Games for acquaintance and rallying. Games for acquaintance and rallying for corporate and friendly parties

Dating games for corporate and friendly parties make a single company out of the guests who have come, ready to enjoy the holiday and communicate with each other. Experienced hosts introduce table games at the very beginning of the holiday, and only then arrange more active contests to rally and entertain guests.

1. Cohesion game "Truth in the ball"

This game is suitable for a close company. For its organization, notes are written in advance with truthful (notes with a red mark) or false statements (notes with a black mark) about each of the guests present, they are placed inside balloons and inflated.

The essence of the game: players take turns approaching a bunch of balls, burst one of them, read aloud the note “obtained” in this way and try to guess who it is talking about, whose truth or lie it is. If he can’t do it on his own, then he asks for “help from the hall”.

The rules of the game are traditional, but the balls give a special festive atmosphere and noise. There are no winners in the venture, it's just an excuse to get closer to each other and have some fun.

2. The game of acquaintance "Zip-Zep - Hugs"

The game makes it possible to remember the names of all the guests who have gathered, overcome the tactile barrier and simply recharge with a festive mood.

Terms of the game: the guests stand in a circle, clasping their hands on the shoulders of their neighbors, at the sign of the leader, who stands in the center of the circle, they begin to move clockwise, while loudly shouting their first and last name. At the sign of the leader: "stop" - the round dance stops. If the host points to one of the guests and says “Zip”, then the guest should quickly hug the neighbor on the right and call him by name, and if the host says “Zep”, the neighbor on the left. The one who made a mistake becomes the leader and he continues the game. So the round dance stops many times, until the guests get bored and they remember each other a little.

3. Game for acquaintance "Secret admirer"

Pieces of paper with the names of the guests are collected and mixed into a hat, and everyone pulls out one for himself, without showing anyone what is written. If the participant got it given name, then replace the paper. So the guests found out whose secret admirer he became and begins to secretly court him (an invitation to a dance, a compliment, a present and other signs of attention), while not disclosing his name, i.e. remaining precisely "a secret admirer or admirer." The host at some point announces: “stop the game” and offers to guess who was whose fan.

game for corporate party can last several days, for example, start the game in a work environment and continue at a corporate party.

A very interesting version of the game is when the draw is held separately between the female and male half, then each player will get a secret admirer of the opposite sex.

4. Game "Common Dream"

No matter how many people gather for a party, everyone has their own dreams. We sometimes think that we know a person very well, but, nevertheless, it can be difficult to guess his desires. Invite the guests present to write their three cherished desires on a piece of paper, and not show them to anyone.

The game goes like this: everyone voices their dreams one by one and, if one of the guests has a similar entry on the sheet, they raise their hand and the "dream mates" find each other.

It will be very interesting to find out not those desires that may come true in the near future, but unrealizable dreams that have been desired since childhood. In any case, this is a great opportunity to get to know a person better and make friends. You can end the game by making a toast: "To make dreams come true!!"

5. Game for acquaintance "Soulmates"

dating game similar to the previous one, but without notes.

When playing, even in an unfamiliar company, we can find a person who is closest in spirit. So, those present clench their fists. The participant who decided to be the first to find a like-minded person begins a story about himself in the form of “I like it or not.” For example: “I don’t like noisy cities. I like to race in a car at great speed. P. After each sentence, participants who also do not like it or love it open one finger. The story continues until one of those present opens their fingers. This person will be the closest in spirit to the narrator. And at the end of the toast: "For the kinship of the souls of all the assembled guests"

5. Team game"Japanese Pantomime Theatre"

Tacon entertainment can be arranged during the dance break. Two equal teams are recruited, they are given three minutes to clearly agree on how they will portray the three traditional characters of Japanese pantomime: the Dragon, the Geisha and the Samurai. Movements and facial expressions should be the same and clear and preferably bright and expressive.

The teams line up facing the audience, and the leader randomly gives the teams a sign or simply says the name of one of the characters. The team in which all participants will depict the figure artistically and synchronously wins, any deviations are counted and summed up as penalty points. Accordingly, which team will score them less, she won.

6. Unusual acquaintance "Let me introduce myself ..."

You can add a creative note to the acquaintance of guests, for this, prepare several cards with different characters in advance (according to the number of participants). After reading the name of their hero, the participants must introduce themselves to the audience, as if on his behalf, not forgetting to give their real name. For example, if this is a musketeer, then a bow and removal of an imaginary hat and a performance: “The musketeer of the guard of his Majesty is Vasily.” The characters on the cards are very different:

A princess

A foreigner who does not know Russian

Dancer

Alien

pop star

Pioneer, etc.

7. Competition "Recall everything"

Several couples are called, the partners are mixed up, they are all placed with their backs to each other and they are offered to remember everything about who is standing with their backs to you, imagining it in all details (you can’t peep).
The facilitator then counts the correct and incorrect answers to a variety of questions:

1. how many buttons are on the partner's blouse;

2. what color are the trousers;

3. what is the name;

4. what shoes;

5. eye color;

6. whether there are decorations on the neck and what kind;

7. how many rings are worn on the hands;

8.whether he wears a watch, etc.

