from afar, like a traffic light.
You have five minutes to complete the task. After the allotted time, the leader sums up the received associations (each pair separately). The most successful associations are brought up for discussion, the craftsman of the word is determined - the master of inventing associations.

Fan
The players are given a piece of paper, on the left side of which the leading participants are invited to draw any simple object - a mug, spoon, pencil, etc. (let's say that we draw three objects, although the number is not limited). On the other (right) side, three objects are also drawn, but already different. The task of the players is to connect simple objects from different sides into 3 figures that are complex in design in 3 minutes. At this stage, imagination is indispensable. In addition to imagination, graphic skills are valued. After 3 minutes of hard work, leaves with new figures are launched in a circle. Players evaluate the originality of the solution according to a 5-point system - they put points on the leaves. After the leaves go around the whole circle and return to the owner, the winner is determined - the total score and the surprise of the decision in creating a complex figure.

Draw a face
All participants are given blank sheets of paper on which they draw a portrait of any player sitting opposite. Further, the finished portraits are started in a circle. On the reverse side of the portraits, all participants write the name, which, in their opinion, is depicted. After the sheet with the portrait returns to the artist who depicted it, he proceeds to count the correct answers (the number of players who recognized the portrait).
The best artist wins.

Scribble
A blank sheet is started around the circle, on which players alternately draw straight, not straight lines that intersect each other. After that, the formed voids between the lines are sketched by the participants in various ways: with multi-colored paints in the form of solid strokes, specks, zigzags, cells, circles, etc. The player who has nothing more to add to the “common” masterpiece loses.

Nonsense
Each participant is given a piece of paper. The players write down the answers to the questions (on the top of the piece of paper) that the facilitator asks, for example: When? Who? Where? What did they answer? With whom? etc. Questions can be asked completely different, the dog is not buried in them, the player who answered the question passes the sheet to another participant, having previously wrapped the written answer. After the leaves are in everyone's hands, they are all handed over to the host, who reads the resulting stories aloud.

What does it look like?
The players take their places at the table. The host declares that he will now guess some object, which, keeping the secret of the hidden object, will write it down on a piece of paper. Players take turns voicing objects that the leader is like. The players, of course, do not guess what is planned, and randomly give out versions: scissors, a fork, a sparrow, a frying pan, a ball ... After all the voiced versions, the host reveals the cards - an egg! And now the interesting game begins. You need to "protect" your version. Here, if you're lucky, the defense can be easy: "The egg, like the ball, is rounded and rolls." And sometimes the presenter needs to ask the host to connect two objects at least indirectly: “Soon a sparrow will hatch from an egg, similar, of course, to a sparrow dad.”

Look at this interesting new topic. And he voiced it for us again anonymously, but I hope they just forgot to log in. But let's hear it anyway:

Games on paper (using a leaf and a pencil). For one, for two, for the company. It is interesting to read and learn (learn the secrets, if there are such games) to play them.

I am sure that even now it is a computerized and gadget time, but there are always situations when you will have nothing but friends and a piece of paper. So remember or write it down! There will be, like all known games, and I hope that for someone new. At one time, when, as you understand, there were no computers and mobile phones, I played almost everything!

1. Bulls and cows

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

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

Each partner has his own word. They take turns. The one who guesses the opponent's number first wins.

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

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

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

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

3. Tic-tac-toe on an endless field

To get rid of the predetermination of the result in Tic-Tac-Toe allows the expansion of the playing field.

On an endless field (a sheet of paper is quite suitable), the players take turns putting their sign (cross or zero). The game ends when one of the players wins or if the field ends.

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

If you play computer games, you can easily guess which creators have given this extended version of tic-tac-toe a lot of time.

4. Labyrinth

The field can be square or in the form of a pyramid. If desired, you can come up with more bizarre forms.

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

One of the participants who closed the square (placed the fourth component of it), puts his sign (cross or zero) in this square and walks again.

The task of the players is to put as many of their signs as possible, the one who, after completely filling the field, has more of these signs, wins.

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

5. Sea battle

The goal of this game is to destroy enemy objects (ships). Two people are playing. The events of the game take place on 2 square fields 10x10 in size. One of the fields is yours, the other is your opponent. On it you place your own objects (ships) and the enemy strikes at them. On the other field, the enemy places his objects (ships).
Your armed forces, as well as enemy forces, contain the following objects (ships):

1 deck (size 1 cell) - 4 pieces
2-deck (size 2 cells) - 3 pieces
3-deck (size 3 cells) - 2 pieces
4-deck (4 cells in size) - 1 piece.

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

When all the preparations are completed and the objects (ships) are placed, it's time to start the battle.

The player whose objects (ships) are located on the left field has the first move. You choose a cell on the opponent's field and "shoot" at this square. If you sank an enemy ship, then the opponent should say “killed”, if you wounded the ship (that is, you hit a ship with more than one deck), then the opponent should say “wounded”. If you hit the opponent's ship, you continue to "shoot".
The game ends when one of its participants loses all ships.

6. Dots

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

First, create a field on a blank sheet of paper, draw horizontal and vertical lines from small dots at the same distance from each other. A very fast game would consist of ten along and ten dots across. You can make the field as large or small as you like, depending on the level of play and the number of players.

