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Interesting games on paper. Paper games for adults and children

How delightfully we played tic-tac-toe with our dad or mom as children, drawing icons with a stick on the wet river sand. With what passion they fought in “dots”, trying to beat their older brother or sister. How they laughed during breaks at the stories that came out of the “nonsense” game. How many smart and, probably, very useful lectures passed by us, already students, enthusiastically playing Renju... Some games Only older children can master it. But there is also fun for kids, and many “adult” rules can always be changed or simplified. In general, the one who walks will master the road... Having taught the child play in similar games, you can always keep it busy on a long journey, you won’t be bored in rainy weather at home or in the country. You will receive irreplaceable and interesting developmental exercises, for which everything is always at hand. All you need is a pencil and a piece of paper...

Baby games

Among the “paper” games, among the fun that are quite complex, you can find many simple battles that are quite within the capabilities of kids. For example, here is an interesting and useful a game, which is called "Flower-eight-flower." For it, draw on paper a flower with eight identical petals. Now arm yourself with your baby with pencils of different colors and start coloring the petals. You need to color them one by one and stick to them. a certain rule: during your turn you can draw any one petal or two adjacent ones. Wins the one who paints the last petal. Give in to your child every once in a while, gradually leading him to the idea that winnings in this game it is not an accident, but the result of carefully thinking through moves. It is easy to reduce the game to this form, when from one right or wrong move baby will depend on it winnings or loss. Draw your baby’s attention to this by noting: “If you color the petals correctly now, I won’t be able to beat you, if not, I’ll win...” After several attempts and thinking, the baby will learn the correct tactics games. This will bring him both great pleasure from his own achievement and the understanding that many problems in this difficult world can be solved independently and receive undoubted benefit from this. Simple a game "Snake" will be useful not only for the head, but also for the hands of the little player. She will strengthen naughty fingers and teach her to draw straight lines. Take a sheet of paper in a box (it is advisable that the paper be good quality with clear cells). Limit the square playing field to 7x7 cells. Two adjacent sides of the square should be the same color (for example, red), the rest - another (for example, blue). Place red and blue dots in random places on the playing field. Now the players take turns making moves, starting to draw broken snake lines 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 the sides of “their” color. The one who has nowhere else to prolong his snake, loses.

C'mon, I'm putting crosses!

IN " Tic Tac Toe" with pleasure play even three-year-old babies. And for them this is not just fun, but a real educational mathematical a game. After losing several times, they quickly realize that they don’t need to fill in the cells haphazardly. In order to win(or, more precisely, to bring the game to a draw), certain tactics should be developed games and think one step ahead. But ordinary “tic-tac-toe” quickly gets boring even for little ones. And, when this game is mastered, it makes sense to move on to a more complicated version - three-dimensional. Draw a cube, draw each of the three visible faces into nine cells. You will have three playing fields at the same time. Otherwise, the rules are the same: three X's or O's in a row on any side mean victory. But now the baby will have to track much more large quantity combinations, and even connect spatial imagination. Well, when the child can easily navigate the three-dimensional game, try playing with him the paper version of the Japanese games "Renju", which means "string of pearls". Target games– put five zeros or crosses in a row. The game is played on a playing field measuring 15x15 or 19x19 cells. This is no longer a joke task. And if after some time you have to really rack your brains in order to win at his own baby, you can safely be proud of your student!

Sea battles

I guess the rules games V "sea battle" are known to everyone and there is no need to remind them. But there are a few tactical tricks. And if you share them with child, the likelihood of his victories in paper-sea battles will increase significantly. So, the most rational way two successive “shots” - the letter “g”, similar to the move of a chess knight. This will make it possible to quickly identify “long” enemy ships. As you know, in a “naval battle” even one meaningless move gives the enemy a significant advantage. Therefore, it is very important not to make ill-conceived “shots”. Please advise to kid Surround each enemy ship that is shot down with points. Firstly, the baby will not accidentally “shoot” in a useless place. And, secondly, with such tactics, the possible locations of ships are clearly visible.

Territory wars

Many games on paper involve fighting over territory. In addition to excitement, they have undoubted benefits, developing logical thinking and attention. Try it play With child in Game "Corridors", and you can easily verify this. The playing field is drawn on a checkered piece of paper. Its shape and size are not of fundamental importance. It can be a square or any shape. And to interest the baby, you can draw a Christmas tree, a dog or other desired outline. How younger child, the smaller the playing field. It is better to take paper with large cells. Armed with pens or markers with your baby, start playing. Each player takes turns drawing horizontal or vertical lines onto one cell. The one who managed to draw the last, fourth line closing the square puts his sign (cross, zero or any other) inside the square cell. When all the cells of the playing field are filled with “monograms,” their number is counted and the winner is determined. A game "Feudal Lords" or "Dots" It will be interesting for older children. "Dots" - a simplified paper version of the famous Japanese games"Go." It develops tactical and strategic thinking and is one of the most favorite school and student games during lessons and lectures. The playing field is an ordinary sheet of checkered paper, and if you have a lot of time and patience, you can play on a whole notebook spread. In order to games fewer conflict and controversial situations arose, it was better to outline the playing field with a line and the rules prohibited placing dots on this border. Each player should have a pen or pencil of their own color. Players take turns placing dots in random places at the intersection of cells. Target games– capture as many paper possessions as possible. A territory is considered captured if it is surrounded by dots of its own color. The points should be located one cell apart from each other 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 enemy’s territory or points with dots, they are yours. After such a capture, the player is given the right to make an extraordinary move. In some variants games You can only capture those territories where there are already enemy fortifications. In others, any land, including free ones, is available to you. Choose what you like best. At the end games the size of the captured lands is calculated and the winner is declared. Most often, there is no need to specifically count anything - the result is obvious. Try to play this game not only with schoolchildren, but also with toddlers. In this case, make the playing field very small - a quarter of a notebook page or even less, and use paper with large squares. With a little training, little strategists will be able to keep you good company in paper battles.

