Board game “Cat and Mouse”. Simple Rules

Everyone knows that cats love to chase mice, but mice do not share these feelings and hide from the "whiskered-striped" in their minks. Misunderstanding is to blame for everything ... From the very birth, kittens, seeing a mouse peacefully mincing about their business, rush to an outlandish eared creature in order to get acquainted and play. And the little mouse, seeing a huge fluffy monster, is frightened "to death" and takes off running. And so it continues throughout life. If only they could meet for a cup of tea with pancakes and calmly talk to build relationships. It's a pity that this is only possible in the board game.

Children's games, which I will talk about in the next review, in addition to the development of the child, will definitely cheer up the family and test the speed of reaction of your "game cell". IN " Cat and mouse» we will try to fix the "universal injustice" and reconcile kittens with mice, and then enjoy pancakes with jam in the game « Damn lumpy».

Cats and mice.

In the table-and-floor game "Cat and Mouse", the rivals will have a real chase with sharp plot twists and intricately confusing trails. The task of the "cat" detectives is to find and catch the mouse, and then invite him to tea with pancakes. The task ahead is difficult, one might say - impossible, so all the detectives will go in pursuit at the same time!

The movement deck consists of 62 cards that allow you to move in any direction (except diagonals). The number displayed on the brightly lit light bulb indicates the number of reward points.

Also in the pile are four special and very important cards "Meow-Meow" and "Pee-Pee", which I will discuss later.

At the start, attention, meow!

Give each pursuer one "Pi-Pi" card, which symbolizes the beginning of the journey (put the extra ones in the box). The rest of the deck is thoroughly shuffled and stacked face down in the center of the table. After that, turn the stack (for convenience) into a small scattering of cards so that 10-15 squares are available to opponents at the same time.

So, the little mouse grabs a piece of cheese and rushes to his mink! The task of the detectives is to catch up with the fugitive and invite him to tea with pancakes. This is done as follows: the opponents simultaneously take one card from the center of the table and apply them to the end of the previously laid out path in accordance with the last direction (initially this is the starting place). The task is to build as long a chain as possible, without forking the road and without “closing” on your tail.

If the card does not meet the requirements, then put it aside or return it back to the center of the table. As soon as any investigator flips a "Meow Meow" card (put it back in the game box), the chase is temporarily suspended.

If the path is assembled correctly, then all the squares that make it up are set aside in a separate pile and will participate in the final calculation (postponed cards, but not involved in the construction, are discarded). Did the player make a mistake? In this case, the entire lane goes back to the center of the table and does not bring points.

As you remember, there are three special Meow-Meow cards in the deck. As soon as the third card is revealed, the game ends, and the detectives calculate the amount of points indicated on the light bulbs. The winner is off to make pancakes as we have a sweet dinner coming up!

A fun game of logic and attentiveness, reminiscent of an electronic "snake". The task of the opponents is to make a path, using the maximum possible number of cards. No one knows the time allotted for the task, because the Meow Meow card can be opened at any time. Therefore, you need to hurry up and, most importantly, do not make mistakes, as a mistake deprives you of all reward points!

Damn coma.

The first pancake, as you know, is lumpy ... Do you know why? It’s just that the pan hasn’t warmed up and the dough sticks to it, so the delicious pancake has an unpresentable look. By the way, several centuries ago the saying sounded: "The first pancake - To whom." "Kom" is the old Russian name for the bear, the lord and owner of the forest. To appease a hungry beast that woke up from hibernation, a stack of pancakes was taken to the thicket.

Finding a bear in a metropolis is quite difficult, so we will eat all the pancakes ourselves! The box contains one large square - a plate for pancakes, 6 cards of pancakes themselves ...

... and a whole scattering of cards with the image of various jams.

The more jam shown in the picture, the higher the numerical value in the upper left corner of the card.

“The first pancake is for comrades, the second pancake is for acquaintances, the third pancake is for distant relatives, and the fourth pancake is for me.”

Shuffle the deck and distribute an equal number of cards to all participants in the game. If you play with a small team, then it will be difficult for the child to hold the entire pile in his hands. In this case, simply count from the total deck of 10-12 cards per player in order. For example: four cards will be used with continuous numbering from "1" to "40" (10 cards per player)...