Once the field is created, each player takes turns making a move, drawing one line at a time connecting two dots. Dots can be connected horizontally or vertically, but sometimes they can be connected diagonally. Once a player completes a square, they put their initials inside the square and get their next turn, and so on, as long as they manage to create a square with one extra line.

Two strategies are possible in this game: first, you can prevent opponents from creating squares. Secondly, you can shape the field so that you can create a large number of squares with one additional line.

7. Football

To play football, you need a checkered piece of paper that will serve as a field. Two people are playing. The gate is six cells in size. The game starts at the center point of the field (leaf). The first move is played by lot.

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

Lines cannot be crossed or touched. If the player cannot make the next move, then the opponent breaks through the penalty: a straight line of six cells (vertically, horizontally or diagonally).

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

They play until the first goal.

8. Chain

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

In 17 moves, NIGHT changes to DAY.

In 11 moves, a RIVER turns into a SEA.

For 13 from the DOUGH you can make a BUN.

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

The first player writes a letter, the next player adds a letter in front or behind the written letter, and so on. The one who, as a result of the substitution of whom, a whole word is obtained, loses. Letters need to be substituted not just like adding another letter, you must have in mind some specific word in which the combination of letters written by you occurs. If the one who must make the next move cannot come up with a single word with the combination of letters that was formed before his move, he must give up. In this case, the player who wrote the last letter must say what word he had in mind, if he cannot name the word, then he loses himself, if he named it, the one who surrendered loses. The one who loses the first time receives the letter B, the second time - A, etc., until the word Balda is obtained. The one who becomes Balda first loses completely.

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

10 . Football 8x12

A field of 12x8 cells is drawn. The dots in the middle of the short sides are the gates. The first move is exactly from the center of the field. They move alternately placing a dash on one cell (along a line or diagonally). If the move ends at a sketched point (that is, through which they have already walked - for example, the center of the field), then the right is given to one more dash, and so on, until the move ends at an empty point. The sides are considered to be sketched points (that is, the ball “bounces off the sides”). The goal is to score the ball into the goal.
An additional rule that we came up with in the class is that putting the ball into a position from which it cannot be exited is an illegal move (for example, a move to a corner). If this is the only move a player can make, then this is his loss.

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

11. Maze with objects

Two are playing. Players draw two 10x10 fields. For convenience, you can assign the designations to the cells: a, b, c, ..., i, k - horizontally and 1, 2, 3, ..., 9, 10 - vertically. (Helps with communication on the game). On one field, a labyrinth is drawn, along which the opponent will walk. The second, while empty, field is the opponent's labyrinth, along which the player himself walks. It marks the objects of the enemy's labyrinth explored during the game. The goal is to take the treasure out of someone else's labyrinth faster than the opponent will take the treasure out of yours.
Here there is an opportunity to simultaneously prove yourself both as an adventurer and as a "owner of the dungeon."

Maze Requirements:

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

The labyrinth should contain:

1 Crossbow
1 crutch
1 Trap
4 Pits
4 exits from the pits (each pit uniquely corresponds to one exit)
3 False Treasures
1 Real treasure
4 exits from the maze on each side.
In addition, each participant at the beginning of the game has 3 grenades.

Map example:

Game process.

Players tell each other the coordinates of the points from which they would like to start the game.
The players take turns. During a turn, a player can move one cell to the right, left, up or down, if the cell in which he is and the one he wants to move to is not separated by a wall. If such a wall is still present, the player is informed about this and he remains on his cell until the next move. If this wall is a maze wall, this is reported separately. However, by prior agreement, you can not make a distinction between the inner walls and the walls of the labyrinth and exclude the concept of "maze wall", but this can greatly delay the game. By spending one grenade, the player can eliminate any wall (including the labyrinth wall) until the end of the game. You don't need to discover it first. Let's say, having intuitively felt that there is a wall on the right, the player may not spend a move to go to the right and make sure that it exists. He can immediately use a grenade, and even then there will definitely not be a wall there. But it may be that it was not there, then the grenade is still considered spent. Throwing a grenade counts as a move. You cannot throw a grenade and move on the same turn.

After the player has moved to a new cell, the opponent informs him that he is on the new cell (and only one object can be on one cell).
These can be (with examples of notation):

A) crossbow("A"). After visiting this cell, the player begins to "limp" and the enemy during his turn (already attacked) can take +1 action (move, throw a grenade, stumble on a wall). The crossbow works once, but its effect lasts until the end of the game.

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

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

V) trap("K"). Allow three moves. Those. while you are getting out of the trap (more correctly - traps), the enemy makes four moves, after which you can move again. The presence of the opponent's crutch allows him to make eight moves. If you fall into a trap after being wounded by a crossbow before, the enemy takes only four turns (permanently skipping moves does not work, because you still do not move). The trap triggers every time a player visits a square with it.

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

e) you found a treasure. False (“O”) or true (“X”), can only be found out by leaving the maze.
To exit the maze, you can use any of the exits that are available, one on each side, or break through a new one using a grenade. (However, we can agree that the walls of the labyrinth do not take grenades, although they are spent).