Drawing fantasies

This a game will require a little preparation. But then you will just need to pull out the treasured box from the closet, and the baby will instantly turn from a bored “gut” into gambler, artist and dreamer. First we will make the playing field. A thick landscape sheet or a sheet of cardboard is quite suitable for it. Mark the start and finish on the playing field, and between them draw a winding path of 32 circles with numbers. Now you will need small cards according to the number of circles (for example, a pack of paper or cardboard for writing). On each card we put a number and write mysterious phrases like “draw huge red eyes”, “draw donkey ears” or “add rooster paws”. When preparatory stage finished, you can proceed directly to the game. Use chips and cubes from any board game games- walkers or use buttons or toys from Kinder surprises as chips. In progress games You and your baby will create a “biting scribbler”. First draw the base - a torso with a head of any kind, and small parts like eyes, nose, mouth, hands, feet, ears, horns, etc. you will complete the drawing as you go games, relying on cue cards. So, we place the chips at the start and throw the dice one by one. We find a card with the same number to which the chip moved, read the task and finish drawing frog legs, horse hooves, a crow’s beak or dragon thorns for our monster in accordance with what is written on the card. Options games maybe two. All players either create one common mysterious creature with many paws, eyes and tails, or each draw their own. When all the chips reach the finish line, the drawings are compared. It turns out who has the funniest, scariest or most “correct” monster. You can, of course, try to determine the winner, but the main thing in this fun, of course, is the process itself games and creativity. It’s better to come up with tasks for cards together with your child. And if the baby is just now learning to read, make the inscriptions in large, clear letters. You will not only get an entertaining a game, but also a reading trainer. Which of the young dreamers will refuse to find out what needs to be completed for our “handsome boy”: fish scales, a dragon’s tail or three glowing eyes.

Who is more attentive and faster?

Extraordinary a game "Palms" will be interesting for children who are already familiar with numbers. It will be an excellent trainer for attention and fine motor skills, and will teach you how to quickly navigate numbers. Take two sheets of paper in a box and circle your baby’s hand or yours on each. In order to even out the chances a little, you can trace your hand on your sheet of paper, and his on the child’s sheet. Then your playing field will be slightly larger than baby. Now, in the space limited by the drawing, dots with numbers from 1 to... How long the numbers will be depends on the age and knowledge of the baby. For the smallest ones, up to 10 is enough, and for “advanced” mathematicians, up to 100 is enough. 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 out as many of them as possible. Then the turn goes to the opponent. The winner is the one who fills all the cells of his field with crosses faster. It is clear that you cannot yawn in this game, but the little ones should sometimes play along. Paper is a wonderful play tool on which you can arrange the most real race. You can play this game, which develops logic and motor skills and reinforces the basics of addition and subtraction. play even with a 4-5 year old baby. Take a piece of squared paper and draw a racing “track” on it – winding path about 8-9 cells wide. The “track” can narrow and widen at will. It is clear that the younger the “racer”, the simpler the trajectory should be. The start and finish are marked on the route. Each player “rides” in turn with a line of his own color, drawing segments along the cells horizontally, vertically, or diagonally. You can move at speeds from 1 to 6. The first speed is a line of 1 cell. The sixth - respectively at 6. You can “gain” and “lower” the speed gradually, increasing or decreasing the segments of progress by 1 cell. Target games– choosing the optimal trajectory and speed, be the first to reach the finish line.

Letters, line up!

