Games on paper for adults and children. The Best Board Games on Paper

From the moment of their appearance until recently, the points developed in a purely amateur, amateurish format. Although there was no centralized community, there were no uniform approaches to the rules of the game. This gave rise to large number variations, both quite interesting and very dubious.

Since the mid-2000s, dot enthusiasts, united around popular online projects, have done great job on unification and standardization, the logical conclusion of which was the competitive standard, now officially established by the Sevastopol Club of Sports Points.

Sports points. Rules of the game

This format will determine the development of points as a sports discipline; as for the above-mentioned amateur variations, they, of course, have not gone away and will continue to exist in parallel, reminiscent of the romantic period in the history of the game.

Therefore, despite the fact that our project is focused on sports development, in the Application we tried to collect the most complete set of varieties of points, leaving users the right to decide for themselves whether to follow the general line or remain faithful to old habits.

Below is brief description basic and additional rules as they are implemented in the Application.

Playing field and points

The game of dots is played on a flat field, lined with perpendicular lines vertically and horizontally. Players alternately place dots of two colors in the crosshairs of these lines. The crosshair in which the dot is placed is occupied until the end of the game; previously placed dots cannot be moved or deleted. All crosshairs on the playing field are equivalent; players have the right to put dots at their discretion in any free crosshairs at any stage of the game (there is an exception when playing without a cross, which will be discussed below). The edge of the playing field is an insurmountable obstacle and cannot be used to surround points. The size of the playing field is determined by the number of vertical and horizontal cells and can vary widely.

Environment

The main technique of the game of dots and its main goal is the environment. Surrounding is the creation on a certain part of the playing field of an area closed within a continuous chain of dots of the same color, spaced from each other by no more than one cell horizontally, vertically or diagonally. If there are opponent’s points (one or more) inside this area at the moment of closure, then the area is painted over and excluded from further play, and the opponent’s points are considered surrounded (there is an exception when playing for territory, which will be discussed below).

If an area is closed, inside which there are no opponent’s points, then such a figure is not an encirclement, but is called a “house”. In this case, the area is not painted over, and dots can be placed in the empty crosshairs inside it. Moreover, dots of the same color as the house can be placed until there are no more empty crosshairs. If a point of a different color is placed in the house, then at the moment the move is passed, the area will be painted over, and the placed point will, accordingly, be surrounded. An exception is the case when a point placed in a house of a different color, with the same move, simultaneously closes a continuous chain of its color, forming an environment. Then it is not surrounded, but rather surrounds part of the house.

If there are branches of the closing circuit through which the surrounding line can also be drawn, the system selects a circuit of minimum length.

Initial scratch

To start the game, there are two types of starting positions: an empty field and a field with a starting scratch. In the first case, there are no points on the field and both players place their first points in an arbitrary place in a limited area in the center of the field (starting from the second move of each player, this restriction is removed). This is done in order to eliminate unproductive openings in which players make their first moves at the edge of the field, eliminating the very possibility of encirclement. In the second case, players begin the game with a certain starting configuration - a scratch, consisting of an equal number of dots of both colors. The cross can be located strictly in the center of the field and be single or double. The game can also begin with several single or double crosses, which are placed in random order on the field before the start of the game.

Scoring

In a game without territory, only the number of surrounded points matters to determine the result: the player who has surrounded at least one more point than the opponent at the end of the game is considered the winner. In the game of territory, not only the surrounded points can be important, but also, if the game is completed ahead of schedule by mutual agreement of the parties, the number of empty crosshairs located inside the environments, not painted over at the request of the player. Accordingly, during the game, after each move leading to the encirclement of dots, the player is given the choice: to paint the area, turning it off from the game, or to postpone painting, leaving the area available for placing dots in empty crosshairs. In the first case, only the number of surrounded opponent’s points will be counted (one point - one point, awarded immediately). In the second case, players, in addition to points for surrounded points, will be given points for territory - 0.5 points for each empty crosshair inside these areas. The smaller number of territory points will be subtracted from the larger number, after which the difference, divided by two, will be added to the surrounded points of the player who surrounded the most territory, which will determine the winner. Environments that the player did not immediately paint over can be painted over later during the game (only on his turn).