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

Only one treasure can be carried at a time. At the same time, the actions of the crossbow, crutch, trap are not canceled. You can’t throw treasure wherever you like, but you can change one for another. It is not necessary to take the treasure. If you find yourself on a cell with a treasure and decide to take it, you need to inform the enemy about it.

The maze must be designed in such a way that it is possible to visit each cell and exit the maze without using grenades, starting the game from anywhere. You can't build traps: when a player, having fallen into a hole, leaves it into a closed space from which he cannot get out without using grenades. The trap can be placed anywhere.
After leaving the labyrinth, the player can only enter the exit from which he left. However, the option with the possibility of re-entry through any exit also has the right to exist. In this case, you can fence off areas that can only be reached through a certain entrance to the labyrinth, if the starting point is outside them.

12. Nonsense

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

13. War of viruses

Virus War. game for two more is possible, but an even number of players is desirable, otherwise one quickly becomes a victim), on the field 10*10 ( again, you can do more, then even more interesting), “viruses” is denoted by crosses, circles and other evil spirits (each player has his own color or figure). Three "viruses" are exposed per turn. Viruses begin their reproduction from opposite corner cells of the field. You can put a "virus" only next to your other "live virus". If there is a "virus" of the enemy nearby, then you can eat it by painting the cell in your color. The enemy can no longer “overeat” this cell for the second time. Such formations are called "fortresses". If the “fortress” touches at least one living virus of its color, then it is possible to create new “viruses” anywhere farther from it or there is an enemy. The goal of the game is the complete destruction of the living forces of the enemy. If both sides manage to hide their live viruses behind the enemy's fortress of eaten viruses, the game ends in a draw.

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

"War". A very difficult variation of "virus warriors". Can be played by 2 to 6 players, but 4 players are optimal. They play on a notebook sheet, each player must have his own color. The game starts from the "generals", which are denoted by the letter G and are located in the corners of the sheet. For each move, the player may place:
4 infantrymen (indicated by the letters P);
2 horses that are placed with a letter as in chess (and are denoted by the letter K);
2 tanks that move through one cell (you can also diagonally) (indicated by the letters T);
1 plane that moves through 4 squares horizontally, vertically or diagonally (indicated by the letters C).
During any turn, you can abandon one type of troops and make an extra one extra walker with another type. For example, you can go immediately 3 more times by plane in one turn, refusing, respectively, from all infantrymen, from all horses and all tanks.
Unlike the “war of viruses”, new fighters can only be placed next to living fighters (or next to a “living” fortress) of the corresponding type, provided that they have a live connection with the general! That is, troops without control do not fight. Communication can be carried out through another type of troops. They play, of course, to destroy the generals.

14. Pyramid

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

An example of one round of this game with the words: the 1st player writes the word LUK, the 2nd writes the word MIG under it. The 1st player needs to find a 4-letter word already, he writes the word SHAWL. Both players try to pick up words from already used letters in order not to give the opponent a chance to win the round. Here the 2nd player is carefully looking to see if it is possible to make up some word, but all sorts of nonsense like KISH, LIL, YUM, etc. is obtained. Then the 2nd player writes the 4-letter word SHILO (and could also write the 5-letter word):
LUKE
MOMENT
SHAWL
AWL

The 1st player analyzes the pyramid... He sees the words GAI, IL and SOUTH, which, according to the condition of this word game, do not fit, and does not notice the word KILO! The pyramid has another level:
LUKE
MOMENT
SHAWL
AWL
A DROP

Player 2 sees the words FACE and THORN, then notices the word KILO... And suddenly finds a beautiful 5-letter word LILY! It adds 5 points to the score of the 2nd player.

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

Two players draw 7-10 "tanchiks" each. or? starships?, each on its own half of a double notebook sheet (preferably not in a box, but in a ruler or an empty A4). Having placed the army, the players begin to fire at each other in the following way: the shot is drawn on their own half of the field, then the sheet is folded exactly in the middle, and the shot, visible through the light, is marked on the second half of the field. If it hits a tank, it is knocked out (the second? knocking out? fatal), and if it hits it exactly, the tank is immediately destroyed.
Each successful shot gives the right to the next; in some versions of the game, you cannot fire the next shot at the same tank.
After a preliminary shooting, the game very quickly goes into the stage of "blitzkrieg", or rather, a rapid denouement. The winner, of course, is the one who first shot the opponent's army.

16. Barriers

A simple tactical game, the essence of which is the positional struggle for space. On an 8x8 field (i.e. the size of a chessboard), players draw small lines one after another that overlap any 2 cells in a row: i.e. for example, player 1 draws a vertical line occupying e2 and e3.
Player 2 does the same, but his line cannot cross or touch any existing ?obstacles?. As the field fills up, there is less and less free space, and at the end a sober calculation is needed to finish the game. A player who can no longer place his trait because everything is already blocked, losing.