The one who remembers his partner better than others gets a prize.

8. Entertainment "Romantic photography"

In a youth company, this game will be to your liking. First you need to choose the one who will photograph. Then explain the rules: alone with the photographer in the room there is a couple in love who wants to take a very romantic photo.

When they decide how it will look like, they will send a helper, as it were, who will adjust the poses to their liking, and better take guy's place. Then the girl is let into the rooms, and she is already looking to correct herself in the pose of a lover, taking her place. Each time after the "corrections" the photographer takes a picture. There should be a lot of such photos - the more interesting it will be to look at them later.

As a rule, young people are distinguished by a high degree of ingenuity and are not afraid of explicit poses, which greatly enlivens the pictures. Participation in such a funny and spontaneous photo session brings you closer, besides, there will be photos for memory, which is also nice.

9. "Locate the direction of the conspirators"

All players sit at a distance from each other, but so that everyone can see. The conditions of this game for acquaintance are as follows: the organizer secretly forms conditional pairs from the “goal” (simply shows who is with whom). At the signal of the organizer, the “showing” with eyes closed(bandage) must determine from the noise and essence of the dialogue between the designated partners that they are in a pair.

The complexity of the game is that everyone starts talking at the same time, and who exactly is with whom, and most importantly, what, it’s not so easy to “bear” it. During the game, the “goal” is changed and in the final of the game they choose the very best of them.

10. The game "The cutest in the yard"

The essence of the game is to determine the most popular guest and the most popular guest. And the criterion will be the number of collected sympathies. Each guest receives a cut out heart and a marker or a felt-tip pen and, in two minutes (if a large company, then increase the time), collects signatures for “his” heart - who will have more time. During the game, you can put musical accompaniment.

11. The game of rapprochement "The knot will be untied."

For this game, you need to prepare three long rope(from five to ten meters) and make several loosely tightened knots on it.

We call for participation in competitions three pairs of ladies and gentlemen. We tie one end of the rope to the girl's wrist, the other to the man's hand. Since the ropes are tied to his hands, the players will have to climb into these knots, which is why the rope must be very long.

Alena Apina's song "The knot will be tied, the knot will be untied" is ideal as a musical accompaniment.

12. Game for a close company "Victim of intrigue".

One of the guests is chosen as the “victim of intrigue”. The “victim” goes out the door, but first she is told that now the husband / wife, friend or colleague will tell all the honest people something very intriguing from his biography, and when she comes back, she (the victim) will have to find out with the help of leading questions in what such it was declassified.

In fact, no one will talk about anything, but simply everyone will agree that when the question “victim” ends in a vowel, everyone will answer “yes”. If it is a consonant - “no”, we answer the letters “y” or “b” - “it doesn’t matter”.

The "victim" has the feeling that we are talking about something specific, “gives out” one of his secrets after another. It comes out like this:

Did it happen on New Year's Eve?

Everything happened in the toilet?

13. Game "Outstanding Personality".

This game, like most others, comes from children's dating games.

Rules of the game: One of the guests thinks of some popular person to himself and “impersonates” himself as him (her), and the task of the other participants is to understand, with the help of leading questions, who he has thought of.

Before the game begins, the people are explained what to ask, for example, “What songs do you sing?” forbidden. The question should be formulated differently - "Do you have anything to do with the stage?" or “Do you prefer pop or classical?” The one who thought of an outstanding personality has the right to answer only “yes” and “no”.

In total, twenty leading questions can be asked, if no one guesses so, then the goer won.

14. "Psychological target".

This game is more suitable for a friendly party. Four or five people can participate at the same time. They are given sheets of paper and markers. The facilitator asks the players to divide the sheet into four sectors with two perpendicular lines intersecting in the center of the sheet. Then, starting from this center, the players will have to draw five circles to make it look like on a target.

In each of the four sectors you need to write: in the first, smallest circle, the letters "P", "P", "C", "L" in any order. In the second circle from the center, we write numbers from one to four in each sector, also in any order. In the third - one for each sector of the names of birds, fish, animals. In the fourth, we write one adjective each, for example, drunk, gentle, slender, smart. And in the last circle - proverbs.

Signed (so as not to get confused) targets are handed over to the presenter, who pins them on one large easel. Next comes the decryption.

It turns out that the sector marked with the letter "R" reflects everything that the player thinks about his work, "P" - about bed relationships, "L" - about love and "C" - about the family. The numbers placed indicate the place that the player assigns in his life to work, sex, love and family. The adjective in combination with the name of the animal demonstrates how he feels in each of these areas. It is possible that at work a person feels like a dumb camel, but in bed a nimble bunny.

The proverb can be interpreted as a true life credo regarding each of the mentioned aspects of life.

15. "What does he look like?"

In this game, a player is chosen who is on a short time walks out the door. During these minutes, all the other guests agree and think of one of those present - it is about him that the guest will ask his questions-associations.

Returning to the room, he begins:

If this person were a car, what brand would it be?