In the family of “paper” games with letters and words, there is a great variety of all kinds of fun that you know very well and which you have probably ever played. This and "Gallows", similar in essence to the well-known TV game “Field of Miracles”, and "Printing house", Where short words are made up of letters included in a long word, and "Balda" in which each letter added helps form a new word. In these games quite possible play with children, but there is one indispensable and obvious condition: the baby must be able to read. For children who have just mastered the difficult science of literacy, games with letters will be wonderful helpers on the path to meaningful reading, understanding the subtleties native language, expansion vocabulary. Show your child how replacing just one letter turns a scythe into a goat or a whale into a cat. Make chains of these words together. For example: cat-mouth-rod-rom-com-house, etc. On this principle is based a remarkable intellectual a game, invented by Lewis Carroll. With its help you can turn not only a whale into a cat, but even an elephant out of a fly. Each time, changing just one letter in a word, we gradually move forward in solving the problem and as a result we get the desired word. Try it play play this game with your baby. To begin, take two very simple three-letter words and try to transform one into the other. For example, let's turn "cheese" into "juice" (cheese-son-son-juice or even shorter: cheese-soak-juice). If the baby a game if you are interested, play with other words. Of course, you will be the main writer for now, but gradually the baby will master this difficult fun. The game "Hangman" is usually very popular with kids. So, let’s think of a word (simple and short to begin with). We write its first and last letters, and instead of the missing ones we put dashes. The child’s task is to guess the hidden word. He names the letter. If this letter is in the word, write it in its place. If not, we begin to draw a “gallows” - a vertical line. The next error is horizontal (it turns out something like the letter “g”). Then the rope, the loop, the man’s head, torso, arms and legs are completed. During these eight attempts, the baby must guess the word. If it doesn't work out, you lose. If he has time, it’s his turn to make a wish. You can also involve dad in playing “Typography”. The more players there are, the more interesting and varied the words. We write some long word on a piece of paper (for example, “typography”). The players' task is to compose as many words as possible from the letters included in the hidden word in five minutes. If you have forgotten how play in "Baldu", we will remember. A playing field with large 5x5 cells is drawn on a sheet of paper (for experienced players the field can be 6x6 or even 7x7). In the middle row we write a word of five letters (in complicated versions of six and seven letters, respectively). Now the players take turns making moves. In one move, a letter is written into an empty cell in such a way that a new word is formed each time. Words can be read in any direction except diagonal. For each new word, the player scores as many points as there are letters in his word. The game ends when all the cells are filled, or when none of the players can come up with a single word. The number of points is calculated. Whoever has more wins. And kids also love all kinds of encryption and mysterious notes. Come up with a clue code by depicting each letter of the alphabet with a certain icon (just a triangle, a triangle with a dot inside, an asterisk, a square, a bracket, a diamond, etc.) Now, with the help of these figures, you can compose for your child secret messages first just a few words, and then longer. For a young detective, deciphering a text will not be easy, but a very useful and exciting task that will require a high degree of attention, composure and perseverance.

Give me logic!

Development logical thinking and combinatorics for kids will be helped by exciting a game"Logic", the paper version of which is called "Bulls and Cows" The classic version of the “bulls” is guessing a combination of four numbers from 1 to 9 (all four numbers must be different). One player writes the intended combination on his piece of paper, and the second player tries to guess it. With the first move, the guesser writes down on his piece of paper and names any combination. The opponent compares it with his own and gives tips. Each correctly guessed number is called a “cow”, and if the number is not only guessed, but also stands on right place, she is called "bull". Let's say the guessing player correctly named 2 out of four numbers, and for one of them he guessed the order. The clue will sound like this: “Two cows and one bull.” Based on the information received and reasoning logically, the player makes the following assumption. And so on until the entire combination is solved. Then the players change roles. This option games suitable for junior schoolchildren, and for 4-6 year olds the game should be simplified a little. Firstly, replace the numbers with colors, and, secondly, reduce their possible number to six. Now one player will guess the colors by placing four different-colored sticks out of a possible six in a row. And the second player is to solve them. Otherwise the rules are the same. Play openly with your child several times, make sure he clearly understands the rules games, show how to reason. In a simplified version, with the right train of thought, the combination can be solved in 3 to 5 moves. And even stupid at first glance a game"Nonsense" carries a deep meaning if play the whole family into it. Each player receives a piece of paper and writes at the top the answer to the question “Who?” (Winnie the Pooh, cat Behemoth, neighbor Uncle Vasya, etc.). Then the answer is folded in such a way that it cannot be read, and the sheets of paper are passed around. Next question- "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 having fun together - isn’t this the most important, most important meaning of any family games? I think the answer will be yes...

I’m sure that even though it’s gadget time, there are always situations when you have nothing but friends and a piece of paper. So remember or write it down! There will be both well-known games here, and I hope that there will be new ones for someone.

2. 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 win back this number. Each move, the guesser names a number, also four-digit and with different numbers. If a digit from the named number is in the guessed number, then this situation is called a cow. If a digit 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 should say: one bull and one cow (1b,1k).

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

3. Gallows

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 confident that the other player knows the word and is familiar with its spelling. It depicts a series of blank 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 correct blank space. If there is no such letter in the word, he writes this letter to the side and begins to finish drawing the gallows, adding a circle representing a head to the loop. The opponent continues to guess the letters until he guesses the entire word. For each wrong 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 entire torso is drawn, he wins, and then it is his turn to think of the word.

4. Tic-tac-toe on an endless field

The expansion of the playing field allows you to free yourself from the predetermination of the result in Tic Tac Toe.

On an endless field (a sheet of paper will do just fine), the players take turns placing their sign (a cross or a zero). The game ends when one of the players wins or if the field runs out.

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

If you are playing computer games, then you can easily guess which of them the creators devoted a lot of time to this extended version of tic-tac-toe.

5. Sea battle

The goal of this game is to destroy enemy objects (ships). Two people play. The events of the game take place on 2 square fields measuring 10x10. One of the fields is yours, the other is your opponent's. On it you place your own objects (ships) and the enemy attacks them. The enemy places his objects (ships) on another field.

Your armed forces, like those of the enemy, contain the following objects (ships):

1 deck (size 1 square) - 4 pieces

2-deck (2 cells in size) - 3 pieces

3-deck (3 cells in size) - 2 pieces

4-deck (4 squares in size) - 1 piece.

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

When all preparations are completed and the objects (ships) are placed, it is time to begin the battle.

The player whose objects (ships) are located on the left field has the first move. You select a square on the enemy’s field and “shoot” at this square. If you sank an enemy ship, then the opponent must say “killed”; if you wounded the ship (that is, you hit a ship with more than one deck), then the opponent must say “wounded”. If you hit an enemy ship, you continue “shooting”.

