• Strategy games on paper. The best board games on paper. Sea battle - rules of the game on paper

    23.10.2023

    In the era of computer battles, many wonderful games, for which you only need a notebook and a fountain pen, have somehow been undeservedly forgotten. But they perfectly develop imagination, logic, intelligence and much more. Yes, some of them have “digitized” and moved to the Internet. For example, “Battleship”, “Balda” or “Hangman”.

    I’ll share my favorite games: some will remember their own childhood, and others, perhaps, will find new interesting entertainment for themselves and their children. There will definitely be time for games during the New Year holidays!

    "12 Notes"

    A favorite Christmas classic for the whole family! Cut 12 pieces of paper - notes. First they are numbered, then on the first one it is written where the second one is hidden, on the second one - where the third one is, and so on. Tasks can be done at different levels of difficulty. For example, write in the third note that the fourth is not “in dad’s left shoe,” but “a black object with laces.” Within the walls of one apartment there is a whole space for imagination!

    On the last twelfth note you need to indicate where to look for the prize. It may even be a simple candy, but when found after 12 stages of searching, it becomes nothing less than Candy! When all the notes and prizes are hidden in their places, the presenter can only tell the participants where note No. 1 is - and the action begins!

    One day I overdid it with the difficulty of the tasks and they couldn’t find one of the notes. I suggested where the next one was, but everyone forgot about this one. And only recently, several years later, it was accidentally found, having miraculously survived repairs and rearrangements! Now this is a rarity :)

    "Words"

    A game of erudition for all family members. Participants are given a sheet of paper, which must be drawn into 6-10 columns. At the top of each is written a topic for which you will need to come up with words in the future. For example, “Names”, “Cities”, “Flowers”, “Animals”, “Plants”. You can complicate the game and come up with something more intricate: “Professions”, “Dishes”, “Constellations”, “Writers”.

    Then take a magazine or newspaper and use the “poke method” to determine the letter with which all words in a given round should begin. You will also need a stopwatch: the time to complete the task is limited to thirty seconds or one to two minutes. The number of rounds is determined in advance, for example, there can be 10. In each round, the words will begin with a new random letter. At the end, points are calculated: the word was not invented - 0 points, the word matches several participants - 5 points each, a unique word - 10 points.

    A variant of the game for super-erudites: write in the allotted time in each column as many words for the dropped letter as you can think of.

    "Tanks"

    Action game for two for preschoolers. You will need one notebook and two pens. On the spread of the notebook, one page is the first player's field, and the second is the opponent's field. Each person on his or her field schematically draws 5-10 tanks in random order, no larger than a centimeter in size.

    Then, by lot, one of the players makes the first move - “shot”. To do this, on his own field anywhere (but looking at the opponent’s field and taking aim), he draws a small circle the size of a pea with a pen (you need to paint it “thickly”), then turns his page over to the opponent’s field and presses down the place of the shot on the reverse side so that so that a speck of ink is imprinted on this field. The page flips back, and the players look to see if this shot hit any of the tanks. Then the second player makes his shot - and so on until complete victory! This game develops the eye and spatial thinking.

    "Bulls and Cows"

    A challenging game for older children and adults. This is an intellectual battle of attentiveness and logic for two players. Everyone comes up with a four-digit number, such that the numbers in it are not repeated, and writes it on their piece of paper. For example, 1409. Players, taking turns making moves, must guess the opponent's number. To do this, one names any (also four-digit) number and writes it down for himself. The opponent writes this number under his own and compares the numbers: if there is an exact hit, it is a “bull”, if some numbers are the same, but not in the hidden places, it is “cows”.

    For example, under the hidden 1409, a player writes the number 7495 proposed by his opponent. He sees that there is one exact match - a four in the second position, and one inaccurate match - a nine. The player tells the opponent: “One bull and one cow.” The opponent writes down this data next to his first move - 1B 1K. Then the second player makes a move.

    The difficulty is that players do not know which numbers they guessed accurately, and which ones are present, but not in their place. With each move, they analyze the information received (the number of bulls and cows), rearrange the numbers, add others and gradually come to the correct answer. Whoever does this first wins.