What item of clothing does it look like?

What food (flower, animal, architectural element, etc.) is it associated with? Etc.

Questions are answered by everyone. However, it is necessary to act in such a way that the one who was guessed is not silent, but also gives his own answers-associations. Otherwise, the goer will simply calculate it.

A person wins if he correctly names the guessed one, and the goer has three attempts. Otherwise, he leaves the room again, and everything repeats again.

What are dating games for? They are needed in teams that have recently formed, or in those where many newcomers have joined. The purpose of such games is to rally the team, to introduce the participants to each other, to liberate the clamped and unsure of themselves. And also: to show in a playful way that in fact there is a lot in common between the participants, and individually - each is enough interesting personality. Everyone needs dating games: both children and adults. After all, the success of any enterprise depends on how well the team interacts, especially where long-term joint activities are expected. Acquaintance games are both mobile and “sedentary”, for initial acquaintance and for a deeper relationship. Below is a selection of my favorite dating games.

Like / Dislike

It is worth starting with this game when the team is completely new and basically everyone is not familiar. The facilitator throws an object to any participant ( soft toy, ball, hat), and he, having caught him, must give his name and 2 sentences about himself. One of them will need to begin with the words “I love”, the other with the words “I do not love”. Sentence options: I like / I don't like, I can / I can't. For example, my name is Simon. I can cook scrambled eggs. I don't know how to cook borscht.

Greeting Commands

Such playful acquaintance games help relieve psychological stress. Everyone stands in a circle. The host announces various greeting commands, the participants perform them. For example:

  • Say hello to the neighbor on the right
  • Put your hand on the shoulder of the one on the right
  • Touch the ear of the one on the left
  • Touch your elbow to the elbow of the neighbor on the left

Etc. If this is acceptable, then this game can be ended with a command to hug the neighbors on the right and left.

Charades

These dating games are liked to be played in different countries. Participants in the game write down or draw their names as charades. The rest of the participants must guess the name. For example:

  • weeping shrub or plus aircraft brand (Ivan);
  • a top toy, but with a growling letter in the middle (Yura);
  • a pirate drink, plus the first letter of the alphabet (Roma) and the like.

Hat with questions

The host puts in the hat prepared in advance interesting questions. Each participant must draw out a question and answer it. Questions are designed in such a way that the answer is detailed. For example:

  • describe your character
  • talk about your hobby;
  • who would like to work in 25 years;
  • Where would you like to live in 25 years?
  • why you need to study (work);
  • what is the purpose in life and so on.

This game can be good time communication. But from it it will be possible to make a funny game-fun. To do this, in another hat, you will need to write cards with funny answers in advance. The facilitator asks a question by pulling it from the first hat, and the participant answers by pulling the answer from the second hat. For example: the question: “How did you come to school (to work)?”, An extended answer: “On a broom”.

Heraldry

Participants are given pieces of paper and pencils. Everyone should come up with an emblem for their name. A certain amount of time is given to complete the task. At the end of this time, everyone tells what they depicted and why.

signs

The one who will guess is selected, moves away and turns away. Meanwhile, a group of participants gathers to a certain attribute: hair color, pants color, the presence of sneakers, the same names, the same season in which he was born, and so on. The guesser must guess this sign.

My glorious name

With this dating game, you can also start to get to know each other. Such a game will give "weight" to any player in the eyes of others, because each name has its own famous association. Each participant does not give his name directly, but only suggestive clues. For example:

  • in Bulgaria there is a city with my name (Sofia);
  • without my name, nothing will work out for any person in life (Love);
  • I bear the name of a saint who lived in the Crimea and was a doctor (Luke);
  • I was given a name by one of the months of the year (Maya) and the like.

Fanta

Well, this game is probably known all over the world. The main thing is to select tasks in accordance with age. Write the names of the participants in the game on the cards and put them in a box. The leader draws one name by lot and announces the task to this participant. For example:

  • show how a duck walks;
  • dance the dance that the wolf and geese danced in the cartoon "Just you wait";
  • tell a joke and stuff like that.

sculptures

The participants are divided into teams. The facilitator shows a picture with some interesting monument, which consists of several characters, and asks the team to draw it.

Conclusion

Getting into new unfamiliar groups, those who by their nature find it hard to find mutual language with others is lost. Organized dating games help people to more easily join the team, get to know all the participants faster and even tell a little about themselves, even if in a joking way. Such fun significantly improves the psychological climate in general, helping to liberate both those who have long been a member of the community and new arrivals.

Hello. My name is Igor Lapin, I am a professional pickup coach. And today we will talk about what are dating games for students and dating games in general. In simple words, this is a kind of training that relaxes people in some company, and allows unfamiliar young people and girls to quickly switch to “you”. Why and where you might need it.

It goes without saying that you and your classmates can use such techniques to get closer in the first year. By the way, I think some of these games will seem familiar to you, since many advanced teachers use them already at school to normalize the atmosphere in the classroom, and also to immerse themselves in the atmosphere when studying. foreign languages. And in large companies such trainings are practiced in order to acquaint and rally the team, make work in the company pleasant and inviting, and thus increase labor productivity.