The game ends when one of its participants loses all ships.

6. Points

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

To begin, create a field on a blank piece of paper, draw horizontal and vertical lines of small dots at equal distances from each other. A very fast game would consist of ten along and ten points across. You can make the field as large or small as you like, depending on the level of the game and the number of players.

Once the board is created, each player takes turns making a move, drawing one line at a time connecting two points. Points can be connected horizontally or vertically, but sometimes diagonally. Once a player completes a square, he places his initials inside the square and gets his next turn, and so on until he manages to create a square with one extra line.

There are two possible strategies in this game: first, you can stop your opponents from creating squares. Secondly, you can configure the field in such a way as to be able to create big number squares using one additional line.

7. Balda

The first player writes a letter, the next one adds a letter in front or behind the letter written, etc. The loser is the one whose substitution results in a whole word. Letters should not be substituted anyhow, when adding another letter, you must have in mind a specific word in which the combination of letters you wrote occurs. If the one who must make the next move cannot come up with a single word with the combination of letters that formed before his move, he must give up. In this case, the player who wrote the last letter must say what word he meant; if he cannot name the word, then he loses; if he named it, the one who gave up loses. The one who loses the first time gets the letter B, the second time - A, etc., until the word Balda is formed. The one who becomes the first Balda loses completely.

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

8. Tanks

Two players draw 7-10 tanks each. or “starships?”, each on its own half of a double notebook sheet (preferably not in a box, but in a line or empty A4). Having placed the army, the players begin to fire at each other as follows: a shot is drawn on their half of the field, then the sheet is folded exactly in the middle, and the shot, visible in the open, is marked on the second half of the field. If it hit a tank, it was knocked out (the second? knocking out? is fatal), and if it hit it exactly, the tank was immediately destroyed.

Each successful shot gives the right to the next one; In some versions of the game, you cannot fire the next shot at the same tank.

After preliminary shooting, the game very quickly moves into the “blitz-krieg” stage, or rather, a rapid denouement. The winner, naturally, is the one who shoots the opposing army first.

9. 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, one after another, draw small lines 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 “barricades”. As the field is filled, less is left free space, and at the end a sober calculation is required to finish the game. A player who can no longer place his line because... everything is already blocked, losing.

10. Headbands

Simple and pretty fun game, built on the same principles as the coin parade, but completely different in form.

On a small field (it can be a square or rectangle of any size, it doesn’t really matter) the players place about 15-20 points in the most different places, although more or less evenly.

Then the first player draws a round but free-form rim that passes through at least 1 point. The maximum in the classic version is unlimited, although I would recommend giving a maximum of 4 points in the rim.

Next player draws his rim, the only limitation? it cannot intersect with those already drawn. 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 of drawing rims that cover only 1 or 2 points, no more.

11. Digital Wars

The main thing in this game is actor is an eraser. You will have to do laundry constantly, this is war, and losses are inevitable. Many numbers will die for your victory!

The game is very fast and varied, and, in general, very simple.

You write a series of numbers from 0 to 9, in any sequence, in any combination. The length can be whatever you want, I recommend starting with 20. For example, it could be the row 5,3,6,9,0,8,4,6,1,3,2,4,8,7,0, 9.5? or any other.

With his turn, the player can do one of two possible actions in the game:

Change one of the numbers downward, to a maximum of 0 (there are no negative values ​​in the game);
erase any zero and all digits to the right of it, thus reducing the length of the strip.

The one who destroys the last zero loses.

12. Dots and squares

The author of this game, popularizer of mathematics and science Martin Garner, considered it the “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’s better to start with a small field and, having felt the taste, increase the size. The rules are very simple: 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).

By closing a square, the player gains the right to an additional move until he draws a line that does not close anything. At the end of the game, it is counted who has closed the most squares, and the winner is determined.

Despite its apparent simplicity, the game provides a good space for combinatorial play, especially on fields of 5x5 and larger. The essence of winning tactics? force the field with half-closed structures, sacrifice, it is necessary, a few squares in favor of the opponent, and then, when there is practically nowhere to bet, force him to make an unfavorable move (not covering anything)? and then close most of the squares in one series.

13. Troika

The simplest word game, based on the tic-tac-toe principle, only with letters.

On a 3x3 field (then try other sizes), two players bet on any one letter each, and the one who, by the end of the game (when all the fields are filled in) will be able to write more well-known 3-letter words diagonally, vertically or horizontally, wins.

The game is useful for children who are learning to write. For adults there is quite little competitive value, but players with a sense of humor will have 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.

14. Race

A more complex and lengthy game, built on the same principle as other paper coordination games: moving a vertical pen along a sheet of paper with a light click.

On a sheet of paper (single or double), a race track is drawn (Race), in the form of two curving, uneven circles, repeating each other’s outlines, 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 the racing cars start.

In short, neat strokes, the racers move around the ring, overcoming bends and special obstacles, flying into the ditch, entering the field again, and as a result, one of them comes to the finish line first and reaps the laurels.

Each time the driver's line touches or crosses the track boundary, a cross is placed at the intersection and the driver skips the next turn, turning his car around so it can continue the race. Each car has 5 such intersections in stock. (5 hit points), and the sixth encounter becomes fatal.

