MOSCOW DEPARTMENT OF EDUCATION

NORTH DISTRICT EDUCATION DEPARTMENT

STATE EDUCATIONAL INSTITUTION

CHILD DEVELOPMENT CENTER

KINDERGARTEN No. 2530

PEDAGOGICAL PROJECT

“Everyone is playing!”

(for creating board educational games gusek with rules

for children of senior preschool age)

Gusek - this is the general name for games on a cardboard spread, where there is a start, a finish and a path marked with dots, as well as a cube for determining the number of moves and several figures or chips. Such games exist based on a great variety of plots that give the game meaning and excitement. For preschoolers, you need to choose a clear and relatable plot, depending on the child’s individual interests.

At the age of five, the child’s interests and capabilities change significantly, and the older preschooler confidently enters the life ofboard games with rules. At a younger age, not all children are unable to put up with taking turns, accept the division of the playing field into theirs and someone else’s, and understand and accept losing. Teachers and psychologists are well aware that didactic games contribute to the formation and development of voluntary attention, teach them to follow the rules, organize their own activities, and plan them. After five years, a child develops a strong interest in making various crafts from all kinds of materials, and this is a good reason for organizing children’s activities to create a variety of board games. Children now mostly play manufactured games. Unfortunately, the plot in them is monotonous and the child quickly gets tired of repeating this plot over and over again. Activities become monotonous and boring. The idea of ​​our project is the result of creative work, and the result of our project is improving the psychological climate among children. Joint activities help children become partners: conduct dialogue, take into account each other’s interests, negotiate, resolve conflicts. Adults take the position of an observer: they do not impose their opinions and respect the children’s position.

Let's show the solution to these problems using the example of creating a game."Book of Masters".Together with the children, the teachers decided to create a game in which they can changerules, shape and length of the playing track. Our technical discovery was as follows: the rough side of fabric Velcro was glued to each of its removable parts on the reverse side, which made it easy to separate and reattach these parts to the playing field. Thanks to this, it is possible each time, depending on the wishes of the players, to lay out a new game path, changing the number and sequence of moves on it, in connection with this the rules of the game will change.

Game "Book of Masters"– a type of role-playing game in which players act as fictional or real (modern or historical) characters, and together act out or create the plot of the game –become participants in the adventure.The main aspects are verbal communication and live interaction.

Game technology:

1.presence of a leader ( game master).

2. a certain system of rules ( gaming system).

3.specific location ( game world ).

4. the plot of the game, thought out in advance by the adult master (planned plot elements or the entire plot), however, there is freedom for children to improvise within these given frameworks.

"Book of Masters"- This is a joke of a plot invented by the Master. As a rule, the game takes place at a table or on the floor and consists of communication between players among themselves and with the Master, as well as interaction of players with the world in which the action takes place. This interaction can be anything: communicating with the inhabitants of a village, castle or metropolis, fighting a dragon or enemy, fighting squads or armies, investigating a murder or searching for an ancient relic. The plot of the stories can change and become the basis for a new game.

Participants, each playing their own character, make joint efforts to resolve plot contradictions. Although this may not be a single team, but rivals and enemies whose task is to hinder each other.

Game process :
The gameplay consists of four main components:
a) players, together with the presenter, create characters that depend on a specific gaming system;
b) the presenter tells the players what is happening, describes the world around them, gives the plot, puts the players and their characters in a certain initial situation;
c) players think about and declare the actions of their characters.
For example, four journeyman friends begin the game in classic circumstances - the potter lacks clay material; you need to go to the mountains as quickly as possible to find clay in the gorge there.

The characters set off on a journey, overcoming not only obstacles along the way, but also completing certain tasks, for example, crossing a fiery river, fighting a dragon, building a ship. The game lasts until the first master reaches the goal - a mountain gorge (he will be the winner - the Best Master).