Place a pancake plate in the center of the table. The hungriest player makes the first move, then the opponents can perform actions at the same time.

Any card from the hand face up is placed first in the center of the table. If this is a “pancake” (and there are not many of them in the deck), then you can put a jam card of any denomination on top. Moreover, only the owner of the pancake is allowed to do this. Note: the cards are arranged in a stack (the photos show examples with an offset)!

If the top card in the pile is jam, then any other type of jam with a lower numerical value can be placed on it. If you rushed and threw a card near the pile, played two cards at the same time, or made a mistake with a numerical value, then the entire central pile goes to you as a “prize”. But you can put an arbitrary first card in the center of the table and continue the game ...

The task of the opponents is to get rid of all the cards in their hand. The winner receives a stack of pancakes with jam and invites everyone to the table!

A fast and fun game that reminded me of a simplified version of "" and "UNO". Opponents try to fold their cards as quickly as possible and “guess” the numbers that are favorable to them. Dynamic gameplay and simple rules - a game of attentiveness, reaction and a little bit of math ...

Topic: Cat and mice

Pedagogical goal: processing the ability to maintain direction without bumping into each other.

Game Purpose: mice to run away from the cat, and the cat to catch up with the mice

Tasks:

To develop the ability of children to act together at a certain pace.

Develop speed, strength, agility, spatial orientation.

Cultivate a friendly attitude between children, the ability to play together, together.

Equipment: cat hat

Rules:

1. Do not run away from the cat until the cat says "Meow".

2. The cat does not move and does not open its eyes until the children say "And don't get caught by the cat!"

3. Run to your house and escape from the dog without pushing each other.

Game progress:

Children become in a circle. In the center is a cat. The rest of the children are mice. They walk in a circle and say in unison in an undertone:

Quiet mouse, quiet mouse...

The cat is sitting on our roof.

Mouse, mouse, watch out.

And don't get caught by the cat!

The cat then opens its eyes and meows. Children run into the house, beyond the line. The cat tries to catch up with them. The role is transferred to another child. The game is repeated.

Download:


Preview:

Mobile game "Cat and Mice"

middle group

Theme: Cat and mice

Pedagogical goal:processing the ability to maintain directionwithout bumping into each other.

Game Purpose: mice to run away from the cat, and the cat to catch up with the mice

Tasks:

To develop the ability of children to act together at a certain pace.

Develop speed, strength, agility, spatial orientation.

Cultivate a friendly attitude between children, the ability to play together, together.

Equipment: cat hat

Rules:

1. Do not run away from the cat until the cat says "Meow".

2. The cat does not move and does not open its eyes until the children say "And don't get caught by the cat!"

3. Run to your house and escape from the dog without pushing each other.

Game progress:

Children become in a circle. In the center is a cat. The rest of the children are mice. They walk in a circle and say in unison in an undertone:

Quiet mouse, quiet mouse...

The cat is sitting on our roof.

Mouse, mouse, watch out.

And don't get caught by the cat!

The cat then opens its eyes and meows. Children run into the house, beyond the line. The cat tries to catch up with them. The role is transferred to another child. The game is repeated.

Stage

The activities of the educator

Children activities

Methods, techniques of organization

Planned result

Organizational and motivational

Now we will go to the gym and play an interesting game there.

We went to the gym and stood in a circle.

Guys, I know you love to play.

Today I want to introduce you to a new outdoor game called "Cat and Mice". To do this, we need to stand up a large and beautiful circle.

First, I will tell you the rules of the game, and you listen carefully, and whoever does not listen will not understand the rules of the game and will not play.

I begin to tell the children the rules of the game: Now we will choose a cat, the cat will stand in the center of our circle. And we will all be mice. We will walk in a circle and say these words:

Quiet mouse, quiet mouse...

The cat is sitting on our roof.

Mouse, mouse, watch out.

And don't get caught by the cat!

After these words, the cat opens its eyes, says: "Meow." And chases us. And for us, after the cat said “Meow”, we need to run away to the house, our house will be located beyond this line.