Besides this, could there be any obstacles on the route? for example, high-danger zones: upon flying into such a zone, the car receives more damage and loses two life 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 through

It is also possible to enter touch points, or rather, small circles, which the car must hit when passing by (i.e., through which the line must pass). The picture 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, making several tracks, and in between them allowing players to purchase equipment for the amount of points depending on the place taken. For example, buy additional life points or attack spikes, and remove 1 life point from the car you are overtaking.

15. Golf

Players start from two spots next to each other at the bottom of a double piece of paper standing vertically (see picture).
Everyone plays with a pen of their own color, and what is everyone's task? in the minimum number of strokes (lines from the pen sliding along the sheet) get the ball into the hole. The hole is at the opposite end of the field, i.e. on top of the sheet. And a person with good coordination needed a maximum of 4-5 hits to drive the line into the hole.

But in advanced versions of Golf, the path to it is not so simple, 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 offender 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 added to the track of the one who hits the hill.

And it was again voiced to us by an anonymous person, but I hope that they just forgot to log in. But let's hear it anyway:

Games on paper (using a piece of paper and a pencil). For one, for two, for company. It’s interesting to read and learn (find out the secrets, if there are such games) to play them.

I am sure that even though these days are computerized and gadget-driven times, there are always situations when you have nothing but friends and a piece of paper :-) So remember or write it down! There will be both well-known games here, and I hope that there will be new ones for someone. 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 win this number. Each move, the guesser names a number, also four-digit and with different numbers. If a digit from the named number is in the guessed number, then this situation is called a cow. If a digit 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 should say: one bull and one cow (1b,1k).

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

“Executioner” is another popular puzzle game created 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 confident that the other player knows the word and is familiar with its spelling. It depicts a series of blank 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 correct blank space. If there is no such letter in the word, he writes this letter to the side and begins to finish drawing the gallows, adding a circle representing a head to the loop. The opponent continues to guess the letters until he guesses the entire word. For each wrong 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 entire torso is drawn, he wins, and then it is his turn to think of the word.

3. Tic-tac-toe on an endless field

The expansion of the playing field allows you to free yourself from the predetermination of the result in Tic Tac Toe.

On an endless field (a sheet of paper will do just fine), the players take turns placing their sign (a cross or a zero). The game ends when one of the players wins or if the field runs out.

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

If you play computer games, then you can easily guess which of them the creators devoted a lot of time to this extended version of tic-tac-toe.

4. Labyrinth

The field can be square or pyramid shaped. If desired, you can come up with more bizarre shapes.

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

The one of the participants who closed the square (placed the fourth line that makes it up) puts his sign (a cross or a zero) in this square and walks again.

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

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

5. Sea battle

The goal of this game is to destroy enemy objects (ships). Two people play. The events of the game take place on 2 square fields measuring 10x10. One of the fields is yours, the other is your opponent's. On it you place your own objects (ships) and the enemy attacks them. The enemy places his objects (ships) on another field.
Your armed forces, like those of the enemy, contain the following objects (ships):

1 deck (size 1 square) — 4 pieces
2-deck (2 cells in size) — 3 pieces
3-deck (3 cells in size) — 2 pieces
4-deck (4 squares in size) — 1 piece.

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

When all preparations are completed and the objects (ships) are placed, it is time to begin the battle.

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

6. Points

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

To begin, create a field on a blank piece of paper, draw horizontal and vertical lines of small dots at equal distances from each other. A very fast game would consist of ten along and ten points across. You can make the field as large or small as you like, depending on the level of the game and the number of players.

Once the board is created, each player takes turns making a move, drawing one line at a time connecting two points. Points can be connected horizontally or vertically, but sometimes diagonally. Once a player completes a square, he places his initials inside the square and gets his next turn, and so on until he manages to create a square with one extra line.

There are two possible strategies in this game: first, you can stop your opponents from creating squares. Secondly, you can shape the field so that you can create a large number of squares using one additional line.

7. Football

To play football you need a checkered piece of paper that will serve as a field. Two people play. The gate is six squares in size. The game starts at central point fields (sheet). 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.

You cannot cross the lines or touch them. If the player cannot make the next move, then the opponent shoots a 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 next a 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, author of the book “Alice in Wonderland.” So, the GOAT turns into a WOLF, FOX, LEOPARD and other animals.

In 17 moves, NIGHT changes to DAY.

In 11 moves, the RIVER turns into the SEA.

In 13 minutes you can make a BULL from the DOUGH.

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

The first player writes a letter, the next one adds a letter in front or behind the letter written, etc. The loser is the one whose substitution results in a whole word. Letters should not be substituted anyhow, when adding another letter, you must have in mind a specific word in which the combination of letters you wrote occurs. If the one who must make the next move cannot come up with a single word with the combination of letters that formed before his move, he must give up. In this case, the player who wrote the last letter must say what word he meant; if he cannot name the word, then he loses; if he named it, the one who gave up loses. The one who loses the first time gets the letter B, the second time - A, etc., until the word Balda is formed. The one who becomes the first Balda loses completely.

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

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 take turns placing a line on one square (along a line or diagonally). If the move ends at a sketched point (that is, through which you have already walked - for example, the center of the field), then the right to another line is given, and so on, until the move ends at an empty point. The sides are considered to be sketched points (that is, the ball is “bounced” from the sides). The goal is to score the ball into the goal.
An additional rule that we came up with in class is that putting the ball into a position from which you cannot get out is an illegal move (for example, going into the corner). If this is the only move a player can make, then it is his loss.

