Educational program of the Macharius club. Board game club "Your move!" Event plan for the board game club

">

Creating conditions for the development of new forms of intellectual leisure for teenagers and youth of the city of Chernogorsk who find themselves in difficult life situations through the work of the Board Games Club “Your Move!”

Project Description

">

The project to create a board game club “Your move!” opened on the basis of the Central City Library named after A. S. Pushkin with the aim of organizing conditions for the development of new forms of intellectual leisure for teenagers and youth of the city of Chernogorsk who find themselves in a difficult life situation. The board game club has become an open playground, a place for free time and informal communication for young people. Library specialists and volunteers from the All-Russian public organization “Young Guard of United Russia” were involved in the implementation of the project, who united young people through playful and educational communication, and showed by their example how to carry out free time, really communicate with each other, helped to develop teamwork skills in the younger generation, and will develop their dexterity, resourcefulness, and positive thinking.

The project was designed for young people aged 14 to 30 years. The project has been implemented from 2016 to the present day.

More than 1,100 people took part in the project, including more than 800 youth. 42 troubled teenagers visiting the library became members of the Club.

12 library specialists and 14 volunteer volunteers took part in the project. During the period of the club's work, 58 meetings of the Board Games Club were held, in which more than 900 people took part. There is an increase in library attendance by 4.5%.

Complete Rules of the Game of Table Hockey according to STIGA as amended by RFNH:

Chapter 1. TERMS AND DEFINITIONS
1.1. "Polyana" is a table hockey device in general.
1.2. "Arena" is a playing field limited by sides.
1.3. "Miniature" - a figurine of a hockey player.
1.4. “Pole” is a metal spoke through which the miniature is controlled.
1.5. “Match” is the period of time beginning with the opening gong and continuing until the ending gong, plus extra time (or overtime) in the case of a playoff game.
1.6. "Tour" is a simultaneous game of several pairs of players in accordance with the schedule.
1.7. “Goal” is a situation when the puck crossed the goal line during playing time and remained in the goal.
1.8. "Goal line" is a straight line bounded by two goal posts.
1.9. “Throw-in” is the introduction of the puck into play by dropping it into the central face-off point located in the center of the arena.
1.10. “Closest position” is the position of the miniature in which its control pole is extended to its maximum length.
1.11. “Farthmost position” is the position of the miniature at which its control pole is fully retracted.
1.12. "Unit" or "first player" is a miniature of the goalkeeper.
1.13. “Two” or “second player” is a miniature of the left back.
1.14. "Troika" or "third player" is a miniature of the right back.
1.15. "Four" or "fourth player" is a miniature of a left forward.
1.16. "Five" or "fifth player" is a miniature of the central striker.
1.17. "Six" or "sixth man" is a miniature of a right winger.
1.18. “First pole”, “Second pole”, “Third pole”, “Fourth pole”, “Fifth pole”, “Sixth pole” - poles that control the corresponding miniatures.
1.19. A goal was scored “directly” - a goal scored by one of the miniatures, while the puck did not hit other miniatures except the goalkeeper or the boards.
1.20. “Half” of one of the players is the part of the hall on which the player is located, limited by an imaginary line that continues the center line of the arena.
1.21. “The support ridge of the miniature” is the leg of the miniature, which is a direct continuation of the control mechanism.
1.22. “Free ridge of a miniature” is a leg of a miniature that is not a direct extension of the control mechanism.
1.23. "Putter" is a miniature stick.
1.24. “Fix the clearing” - fix minor technical problems (strengthen the miniature in the arena, fix the gate or straighten the lever, etc.).
1.25. "Jingle" is an audio track through which the match time is counted.