    Miniature Zen drawing book

    For this “solo” entertainment that develops the imagination, you need a checkered notebook sheet. If it is not there, then you can draw a regular A4 sheet with a thin pencil into 5x5 millimeter squares. The whole trick is in this miniature size. Take a pen and draw a separate, complete design in each cell. It could be a house, a window, an eye, a person, a car, or anything.

    Draw as best you can. The main thing is that in each cell there is a recognizable image, and not just scribbles, and that not a single one is repeated throughout the “canvas”. By the way, you can draw numbers, letters and geometric shapes. When they run out, there will still be a huge number of empty cells left on the sheet :) And this is where pure creativity begins.

    The finished work (it may take three hours, a day, two or a week - as long as everything is a pleasure) can be hung in a frame on the wall. It looks very unusual and “rich”, and after a long time it is interesting to look at it and guess what is depicted there after creative torment in the one hundred tenth or two hundredth cell.

    "Knight's move"

    This is a puzzle game for one person. Draw a 10x10 square of any size. In the upper left cell, put the number 1. Then make a move from this cell the way a chess knight moves (with the letter “g”) - and put the number 2 on the new cell. Then from 2, move the knight to any unoccupied cell, number 3, and so on .

    Thus, try to fill the entire square, up to the number 100. This is not an easy task, and most likely you will have to draw more than one playing field.

    ***
    What games do you know with paper and pen? Share in the comments, let's play together!

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

    TIC TAC TOE

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

    Cuts with handle for two

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

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

    Palms

    A wonderful paper game for two that will develop memory and observation skills. Before starting the game, each player traces the outline of their palm on a piece of paper with a pen.

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

    Points

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

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

    Sea battle

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

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

    The player must have time to sink enemy ships, guessing their location by coordinates, before his entire fleet is sunk. "Battleship" is an entertaining and long game.

    Two cells

    Once you master the game with a pen, you can improve it so much that it turns into something new. This game may seem secondary to you, but it can also entertain a child well.

    A square is drawn on a piece of paper - for example, 8 x 8. Two players, having pens with multi-colored rods, draw lines two squares long in it, in the center of the squares. The loser is the one who has nowhere to draw the next line, because it is impossible to intersect already drawn segments.

    Snake

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

    Now, each move you need to increase the length of her body, drawing a line 1 cell more, drawing stripes along the line of cells and in the center. The one whose snake reaches the maximum first loses - as always, it is impossible to cross itself, the opponent’s snake, or the boundaries of the square.

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

    Look at what an interesting next topic. 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 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.

    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.

    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 the field is completely filled 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 cell) - 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 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 begins at the central point of the field (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 subsequent word is obtained from the previous one by replacing exactly one letter. The winner is the one whose chain is shorter. This game was invented by Lewis Carroll, 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 this 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, you can not make a distinction between the internal walls and the walls of the labyrinth and exclude the concept of “maze wall”, but this can greatly delay the game. By spending one grenade, the player can eliminate any wall (including the 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 cell, the enemy informs him what is on the new cell (and only one object can be 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 an 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”) – instantaneous movement (with 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

    "Virus War". 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” are denoted by crosses, circles and other evil spirits (each player has their own color or shape). Three “viruses” are placed per turn. Viruses begin to reproduce from opposite corner cells of the field. You can only display a “virus” 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 further away from it, new “viruses” can be created anywhere 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 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 begins with drawing the “main bug” - a cross surrounded by a frame and the “headquarters” surrounding the “main bug” of 8 crosses in the corners of the sheet. Then you can make 5 “moves” per turn, and not 3 as in the “war of viruses”. The game is played to destroy the “main bugs”. But the most interesting thing 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 over in the player’s color. Such a revolution allows you to save your army from defeat if the enemy gets close to the old “main 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 the “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 infantrymen (designated by the letters P);
    2 knights which 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 only be deployed next to living fighters (or next to a “living” 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 the 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

    Player 2 sees the words LIK and SPIKE, then notices the word KILO... And suddenly finds the 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.

    The one who destroys the last zero loses.

    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.

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

    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 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 eventually form words from the largest number of letters in total. 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 drawing a 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 online computer games, then you may be interested in .