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

11. Labyrinth with objects

Two people are playing. Players draw two 10x10 fields. For convenience, you can assign designations to the cells: a, b, c, ..., i, k - horizontally and 1, 2, 3, ..., 9, 10 - vertically. (Helps with communication during the game). On one field, draw your own labyrinth through which your opponent will walk. The second, still empty, field is the opponent’s labyrinth, through 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 your opponent takes the treasure out of yours.
Here you have the opportunity to simultaneously prove yourself both as an adventurer and as a “dungeon master.”

Labyrinth requirements:

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

The labyrinth should contain:

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

Example map:

Game process.

Players tell each other the coordinates of the points from which they would like to start the game.
Players take turns. During a turn, a player can move one cell to the right, left, up or down, if the cell he is in and the one he wants to move to are 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, there is no need to distinguish between internal walls and maze walls 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 wall of the labyrinth) until the end of the game. You don't need to discover it first to do this. For example, having intuitively felt that there is a wall on the right, the player may not waste a turn going to the right and making sure that it is there. He can immediately use a grenade, and then there will definitely be no wall there. But it may be that it was not there, then the grenade is still considered spent. Throwing a grenade is considered a move. You cannot throw a grenade and move in the same turn.

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

A) crossbow("A"). After visiting this cell, the player begins to “limp” and the enemy can perform +1 action during his turn (which has already arrived) (move, throw a grenade, bump into a wall). The crossbow fires once, but its effect lasts until the end of the game.

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

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

V) trap(“K”). Allow three moves. Those. While you are getting out of the trap (more correctly, a trap), the enemy makes four moves, after which you can move again. Having an opponent with a crutch allows him to make eight moves. If you fall into a trap and were previously wounded by a crossbow, the enemy makes only four moves (permanently skipping moves does not work, because you still do not move). The trap is triggered every time a player visits a cell with it.

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

d) 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, which are available one on each side, or break through a new one using a grenade. (However, we can agree that grenades are not taken from the walls of the labyrinth, although they are wasted in the process).

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 reported what kind of treasure it is: false or real.

You can only carry one treasure at a time. In this case, the actions of a crossbow, crutch, or trap are not canceled. You can’t throw the treasure wherever you want, but you can exchange one for another. It is not necessary to take the treasure. If you find yourself on a cell with treasure and decide to take it, you need to inform your opponent about this.

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

12. Nonsense

And even the seemingly stupid game “Nonsense” carries deep meaning if you play it with the whole family. Each player receives a piece of paper and writes at the top the answer to the question “Who?” (Winnie the Pooh, cat Behemoth, neighbor Uncle Vasya, etc.). Then the answer is folded in such a way that it cannot be read, and the sheets of paper 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 having fun together - isn’t this the most important, most important meaning of any family games?

13. Virus war

"-War of Viruses"-. Game for two ( More is possible, but an even number of players is desirable, otherwise one quickly becomes a victim), on a field 10*10 ( again, more is possible, then it’s even more interesting), “viruses” - means crosses, circles and other evil spirits (each player has his own color or shape). Three “viruses” are placed per turn. Viruses begin to reproduce from opposite corner cells of the field. You can display a “virus” only next to your other “live virus”. If the enemy’s “virus” is nearby, you can eat it by painting the cell in your color. The enemy cannot “overeat” this cell a second time. Such formations are called “fortresses”. If the “fortress” touches at least one living virus of its color, then from it you can further create new “viruses” in any place or there is an enemy. The goal of the game is the complete destruction of enemy forces. If both sides manage to hide their live viruses behind a fortress made from the enemy's eaten viruses, the game ends in a draw.

"-Bedbugs"-. Variation “-virus warriors”-. Can be played by 2 to 6 players, but optimally 4 players. They play on a notebook sheet, each player must have their own color. The game begins with drawing the “main bug” - a cross surrounded by a frame and the “headquarters” - the environment of the “main bug” - made up of 8 crosses in the corners of the sheet. Then you can make 5 “moves” per turn, and not 3 as in the “virus war”. The game is played to destroy the “main bugs”. But the most interesting thing in this version of the game is that the players, who play by default, each for themselves, have the right to enter into alliances and break them as the situation or personal preferences change. Often a good “political” intrigue in this variant brings more dividends than the combination 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, and the old one is painted 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” one.

"-War"-. A very complex variation of “virus warriors”. Can be played by 2 to 6 players, but optimally 4 players. They play on a notebook sheet, each player must have their own color. The game starts from “generals”, which are designated by the letter G and are located in the corners of the sheet. For each move, the player can place:
4 infantry (designated by the letters P) -
2 knights that are placed with a letter as in chess (and are designated by the letter K) -
2 tanks that move through one cell (can also be diagonal) (indicated by the letters T) -
1 plane that moves through 4 cells horizontally, vertically or diagonally (indicated by the letters C).
During any move, you can abandon one type of troops and make an extra move of another type. For example, you can immediately go 3 more times by plane in one turn, giving up all the infantry, all the horses and all the tanks, respectively.
Unlike the “war of viruses”, new fighters can be deployed only next to living fighters (or next to a “live” fortress) of the corresponding type, provided that they have a living connection with the general! That is, troops without control do not fight. Communication can be made through another type of military. 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, repeating the same words is prohibited. 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 form 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 initial form and not an abbreviation (not an abbreviation like traffic police). The player who finds such a word adds to his score as many points as there are letters in this word. Then the next round begins, and so on, until a player scores 12 points. He becomes the winner.