Chapter 2. COMPETITION PARTICIPANTS
2.1 AGE OF PARTICIPANTS
2.1.1. The age of the participants is determined based on data for the day

the competition or on the day of the last round of the championship in several rounds.
2.1.2. Table hockey competitions are held in the following age groups:
2.1.2.1. youth - up to 18 years;
2.1.2.2. the main one is 18 years and older.
2.2. ADMISSION TO COMPETITIONS
2.2.1. Athletes of the youth group are allowed to compete in the main group if this does not contradict the competition regulations.
2.2.2. Competitions for athletes of the main group, in which representatives of the junior age group participate, are held according to the competition rules for the main age group.
2.3. RIGHTS AND OBLIGATIONS OF THE PARTICIPANT
2.3.1. The competition participant has the right:
2.3.1.1. immediately before the start of the meeting, warm up on the gaming table for 1 minute;
2.3.1.2. receive advice during a match from any person, during breaks between games or during other authorized stoppages of play;
2.3.1.3. no later than within two rounds, after a reminder from the organizers, enter into the protocol the result of a match played but not recorded.
2.3.2. The competition participant is obliged to:
2.3.2.1. observe the norms of athlete behavior, be polite towards opponents, judges and spectators;
2.3.2.2. know and follow the rules and regulations of the competition;
2.3.2.3. be ready for the competition 30 seconds before the start of each scheduled meeting and play until the end; - in case of failure of the opponent to appear at the table after the first 30 seconds of the match, record a defeat with a score of 0:5 as a “technical defeat” to the opponent; - if the opponent refuses to fight further during the match, record a defeat with a score of 0:5 to the opponent, or the current result plus 5 goals, if at the time of refusal the score was equal or the player who refused was losing;
2.3.2.4. conduct all scheduled meetings;
2.3.2.5. perform in neat, clean sportswear that meets the requirements of clause 2.4.;
2.3.2.6. have a uniform uniform in team competitions with the emblem of the team from which he competes;
2.3.2.7. thank your opponent with a handshake at the end of the meeting;
2.3.2.8. inform the protocol group about matches not completed in neighboring fields;
2.3.3. A competition participant is prohibited from:
2.3.3.1. enter into arguments with competition organizers, rivals and spectators;
2.3.3.2. intentionally strike (with anything) equipment (table, clearing, etc.). The competition participant bears financial responsibility for damage to property in full;
2.3.3.3. insult your opponents, organizers or spectators with your behavior (loud shouts, excessive gesticulation, swearing, etc.);
2.3.3.4. before the end of the round (except for the cases described in clause 2.3.2.3) record the result of the unfinished match. A draw recorded in such a match will be annulled by the score sheet panel.
2.4. PARTICIPANT FORM
2.4.1. The player must wear a T-shirt or short-sleeved shirt.
2.4.2. During the game, the player must remove jewelry, watches and other objects that could get caught on the poles and thereby bend them.
2.4.3. It is recommended to have on the player's uniform:
2.4.3.1. symbols of the organization from which he speaks;
2.4.3.2. numbers or letters on the back of the playing shirt intended to identify the player, his association or his club (in club matches).
2.4.4. The letters of the surname are applied to the fabric in a contrasting color (relative to the background) so that the surname can be easily read by other participants, organizers and spectators.
2.4.5. The participant's last name must be printed horizontally on the playing shirt, the place of attachment should be approximately at the level of the top of the shoulder blades.
2.4.6. At team championships, players of the same team must wear the same T-shirts, the only differences being the identification symbols.
2.4.7. Team of one sports organization must have inscriptions on fabric of the same quality and color; The letters should also be the same in color and font type.
2.4.8. Any markings or trim on the front or side of playing clothing, or any items worn by a player, must not be so conspicuous or shiny as to blind an opponent.
2.4.9. Any questions about the legality or acceptability of playing clothing must be resolved by the competition organizers.