    Gaming entertainment on paper belongs to the category of games that are organized without toys and other entertainment items. You just need to have a sheet of paper and colored pens or pencils. Note that they are convenient. You can fight in them on the road, in vehicles, during school breaks. Such a pastime is useful not only for the development of logic in children, but also for the formation of thinking and memory. After all, adults, when they were kids, excitedly played similar games. Therefore, today we present games on paper with a pen for two for children.

    Tic Tac Toe

    An old game that is already forgotten. It is better and easier to play them on checkered paper, drawing three by three square fields. A more complicated version is a large sheet where five crosses or toes are placed in one row, moving in vertical, horizontal directions, using the diagonal method. And if your opponent managed to place three crosses in one line, you should urgently draw a zero on any side, not allowing it to develop.

    Cuts with handle for two

    They play on paper, the conditions are simple. Several dots are placed on the sheet (at least eight, fifteen is better). The game is played by two participants in turn, connecting any two points with a segment. It is prohibited to capture the third point; each point is the tip of only one segment. The lines must not intersect. The loser is the one who cannot make the next move.

    Snake

    The playing field is drawn in the shape of a square. In the horizontal direction, lines are drawn along the sides of the cells, and in the vertical direction - along their central part. Each player is given a pen with different rods, with which they place one point in certain places, indicating the heads of their snakes. Please note that one player works in the vertical direction, the second - in the horizontal direction.

    With each move, the player increases the body of his snake, drawing a line by one cell. The loser is the one whose reptile reaches maximum size first. During the game, snakes are prohibited from crossing themselves, each other, and the fields of the square.

    Points

    This game, which develops ingenuity, can be played by two or even four people. You will need a piece of paper and colored pens according to the number of players. The main task is to connect the drawn lines into squares.

    The one who sketches the largest area wins. To begin with, a field is created from horizontal and vertical lines in the form of points located at the same distance from one another. Having created the playing field, players take turns making moves, drawing one line connecting a pair of dots. Movements are in different directions.

    A square created by one of the players can be marked with initials or painted over.

    Sea battle

    This game can help your children understand coordinates in vertical and horizontal directions, teach them to think logically, and reason quite sensibly. Many parents should remember the rules of this game well.

    For those who have forgotten: draw 2 fields of 10 X 10 cells, write numbers vertically, and letters horizontally. One field is yours, the second is your opponent’s. On ours we place 10 ships. so that they are not connected by sides and corners! When both players have placed their ships, we begin the game by calling a move: the opponent’s move is 5 G, in this case, Fig. 1, the opponent killed a small boat. The dead boat is surrounded by dots and no moves are made along the coordinates of these dots. The opponent continues his move until he misses. The winner is the one who killed all the opponent's ships.

    The game can be played on paper sheets or using a specially purchased board game, which helps the child to better master all its features.

    Two cells

    In this game, a prohibited sign is first discussed, the conditions of which cannot be fulfilled (for example: left).

    Next, the player places a point from which the baby begins to follow all the instructions of the adult player: two cells to the right, two cells up, and so on. The winner is the one who correctly depicted the graphic dictation in the cells without reacting to the specified forbidden command.

    Palms

    This game can be played even by small children who are familiar with numbers. With its help, kids better navigate among numbers and try to concentrate their attention. You will need two checkered pieces of paper, on each the player traces his palm with a pen.

    Throughout the entire space limited by the drawn palm, numbers are placed from one to the one that is previously agreed upon. One of the players names an arbitrary number, the other tries to find it in his drawing. The first one at this time begins to quickly put crosses on his squares, starting from the top corner. The winner is the one whose field is filled with crosses the fastest.

    Balda

    One of the players writes any letter. The next one places his on either side. The loser is the one who gets a whole word as a result of substitutions.

    Please note that the letters are added in a meaningful way, implying a specific word that contains your letter combination. If the opponent, making his next move, does not come up with a letter, he is considered a loser. In this case, the partner voices the word he has planned. If he cannot do this, he himself is considered a loser. The number of losses of each person is marked with letters, until the end result is the word “bulda”.

    We hope that the listed . They will spend time usefully, developing not only communication skills with each other, but also other useful qualities.

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