However, for you, such training on acquaintance for students should be interesting, first of all, as an opportunity to quickly get close to an unfamiliar pretty student from your group or institute. After all, dating games for students can be used already at the first party, when no one knows anyone yet, but everyone really wants to get to know each other. Dating evening scenarios for students can now be found in world wide web. And you can sign up for my training, and find out how to put all this into practice and use it for. So what can you play?

Dating games for students

By the way, professionals call such trainings “icebreakers”. It's pretty simple games, with which you can create a positive atmosphere in almost any company and make relationships between unfamiliar people more trusting, and generally make friends after such a fun training.

By the way, in my classes you can also participate in such a game. As a rule, if professionals are engaged in this business, then you are almost always guaranteed:

  • Entertainment and good mood;
  • Improving relationships with new acquaintances;
  • Testing yourself and your own intuition;
  • Understanding how others see you
  • Rapprochement of all team members;
  • And as a result, an easy and unobtrusive acquaintance with the fair sex.
Student introduction training can really break down the barriers between people. It will really help not only to find new friends, but to get a girl at the institute. Moreover, if the coach is really good, then just one game under his leadership will be enough for you in order to then independently apply such games in practice with other students. And this, no less, will make you stand out from the crowd, make you more significant and interesting in your new company.

Below I will give descriptions of several of the lightest and most popular "icebreakers".

  1. The first training very well helps to remember the names of new acquaintances. To do this, the whole company becomes in a circle, then someone first calls his name. The person following him (you can move both clockwise and counterclockwise) calls the name of the first, and then his own. The third participant - calls the name of the first, second, and then his own, and so on. Such an "icebreaker" is most often called " snowball". By the way, this game can be complicated, for example, after the name to name age, hobby, origin, and so on. Thus, you and your new friends will learn about each other the most important details in a playful way.
  2. The next game is a variant of the first, only more active. In this case, the beginner throws the ball to the person opposite and calls his name. And before that, all participants stand with their hands outstretched in front. When you throw the ball to your friend, you need to lower your hands. The game continues until everyone gives up. The one who has the ball in his hands starts it again. By the way, you can remember up to twenty names in one training.
  3. The next game is called "History". It is best to play it in several teams of five or six people, so as not to get confused. Each team must write a story about themselves using the real facts of the participants' biographies. Allotted for the task certain time, after which each team chooses a leader who tells its story. Then the task can be complicated - the delegates from the teams begin to tell the stories of the rival group. The one who makes the fewest mistakes in the end wins.
  4. And this game is often called "Squirrel", perhaps because you have to actively move in it. The host divides the room into two parts, you can simply draw two parallel lines on the floor at a distance of a couple of meters from each other. Then the host one by one begins to say words like “let those who love ice cream be on my left”, for example, or “hates to ride public transport". The leader alternately changes directions of movement, gradually accelerating the pace. As a result, some participants really begin to jump like squirrels through a branch.
  5. Five things. The company is divided into several couples, after which each couple spends a few minutes in silence, and gesture to each other the five most important things about themselves. After this time, they should already verbally explain to everyone else what they understood about each other. Naturally, the smartest win.
  6. Three words. This is an acquaintance training for students, in which everyone should describe themselves as concisely as possible in just three words (epithets), without giving their name.
  7. The next game is already much closer to the pickup. Participants take turns going into a circle or on stage to say their name, and then call for help from another participant (usually a young man and vice versa). At the same time, one must say, for example, that “I need help, say, Yulia, because she is beautiful. Be sure to use one epithet.

There are actually a lot of games like this. One can recall the “Celtic wheel”, and “vanity of vanities”, and “such different times", and other funniest" icebreakers.

Conclusion

Student dating games can come in handy anywhere: at camp, at a party, in a club, and even in the classroom during recess. Everywhere you can use such tricks with your classmates and classmates. It's no secret that many of these trainings came to us from the West, and some may seem childish, but they really work, especially when at a party you need to cheer up a company that is tired of a feast.

If you want to know even more secrets to seduce girls

Dating games.

Dating games help to introduce people to each other in a minimum amount of time, remember names, and some qualities, features of other people, allow you to relieve psychological stress and reduce the distance between game participants.

"Hello Friend"

All participants are divided into two equal groups. One group forms the inner circle, the other outer. Those in the inner circle turn to face those in the outer circle, thus forming pairs. And they repeat the following words after the leader, accompanying them with gestures.

Hello Friend! (shake hands)

- How are you here? (clap right hand partner's left shoulder)

- Where have you been? (carefully pat ear)

- I missed! (fold hands over chest)

- You came! (throw hands to the side)

- Good! (hugs)

Then those standing in the outer circle take a step in one direction, thereby replacing the partner. Words and movements are pronounced again. And so on, until the first couples meet again.

"Bingo"

Participants form outer and inner circles with an equal number of participants. The circles move in opposite directions, and the players say:

My nice shaggy dog ​​is sitting by the window (jump up)

In addition to your name, you also need to show some movement, your favorite gesture.