A simple and rather fun game, built on the same principles as the parade of coins, but completely different in form.
On a small field (it can be a square or a rectangle of arbitrary size, it's not particularly important), players place about 15-20 points in various places, although more or less evenly.
Then the first player draws a rounded but free-form rim that goes through at least 1 point. The maximum in the classic version is unlimited, although I would recommend giving a maximum of 4 dots per border.
The next player draws their own rim, the only limitation? it cannot intersect with already drawn ones. The rims can be drawn inside the rims, or, conversely, surround existing ones, the main thing is that they do not intersect. After a while, there is very little space left, and the one who draws the last rim loses.
A variation of this game is the rule to draw circles that cover only 1 or 2 points, no more.

The one who destroys the last zero loses.

19. Dots and squares

The author of this game, the popularizer of mathematics and sciences, Martin Garner, considered it ?pearl of logic games?. Without sharing his opinion, however, it is quite possible to call the game one of the best tactical games, interesting at any age.
Playing field? rows of dots from 3x3 to 9x9. It is better to start with a small field, and after feeling the taste, increase the size. The rules are very simple: the players connect two dots with a line, and when the player can close the square, he puts his sign in it (for example, the first letter of his name).
Closing the square, the player gets the right to an additional move, until he draws a line that does not close anything. At the end of the game, who has closed more squares is counted, and the winner is determined.
With seeming simplicity, the game is a good space for combinatorial play, especially on the fields of 5x5 and more. The essence of winning tactics? to force the field with semi-closed constructions, to sacrifice, it was necessary to carry, several squares in favor of the opponent, and then, when there is practically nowhere to bet, to force him to make an unfavorable move (not closing anything)? and after that close most of the squares in one series.

The simplest word game, according to the principle of tic-tac-toe, only with letters.
On a 3x3 field (then try other sizes), two players bet any one letter each, and the winner is the one who, by the end of the game (when all the fields are filled), will be able to write diagonally, vertically or horizontally more well-known words of 3 letters.
The game is useful for children who are learning to write. For adults, it does not have a rather small competitive value, but players with humor will find a lot of fun. For children, you can play the option? who will be the first to create a word, and not who will have more words.

21. Racing

A more complex and longer game, built on the same principle as other paper coordination games: the movement of a pen standing vertically across the sheet from a light click.
On a sheet (single or double) is drawn race track(Race), in the form of two curving, uneven circles, repeating the outlines of each other, 2-3-4 cells wide (depending on the number of participants). Then, in an arbitrary place of the resulting ring, a start / finish line is drawn, from which racing cars start.
With short, neat strokes, the racers move around the ring, overcoming bends and special obstacles, flying into a ditch, entering the field again, and as a result, one of them comes to the finish line first and reaps the laurels.
Each time a rider's line touches or crosses a track boundary, a cross is placed at the intersection and the rider skips the next turn by turning his car so he can continue the run. There are 5 such intersections for each car in stock. (5 hit points) and the sixth encounter becomes fatal.
In addition, there can be any obstacles on the track? for example, high-risk zones: flying into such a zone, the car takes more damage, and loses two hit points. Or special obstacles that protrude from the edges and make the passage narrower, or, on the contrary, stand in the middle and force cars to squeeze into
It is also possible to enter touch points points, or rather, small circles, which the car must get into when passing by (i.e., through which the line must pass). The figure shows all the listed complications of the track at once, and it is clear that the race is still far from over.
You can invent and introduce your own rules, new obstacles, and if there are 4 or more participants, you can even arrange a racing series by making several tracks, and in between allowing players to purchase equipment, for the amount of points depending on the place taken. For example, buy extra hit points or attacking spikes, and take 1 hit point from the car you overtake.

22. Golf

Players start from two points next to each other at the bottom of a double sheet standing upright (see picture).
Everyone plays with a pen of his own color, and what is the task of each? for the minimum number of strokes (lines from the handle sliding along the sheet) to bring the ball into the hole. The hole is at the opposite end of the field, i.e. top of the sheet. And a person with good coordination needed a maximum of 4-5 strokes to drive the line into the hole.
But in advanced versions of Golf, the path to it is not so easy, because long straight lines are protected by hills that act as a buffer and do not allow the player. When hitting a hill, the enemy performs a rollback i.e. shoots the line of the violator in any direction, and he is forced to continue his series of blows from the place where this line came. Or, perhaps, 1 or 2 extra moves are attributed to the track of the one who hit the hill.

To keep up to date with upcoming posts on this blog there is a Telegram channel. Subscribe, there will be interesting information that is not published on the blog! Well, if we return to computer games, then find out all the same what is , and The original article is on the website InfoGlaz.rf Link to the article from which this copy is made -

And he voiced it for us again anonymously, but I hope they just forgot to log in. But let's hear it anyway:

Games on paper (using a leaf and a pencil). For one, for two, for the company. It is interesting to read and learn (learn the secrets, if there are such games) to play them.

I am sure that even now it is a computerized and gadget time, but there are always situations when you will have nothing but friends and a piece of paper :-) So remember or write it down! There will be, like all known games, and I hope that for someone new. At one time, when, as you understand, there were no computers and mobile phones, I played almost everything!

1. Bulls and cows

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

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

Each partner has his own word. They take turns. The one who guesses the opponent's number first wins.

"-The executioner" - - - one more popular puzzle created especially for two players. For this game, you will need blank paper and a pen.