With any interaction between players, the mechanics of the game are activated - the set of rules by which it occurs. The rules may be different - it depends on the specific gaming system. During the game, participants need the help of other participants to complete the level (if you help me, then on the next turn, if you need help, I will help you too).

Children's role play is primarily social in nature and isan integral psychological mechanismcreation of child-adult

co-existential society through:
1) maximum freedom of action for players.

There is no limiting field and rules of movement for each piece, as in chess. The only limitation is the imagination of the host and players and the framework of compliance with the image (character) that each of the participants leads. In addition, the educational and developmental aspects of role-playing games suggest that playing a character with whom the player has little connection can contribute to his development.

2) minimum level of resources.

There is no need to sew a suit,The main thing here is an interesting plot, acting skills of the presenter and players.
3) creativity.

The creative qualities of players and especially masters are perhaps more pronounced than in other types of role-playing games.

Firstly, this communication, acting creativity. There is plenty of room to put talent and thoughtful effort into the game to create a memorable, vibrant, and lively image. There is room for a person endowed with acting talent, the ability to convince other people, to lead.

When choosing material for making figurinesWe settled on clay, because in this case the figures are more durable than those made from paper, they are voluminous and easy to handle. Working with clay is well known to our children, because the additional education teacher regularly gives them individual lessons in the pottery workshop. PWhen thinking about the organization of modeling and subsequent painting, we proceeded from the individual differences of children. Many five- to six-year-old children attending kindergarten already have some experience creating a clay image. It is enough for such children to be shown a model, and they themselves build the sequence of their actions; They practically do not need the help of a teacher. Others need measured help: adults sculpt parts of the figures, and children glue them to each other and decorate them themselves.

At the same time, the teacher emotionally empathizes with each child, helps him gain self-confidence (I must say that among our children there were many who, having seen a beautiful example, doubted their abilities: “I will never be able to make such a beautiful one!”).

During the work to design the playing field, the teacher helped prepare the start and finish. If necessary, he tactfully helped the children agree on which of them would glue which parts.

Before assembling the game, its rules were collectively discussed: what a player should do if his chip lands on a black or white circle. The rules familiar to children—throwing the dice and counting “steps” based on the number of dots rolled up on the dice—were supplemented with new ones related to the color of the circle on which the chip lands: for example, a black circle means “Skip a move!” The process of preparing the game is extremely exciting for children: you can change everything every time! We have observed more than once how in their free time they created their own, original version of the game, embodying their own fantasies in it, establishing new rules.

At first, the teachers played with the children and helped them agree on the rules. Gradually, the adult takes on the role of an equal partner in the game; before each game, the players agree on its rules themselves and, depending on this, lay out the game track. It is important not to miss the moment when children can be given independence, and the teacher can become only an observer!

The obvious results of our work werecreation of a child-adult community: the ability to change the plot of the game, its content, rules, and the type of playing field “provokes” communication between children and with adults. Thanks to this, children master the means and methods of communication - they learn to discuss, plan and coordinate their actions, negotiate among themselves, and find compromises. In addition, they gain experience in monitoring and evaluating the actions of others, and then their own - they evaluate whether their game turned out well, which is necessary to improve it. During our work, it was important for us to include the parents of our students in this community. This became the second part of the implementation of our pedagogical project. For this purpose, a family project “Let's Play Together” was organized.

In preparation for it, we carried out special work with children and their parents: we invited parents to come up with new games together with their child, to fantasize about what stories and characters could be in them - this is partnership communication that helps to understand each other and learn to create together. In order for the child’s interest and independence to grow, it is necessary to take into account and discuss his ideas and desires, and together bring them to life, giving the child as many opportunities as possible to show initiative and creativity. Unfortunately, adults often try not to help the child complete the task, but to do it instead. Therefore, our main condition was to give children the opportunity to act, to do everything together with the children: to come up with and discuss the plot of the game; choose materials for its manufacture and, as a result of the work, introduce it to teachers and peers in kindergarten. A great variety of types of work becomes attractive to children aged 5-7 years. They can be part of the game, or they can exist separately. It is important that the child feels that materials and labor are not wasted, and that freedom of creativity is not constrained by instructions. For a preschooler, what is important is not the implementation of someone else’s plan (the teacher or parents), but the embodiment of his own idea.