The game of counting surrounded dots can be played with or without the grounding rule. Grounding is a situation that arises at the moment when one of the players, having received an advantage in the number of surrounded points, placed his points (groups of points) in such a way and in such a configuration that it became impossible to surround them even theoretically due to the limited size of the field. At this moment, he gets the right to stop the game and become the winner early.

Extra move

In a game without an additional move, immediately after one or more points are surrounded by one of the players, the right to move passes to the opponent. In a game with an additional move, a player who has surrounded one or more opponent's points has the right to make a move out of turn immediately after this encirclement.

Instant Win

In this type of game, the number of points surrounded by one of the opponents is set in advance, upon reaching which the game automatically ends, and the one who surrounded the specified number of points is considered the winner.

Game time

When playing on paper, there is usually no time limit for the game. Computer implementations of points use different reference systems. In the applications of the “Sports Points” project, both players are given a certain equal reserve of time before the game, which will be irreversibly spent only when the player is unable to make his next move within a predetermined equal time per move. For example, the time to move is 10 seconds, and the time reserve is 1 minute. If the player makes each move in less than 10 seconds, the time reserve will remain at the level of one minute. If at any point he takes more than 10 seconds, the reserve will begin to be used up, which will not be restored until one minute after the player finally makes his move. On the next move the situation will repeat. If a player uses up the entire minute of the reserve, the game will automatically end with the opponent winning by time.

The exception is blitz with a random point: both players have no time reserve, and the time to move is 5 seconds. Moreover, if a player does not have time to make the next move within five seconds, the game does not end with the victory of the opponent. Instead, the system automatically places a dot for the overdue player in a random place on the playing field, passing the turn to the opponent.

Time settings are set by players themselves.

5 simple rules

Players - blue and red - take turns.

A point is placed at the intersection of horizontal and vertical lines.

During one move, only one point is placed and it does not move anymore.

It is necessary to surround your opponent's points without allowing your own to be surrounded.

The player who captures more opponent points wins.

Official Rules

The game is played on a field measuring 39x32 points. A point is the intersection of lines on the field. Two people play different colors. Players take turns (1 move - one point).

The first move of each opponent takes place in the central part of the field (8x15). Subsequent moves can be to any point, as long as it is not in an encircled area. There is no possibility to pass (pass a move).

When you create a continuous (vertically, horizontally, diagonally) closed line, an area is created. If there are enemy points inside it (and there may be points that are not occupied by anyone else’s points), then this is considered an encirclement area in which it is further prohibited for any player to place a point. If there are no opponent's points, then the area is free and points can be placed in it. When an opponent's point appears in a free area, the free area will be considered an encirclement area, provided that the opponent's point was not the final one in his environment. Points that fall into the environment area do not further participate in the formation of lines for the environment. Points placed at the edge of the field are not surrounded.


The party ends when there are none left free seats, by mutual agreement of the players, or when one of the players says/presses STOP. If player A stops play, player B will have 3 minutes during which player B will place one dot, surrounding player A's empty dots. three minutes the game ends automatically.

Victory is determined by counting the surrounded points (the player who surrounded the larger number opponent's points) or by mutual agreement of the players.

Comments and Remarks

Let there be a continuous closed line that limits a certain area. But there are no enemy points in this area. Then the enemy made a move into this area, this area will be considered surrounding, BUT only at the time of the move of the player who owns the area. In this case, the move can be to any other place on the field (it does not have to be part of the surrounding area). Let there be a surrounding area that (at moment X) is surrounded. In this case, the number of enemy points that the area contained before moment X is not taken into account when calculating the surrounded points at the end of the game.

The player who plans to say “stop” first should protect his points from being surrounded by an exit to the edge. No move is wasted on actually tracing the point placed in the area - after tracing, you can go anywhere. There are two forms of starting position: a completely empty field and a field with four points already placed in the center, two from each player, which form a diagonal cross. For each game or tournament, time limits are set, negotiated separately.