The cat does not open its eyes until we say "And don't get caught by the cat!

And follow the safety rules

run to your house and escape from the cat without pushing each other. If anyone does not follow the rules of the game, I stop the game with the words "STOP GAME".

We clarify the rules of the game with children.

Let's guys repeat together what we are going to say: (several times)

Quiet mouse, quiet mouse...

The cat is sitting on our roof.

Mouse, mouse, watch out.

And don't get caught by the cat!

What should a cat do?

And what do mice do?

How do we run from a cat?

After what word do the mice run away from the cat?

After what words does the cat wake up?

Children come up to me and stand in a circle, listen

Repeat with the teacher what they will say

Children get ready to work, answer questions.

Verbal method (conversation, explanation, explanation).

Children are motivated to play activities.

main stage

We choose a dog with the help of a counter.

"An apple was rolling in the garden and fell right into the water, Bul-Bul-Bul."

Now I will put on a hat for the cat and she stands in the center of the circle, and we hold hands.

During the game, I observe the observance of the rules, the relationship of children in the game. I play with the children 4-5 times.

Stop game.

The children take their places. The cat puts on a hat and stands in the center of the circle. Children stand in a circle and hold hands. Children actively participate in the game, follow the rules of the game.

Game method, verbal method (counter).

Children actively participate in the game.

The final stage

Well done boys! Did you enjoy playing the game? And what is it called? Tell me, who were our cats? Who didn't get caught? You can play this game on the street or in a physical education class, and now we are lining up in a column and returning to the group.

The children are talking to me. They answer questions. They leave the hall.

Verbal method (conversation, questions, praise).

Children actively answer the teacher's questions.


  • Number of players: 2 to 4.
  • Age of players: 5 years and older.
  • The game develops the ability to distinguish between left-right and up-down directions, reaction and combinatorial thinking, the ability to read and count.
  • Included

  • 62 movement cards
  • 4 cards with the inscription "wee-wee"
  • 4 cards with the inscription "meow meow"
  • Rules of the game.
  • Purpose of the game

    Score as many points as possible.

    Preparing for the game

    You can play on the table or on the floor (on the floor is even more convenient). Each player puts one card in front of him with the inscription "wee-wee" (the remaining cards with this inscription do not participate in the game). This card symbolizes the beginning of the chase for the player: the path of his cat is built from it. All other cards are shuffled and laid out face down, in a pile, somewhere in the middle, so that it is convenient for everyone to take them.

    Game process

    The game consists of several rounds and lasts until all four cards with the inscription "meow meow" are finished. The youngest player says: "Pee-pee!" - after which the chase of the cat after the mouse begins. The players take strictly one card from the pile (without respecting the order). Each player applies the taken card to the last of the cards laid out by him. The first card is applied to the initial one from any side, and each next to the previous one - from the side in which it points. For example, if the arrow on the last card points "up", then the next card is applied to it from above, and if "left-right" - then to the left or right of it (at the player's request). The longer the path, the better! But he should not call on himself and on the adjacent path (unless he can only touch it), and it is no longer possible to shift or remove previously laid out cards. The player can put the taken card aside and use it at any time until the end of the round (however, there is a risk, that she won't play).

    End of the round

    As soon as one of the players lays out a card with the inscription "meow-meow", he shouts: "Meow-meow!" This means the cat has caught the mouse and the round is over. All built paths are checked: if a player has an error, then his entire path is canceled as a penalty (cards from it are considered to be set aside). Each player returns all the cards set aside to the common pile, and puts the cards laid out on the way into the “winning” pile, from which his points will be counted. Then the next round begins according to the same rules, only the initial phrase: “Pee-pee” is pronounced by the participant who finished the last round.

    game over

    The game ends when there are no more cards labeled "meow meow" in the pile. The points of each player are counted: a card with the inscription "meow-meow" - 5 points, a card with one direction - 2 points, and with two directions - 1 point. The one with the most points wins.

    Detkova Natalia
    The mobile game "Cat and Mice" for preschoolers of the middle group

    Target: To develop in children the ability to act on a signal. Walk in a circle shape.