Here are examples of games made by our children and their parents: Game "Tour of the kindergarten". Game "Fishing" " Game "Geography for kids." Game "Our House".

Summing up the work we have done, we can draw the following conclusion:

Thanks to building interactions and relationships between children and adults in a certain way - in accordance with the principles of organizing the eventful child-adult community - positive changes have occurred in the child’s subject position:

  1. the ability to set game rules and follow them has appeared;
  2. The activity and initiative of children has increased - they began to express their wishes more often and more meaningfully request help from adults;
  3. The children gained greater confidence in their own abilities, they began to act more boldly in a new situation for them.

Didactic games promote the formation and development of voluntary attention, teach you to follow the rules, organize your own activities, and plan them. Together with the children, the teachers decided to create a game in which the rules, shape and length of the playing path can be changed. The creation of a child-adult community, the ability to change the plot of the game, its content, rules, and the type of playing field “provokes” communication between children and with adults. Thanks to this, children master the means and methods of communication - they learn to discuss, plan and coordinate their actions, negotiate among themselves, find compromises


The game is intended for home use only. Copying and duplicating the playing field on the Internet is prohibited!

Rules. Fox and geese (Fox and chickens)

This game was very popular during the Middle Ages in Europe. Although similar games were found in Asia, they were still slightly different from Europe.

To play you need 13 (17) light-colored checkers (geese) and one dark-colored (fox). One player plays for the geese, the second for the fox.

  • The checkers on the game board are placed in a certain way. The geese occupy the bottom position, the fields on the board are marked in green. A fox checker occupies any free field.
  • The geese start walking first. The fox and geese take turns moving their checkers to empty fields.
  • During the game, players pursue different goals. The player playing as the fox tries to “eat” as many geese as possible, and the player playing as the geese tries to set a trap for the fox so that it has nowhere to go. Moreover, geese have the right to walk only horizontally and vertically, while the fox can also move diagonally. The fox eats geese by jumping over them to an empty field, and in one move she can eat several geese, as in checkers, removing them from the board.
  • The geese win when the fox has nowhere to go, or the fox when there are six or fewer geese left on the game board, since it is problematic to lock the fox with such a number.

This game can be played with geese numbers of 13, 15 and 17 checkers. In this case, the goose checkers are located at the bottom and sides. There is a variant of the game with two foxes.

Vintage board games

Walking game "Goose"

The Royal Game of Goose from the collection of the Victoria and Albert Museum in London

Judging by the appearance, Juego de la Oca, Jeu de l’oie, the Royal Game of the Goose is an ordinary game. The playing field consists of a spiral with 63 cells.

The origins of the game are vague - they are many years old. In the goose, which was then clearly called differently, but no one remembers what, so the name “The Road to Valhalla” is acceptable.
The Valhalla game track was made in the form of a mythical serpent coiled into a spiral, and instead of a cube with numbers on the sides, the rude conquerors used runes.


In addition, the runes provided certain clues during the game, that is, fortune telling and prediction also took place. One could consider the game to be an Egyptian invention, but archaeologists have found tablets, papyri, stone circles, etc., the drawings on which were very similar to relatively modern game boards for the jib, in various parts of the world. There is a known artifact called the “Cretan Disk” - a stone plate with writings and drawings applied in the form of circles.

Phaistos (Cretan) disc


Another version of "Goose"


In this version of the game, instead of the 19th cell, there is the number 20. And there is not a hotel there, but donkey ears. The well is in place, but instead of a labyrinth there are closed doors. Instead of a regular skull there is a bomb.