Chapter 3. EQUIPMENT AND GAME CONDITIONS
3.1. TABLE
3.1.1. The table surface should be in a horizontal plane at a height of 73-75 cm from the floor.
3.2. GLADING
3.2.1. The table hockey rink must comply with the STIGA PLAY OFF standard, taking into account the following modifications:
3.2.1.1. the bottom of the gate must be modified, that is, the plastic bottom must be removed and there must be a cloth bag in its place;
3.2.1.2. the poles, runners on which the miniatures walk, and the turning mechanisms of the miniatures must be lubricated with silicone spray or other lubricant and move freely without much friction.
3.2.1.3. the sliding speed of the puck along the surface of the clearing must correspond to the sliding speed on the surface of the new clearing.
3.2.2. The clearing consists of a body, players, boards that protect the puck from flying out, goals, score strips, legs and transparent boards.
3.2.3. Protective sides must be so transparent that the opponent's hands are visible; stickers or markings on the sides that would interfere with a clear view of the opponent's hands are not allowed.
3.2.4. The clearing must be secured to the tables.
3.2.5. The diameter of the holes through which the poles move should not exceed twice the diameter of the pole.
3.2.6. Glades in which the miniature mechanism easily gets stuck in extreme positions are not allowed.
3.2.7. The rubber bands on the levers should not turn when the miniature is turned sharply by hand.
3.2.8. Miniatures must be STIGA PLAY OFF (all miniatures have the club on the same side).
3.2.9. Miniatures should not rise when the lever is turned sharply.
3.2.10. The score bars should be set to zero towards the center of the clearing.
3.2.11. Competition organizers must install a sufficient number of reserve fields within reach of the players.
3.3. WASHER
3.3.1. The washer must comply with the STIGA PLAY OFF standard washer.
3.3.2. The surface of the washer should be smooth, without burrs.
3.3.3. There must be at least one spare puck near the clearing before the start of the match, within the reach of both players.
3.4. GAME CONDITIONS
3.4.1. The playing space of one clearing must be at least 3 m long, 0.9 m wide and 2.5 m high. The arena should be in the center of the playing space.
3.4.2. The illumination of the arena must be uniform and be at least 200 lux.
3.4.3. The light source must be located at least 55 cm from the arena level. At the same time, it should not blind the eyes of the players.
3.4.4. The background should be mostly dark and should not have bright light sources, including daylight coming through uncurtained windows.
3.4.5. The temperature in the playing hall should not be lower than +17°C, but not higher than +25°C.