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

The 1st player analyzes the pyramid... - He sees the words GAI, IL and YUG, which, according to the conditions 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

The 2nd player sees the words LIK and SPIKE, then notices the word KILO... - And suddenly he finds a beautiful 5-letter word LILY! It adds 5 points to the 2nd player's score.

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

Two players draw 7-10 tanks each. or “starships?”, each on its own half of a double notebook sheet (preferably not in a box, but in a line or empty A4). Having placed the army, the players begin to fire at each other as follows: a shot is drawn on their half of the field, then the sheet is folded exactly in the middle, and the shot, visible in the open, is marked on the second half of the field. If it hit a tank, it was knocked out (the second? knocking out? is fatal), and if it hit it exactly, the tank was immediately destroyed.
Each successful shot gives the right to the next one - in some versions of the game, you cannot fire the next shot at the same tank.
After preliminary shooting, the game very quickly moves into the “blitz-krieg” stage, or rather, a rapid denouement. The winner, naturally, is the one who shoots the opposing army first.

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, one after another, draw small lines 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 “barricades”. As the field fills up, there is less and less free space, and at the end a sober calculation is required to finish the game. A player who can no longer place his line because... everything is already blocked, losing.

A simple and quite fun game, built on the same principles as Coin Parade, but completely different in form.
On a small field (it can be a square or rectangle of any size, it doesn’t really matter) players place about 15-20 points in a variety of places, although more or less evenly.
Then the first player draws a round but free-form rim that passes through at least 1 point. The maximum in the classic version is unlimited, although I would recommend giving a maximum of 4 points in the rim.
Next player draws his rim, the only limitation? it cannot intersect with those already drawn. 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 of drawing rims that cover only 1 or 2 points, no more.

19. Dots and squares

The author of this game, popularizer of mathematics and science Martin Garner, considered it ?the 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’s better to start with a small field and, having felt the taste, increase the size. The rules are very simple: 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).
By closing a square, the player gains the right to an additional move until he draws a line that does not close anything. At the end of the game, it is counted who has closed the most squares, and the winner is determined.
Despite its apparent simplicity, the game provides a good space for combinatorial play, especially on fields of 5x5 and larger. The essence of winning tactics? force the field with half-closed structures, sacrifice, it is necessary, a few squares in favor of the opponent, and then, when there is practically nowhere to bet, force him to make an unfavorable move (not covering anything)? and then close most of the squares in one series.

The simplest word game, based on the tic-tac-toe principle, only with letters.
On a 3x3 field (then try other sizes), two players bet on any one letter each, and the one who, by the end of the game (when all the fields are filled in) will be able to write more well-known 3-letter words diagonally, vertically or horizontally, wins.
The game is useful for children who are learning to write. For adults there is quite little competitive value, but players with a sense of humor will have 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 lengthy game, built on the same principle as other paper coordination games: moving a vertical pen along a sheet of paper with a light click.
On a sheet (single or double) drawn race track(Race), in the form of two curving, uneven circles, repeating each other’s outlines, 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 the racing cars start.
In short, neat strokes, the racers move around the ring, overcoming bends and special obstacles, flying into the ditch, entering the field again, and as a result, one of them comes to the finish line first and reaps the laurels.
Each time the driver's line touches or crosses the track boundary, a cross is placed at the intersection and the driver skips the next turn, turning his car around so it can continue the race. Each car has 5 such intersections in stock. (5 hit points), and the sixth encounter becomes fatal.
Besides this, could there be any obstacles on the route? for example, high-danger zones: upon flying into such a zone, the car receives more damage and loses two life 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 through
It is also possible to enter touch points, or rather, small circles, which the car must hit when passing by (i.e., through which the line must pass). The picture 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, making several tracks, and in between them allowing players to purchase equipment for the amount of points depending on the place taken. For example, buy additional life points or attack spikes, and remove 1 life point from the car you are overtaking.

22. Golf

Players start from two spots next to each other at the bottom of a double piece of paper standing vertically (see picture).
Everyone plays with a pen of their own color, and what is everyone's task? in the minimum number of strokes (lines from the pen sliding along the sheet) get the ball into the hole. The hole is at the opposite end of the field, i.e. on top of the sheet. And a person with good coordination needed a maximum of 4-5 hits to drive the line into the hole.
But in advanced versions of Golf, the path to it is not so simple, 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 offender 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 added to the track of the one who hits the hill.

How to have fun passing the time during recess? Of course, playing Board games! Moreover, all you need from the props is a pen, a piece of checkered paper and at least one friend. So let's get started...

GALLOWS

Two people are playing. One thinks of a word and puts as many dashes as there are letters in the word. You can write the first and last letter of a word. The second player guesses one letter at a time. The correct letters fit in place of the dashes. If the letter is named incorrectly, a vertical line is drawn. If the second letter is not guessed, a horizontal one is added to the vertical one - the result is a gallows. Then the rope, head, hands are drawn... You need to guess the word in 8 attempts, otherwise you lose.

Here, as an example, the word "abbreviation" is given. You can specify a word category, for example, animals.

In order not to get confused and not to name the wrong letter again, you can cross them out from the alphabet, or write down those already named.

RHOMBUS

This is a type of "tic-tac-toe". Two people are playing. A rhombus is drawn as shown in the figure (the size can be changed). Players take turns tracing one side of the square. The task of each player is to circle the last fourth side and place his own cross or zero inside the cell.