"With a ball"

The participants of the game stand in a circle. The ball is at the leader. He says his name and throws the ball to any of the guys. The same one introduces himself and throws the ball further. The game continues until the guys remember each other's names.

"Who? Where? On what?"

All participants form a circle. Everyone in turn must give his name, and also say where he will go and on what (these words must also begin with the first letter of the name).

"Newspaper"

The group stands in a circle. The leader is in the center, he has a folded "newspaper" in his hands. The name of someone from the circle is called, and the presenter tries to smack him with a newspaper. In order not to be touched, the named one must have time to quickly name someone else standing in a circle. If a person was taunted before he called the name, he becomes the leader. After some time, an additional rule is introduced: the former presenter, as soon as he stands in a circle, must quickly name a name. And if he does not have time to do this before the new leader knocks him down, he becomes the leader again. In a group in which there are many unfamiliar people, it is sometimes advisable for the one whose name was called to raise his hand, since the leader may not be able to navigate the names.

"Spider line"

All participants sit or stand in a circle. The first of them has a spool of thread (or a ball) in his hands. The first participant throws the coil to someone from the circle, leaving the end of the thread with him. At the same time, he asks some question to the next participant, calling him by name. The second participant answers the question, passes the coil to the next, and asks his question. So the coil should go around all the participants and form a web. The last participant must unravel the web, be sure to call each participant by name.

"Construction"

The group is divided into two teams, which are invited to line up:

By hair stiffness

By eye color

By shoe size

By hair length

According to the degree of sociability

By palm size

By color of clothes

Etc.

Can make things harder various conditions. For example, line up in height with eyes closed; line up by date of birth (from January 1 to December 31) silently, etc.

"Hot chair"

The facilitator invites all participants to break into pairs. Within 5 minutes, the partners tell each other about themselves. Then everyone sits in a circle, leaving one chair free. This chair is called "hot". Each couple takes turns coming to a chair. One participant sits on a chair, the other stands behind him, puts his hands on his shoulders, and speaks of the person sitting as if from himself, introducing him on his own behalf. Then they change places. Then the "hot" chair is occupied by other couples.

"Swap Places"

Participants sit in a circle on chairs. The facilitator stands in a circle and asks those participants to switch places, for example, who has grey eyes who is wearing jeans, who washed their face this morning, who has a birthday in winter, and so on. When there is an exchange of places, the leader tries to take one of the vacant chairs. If he succeeds, then the game is played by the player left without a place.

"Self-portrait"

Each member of the group is given the task to draw their own portrait (face, dreams, occupation, hobby) on a small sheet. All portraits are glued onto a piece of drawing paper: “Meet us!”

"Vanity"

Each participant should have a pen and a piece of paper divided into several rectangles. Each rectangle contains one quality (or passion), for example: he knows how to draw, likes to communicate, knows a lot of games, etc. Task: in 5 minutes, collect information about all members of the group. If a person has such a quality, then his name is entered in the appropriate cell.

"Find someone who has..."


"Domino Interests"

The first participant says what two things he likes to do the most, spreading to the sides, first the right one, then left hand. Then any of the participants who also like to do this..... stand nearby and take the appropriate hand. Then these two members also say what they like to do, two more join them from different sides, and so on. Until all participants join hands. The best way when the circle closes. To do this, the last two participants must find together the business that both of them would like.

"Fraternization"

Participants move freely around the site, approach any participant. Together with him, they touch each other with their right shoulder, then with their left shoulder, right cheek, left cheek, knees and say their names.

« Associations»

The facilitator gives tasks to the participants, they complete it as soon as possible. Tasks; find a group of people.......

Whose phone number ends with the same number

Who were born with you in the same month

Who love the same season as you

"Brownian motion"

Everyone closes their eyes and begins to randomly move around the room, colliding, diverging again. At the signal of the leader, the participants, without opening their eyes, grab the partner closest to them and try to determine who is caught. The exercise is repeated several times.

"Mini Questionnaire"

A poster with unfinished sentences hangs on the wall. Each participant takes turns continuing the sentences. When everyone has spoken, the endings of the sentences are written on sheets of paper, which are then put away in personal envelopes.

I think people appreciate me for...

The best day of my life was...

For me, happiness is...

If I were a wizard, I would do........

"Marriage Announcement"

Each participant makes a "marriage announcement", then these announcements are read out by the leader, and the group tries to guess who the author of this announcement is.

"Line of Life"

Each participant takes a sheet of paper and writes the date of his birth at the bottom of the sheet, today's date is put on the top of the sheet. Between these two points it is necessary to draw a line - a straight line, a zigzag, and mark on this line of life the key points that are especially preserved in memory or influenced the course of life. When the work is done, the host gives the floor to everyone who wants to talk about their lives.

"I never..."

The group sits in a circle, the group members take it in turns to say "I never ..." and then continue with any phrase, for example, "I have never skydived." Everyone who did this bends one finger at a time. Those of the participants who the largest number curved fingers, the most experienced, knowledgeable. Those who have a smaller number of bent fingers, those are still ahead, there are a lot of opportunities ahead, a lot of everything unknown.