3.4.6. The issue of the admissibility of using gaming equipment and compliance of gaming conditions with the rules is decided by the competition organizers.
3.5. NON-GAMING EQUIPMENT
3.5.1. Players are allowed to use non-playing equipment such as chairs, stools, stopwatches, towel stands, water holders, etc., if they meet the following conditions:
3.5.1.1. the equipment is not used to manipulate table hockey;
3.5.1.2. it is located on the player’s half and does not interfere with the opponent;
3.5.1.3. it does not damage the organizers’ equipment;
3.5.1.4. it does not make loud sounds or imitate the sounds of jingles, manual timer voices, or game situation sounds;
3.5.1.5. it is located outside the arena and does not hang over it.
3.5.2. If any equipment does not meet these requirements, the referee may order it to be removed from the playing area.
3.5.3. Filming the game with a camera or video camera without flash and lighting is permitted only outside the playing area.
3.5.4. Filming the game with a camera or video camera with flash or lighting is allowed only from a distance of 1.5 meters from the playing space. At the same time, lighting devices should not be directed into the players’ eyes.
3.5.5. With the permission of the referee, filming may be carried out from a tripod within the playing area if it meets the following conditions:
3.5.5.1. the camera and tripod are located outside the immediate proximity of the players;
3.5.5.2. If the camera is located above the arena, it and its supporting structures must be at least 55 centimeters above the arena level.
3.5.4. The player does not have the right to demand that filming be stopped.
3.5.5. If the shooting rules are violated, the organizers must demand that the shooting be stopped.
3.5.6. With the permission of the competition organizers, it can be used optional equipment, which does not affect the results of the game;
4. RULES OF THE GAME
4.1. ESSENCE OF THE GAME AND BASIC RULES
4.1.1. To play table hockey, opponents are located on opposite sides of the arena.
4.1.2. The game is to control miniatures using levers to throw as many goals as possible into the enemy’s goal.
4.1.3. Match duration is 5 minutes (300 seconds).
4.1.4. The match begins with the puck being thrown into the center of the field.
4.1.5. It is prohibited for one miniature to hold the puck for more than 5 seconds.
4.1.6. The winner is the player who scored during the game larger number heads
4.1.7. In the case when the number of goals is equal, the outcome of the match is considered a draw.
4.1.8. During a playoff game, if the score is tied after 5 minutes, the winner is the first player to score after the puck is thrown in by the referee.
4.2. Throw-in
4.2.1. A throw-in occurs when the puck flies out of the arena or when one of the players scores a goal.
4.2.2. A throw-in may be awarded by one of the players provided that the puck stops in front of the goal, touching the goal line, and:
4.2.2.1. the goalkeeper must not touch the puck;
4.2.2.2. The player must loudly and clearly say “Stop,” retrieve the puck, and throw it in.
4.2.3. The throw-in is carried out by one of the players or a member of the refereeing team.
4.2.4. When a goal is scored, the throw-in is made by the player who missed the puck. In this case, the scored puck must be removed from the goal bag.
4.2.5. When the puck flies out of the arena, a throw-in is made by the player whose half the puck hit when it went out.
4.2.6. If during the game there is not a single spare puck left on the table, then the player performing the throw-in must pick up the ejected puck.
4.2.8. During the game, spectators can bring loose pucks and place them on the table on the side of the ice without disturbing the players.
4.2.9. If the half of the field for a throw-in is not designated, the throw-in will be administered by one of the players by agreement.
4.2.10. All miniatures, except for fives and twos, can be in any position.
4.2.11. Fives and twos must be in their own half of the field.
4.2.12. The throw-in player holds the fifth pole with one hand and holds the puck in his free hand.
4.2.13. The thrower lifts the puck at a distance of 10-20 cm above the surface of the arena above the face-off point. The puck must be horizontal and visible to both players.
4.2.14. The thrower releases the puck so that it flies vertically down to the faceoff dot. The throw-in is carried out provided that both players are ready for the throw-in and are holding the fifth pole.
4.2.15. Once the puck has touched the arena surface within the center circle, the throw-in is considered completed.
4.2.16. The player must throw in such a way that the opponent can see that he has met all the requirements for a valid throw-in.
4.2.17. The correctness of the throw-in is determined by the players themselves.
4.2.18. In the event of an illegal throw-in, a re-throw-in is conducted and the right to throw-in does not pass to another player. If a player makes many illegal throw-ins during knockout games, his opponent may request a third party throw-in.
4.2.19. A player who determines an illegal throw-in may call a re-throw-in only within three seconds after the throw-in, to do this he must loudly and clearly say “Stop!”
4.2.20. If, before the start of the game, the organizers note that a player is physically unable to take a throw-in, then, as an exception, they may allow deviations from the requirements for a valid throw-in.
4.2.21. The throw-in at the start of the game is as follows:

