Depending on the complexity of the puzzled word, the game can be suitable for any age. Rules: the leader guesses a word. If you play "Guess What?", it can be a historical character, a fairy tale character, a mythical character, a cartoon or movie character, a familiar person (family member, classmate).
Published 2023-02-01, by ,
Table of contents:
- 1. "Rhymes"
- 2. "Abbreviation"
- 3. "Three Stories"
- 4. "Synonyms"
- 5. "Associations"
- 6. "Game of P"
- 7. "I'll take with me..."
The leader calls a word, the player comes up with a rhyme for it.
Example: stick - rolling pin, house - dwarf, etc.
One player names a word, the other player comes up with a sentence that consists of words, each beginning with a letter of the proposed word. It sounds complicated, but an example will make it immediately clear.
Example: The word "hand" is conjured up - Rearing Duck Quack the Apothecary, Working Scientist Colossal Anachronist.
You get funny phrases. At the same time through fun game develops figurative thinking.
Read also: 7 little words answers today
3. "Three Stories"
Each player takes turns telling stories that happened to him. One of the stories is fictional, the other two are real. The task of the others is to guess which is true and which is fiction.
It is desirable to tell the fictitious story so that it is easier to guess which one is made up.
The first player says any word out loud. It is best if it is a verb.
The other players take turns saying its synonyms. There should be no pauses, the one who has stopped quits the game. The last remaining participant wins.
Example: work - work hard - hump - toil, etc.
It is possible to use not only a synonym word, but also expressions that reflect its meaning: to cry - to shed tears, to cure - to put on your feet, to be sad - to hang up your nose.
Players riddle some common acquaintance, but in a way that the leader can't hear. Then the leader asks what the players associate this person with - a flower, weather, vehicle, etc.
If the company is large, it is better to ask someone from the audience.
6. "Game of P"
The leader puzzles a word. He must explain it to the players, using only words beginning with the letter "p" (except those with the same root).
Example: They guessed the word "house" - the leader says: "I built it, I live in it", etc.
If the players are close to the clue, the leader encourages them: "Almost right!" If not at all where they are looking for the clue, then: "Confused" or "Bad."
7. "I'll take with me..."
The leader tells the players that he is going on a trip and is only taking a few things with him. At the same time, he or she thinks up a rule in advance according to which he or she takes only certain things with him or her. For example, green, round or cold objects.
The leader then says, "I am going on a trip and I am taking... a frog." This object must match the intended rule. Players ask if they can take bread with them. Bread is not green, so you can't. Can I take a cucumber with me? The leader answers that you can (since the cucumber is green). The winner is the one who can figure out the rule.
The rules can be as simple (e.g., what fits in a briefcase, everything round, soft things) or as complex. For example, your name and all objects begin with the same letter. Or all words of foreign origin.