Target

In classic points: points (surround, capture more points). In “capture”: territory (capture more territory). The environment must be built so that the distance between points is no more than one cell - in a straight line or diagonally. Captured points in the encirclement cannot participate. In almost all variants of the game, territory without captured enemy points is not captured. Placing a point in territory captured by the enemy is prohibited, or this point is considered captured if it does not complete the encirclement that breaks the line.

You cannot surround a group of dots connected to the edge of a sheet if they are a continuous group or a line without gaps. This is called "grounding". (But if the corners are not filled during turns, the line can still be divided along the diagonal of the corner cell).

10 games on paper February 19th, 2014

In our childhood there was a lot different games, most of them we simply kept in our heads, the rules were passed on to each other during the game. For many of these games, all that was needed was a couple of pencils or pens and a piece of paper.

Games on paper can easily be called the most intelligent and educational. And now they have been forgotten quite undeservedly. It is worth teaching children to play these games, and they can always be occupied in long road or in rainy weather at home and in the country.

1. Tic-tac-toe

This is the most famous of these games. You don’t always need paper for it, just a foggy window glass in a minibus or a couple of twigs and sand under your feet is enough...
A playing field of 3 by 3 cells is drawn (9 cells in total). Players take turns making moves, placing a cross or a zero in an empty cell. The goal of the game is to build a line of 3 crosses or toes horizontally, vertically or diagonally. It is extremely difficult to win in this game; basically the game comes down to a draw and more than one game is played.
But there are still certain combinations of moves that lead to victory.))
When you get tired of playing on a small field, you can increase the field or not limit it at all. On such a field, players take turns making moves until someone manages to build a line of five symbols horizontally, vertically or diagonally.

2. Sea battle

This is one of the most favorite games of our childhood.))
I think everyone remembers the rules. And for those who don’t remember, let us remind you. This game is for two.
The goal of the game is to sink all enemy ships. The ships are located on 2 square fields measuring 10 by 10 cells. You place ships on your field and the enemy attacks them. And on another field the enemy places his ships. Each player has an equal number of ships - 10:
Single-deck (1 square in size) 4 pieces
Double deck (2 cells in size) 3 pieces
Three-deck (3 cells in size) 2 pieces
Four-deck (4 squares in size) 1 piece
When placing ships on the field, you need to take into account that there must be at least one empty cell between them; you cannot place ships close together.
During his turn, the player selects a cell on the opponent’s field and “shoots”, calling its coordinates “a1”, for example. At the same time, he marks his move on his additional field. If you sank an enemy ship, then the opponent must say “killed”, if you wounded the ship (that is, you hit a ship that has more than one deck), then the opponent must say “wounded”. If you hit an enemy ship, you continue “shooting”.
The game ends when all of one player's ships are sunk.

3. Tanks

To play, you need an A4 piece of paper, folded in half (you can take any notebook sheet). Two players draw 10 tanks, each on their own half of the sheet. Having finished the alignment of forces, the players begin to “fire” at each other in this way: a shot is drawn on their half of the field, then the sheet is folded in the middle and the shot, visible through the light, is marked on the second half of the field. If a shot hits a tank, it is considered “knocked out” and another additional shot is needed to destroy it. If the player hits the tank directly, then one shot is enough.
Each successful shot entitles the player to the next shot. To complicate the game, you can introduce a ban on the next shot at a just knocked out tank.

4. Palms

This game can be played even with young children who are already familiar with numbers.
It will help you learn to quickly navigate numbers and concentrate.
To play, you will need two sheets of squared paper; on each sheet, the player traces his palm. Now, in the space limited by the picture, numbers from 1 to... Here you need to agree in advance. Then the game begins. One player calls an arbitrary number, the other at this time tries to find this number on his palm, and the first, meanwhile, quickly puts crosses in the cells on his sheet, starting from the top left cell. The winner is the one who fills all the cells of his field with crosses faster.

5. Points and segments.

The conditions of this game on paper are simple: put several dots on a piece of paper (at least 8, and preferably at least 15). Two players play, alternately connecting any two points with a segment. It is impossible to capture the 3rd point, and each point can be the end of only one segment. The segments must not intersect. The one who cannot make a move loses.