4.2.21.1. players are in their starting positions (clauses 4.2.11., 4.2.12.);
4.2.21.2. the puck is in the center of the field at the throw-in point;
4.2.21.3. at the start of the game, when the bell hits, a throw-in is made;
4.2.21.4. If a player touches the puck before the gong, and there is no opportunity to place it at the face-off point before the gong, then the face-off is carried out at normal rules immediately after the start of the match, the right to throw-in in this case is given to the player who did not touch the puck.
4.2.22. If a player clearly and intentionally holds the puck with one miniature for more than five seconds, then the opponent may loudly say “Stop!” and carry out the throw-in.
4.3. A GAME
4.3.1. The puck is considered in play from the moment at which the face-off occurs until:
4.3.1.1. she will not cross the boundaries of the arena;
4.3.1.2. will not be in the goal of one of the players;
4.3.1.3. the match will not be stopped;
4.3.1.4. the match time will end;
4.3.1.5. the match will not end for any other reason.
4.4. CHECK
4.4.1. A player receives a point if during the game he scores a goal against the opponent, i.e. the puck remained in the opponent's goal bag.
4.4.2. The point does not count if the player scores a goal, but:
4.4.2.1. the time elapsed after the throw-in was less than three seconds;
4.4.2.2. a goal is scored by a five, despite the fact that no other miniature, with the possible exception of the opposing five, had possession of the puck after the throw-in;
4.4.2.3. a goal is scored directly (without touching other miniatures except the goalkeeper or the side of the court on the way into the goal) by hitting a two, three or goalkeeper on a stationary puck pressed against the goal net or goalkeeper;
4.4.2.4. a goal is scored directly by hitting the puck with any part of the miniature, except the stick, made after the puck has been handled. It is allowed to score a goal with the free leg of the miniature if it is used as a stick, i.e., by rotating the miniature around its axis;
4.4.2.5. the goal is scored simultaneously with the last sound of the gong.
4.4.3. The player who scored the goal moves the slider on the score bar towards increasing the number in the slider window.
4.4.4. If a player scored more than ten goals during a match, then with the tenth goal he moves the slider to the “0” position, thereby the score bar begins to count down the second ten units.
4.4.5. After the end of the match, the resulting score is taken from the scoreboard. If for some reason the player does not move the slider in time, then after the match this goal is not taken into account.
4.4.6. The scoreboard cannot be reset until the result of the game is entered into the game report.
4.4.7. Before the start of the match, players are required to move the sliders on the score bars to the “0” position.
4.5. STOPPING THE MATCH
4.5.1. The match may be stopped by one of the players or the organizers, provided that:
4.5.1.1. the clearing is out of order, that is, continuation of the game in this clearing is impossible due to mechanical damage to the clearing, levers or miniatures;
4.5.1.2. it is necessary to call one of the competition organizers to resolve a controversial issue in case of gross violation of the rules;
4.5.1.3. the opponent violated the rules of throwing the puck, and no more than three seconds passed from the moment of throwing the puck.
4.5.2. The match is stopped by loudly announcing “Stop!”
4.5.3. The match is considered stopped if the puck then stops or changes direction after touching the miniature.
4.5.4. If the puck hits the goal without changing direction on the miniature, then at that time it is in play and, therefore, the goal is counted. In this case, the goal is counted even if it hits the goalkeeper defending the goal.
4.5.5. From the moment the match is stopped, the countdown of the duration of the stoppage begins.
4.5.6. After eliminating the reasons that caused the match to be stopped, one of the players loudly and clearly says “Ready?”, after receiving a loud and clear answer “Yes” or “Ready!” from the enemy the stop ends. The duration of the stop is recorded.
4.5.7. If at the time the match was stopped the puck was under the control of one of the players, then the game continues with the puck in the position in which it was at the time of the stop. Otherwise, the game resumes with a throw-in.
4.5.8. After the jingle match time ends, the recorded stop duration time is added to the game.
4.5.9. If extra time for some reason was not completed and the next round began, then the match score is fixed at this point.
4.5.10. If the match is stopped due to a timing fault, the match is replayed from the beginning, but from the score at which the game was stopped.
4.6. GLADE BREAKAGE
4.6.1. If a clearing breaks down, players must stop the match according to the rules for stopping the match and call one of the organizers to repair the clearing.
4.6.2. If the breakdown is insignificant and can be fixed by the players themselves, then there is no need to call a member of the referee team.
4.6.3. If it is not possible to call one of the organizers, then you should replace the broken clearing with a spare one.
4.7. MANIPULATION OF THE PLAIN
4.7.1. Players can only move the puck with miniatures using poles.
4.7.2. A player is prohibited from moving the puck:
4.7.2.1. making sharp blows with poles on the body of the clearing, if the corresponding miniature is not involved in the fight for the puck;
4.7.2.2. making frequent sharp turns of the miniature that is not participating in the fight for the puck in order to shake the surface of the arena and thereby change the position of the puck;
4.7.2.3. deliberately moving the clearing;
4.7.2.4. deliberately bending the pole;
4.7.2.5. changing the position of the score strips.
4.7.3. The player is allowed:
4.7.3.1. hit your opponent's miniatures with your miniatures in order to take away the puck or prevent the opponent from freely manipulating the puck;