Participants write on a piece of paper 10 times continue the phrase "I - ......

To answer, you can use traits, interests, feelings. After the work is completed, the participants pin these sheets on themselves. Then they slowly move around the room, approach the other members of the group and read what is written on each sheet.

"Sweet bag"

All participants sit in a circle. The host puts a bag of sweets in the center of the circle. Each participant in turn takes a candy out of the bag, unfolds it, continuing the phrase “I love ...... And so all the participants in a circle. Then, in the same order of priority, the participants put candy wrappers in a bag, while saying: “I don’t like .....”.

"You and I are similar"

All participants form two circles of equal size: external and internal. Those in the inner circle turn to face those in the outer circle and form pairs. A person from the inner circle says to his partner from the outer circle “You and I are similar ....... (continues the phrase). The one standing in the outer circle says “You and I are different ....” (continues the phrase). They are given no more than 1 minute to do this. At the command of the leader, the outer circle takes a step in one direction, thereby changing partners. And the job is done again. The game continues until the first couples meet again.

"Law of the Raised Hand"

All participants form a circle. Then silently, with a glance, they find a mate on the opposite side of the circle. The host invites the participants to all at the same time, without leaving their seats, in one minute to find out the last name, first name, fatherland of their partner, his date of birth and cherished dream. You have 1 minute to complete the task. After a minute, each participant introduces his partner. As a rule, some information is lost. The facilitator and the players analyze the reason for the loss of information by the participants. The facilitator leads the group to the conclusion that it is more convenient to receive information when one speaks and everyone else listens. (Law of the Raised Hand: When someone raises their hand, the others stop talking and listen.)

"Revelation Envelope"

All participants sit in a circle. The facilitator invites everyone to open the envelope and get a piece of paper with a question that needs to be answered. Questions:

What do you like to do in your free time?

- What are you most proud of?

What would you change at school?

What makes you sad?

What are you afraid of?

What would you like to change in this world?

- Tell me about a time when you were happy?

Tell me about a time when you were angry?

When do you feel alone?

What really annoys you?

What makes your life difficult?

What has changed the most about you in recent years?

What do you like most about your friends?

What do you dream about?

Etc.

These games, short in duration, are aimed at shaking up, enlivening the atmosphere, raising or settling the mood at any time of the day. And also for psycho-emotional unloading, relieving tension among participants, especially in cases where participants are little acquainted with each other, or in a team there is a tense atmosphere after any failure or conflict situation.

"People to People"

Players are divided into pairs. The facilitator calls out the names of the two body parts that the players of each pair must touch (for example: elbow to knee, ear to ear, little finger to nose, etc.). After three or four such options, the host shouts: "People to people." This is a signal to search for a new partner.

"Touch"

The leader pronounces a part of the body and an object (or its quality), which all participants must quickly touch. For example: blue little finger, iron ear, lips good man, etc.

"Brownian motion"

Everyone closes their eyes and starts moving randomly around the room. At the signal of the leader, the participants, without opening their eyes, grab the participant closest to them and try to determine who is caught. They are out of the game. The exercise is repeated several times.

"Australian Rain"

The participants stand in a circle. The first participant starts the movement, he is picked up by the second, third, etc.

1. rub palms together,

2. snap their fingers,

3. punched in the chest,

4. beat on the knees,

5. stomp their feet,

6. do the movements in reverse order.

Participants make claps, placing their palms horizontally, for each clap, pronouncing the word "yes". With each clap, it is necessary to increase the amplitude of the clap and the volume of the words. And the last is the biggest clap with the word "oh, yes."

"Oink"

The participants stand in a circle. They must grunt one by one in the minimum amount of time.

"Aram-sam-sam"

Participants pronounce words and make movements.

1. "Aram-sam-sam, aram-sam-sam" (beat themselves on the knees),

2. "ghouls-ghouls-ghouls" (tickle their chin and the top of their head)

3. "aram-sam-sam" (beat on the knees).

4. When repeated, the chin and crown of the neighbor on the left are tickled.

5. Then, during the repetition, they do not beat themselves on the knees, but the neighbor on the right.

"Washing machine"

Participants stand in two lines facing each other - Each of them comes up with a sound and an action that produces washing machine. One participant becomes "linen", he closes his eyes and moves through the formation, and the participants "wash" him.

"Wild Eagle"

Participants are divided into 2 equal groups. One of them forms the outer circle, and the other inner. At the signal of the leader, the outer circle begins to move clockwise, and the inner - counter-clockwise. The host suddenly makes a clap and names the figure that the participants who are facing each other should portray. The game is repeated several times. Figures for the image: the letter "phi", a mirror, a bridge, a dragon, a wild eagle.

« There is a bull, sways "(warm-up game)

Paul Agnia Barto's poems “A bull is walking, swinging” the players go first in a circle a simple step. Then, repeating the same quatrain, everyone walks in the opposite direction, bending their knees and placing their hands on their shoulders. Again, repeat, turn, new position of the arms and legs - complicated, etc., until you get bored.