In the pictures you can see the correct connection of the dots.

and wrong

6. Points

We played this game at the institute during boring lectures. It develops tactical and strategic thinking.
The playing field is an ordinary sheet of checkered paper; if you have a lot of time and patience, you can play on an entire notebook spread. The playing field can be outlined with a line and the rules prohibit 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.
The goal of the game is to capture as many paper possessions as possible. A territory is considered captured if it is surrounded by dots of its 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 of the game, you can only capture those territories where there are already enemy fortifications. In others, any land is available to you, including free ones. Choose what you like best. At the end of the game, 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.
You can also play with children younger age. In this case, you should make the playing field very small - a quarter of a notebook page or even less, and use paper with large squares.

7. Numbers

Did you play this game on a checkered notebook at school or college? Half our dorm was playing.))) I held out for a long time, but then I plunged into it headlong, but the hour home on the train flew by unnoticed.
It was called differently: numbers, numbers, seeds, 19, but the meaning did not change. You write down numbers from 1 to 19 in a row, on a line up to 9, and then start the next line, with 1 number in each cell. Then you cross out the paired numbers or those that add up to 10. One condition is that the pairs must be next to or across the crossed out numbers horizontally or vertically. And after you have crossed out all the possible pairs, you rewrite the remaining numbers at the end. The goal is to completely cross out all the numbers.

8. Gallows

A little inhumane game, but still. As children, we combined the yard game of Cossacks-Robbers with “gallows!”
The point of this game is to guess the word by letter in a certain number of moves.
One player thinks of a word (simple and short to begin with). Writes its first and last letters, and instead of the missing letters we put dashes. The second player'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, then write the letter to the side so as not to repeat it, and begin to draw a “gallows” - a vertical line. With the next error - 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 several attempts, the player must guess the word. If it doesn't work out, you lose. If he has time, it’s his turn to think of a word.

9. Balda

Another game with words. Here you can play with two, three or even one.
A square playing field with 5x5 cells, for example, is drawn on a sheet of paper. In the middle row we write a word of five letters. 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 word the player receives as many points as there are letters in the word. Words are written on the side of the field so that other players do not repeat them. The game ends when all the cells are filled with letters or none of the players can come up with a new word. After this, the number of points is calculated. The one with the most wins.

10. Dots and squares

Game for two players. You will need a sheet of paper, preferably in a checkered pattern, and a couple of pens of different colors.
A playing field with a size of 3*3 squares or more (up to 9*9) is drawn on a sheet of paper, depending on the level of the players.
The essence of the game: players take turns drawing lines one cell long, trying to create 1 by 1 squares inside the field. If your line ends up in a square, place your sign in it and get the right to an additional move. The moves continue until you place a line that does not close any square. The game ends when the entire field is filled. After this, the number of squares that each player has closed is counted and the winner is announced.
For all its simplicity, the game has a twist. Here you can calculate your moves ahead and try to put your opponent at a disadvantage by forcing him to make an awkward move.

What games did you play? Share with us the “paper” games of your childhood!

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 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 clean slate 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 large 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 the 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 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.

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) players place about 15-20 points in a variety of places, although more or less evenly.

Then the first player draws a round rim, but free form, which 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) manages 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 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 come up with 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 allowing players to purchase equipment for the amount of points depending on occupied space. 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? for minimum quantity strokes (lines from the pen sliding along the sheet) to 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.

Even though these are gadget times, there are always situations when you have nothing but friends and a piece of paper. So remember or write it down!

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.

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.

Tic-tac-toe on an endless field


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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.

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.

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.

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.

Tanks



Two players draw 7-10? tanks? 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? fatal), and if it hit it directly, 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 the preliminary shooting, the game goes into overdrive very quickly? blitz-krieg?, or rather, a rapid denouement. The winner, naturally, is the one who shoots the opposing army first.

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 intersect or touch existing ones? barriers?.. As the field fills, there is less and less free space, and at the end a sober calculation is needed to finish the game. A player who can no longer place his line because... everything is already blocked, losing.

Headbands



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.

Digital Wars



In this game, the main character is the 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, up 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.

Dots and squares



Did the author of this game, popularizer of mathematics and science Martin Garner, consider 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.

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) manages 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. Is there an option for children to play? whoever creates the word first, and whoever has more words.

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 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 come up with 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.

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.