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

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

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

3. Tic-tac-toe on an endless field

To get rid of the predetermination of the result in Tic-Tac-Toe allows the expansion of the playing field.

On an endless field (a sheet of paper is quite suitable), the players take turns putting their sign (cross or zero). The game ends when one of the players wins or if the field ends.

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

If you play computer games, you can easily guess which creators have given this extended version of tic-tac-toe a lot of time.

4. Labyrinth

The field can be square or in the form of a pyramid. If desired, you can come up with more bizarre forms.

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

One of the participants who closed the square (placed the fourth component of it), puts his sign (cross or zero) in this square and walks again.

The task of the players is to put as many of their signs as possible, the winner is the one who, after completely filling the field, has more of these signs.

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

5. Sea battle

The goal of this game is to destroy enemy objects (ships). Two people are playing. The events of the game take place on 2 square fields 10x10 in size. One of the fields is yours, the other is your opponent. On it you place your own objects (ships) and the enemy strikes at them. On the other field, the enemy places his objects (ships).
Your armed forces, as well as enemy forces, contain the following objects (ships):

1 deck (size 1 cell) - 4 pieces
2-deck (size 2 cells) —- 3 pieces
3-deck (size 3 cells) —- 2 pieces
4-deck (size 4 cells) - 1 piece.

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

When all the preparations are completed and the objects (ships) are placed, it's time to start the battle.

The player whose objects (ships) are located on the left field has the first move. You choose a cell on the opponent's field and "-shoot" - into this square. If you sank the enemy's ship, then the opponent must say "-killed" - if you wounded the ship (that is, you hit the ship with more than one deck), then the opponent must say "-wounded"-. In case of hit in the opponent's ship, you continue "-shooting"-.
The game ends when one of its participants loses all ships.

6. Dots

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

First, create a field on a blank sheet of paper, draw horizontal and vertical lines from small dots at the same distance from each other. A very fast game would consist of ten along and ten dots across. You can make the field as large or small as you like, depending on the level of play and the number of players.

Once the field is created, each player takes turns making a move, drawing one line at a time connecting two dots. The dots can be connected horizontally or vertically, but sometimes they can be connected diagonally. Once a player completes a square, they put their initials inside the square and get their next turn, and so on, as long as they manage to create a square with one extra line.

Two strategies are possible in this game: first, you can prevent opponents from creating squares. Secondly, you can shape the field so that you can create a large number of squares with one additional line.

7. Football

To play football, you need a checkered piece of paper that will serve as a field. Two people are playing. The gate is six cells in size. The game starts at the center point of the field (leaf). The first move is played by lot.

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

Lines cannot be crossed or touched. If the player cannot make the next move, then the opponent breaks through the penalty: a straight line of six cells (vertically, horizontally or diagonally).

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

They play until the first goal.

8. Chain

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

In 17 moves, NIGHT changes to DAY.

In 11 moves, a RIVER turns into a SEA.

For 13 from the DOUGH you can make a BUN.

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

The first player writes a letter, the next player adds a letter in front or behind the written letter, and so on. The one who, as a result of the substitution of whom, a whole word is obtained, loses. Letters need to be substituted not just like adding another letter, you must have in mind some specific word in which the combination of letters written by you occurs. If the one who must make the next move cannot come up with a single word with the combination of letters that was formed before his move, he must give up. In this case, the player who wrote the last letter must say what word he had in mind, if he cannot name the word, then he loses himself, if he named it, the one who surrendered loses. The one who loses the first time receives the letter B, the second time - A, etc., until the word Balda is obtained. The one who becomes Balda first loses completely.

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

10 . Football 8x12

A field of 12x8 cells is drawn. The dots in the middle of the short sides are the gates. The first move is exactly from the center of the field. They move alternately placing a dash on one cell (along a line or diagonally). If the move ends at a sketched point (that is, through which they have already gone - for example, the center of the field), then the right is given to one more dash, and so on, until the move ends at an empty point. The sides are considered to be sketched points (that is, the ball “-beats off”- from the sides). The goal is to score the ball into the goal.
An additional rule that we came up with in the class is to put the ball into a position from which it is impossible to get out is an illegal move (for example, a move to a corner). If this is the only move a player can make, then this is his loss.

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

11. Maze with objects

Two are playing. Players draw two 10x10 fields. For convenience, you can assign the designations to the cells: a, b, c, ..., i, k - horizontally and 1, 2, 3, ..., 9, 10 - vertically. (Helps with communication on the game). On one field, a labyrinth is drawn, along which the opponent will walk. The second, while empty, field is the opponent's labyrinth, along which the player himself walks. It marks the objects of the enemy's labyrinth explored during the game. The goal is to take the treasure out of someone else's labyrinth faster than the opponent will take the treasure out of yours.
Here there is an opportunity to simultaneously prove yourself both as an adventurer and as a "owner of the dungeon."

Maze Requirements:

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

The labyrinth should contain:

1 Crossbow
1 crutch
1 Trap
4 Pits
4 exits from the pits (each pit uniquely corresponds to one exit)
3 False Treasures
1 Real treasure
4 exits from the maze on each side.
In addition, each participant at the beginning of the game has 3 grenades.