4.7.3.2. move enemy miniatures with your miniatures;
4.7.3.4. do other manipulations not described in clause 4.7.2.
4.7.4. If as a result of the actions described in clause 4.7.2. a goal was scored, the player has the right to demand that this goal not be counted.
4.7.5. A player can only correct the clearing when he has sole possession of the puck. If, while the player is adjusting the miniatures, his opponent scores a goal, the goal is counted.
4.7.6. If a player manipulates the puck while simultaneously adjusting the miniatures, a face-off occurs.
4.7.7. The time for clearing correction is not included during sole possession of the miniature puck.
4.7.8. It is prohibited to deliberately delay time by making excessively frequent or lengthy adjustments to the clearing.
4.7.9. If frequent adjustments to the clearing are caused by poorly secured miniatures, then the player has the right to stop the game and call the competition organizers to resolve the situation.
4.7.10. If it is necessary to correct the enemy's miniatures, the player can require the enemy to correct the miniatures.
Chapter 5. RULES FOR GAMES USING THE "PLAY-OFF" SYSTEM
5.1. A playoff game is played between two players.
5.2. The game is played until one player wins four matches.
5.3. Matches are played consecutively with a break of no more than 3 minutes and:
5.3.1. when several playoff series are held simultaneously using extra time for one of the pairs, the rest wait until the end of this match;
5.3.2. If one of the pairs uses extra time, the next round of the playoffs begins one minute after the end of their match.
5.4. The clearing is chosen by the player who took the higher place in the group stage.
5.5. The starting sides of the players at the clearing are determined by the schedule. If the schedule does not specify the sides of the players, then this is determined by the players by agreement; if an agreement cannot be reached, then this is determined by lot.
5.6. After each match, the players change sides, the clearing must remain the same, unless there is a serious breakdown of the clearing.
5.7. If at the end of the match the score is tied, then the game continues with a puck throw-in until the first goal. In this situation, the puck is dropped by a third party rather than by one of the players, and before the drop, both players must loudly and clearly announce “Ready!”
Chapter 6. CONDUCTING THE MEETING
6.1. TIME COUNTDOWN
6.1.1. The match lasts five minutes of “dirty” time, adding extra time is described in clause 4.5.
6.1.2. The time is counted using a jingle.
6.1.3. If using a jingle is not possible, then the time is checked manually by one of the tournament organizers.
6.1.4. The jingle should consist of the following parts:
6.1.4.1. thirty seconds before the start of the match, music starts playing;
6.1.4.2. five seconds before the start of the match, the music stops and the gong is struck as the match begins;
6.1.4.3. after one minute the gong sounds four times;
6.1.4.4. after two minutes the gong sounds three times;
6.1.4.5. after three minutes the gong sounds two times;
6.1.4.6. after four minutes the gong sounds once;
6.1.4.7. 30 seconds before the end of the match, music starts playing;
6.1.4.8. Five seconds before the end of the match, the music stops with the sound of the gong and the match ends.
6.1.5. All stages of the jingle must be clearly audible to players and judges.
6.1.6. Before the start of the tournament, the jingle must be played for players to familiarize themselves with.
6.1.7. The same jingle must be used throughout the entire tournament.
6.1.8. If it is not possible to use jingles at the match venue, or stoppage time needs to be recorded, then the time is counted manually.
6.1.9. Manual timing rules:
6.1.9.1. Manual timing is carried out using a stopwatch or a watch with a second hand;
6.1.9.2. thirty seconds before the start of the match, the second says: “30 seconds left before the start of the match”;
6.1.9.3. five seconds before the start of the match, the second says: “Five seconds”;
6.1.9.4. When the match starts, the second says: “Start!” - and the countdown begins;
6.1.9.5. after one minute has passed, the second says: “Four minutes left”;
6.1.9.6. after two minutes the second says: “Three minutes left”;
6.1.9.7. after three minutes the second says: “Two minutes left”;