The game of "Goose" ("Guski", "Gusek") was very popular in France and Spain. The game appeared at the end of the 16th century and did not lose its popularity for several centuries.

It is believed that the authorship of the game belongs to one of the Medici Dukes . He presented “The Goose” as a gift to the Spanish King Philip II in 1580. And the game quickly spread from one hand to another, both in the royal courts and in taverns and brothels. Only later, by the 19th century, did it become exclusively the prerogative of children. And before that, money was placed in the center of the board (where the picture of a big goose is usually located, or the rules are written), and the one who was the first to reach 63 broke the bank!

On Gus they even began to use what I discovered.game method of teaching children . At the French court it began to be used as a textbook for studying geography. Countries were depicted on the squares and the names of cities were written. The French Dauphin, standing on the square, had to say the name of the country and read what was written there.

Rules of the game:

Number of players: from two.
Game contents: field, geese figures of different colors, two cubes.

Purpose of the game:be the first to cross the finish line (63rd cell) and become a goose.

The player moves on the total number of squares rolled on the two dice. If on the very first turn a player rolls a 9, then if one die rolls a 4 and the other rolls a 5, then the player lands on the cell numbered 53! If the nine consists of a three and a six, then the player lands on cell number 26. That’s also not bad. But this is only on the first move. If on any turn a player lands on a picture with a goose, then he moves again the same number of cells.

Two players cannot be on the same cell. If a situation arises that you land on an already occupied square, then your opponent leaves it (yes, it’s him, not you) and he goes to the square where you started your turn. That is, you seem to change. You need to get to the 63rd cell in the exact number of moves. If you are on 60, then only by rolling a three can you win. If you roll a five, then you go to 63 (three moves) and two moves back. If, while moving back, you hit a goose, then make another move back.

Important! The required number of moves can be rolled on one of the dice. The value of the second is then not taken into account. This is the relaxation at the end of the game.

Special cells and one unclear point, which is easily explained if you play for money:

Cell 6.A bridge is drawn on it. The player automatically lands on 12.

Cell 19.Hotel. The player pays for the services and skips his turn. It’s as if you ate, drank and slept. Probably, at the beginning of the game, some kind of payment was established for this and similar situations and this money was added to the center of the field, or they made up the entire game fund of the party.
Attention! You miss one turn at the hotel, but if on the same turn another player gets into the hotel, then you change places with him, he remains on yours, and you go where he came from.

Cell 31. Well. The player falls into the well and already misses two turns. Unless another player falls in the same place. Then you pay for the rescue and change places with him.

Cell 42.Labyrinth. The player gets lost, pays for rescue and ends up on square 30.

Cell 52.Jail. The most difficult cell. Because you: 1) pay for every turn you miss and 2) are only saved if the other player doesn't go to jail. There is a variant of the rules where the player misses three turns in prison.

Cell 58.Death. Pay or don't pay, but death is inevitable. The player starts the game again.

By the way, the moment two players are on the same square, both pay.

There are boards (there are not very many of them, but they are there) where there are no images of a hotel, a well, a labyrinth (but there is death). It doesn't matter. The meaning of the cells remains the same.

Isn't it true, everything is quite easy if you play for money. How did children play before? It seems to me that every player had some amount of something conditional. Buttons, pebbles, candy wrappers... And they paid with them.

By the way, in modern versions of the game there is no longer this point of payment.

Yes, “Goose” still exists! To play it, you don’t have to go to Figueres and buy it at the toy museum. All you have to do is choose a field to suit your taste (an older one, a more beautiful one, from the Victoria and Albert Museum, etc.), print it out on a color printer, make plasticine geese figures or take multi-colored chips, rob a set of backgammon for cubes and off you go!

Text and photo: Tanya Belkina.