Map example:

Game process.

Players tell each other the coordinates of the points from which they would like to start the game.
The players take turns. During a turn, a player can move one cell to the right, left, up or down, if the cell in which he is and the one he wants to move to is not separated by a wall. If such a wall is still present, the player is informed about this and he remains on his cell until the next move. If this wall is a maze wall, this is reported separately. However, by prior agreement, you can not make a distinction between the inner walls and the walls of the labyrinth and exclude the concept of "maze wall", but this can greatly delay the game. By spending one grenade, the player can eliminate any wall (including the labyrinth wall) until the end of the game. You don't need to discover it first. Let's say, having intuitively felt that there is a wall on the right, the player may not spend a move to go to the right and make sure that it exists. He can immediately use a grenade, and even then there will definitely not be a wall there. But it may be that it was not there, then the grenade is still considered spent. Throwing a grenade counts as a move. You cannot throw a grenade and move on the same turn.

After the player has moved to a new cell, the opponent informs him that he is on the new cell (and only one object can be on one cell).
These can be (with examples of notation):

A) crossbow("A"). After visiting this cell, the player begins to "limp" and the enemy during his turn (already attacked) can take +1 action (move, throw a grenade, stumble on a wall). The crossbow works once, but its effect lasts until the end of the game.

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

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

V) trap("K"). Allow three moves. Those. while you are getting out of the trap (more correctly - traps), the enemy makes four moves, after which you can move again. The presence of the opponent's crutch allows him to make eight moves. If you fall into a trap after being wounded by a crossbow before, the enemy takes only four turns (permanently skipping moves does not work, because you still do not move). The trap triggers every time a player visits a square with it.

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

e) you found a treasure. False (“O”) or true (“X”), can only be found out by leaving the maze.
To exit the maze, you can use any of the exits that are available, one on each side, or break through a new one using a grenade. (However, we can agree that the walls of the labyrinth do not take grenades, although they are spent).

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

Only one treasure can be carried at a time. At the same time, the actions of the crossbow, crutch, trap are not canceled. You can’t throw treasure wherever you like, but you can change one for another. It is not necessary to take the treasure. If you find yourself on a cell with a treasure and decide to take it, you need to inform the enemy about it.

The maze must be designed in such a way that it is possible to visit each cell and exit the maze without using grenades, starting the game from anywhere. You can't build traps: when a player, having fallen into a hole, leaves it into a closed space from which he cannot get out without using grenades. The trap can be placed anywhere.
After leaving the labyrinth, the player can only enter the exit from which he left. However, the option with the possibility of re-entry through any exit also has the right to exist. In this case, you can fence off areas that can only be reached through a certain entrance to the labyrinth, if the starting point is outside them.

12. Nonsense

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

13. War of viruses

"-War of viruses"-. game for two more is possible, but an even number of players is desirable, otherwise one quickly becomes a victim), on the field 10*10 ( again, you can do more, then even more interesting), “-viruses” - denotes crosses, circles and other evil spirits (each player has his own color or figure). Three “-viruses”- are exposed per turn. Viruses begin their reproduction from opposite corner cells of the field. You can set "-virus" - only next to your other "-live virus"-. If there is a "-virus" - the enemy nearby, then you can eat it by painting the cell in your color. Secondarily, this cell "-overeat" - the enemy can no longer. Such formations are called "-fortresses"-. If the "-fortress" - touches at least one living virus of its color, then it is possible to create new "-viruses" - or there is an enemy farther from it anywhere. The goal of the game is the complete destruction of the living forces of the enemy. If both sides manage to hide their live viruses behind the enemy's fortress of eaten viruses, the game ends in a draw.

"-Bedbugs"-. Variation "-warriors of viruses"-. Can be played by 2 to 6 players, but 4 players are optimal. They play on a notebook sheet, each player must have his own color. The game begins with drawing "-the main bug" - - a cross circled by a frame and "-headquarters" - the environment of the "-main bug" - from 8 crosses in the corners of the sheet. Further, per turn, you can make 5 "-hods" - and not 3 as in the "-war of viruses"-. Game is conducted on destruction "-the main bugs"-. But the most interesting thing about this version of the game is that the players who play by default, each for themselves, have the right to make alliances and break them as the situation or personal preferences change. Often a good “-political” intrigue in this variation brings more dividends than the combinational class of the game. Possible addition: a player who has built a square of 8 bugs can put a new “-main bug” in the center, while the old one is painted over in the player’s color. Such a revolution allows you to save your army from defeat, if the enemy gets close to the old "-main"-.

"-War"-. Very difficult variation "-warriors of viruses"-. Can be played by 2 to 6 players, but 4 players are optimal. They play on a notebook sheet, each player must have his own color. The game starts from "-generals" - which are denoted by the letter G and are located in the corners of the sheet. For each move, the player may place:
4 infantrymen (indicated by the letters P) -
2 horses that are placed with a letter like in chess (and are denoted by the letter K) -
2 tanks that move through one cell (you can also diagonally) (indicated by the letters T) -
1 plane that moves through 4 squares horizontally, vertically or diagonally (indicated by the letters C).
During any turn, you can abandon one type of troops and make an extra one extra walker with another type. For example, you can go immediately 3 more times by plane in one turn, refusing, respectively, from all infantrymen, from all horses and all tanks.
In contrast to the "-war of viruses" - new fighters can only be placed next to living fighters (or next to the "-living" - fortress) of the corresponding type, provided that they have a live connection with the general! That is, troops without control do not fight. Communication can be carried out through another type of troops. They play, of course, to destroy the generals.