6.1.9.8. after four minutes the second says “One minute left”;
6.1.9.9. 30 seconds before the end of the match, the second says: “Thirty seconds left”;
6.1.9.10. 10 seconds before the end of the match, the second says: “Ten seconds”;
6.1.9.11. 5 seconds before the end of the match, the second announces: “Five seconds!”;
6.1.9.12. The second marks the end of the match with the word “Time!”
6.1.10. The second must know the rules of manual timing.
6.2. WARM-UP
6.2.1. Before the start of the game, the player has the right to a 60-second warm-up in the clearing where the match will be held; the warm-up stops with the start of the jingle or with the expiration of the maximum warm-up time pre-established by the competition regulations;
6.2.2. Players must be given the opportunity to inspect and familiarize themselves with any gaming equipment that will be used before playing; before continuing the game after replacing the damaged field, players are only entitled to 30 seconds of familiarization with hockey;
6.3. COLLECTION OF GAME RESULTS
6.3.1. Game results are entered into the game results protocol by the players themselves or a member of the competition protocol group.
6.3.2. It is allowed to use the protocol of game results for several rounds.
6.3.3. A protocol of game results must be drawn up before the start of the match.
6.3.4. The location of the protocol of game results must be known and accessible to all participants in the games whose results are recorded in it.
6.3.5. Organizers must ensure that the protocol is accessible, that it is convenient to enter results, and that the location of the protocol is equipped with a handle.
6.3.6. For each game being logged, the protocol must contain:
6.3.6.1. table number;
6.3.6.2. tour number;
6.3.6.3. surnames and first names of both players;
6.3.6.4. opposite the players' names there is a place to enter the match score;
6.3.6.5. place to designate the winner.
6.3.7. The structure of the protocol should be clear and data belonging to different pairs should be separated from each other to avoid confusion.
6.3.8. At the end of the match, the winner of the game enters the result on the score sheet so that the tally of the number of goals scored by each player corresponds to the position of the players' names.
6.3.9. In case of a draw, one of the players enters the score into the protocol, by agreement.
6.3.10. The winner puts a tick next to his last name. In case of a draw, a "=" sign is placed.
6.3.11. Players must enter results in clear and distinct handwriting.
6.3.12. In case of violation of clauses 2.3. The protocol team has the right to correct the recorded result in accordance with the requirements of the rules.
6.3.13. Any corrections in the protocol are accompanied by the signature of the person who made the correction.
6.3.14. The game results report is used by the referee team to calculate the results of the tournament.
6.4. RULE VIOLATIONS
6.4.1. All unresolved disputes are reviewed by an arbitration group. Based on its decision, the result of the controversial match is recorded. If necessary, clarifications are made to the RULES.
6.4.2. Violation of any prohibition in clause 2.3.3, as well as gross violation of the rules or intentional regular violation of the rules, entails a warning to the player by the competition organizers.
6.4.3. If the player continues to violate the rules, the organizers may consider disqualifying the player for this match (a 0:10 loss in favor of the opponent is recorded) or for the entire competition (a 0:10 defeat is recorded for all played and unplayed matches).
6.5. COMPETITION ORGANIZERS
6.5.1. Competition organizers are obliged to:
6.5.1.1. provide competitions with high-quality equipment and playing conditions described in Chapter 3;
6.5.1.2. ensure compliance with the rules and regulations of the competition;
6.5.1.3. ensure fair resolution of disputes in accordance with the rules;
6.5.1.4. respond as quickly as possible to the occurrence of emergency situations and eliminate them in a timely manner;
6.5.1.5. through their actions and decisions, contribute to the development of table hockey as a sport.

Club of board game lovers “Learn to think boldly!” (room 403)

ANNOUNCEMENT

In the Voronezh Regional Universal Scientific Library named after. I. S. Nikitin, on the basis of the department of natural science and technical literature, starts a club of tabletop lovers mind games"UMS". This is an excellent occasion for parents and children, friends, classmates, and work colleagues to gather for live communication. We invite everyone who wants to have a fun and useful time and, of course, play board games!
You will find many games interesting for both adults and children: Monopoly, Answer in 5 Seconds, Activity, Jenga, Ubongo, Elias, Andor, Cow 006 and many others. Anyone can come and play the board games available in our department’s collection completely free of charge. Opening hours: from 12-00 to 19-00 daily, Friday is a day off.