Another version of "Goose"


This is exactly the same version of the game without the hotel, labyrinth and prison. Bridge, well and death on the spot

The most unusual variants of "Goose"



Children's versions of the game "goosebumps"



Game "The Little Humpbacked Horse" (1876)


A variation of the game “Goosek”: the player throws a die and moves his piece according to the number of points rolled. Having found poems under the corresponding number in the accompanying booklet, he determines what he will do, for example: “Not in heaven, but on earth/ There lived an old man in a certain village./<…>At first, / You get three marks, / Go to the second square.”

The Game of Wolves and Sheep (1884)

In the center of the field is the Wolf's lair, it is successively surrounded by guardhouses with watchmen or shepherds, dog kennels, and sheepfolds. The first of the participants plays for the Wolf, the second for the Watchmen, the third for the Dogs, the fourth for the Sheep (they stand still, so three of them can play). At the beginning of the game, the chips are placed on the corresponding figures in the corners of the field; possible directions of moves are specified by the rules. The goal of the game is for the Wolf to get into the sheepfold and eat all the Sheep. If the Watchman and the Dogs manage to “lock him up” and he cannot make further moves, the Wolf loses.

Game "Hunting with Greyhounds" (1890)

The game is designed for two players. One of them plays with circles representing animals: two foxes and three hares, and the other plays with circles representing four greyhounds. Dogs that are installed on the plan near the hunting lodge. The edge of the circle is pressed with a wooden stick, and it slides out and moves forward. If the animals manage to get past the hunting house, they win. The animal is considered hunted and is removed from the board if the player playing the hunt hits it with his circle. The player who plays with greyhounds wins by hunting two foxes or one fox and two hares.

Game of Sweepstakes or Steeplechase (1896)

The game involves six players, whose numbers are determined by lot. Other participants in the game can play on the bet and bet on one of the riders. The jockey who drew the first number starts the game; he throws the die and moves according to the points rolled. From a humorous inscription on the field, he learns what is happening to him (“I crushed my lady,” “My horse died from fatigue”) or what to do next (“Come back, pay 2 marks”). The jockey who finishes the race first wins and takes all the stamps from the box office.


Game "Travel through Russia" (1885)


The goal of the game is to complete the train journey from Odessa to Moscow and back faster than others. You can go either through Kharkov and Kursk, or through Kyiv and Smolensk, but, having reached Moscow one way, you need to return to Odessa by another. The player receives a locomotive and moves it to as many stations as the number of points on the dice. Using stamps (for example, nuts), players buy tickets and pay various travel expenses.

Game "Tightrope" (19th century)


They play with two dice.
The idea is that a player moves his piece to the next column if he either rolls that number on the die, or the sum of two dice equals the number of the next column, or the player rolls a double. When moving to the next column, the player stands on the top cell of the column. If a player does not roll the required numbers, he moves down one square in the column on which he stands. If the cells run out, the player “falls off the rope.” If the player moves to the next column, then he rolls the dice again, if he goes down, then the move moves on to another.

First, all players roll the dice until someone rolls a 1. He stands on the top square in the first column and rolls the dice again. Well, further in turn.

For example, a player stands in the first column and rolls a 2 and a 1. He moves to the second column (because he rolled a 2) and immediately to the third column (because 2+1 = 3).

If a player reaches the bottom cell in columns seven through eleven, he does not “fall into the water”, but moves to the top cell of the column corresponding to the number in the cell.

Game "Game with a Jew" (19th century)

The original game is called New Game of the Jew, which can be translated into Russian as New game with a Jew or how New Jewish game.

Its rules are as follows:

To play you will need two six-sided dice or one dodecahedron.

Any number of people can participate in the game. Each player receives two dozen (that is, 24) tokens, after which each player immediately places 7 tokens on the Jew. Then everyone takes turns throwing the dice and the one who rolls the most starts the game.

On his turn, the player rolls the dice, looks at how many he got and puts the same number of tokens on the cell with the number rolled (for example, if a 4 is rolled, you need to put 4 tokens in the cell with the number “4”). Then the turn passes to the second player, who also rolls the dice and places the tokens on the appropriate field.