    Tasks:

    Improve physical qualities in physical activity

    Develop speed and agility

    Cultivate a sense of community

    Description:

    All players except two stand in a circle at arm's length and hold hands. In one place, the circle does not close (two players lower their hands). This free passage is called the gate.

    Two players outside the circle represent "Mouse" and "Cat".

    The mouse runs (walks) outside the circle and in the circle; the cat follows her, trying to catch her (to touch with her hand). The mouse can run into the circle through the gate and crawl under the arms of the children standing in the circle. The cat can only run into the gate.

    After the word "waits" the cat starts to catch the mouse.

    When the cat catches the mouse, the teacher assigns other children to these roles, using, for example, a counting rhyme.

    Artistic word.

    Vaska walks gray

    Fluffy white tail

    Vaska the cat is walking.

    Sits down and washes

    wiped with a paw,

    Sings songs.

    The house will not be heard bypassed,

    Vaska-cat lurks,

    Gray mice are waiting.

    Game rules

    The cat catches the mouse only after the signal

    Those standing in a circle should not let the cat pass under the clasped hands

    A cat can catch a mouse in a circle and in a circle

    Game actions

    "Cat" catches "mouse"

    "Mouse" runs away from "cat"

    The guys standing in a circle raise and lower their hands (make a gate)

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    Summary of classes with children of the first junior group. Mobile game "Sparrows and a car" Municipal budgetary preschool educational institution kindergarten "Rodnichok". Summary of classes with children of the 1st group. Topic:.

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    Simple Rules PP-3 Cat and Mouse.

    The Cat and Mouse game is one of the simplest and at the same time one of the most active in a series of similar ones. Try to become a cat and chase a mouse True, there are several cats here, and there is only one mouse. And only the most dexterous and quick-witted cat will be able to catch its prey.

    Purpose of the game
    Score as many points as possible.

    Preparing for the game
    You can play on the table or on the floor on the floor even more convenient. Each player puts one card in front of him with the inscription pi-pi; the remaining cards with this inscription do not participate in the game. This card symbolizes the beginning of the chase for the player: the path of his cat is built from it. All other cards are shuffled and laid out face down, in a pile, somewhere in the middle, so that it is convenient for everyone to take them.

    Game process
    The game consists of several rounds and lasts until all four cards with the meow-meow inscription run out. The youngest player says: Pee-pee, after which the cat chases the mouse. Players take strictly one card from the pile without respecting the order. Each player applies the taken card to the last of the cards laid out by him.

    The first card is applied to the initial one from any side, and each next card is applied to the previous one from the side in which it points. For example, if the arrow on the last card points up, then the next card is applied to it from above, and if left-right, then to the left or right of it at the player's request. The longer the path, the better. But he should not call on himself and on the neighboring path, unless he can touch it, and it is no longer possible to shift or remove previously laid out cards. The player can put the drawn card aside and use it at any time until the end of the round, however, there is a risk that it will not play.

    End of the round
    As soon as one of the players lays out a card with the inscription meow-meow, he shouts: Meow-meow This means the cat has caught the mouse, and the round ends. All built paths are checked: if a player has an error, then his entire path, as a penalty, is canceled; cards from it are considered pending. Each player returns all the set aside cards to the general pile, and he puts the cards laid out on the way into his winning pile, from which his points will be counted. Then the next round begins according to the same rules, only the initial phrase: Pee-pee is pronounced by the participant who finished the last round.

    game over
    The game ends when there are no more meow meow cards in the pile. The points of each player are counted: a card with the inscription meow-meow 5 points, a card with one direction 2 points, and with two directions 1 point.
    Whoever has the most points wins. The game develops the ability to distinguish between left-right and up-down directions, reaction and combinatorial thinking, the ability to read and count.
    Number of players: 2-4 people
    Game duration: 10 to 20 minutes.

    Included:

  • 62 movement cards: 12 each with one arrow and 7 each with two
  • 4 pee cards to start the chase
  • 4 meow-meow cards that inevitably end the chase
  • regulations
  • pouch.
  • What else to read