"I am better"

All participants stand in a circle. The facilitator invites the participants to put their hand on the head of the neighbor on the right and stroke him with the words: “You are so wonderful,” then put their hand on the head of the neighbor on the left and say: “You are also very good. Then put your hand on your head and stroke yourself with the words: “And I am the best!”.

"Pruy"

One person becomes "prui". The goal of the game is to find "Pruy" and become part of it by holding on to the ankle. Everyone closes their eyes, except for "Pruy", they mix up and, going up to anyone, ask: "Pruy?" If you are not "Pruy", then answer "Pruy". "Pruy" doesn't answer (this is a clue that will help you recognize him). "Pruy" grows with every person who joins him from behind.

"Bubbles"

The bubble is formed by three participants holding hands. If the bubble has caught another participant, then the latter also becomes part of the bubble. The game continues until all participants are part of the bubble. If there are many participants in the game, then you can first form two small bubbles.

"Snake"

The host runs between the participants to fast music and grabs one of them, he grabs the second one and puts it in front of him, etc. If the audience is not familiar enough, then the participants try to draw out the person they do not know and get to know him.

"I am a snake"

The participants stand in a circle. Two (three) leaders are selected. They become "snake heads". The hosts choose one more participant for themselves - the “tail”. Each snake moves inside the circle with the words:

I am a snake, snake, snake.

I'm crawling, crawling, crawling.

Do you want to be my tail?

On the last words, the snake approaches any participant. He should answer the question: “Yes, I want!” This participant crawls between the legs of the snake and stands in its tail. And so on, until all participants become parts of snakes. Then the snakes can catch any other snake in the same way. At the end of the game, one big snake should form, consisting of all the participants in the game.

1. REMEMBER YOUR APPEARANCE

The game is useful for a group where everyone knows little. 4-15 people play.
A pair of players is chosen. Having previously studied each other's appearance, they stand back to back. Everyone else begins to each of them in turn ask questions about the appearance of a partner.

For example:
. how many buttons does your partner have on his jacket?

. what color are the laces on the shoes? etc.

Of this pair, the one who gives 3 wrong answers the fastest loses.

2. GEMINI
This game requires a large crowd of people, for example, 30-50 people or more.

The condition of the game is to find a person who gave birth to you on the same day, or with a difference of several days, talk to him and ask about everything.

The pair with the smallest difference wins. They can go out in front of everyone and tell everyone they know about their "twin".

The goal of the game is to bring together strangers or unfamiliar people.

3. SECRET ANGEL
This game requires all players to be together for at least one day. The game is good for getting to know each other better. Requires 5 - 50 people. The names of all participants are written on separate small pieces of paper,

then they are rolled up, mixed up, and each player draws out one piece of paper with someone's name on it. The player becomes the "secret angel" to this person. Secret because no one knows whose angel he is,

the ward of the angel himself should not know either, this is kept secret. "Angel" all the time of the game gives his ward some attention.

For example:

Sends notes with Bible verses
. small gifts (sweets, cookies, etc.),

. writes poems and comments, suggestions, etc. to him.

The "angel" himself also receives signs of attention, because. in turn is also someone's ward. At the end of the game, everyone reveals their cards and shares their impressions.

4. I NEVER....
This game will help people get to know each other better.

7-15 people participate. The game requires chips according to the number of participants. Chips can serve as large beans, matches, or other small identical items.

The first player says: "I never...". Then he names what he has never done in his life (the game of honesty). For example:

. did not keep cats in the house

. have not been abroad

. didn't wear boots

. didn't shave, etc.

Let's say the player said "I've never eaten pineapple". All players who ate the pineapples must give him one token. Then the turn passes to another player, and he calls something that he never did. The task of each player is to name something that he has never done, but all or most of those present have done.

The game ends after a certain number of rounds. The one with the most chips wins.

5. LIAR
This game will also help you get to know each other better. 5-8 people are needed. Prepare blanks in an amount equal to the number of players. Forms should contain the following questions:
. The farthest place I have been to is ……………

. As a child, I was forbidden to do ……………..., but I did it anyway.

. My hobbies - ………………….

. When I was little, I dreamed of becoming …………………….

. The greatest achievement in my life is ………………….

. I have one bad habit -

Sheets with these questions are distributed to each player, and everyone must fill them out by answering truthfully to all but one of the questions. Those. one answer will be wrong, false.

Then, when everyone is ready, the players take turns reading their answers aloud. The task of the rest is to guess where the wrong answer is. If someone guessed where the false answer is, he is awarded a point. And the “liar” himself gets as many points as he managed to deceive people.

The one who scored the most points wins.

NOTE 1: You can create your own questions

NOTE 2: You can change the rules. Instead of one wrong answer out of five, write four wrong and one right.

6. BURNING MATCH
While the match is burning, a person should tell about himself as much as possible. At the same time, he holds a match lit in his hand. One message - one point. (For example: my name is .... I live ....) The one who received the most points wins.