However, if a player rolls the same number as the one who went directly in front of him, he takes all the tokens from the corresponding field (for example, if the first player rolled a "4", he put 4 tokens on the field numbered "4"; now if Immediately after this, the next player also throws a "4", he takes all the tokens from field number "4").

If someone rolls a seven, that player must place the same number of tokens on the field with the Jew as are already there.

If someone rolls a twelve, the field is "cleared" (it's not clear what that means).

If someone was out of turn, he must put 7 tokens on the Jew.

PS: By the way, this game was published in the magazine "Tram" around 1990. I remember that instead of tokens it was proposed to use buttons and, of course, there were no Jews there. The board was called "Bank" and it was in the bank that buttons had to be placed when a "7" came up.

Walking game "Little Red Riding Hood" (19th century)


A surprisingly simple game: two figures, one is Little Red Riding Hood, the other is the Wolf. The result of the game depends on which of the figures reaches the hut first.


This picture, once discovered, made me wonder what it could be. It turned out to be a board game.

New and enjoyable game of the Baron (?) / Nuovo et Piacevole Gioco detto il Barone ("Nvovo. et. piaccevole gioco detto il barone.")

An anonymous woodcut printed in the second half of the 16th century.
A playing field with cells numbered from 1 to 76 containing pictures. In the center, a poor, shabby soldier carries a flag with the inscription "Capitano di Baroni" (after Callot, Lieure 479)
Source: www.britishmuseum.org

People have always played games. In the last thousand 5 years, special devices have been used for games. The first gaming boards appeared at least 2800 thousand years BC. During excavations in Egypt, archaeologists found more than 40 boards for playing senet. The ancient Greeks and Romans also loved to play on the board, usually together.

It is unknown when such a variety of board games as route games (walkers) arose. These games require a large board, often made of paper or cardboard.

I would venture to suggest that the spread of board games on paper boards is associated with the development of the art of engraving. At least that's what happened with playing cards. Woodcut printing has been appearing in Europe since the 13th century. The first mentions of playing cards in Europe date back to the 14th century.

Perhaps the first game known in Europe on a paper board, which is a game for completing a route, is the game Goose.

Games for completing a route.

In walkers, the goal of the game is to move your chip or several chips along a given route on the field faster than your opponents. The distance a player can advance his piece is determined by rolling the dice. Usually the game has additional rules that give advantages or delay players whose piece lands on a certain position of the game. These games can involve more than two players, and the outcome is highly dependent on chance.

Game Goose / Game of the Goose.

This game originally had 63 squares along which players move their geese-shaped pieces to the center. Nowadays, such a game is considered children's, but in the past it was played for money.

The game of jib was apparently invented in Florence in the 16th century, during the reign of the Medici. Francesco I de' Medici gave a copy of such a game to King Philip II of Spain between 1574 and 1587. There is a fantastic hypothesis about the connection of the game Gusek with the Phaistos disc, apparently due to the spiral shape of both.

Phaistos disc. Side A.

True, the Phaistos Disc was opened in 1908. There is a new version that the game was invented by the Templars. According to this theory, the Templars, perhaps inspired by games or discs similar to Phaistos they saw in the Holy Land, created the game as a secret or encrypted guide to overcoming the Way of St. James. Each numbered cell of the game represented stages in this journey. There were hidden messages not only in the game, but also in monuments, cathedrals and churches along the way to Santiago de Compostela.

3.


New beautiful and funny monkey game / Il novo bello et piacevole gioco della scimia

The etching of the playing board was produced in 1588 by the Italian printer Altiero Gatti.
Game cells are from 1 to 63, in the center and on certain cells there are monkeys showing human characteristics.
Engraving on the British Museum website

4.


A new and enjoyable game of the Garden of Love / Il novo et piacevol gioco del giardin d"amore

Printed by the Italian Giovanni Antonio de Paoli in the 1590s.
The game has two rows of game cells. The outer row represents virtues, and the inner row represents the game numbers for pairs of dice. In the center is the Garden of Love.