14. Pyramid

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

An example of one round of this game with the words: the 1st player writes the word LUK, the 2nd writes the word MIG under it. The 1st player needs to find a 4-letter word already, he writes the word SHAWL. Both players try to pick up words from already used letters in order not to give the opponent a chance to win the round. Here the 2nd player is carefully looking to see if it is possible to make up some word, but all sorts of nonsense like KISH, LIL, YUM, etc. is obtained. Then the 2nd player writes the 4-letter word SHILO (and could also write the 5-letter word):
LUKE
MOMENT
SHAWL
AWL

The 1st player analyzes the pyramid ... - He sees the words GAI, IL and SOUTH, which, according to the condition of this word game, do not fit, and does not notice the words KILO! The pyramid has another level:
LUKE
MOMENT
SHAWL
AWL
A DROP

The 2nd player sees the words FACE and SHIP, then notices the word KILO…- And suddenly finds a beautiful 5-letter word LILY! It adds 5 points to the score of the 2nd player.

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

Two players draw 7-10 "tanchiks" each. or? starships?, each on its own half of a double notebook sheet (preferably not in a box, but in a ruler or an empty A4). Having placed the army, the players begin to fire at each other in the following way: the shot is drawn on their own half of the field, then the sheet is folded exactly in the middle, and the shot, visible through the light, is marked on the second half of the field. If it hits a tank, it is knocked out (the second? knocking out? fatal), and if it hits it exactly, the tank is immediately destroyed.
Each successful shot entitles you to the next - in some versions of the game, you cannot shoot the next shot at the same tank.
After a preliminary shooting, the game very quickly goes into the stage of "blitzkrieg", or rather, a rapid denouement. The winner, of course, is the one who first shot the opponent's army.

16. Barriers

A simple tactical game, the essence of which is the positional struggle for space. On an 8x8 field (i.e. the size of a chessboard), players draw small lines one after another that overlap any 2 cells in a row: i.e. for example, player 1 draws a vertical line occupying e2 and e3.
Player 2 does the same, but his line cannot cross or touch any existing ?obstacles?. As the field fills up, there is less and less free space, and at the end a sober calculation is needed to finish the game. A player who can no longer place his trait because everything is already blocked, losing.

A simple and rather fun game, built on the same principles as the parade of coins, but completely different in form.
On a small field (it can be a square or a rectangle of arbitrary size, it's not particularly important), players place about 15-20 points in various places, although more or less evenly.
Then the first player draws a rounded but free-form rim that goes through at least 1 point. The maximum in the classic version is unlimited, although I would recommend giving a maximum of 4 dots per border.
The next player draws their own rim, the only limitation? it cannot intersect with already drawn ones. The rims can be drawn inside the rims, or, conversely, surround existing ones, the main thing is that they do not intersect. After a while, there is very little space left, and the one who draws the last rim loses.
A variation of this game is the rule to draw circles that cover only 1 or 2 points, no more.

19. Dots and squares

The author of this game, the popularizer of mathematics and sciences, Martin Garner, considered it ?pearl of logic games?. Without sharing his opinion, however, it is quite possible to call the game one of the best tactical games, interesting at any age.
Playing field? rows of dots from 3x3 to 9x9. It is better to start with a small field, and after feeling the taste, increase the size. The rules are very simple: the players connect two dots with a line, and when the player can close the square, he puts his sign in it (for example, the first letter of his name).
Closing the square, the player gets the right to an additional move, until he draws a line that does not close anything. At the end of the game, who has closed more squares is counted, and the winner is determined.
With seeming simplicity, the game is a good space for combinatorial play, especially on the fields of 5x5 and more. The essence of winning tactics? to force the field with semi-closed constructions, to sacrifice, it was necessary to carry, several squares in favor of the opponent, and then, when there is practically nowhere to bet, to force him to make an unfavorable move (not closing anything)? and after that close most of the squares in one series.

The simplest word game, according to the principle of tic-tac-toe, only with letters.
On a 3x3 field (then try other sizes), two players bet any one letter each, and the winner is the one who, by the end of the game (when all the fields are filled), will be able to write diagonally, vertically or horizontally more well-known words of 3 letters.
The game is useful for children who are learning to write. For adults, it does not have a rather small competitive value, but players with humor will find a lot of fun. For children, you can play the option? who will be the first to create a word, and not who will have more words.