7. WHAT DO WE KNOW ABOUT YOU?
Play 2-5 teams of 3-10 people each. One person from each team is called. We will call him conditionally Vasya. The facilitator reads the questions, and the teams must answer them as accurately as possible. The answers are written on pieces of paper and handed over to the leader (the team gives their answer, Vasya gives his answer, and the leader compares). Questions might be:
. Vasya's date of birth

. What is the name of Vasya's mother?

. Who best friend Vasya?

. What school did Vasya go to?

. What did Vasya eat for breakfast today? etc.

Each team answers questions about their player. For the correct answer, the team is given points. The team that scores the most points wins.

8. ASK-TELL
An interesting dating game for four or five people, no more.

The suggested field is used. (download HERE) Participants put their chips on the start and take turns rolling the die. The participant moves the chip as many positions as the die has dropped and, depending on which field it is (tell or ask), he takes a card from the “tell” or “ask” pile (without choosing, the cards lie face down) and makes what is written there. The game lasts about half an hour. It is not worth continuing further, even if some participants ask, since at this time others may already get bored with this matter.

9. WHO IS THIS?
After several youth meetings, you can check how much the guys got to know each other. Give everyone a piece of paper and ask everyone to write 4 things about themselves that not many people know about. For example:
. I have a dog and a parrot.

. I love playing chess.

. I really want to buy a computer.

. I'm going to be an agronomist.

Ask them to sign these sheets and turn them in. After that, you distribute to everyone blank sheets numbered by the number of people in the group. And in order, read out what each wrote. And you ask: "Who is this?" Everyone should write their own guess. At the end, you say the correct answers and the one with the most correct answers wins.

10. LIST
Write a list and distribute it to each member of the group. This list must contain the correct information. To do this, the leader himself must know his guys well. The list can be as long or as short as you like. While the music is playing (two songs) everyone should approach the other players and get their signature on the statement that says about him. Each person can put only one signature. Whoever has the most signatures when the music stops wins.

Here's what might be on the list:

Find someone who:

. Doesn't like to eat liver

. Came in today in pink socks

. Traveled to Japan on vacation

. Knows how to ride a horse

11. I AM THE ONE WHO...
If your group has already developed a trusting relationship, then you can play this game to get to know each other better. Each member of the group is given a sheet of paper. He must mark 10 items corresponding to him. Then the sheets are collected and read aloud, and everyone guesses who is who.

. shy when complimented

. afraid to speak their mind

. sings when bathed in the shower,

. tells a man when his fly is undone,

. heavily peppers his soup,

. listening to music at full volume

. loves to dance when no one is watching

. crying during a pitiful movie,

. stops to smell the flowers in the flower bed,

. likes to sleep during the day

. avoids talking about sex

. sings when talking to people

. afraid to donate blood from a finger,

. ran away from the dentist

. loves bad weather

. loves to read love stories,

. talking in sleep

. amorous,
. hates flying

. criticizes a lot, but he does not offer anything,

. watching soap operas

. afraid of the dark

. as a child he was sneaky,

. goes to bed early

. wrote poems in honor of someone,

. talking to animals

. tore out the pages from the diary,

. spying on others prayer time,

. sleeps until the last second,

. not afraid to ask stranger,

. likes to travel alone

. saving up for a rainy day

. afraid to get fat

. despises all girls

. lying about his age

. sew a button,

. closes eyes in scary movies,

. writes off
. takes great care of her skin

. has a "to do" list every day,

. spending holidays at home

. has no close friends

. sleeping with a teddy bear

. would prefer cremation to burial,

. never went to the doctor

. says when another smells from the mouth,

. stayed on second year,

. eats the cake first, and then the first,

. not able to listen to the interlocutor,

. takes offense for a long time

. ever fell asleep in church,

. spoils the air, and shifts the blame on another,

. does not smear deodorant under the arms,

. hiding sweets under the mattress

. wore socks, even if they smelled bad,

. unable to take criticism.

You can come up with something of your own, the main thing is for people to open up.

12. Snowball
Play 10-30 people who do not know each other. The first person says his name. The second person calls the name of the first, then his own. The third is the name of the first, second, own. And so on until last person(he must have a good memory!) The game can be made more interesting if you add an adjective for the first letter of the name to each name. For example: artistic Anya, mysterious Tanya, Lazy Lesha, etc.

13. DRAW ABOUT YOURSELF
5-10 people play, unfamiliar or unfamiliar to each other. Everyone should draw four pictures about themselves (preferably on one sheet) on the topics: family, work, ministry, hobby (hobby). Then the drawings are exchanged, and each player must tell about the life of its author using someone else's drawing. If something is wrong, the owner of the drawing will correct it. visibility - good way remember information!

14. THREE STORIES
This game is simple at first glance, but nevertheless very interesting. Play from 2 to 10 people. You can play for 2 and 3 hours during the birthday or, for example, on the train. The game can be interrupted and resumed.

So, each person should tell three stories from his life. Two real and one fictional. Everyone else has to guess which story is made up. Try to play, you will like it!

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