5.

New and exciting game Goose / Il nuovo et piacevole gioco dell ocha

The etching was published by the Italian publisher Lucchino Gargano in 1598. In the center are the rules of the game, in the corners are images of fools.
Game on the British Museum website

6.


New beautiful and enjoyable game Biribisse / Il Nuovo et Piacevole Giuoco del Biribisse

9.


[?...] hunters / Zuogh dal cacciator

Another game by Giuseppe Mitelli, dated 1699. The playing field depicts eleven scenes of bird hunting.
Mitelli was a remarkable and innovative graphic artist. His work can be viewed at these links:
http://www.spamula.net/blog/2005/02/giuseppe_maria_mitelli.html
http://www.spamula.net/blog/2005/03/mitellis_games.html

10.

Lottery tickets / Karten Lotterie Spiel
(Lottery tickets)

The German Johann Trautner created this game between 1700 and 1710. The circular game board has three rings, each divided into 32 components: the outer ring contains instructions, the middle ring shows modified illustrations of the playing cards, and the inner ring shows the playing cards in their normal form. In the center is a secular gallant scene.

11.


Game Goose

A simple spiral arrangement of game squares in an unnamed board game from the 1700s.

12.


The delightful game of the Goose / Il Dilettevole Gioco del" Oca

An anonymous 18th century board game printed in Bologna. In the corners there are drawings, probably with the heroes of the Comedy Del Arte. In the center is a couple gazing hungrily at a goose. Like most games, Gusek has 63 game cells.

13.


New and wonderful game Scare away the owl (something like this) / Il novo e piacevole gioco del pela il chiu

People and owls make up the majority of the designs in four rings surrounding a crowned owl on top of three six-dot dice. This anonymous 18th-century print most likely comes from the north-eastern part of Italy, and was possibly printed in Parma by Giovanni Battista Panzera. The letters "T" and "P" below next to the pieces refer to quattrini ("Q"), meaning that the player was rewarded or forced to pay. Apparently it was a popular game: it was in print until the 19th century. Generally speaking, people purchased games as prints on paper and mounted them on a board or hard surface in their own home. This was the case with most game boards, apparently because it was cheaper than buying the game pre-mounted.

All games shown are from the collection of the British Museum.


In the 19th century, ladies and gentlemen had fun not only with balls and hunting. Board games were very popular at that time. Fun was chosen for every taste. Many of the games have successfully migrated from one century to another, but the names have changed a little. The mysterious “puzzles” were nothing more than puzzles, and the sea battle was called an aerial battle.

"Puzela"



Puzzles gained popularity only in the 1990s, because such a game was not released in the USSR. But in the Russian Empire, folding fragments into one picture was extremely popular. But they weren’t putting together puzzles, but puzzles. This word was pronounced in the German manner: “puzel”.

"Air battle"



Who hasn’t played “sea battle” while going on a trip by rail? In pre-revolutionary Russia you can find an analogue of this fun, but under the name “Air Combat”. The velvet case set contained a colored field and cast chips.

"Travel along the Nikolaev Railway"



The goal of the game is to “travel” along the railroad from point “A” to point “B” as quickly as possible, throwing dice one at a time. The role of chips was played by small cast locomotives.

"Wolf and Sheep"



Four people take part in the game “Wolf and Sheep”. The task of the Wolf player is to go around the dog kennels and eat the sheep. The rest - Watchmen, Dogs and Sheep - must prevent the predator. If the Wolf runs out of moves, he loses. The sheep are safe.

"Game of Jib"



The name of the board game “In Goose” means that players must move through the cells one after another, i.e. in single file. In addition, geese are depicted on the playing field, corresponding to the theme of the game. The rules are standard: whoever gets to field number “36” first wins.



While the ladies and gentlemen were enjoying board games,