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, the number of crosses and zeroes is counted. Whoever has more is the winner.

DIAGONAL

You can play together, but it’s more interesting when there are many players. Each player draws squares in a notebook, as shown in the figure below, with sides of 7, 6, 5, 4 and 3 cells.

Then, someone guesses a letter. This letter is written diagonally into all squares and the game begins.

The players' goal is to come up with and write words containing this letter (singular nouns).

The one who completes all the words the fastest wins. If there are many players, then the winner is selected as follows: the players read their words out loud. For each original word there are 2 points, if the words are repeated, then only 1 point is added to those players. The one with the most points wins.

WORDS

A game for two or more people. Each player draws a sign in their notebook as shown below. You can change the categories and come up with your own, but that’s how we played. One player says the letter A out loud and begins to mentally recite the alphabet. When the second player says “stop,” the first player calls out the letter he stopped on. Players must write words in the table for this letter (if they cannot think of a word, they put a dash). Whoever did this first stops the game.

Then the players count their points: for each original (not the same as others) word, add 2 points; for a repeated word - 1 point; for a dash - 0 points. The game continues with a new letter. Then all the points are added up and a winner is chosen. The game is dynamic and very interesting.

SEA BATTLE

Two people are playing. Two squares with a side of 10 cells are drawn. You need to sign the letters of the alphabet on top, and numbers from 1 to 10 on the left. The left field will be yours, and the right field will be the enemy’s. Now we draw the ships so that they do not touch (and so that the enemy does not see their location). The number and size of ships is shown in the figure below.

When everything is ready, start shooting one by one. One player names a cell (for example, d2) where he expects to find the enemy ship. If it is empty, the second player says “pass” and the turn goes to him. And if the first player hits the ship, the second player says “wounded” or “killed” (if all the cells of the ship are crossed out). If a player hits a ship, he gets the right to an extra turn.

BALDA

You can play with two, three, four... Draw a square. The number of squares on the side must be odd (5, 7 or 9, no longer required). Sign the names of the players, come up with and write a word (singular noun) in the center of the square.

Now players take turns coming up with a new word, adding only one letter and using existing letters. The invented word is written under the player's name and the number of letters is indicated.

The players' task is to come up with a word as long as possible. The one with the most points for all words wins.

These are the best board games that will help you pass the time during school recess, on a long journey, or when you are sad winter evenings not only for children, but also for adults. In addition, this is an excellent simulator that develops thinking, attentiveness and logic.

Thinking about what to play with your friends together? Are you tired of online computer games and want to play with your friends on plain paper? The following will be a list of 5 games on paper for two players. All you need for these games is a pen and paper, preferably in a box.

1) Balda

Perhaps one of the most interesting games with words on paper - this is Balda. You will learn how to play Balda below. It is necessary to create a square field on paper measuring, for example, 5 by 5 squares, and write a word in the middle along its entire length. In our case, the word must consist of 5 letters. For example, the word "sling". Next, each player in turn must get a word by adding one letter. Moreover, the longer the word, the more valuable it is. You can add the letter “a” to the word “sling” and you get the 6-letter word “sling”. The winner is the one who was able to finally form words from the largest number letters by amount. Words can be written next to the playing field in 2 columns. One column will be yours, and the second will be your opponent. The examples below show that the players came up with the word “string”, as well as “magpie”. However, you can play the game not only together, but also with three, and even four. Only it would be advisable to make the field larger.

2) Points and lines

Another game on a sheet of paper for two players, but it will only require 2 different-colored pens, or a pencil, or even a marker. To begin with, place at least 10-15 dots randomly on a piece of paper (or better yet, even more). Then we connect these points one by one with straight lines. Everyone should draw lines with a pen of their own color. But the lines must never intersect! The loser is the one who was unable to make a move. Perhaps this game is not as popular as Balda, but it is actually very interesting. Strategic. It's definitely worth trying to play!

3) Squares

For this paper game you will also need 2 colored pens. Create a square field measuring 4 by 4 squares. Each player takes turns short line, equal to the length of one square. You should try to create squares of color. If your line was the very last one in creating the square, then you place your mark inside the square. One player may have circles as marks, and another may have crosses. The game is over when all the squares have been created. The winner is the one who managed to create more squares than his opponent. The game seems simple, but in reality it is not entirely true. In it you need to develop a strategy for future moves, putting your opponent at a disadvantage.

4) Tic Tac Toe

The rules of this game are known to everyone on paper and there is no need to remind them once again. The only thing that can be recommended in order to somehow diversify this game and add interest to it is to create a larger playing field, for example 5 by 5 cells. Although, even if the game expands, the number of draws will most likely be also large, as in a game with a 3 on 3 field.

5) Sea battle

The rules of naval combat are probably known to everyone. You will need two sheets of paper. It is better to create a field measuring 10 by 10 cells. A 5-deck ship has 1 each, a 4-deck ship has 2 each, a 3-deck ship has 3 each, a 2-deck ship has 4 each, and single-deck ships can take 5 each. Below is an example of a blank for a naval battle on paper. Great game for two.

Now you know what games you can play for two on paper, so quickly find a companion and time with him playing games will fly by. Do you know any other paper games that can be played with two people? Then you can indicate them just below in the comments to this article.

Well, if you have already played enough paper games and still want to return to computer online games, then you might be interested in .