21. Racing

A more complex and longer game, built on the same principle as other paper coordination games: the movement of a pen standing vertically across the sheet from a light click.
On a sheet (single or double) is drawn race track(Race), in the form of two curving, uneven circles, repeating the outlines of each other, 2-3-4 cells wide (depending on the number of participants). Then, in an arbitrary place of the resulting ring, a start / finish line is drawn, from which racing cars start.
With short, neat strokes, the racers move around the ring, overcoming bends and special obstacles, flying into a ditch, entering the field again, and as a result, one of them comes to the finish line first and reaps the laurels.
Each time a rider's line touches or crosses a track boundary, a cross is placed at the intersection and the rider skips the next turn by turning his car so he can continue the run. There are 5 such intersections for each car in stock. (5 hit points) and the sixth encounter becomes fatal.
In addition, there can be any obstacles on the track? for example, high-risk zones: flying into such a zone, the car takes more damage, and loses two hit points. Or special obstacles that protrude from the edges and make the passage narrower, or, on the contrary, stand in the middle and force cars to squeeze into
It is also possible to enter touch points points, or rather, small circles, which the car must get into when passing by (i.e., through which the line must pass). The figure shows all the listed complications of the track at once, and it is clear that the race is still far from over.
You can invent and introduce your own rules, new obstacles, and if there are 4 or more participants, you can even arrange a racing series by making several tracks, and in between allowing players to purchase equipment, for the amount of points depending on the place taken. For example, buy extra hit points or attacking spikes, and take 1 hit point from the car you overtake.

22. Golf

Players start from two points next to each other at the bottom of a double sheet standing upright (see picture).
Everyone plays with a pen of his own color, and what is the task of each? for the minimum number of strokes (lines from the handle sliding along the sheet) to bring the ball into the hole. The hole is at the opposite end of the field, i.e. top of the sheet. And a person with good coordination needed a maximum of 4-5 strokes to drive the line into the hole.
But in advanced versions of Golf, the path to it is not so easy, because long straight lines are protected by hills that act as a buffer and do not allow the player. When hitting a hill, the enemy performs a rollback i.e. shoots the line of the violator in any direction, and he is forced to continue his series of blows from the place where this line came. Or, perhaps, 1 or 2 extra moves are attributed to the track of the one who hit the hill.

snake

Take a sheet of squared paper (it is desirable that the paper is of good quality with clear cells). Limit the square playing field to 7x7 cells. Two adjacent sides of the square should be of the same color (say, red), the remaining two - of the other (say, blue).

On the playing field, put the red and blue dots in random places. Now the players make moves in turn, starting to draw broken lines-snakes from the point of "their" color with "their" pencil. In one move, the line is extended by one cell in any direction (but not diagonally). The lines should not intersect, they can be drawn along the side of the playing field, but these should not be sides of "their" color. The one who has nowhere else to extend his snake loses.

palms

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

How many numbers there will be depends on the age and knowledge of the baby. 10 is enough for the smallest, and 100 is enough for advanced mathematicians. Now the fun begins. The first player calls any number and, while the opponent is looking for it on his playing field, quickly puts crosses in his cells. You need to have time to cross them out as much as possible. Then the move goes to the opponent. The winner is the one who quickly fills all the cells of his field with crosses.

Tic-tac-toe

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

corridors

Complicated "tic-tac-toe" for those who are tired of the classic version. An arbitrary shape of any size is drawn (for example, a rhombus, as shown in the figure, and for younger children, you can depict a Christmas tree, a flower, etc.). Players take turns circling one side of any cell with "their" color. The task of each player is to circle the last, fourth side of the cell and put their cross or zero inside. You need to carefully make your move so that the enemy does not have the opportunity to close the cell. When all the cells are filled, it is calculated how many crosses and how many zeros. Whoever has more is the winner.

Points and lines

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

Dots

The playing field is an ordinary sheet of paper in a box, and if there is a lot of time and patience, you can play on a whole notebook spread. In order to have fewer conflicts and disputes during the game, it is better to circle the playing field with a line and forbid the rules to put dots on this border. Each player must have a pen or pencil of their own color. Players take turns putting dots in random places at the intersection of cells. The goal of the game is to capture as many paper possessions as possible.

A territory is considered captured if it is surrounded by dots of its color. The dots must be spaced one cell apart horizontally, vertically, or diagonally. The captured territory is painted over with its own color or a fortress wall is drawn around it (thick line). If you managed to encircle the territory or points of the enemy with dots, they are yours. After such a capture, the player is granted the right of an extraordinary move.

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

Diagonal

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

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

Balda

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

Gallows

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

Numbers

This game can also be played alone. You need to write out numbers from 1 to 19 in a row: in a line up to 9, and then start the next line, in each cell 1 digit. Then you need to cross out the paired numbers or giving a total of 10. One condition - the pairs must be next to or through the crossed out numbers horizontally or vertically. And after all possible pairs are crossed out, the remaining numbers are rewritten to the end. The goal is to completely cross out all the numbers.

sea ​​battle

This game is for two. Each draws on his piece of paper 2 fields measuring 10 by 10 cells. Letters of the alphabet are written on top, numbers from 1 to 10 are written on the left. On one - your own field - you randomly arrange ships, on the other you will mark your attacks on enemy ships. Each player has an equal number of ships - 10 pieces: 4 one-deck (1 cell in size), 3 two-deck (2 cells in size), 2 three-deck (3 cells in size) and one four-deck (4 cells in size). you need to take into account that there must be at least one empty cell between them, you can’t put ships close to each other.

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