We are waiting for everyone at pl. Lenina 2, 4th floor, room. 403

Sign up by phone. 255-45-72 – department of natural science and technical literature.

POST RELEASE

January 28, 2017
Today, club members played the most interesting and fun board game “Tik Tak Boom: Party” and the no less interesting “Ubongo”. It was fun, no one wanted to leave.
If you want to spend time among players who are equally passionate about their hobby or get acquainted with this or that game, we will be very glad to see you.
You can play daily with your team! Or on the first and fourth Saturday of every month from 17.00 to 19.00 in the ranks of our cozy club!

Post release prepared
sector of special types of technical documentation

T. 255-45-72

POST RELEASE

Board games- a wonderful hobby. What could be better than spending a weekend with friends around the table? interesting games in our cozy library?
On Saturday January 14, 2017 year at 17 o'clock in the Voronezh Regional Universal Scientific Library named after. I.S. Nikitin, the next meeting of the club of lovers of board intellectual games “UMS” took place.
Club members played board games “Answer in 5 seconds”, “Activity”, “Crazy Maze” and others. They showed logic, imagination, ingenuity and resourcefulness. It was fun, the players got a charge of positive emotions for the whole week!


Voronezh Regional Universal Scientific Library named after. I.S. Nikitina
T. 255-45-72

POST RELEASE

December 17, 2016 year in the Voronezh Regional Universal Scientific Library named after. I.S. Nikitin, the next meeting of the club of lovers of board intellectual games “UMS” was held.

Today the club members played two cool board games “Activity” and “Munchkin”. It was fun, everyone present received a lot of positive emotions.

The post-release was prepared by the sector of special types of technical documentation
Voronezh Regional Universal Scientific Library named after. I.S. Nikitina
T. 255-45-72

POST RELEASE

November 19, 2016 in the Voronezh Regional Universal Scientific Library named after. I.S. Nikitin, the next meeting of the club of lovers of board intellectual games “UMS” was held.

Explanatory note.

This program makes it possible to expand and deepen practical skills, increases the level of language culture, creates conditions for the development of logical thinking and spatial concepts of students.

A board game forces you to think, test and develop your abilities, and involves the child in competition with others. Children's participation in the game contributes to their self-affirmation, develops perseverance, desire for success and other useful motivational qualities.

Purpose of the program: expansion of the child’s zone of proximal development and its consistent transfer into a direct asset, that is, into the zone of actual development.

Main objectives of the program:

    development of thinking in the process of forming the basic techniques of mental activity: analysis, synthesis, comparison, generalization, classification, the ability to highlight the main thing, prove and disprove, draw simple conclusions;

    development of mental cognitive processes: various types memory, attention, visual perception, imagination;

    development of language culture and the formation of speech skills: clearly and clearly express your thoughts, define concepts, draw conclusions, argue your point of view;

    formation of creative thinking skills and development of the ability to solve non-standard problems;

    development of cognitive activity and independent mental activity of students;

    formation and development of communication skills: the ability to communicate and interact in a team, work in pairs, groups, respect the opinions of others, objectively evaluate one’s work and the activities of classmates;

    developing skills in applying acquired knowledge and skills in the process of studying school disciplines and in practical activities.

Distinctive features of the program: practical gaming orientation, design technologies.

Organizational principles: classes involve group work. The program is intended for 5th grade students, designed for 1 hour per week, for a total of 34 hours (34 school weeks).

Features of the organization of the educational process.

During classes, the child develops developed forms of self-awareness, self-control and self-esteem. The absence of grades reduces anxiety and unreasonable worry among students, and the fear of wrong answers disappears. As a result, children develop an attitude towards these activities as a means of developing their personality. This program consists of a system of didactic and educational games. The classes use entertaining and easy-to-understand association games, logical and educational games, puzzles, lotto and dominoes, backgammon, and checkers.

Children spend most of their time making their own decisions search tasks. Thanks to this, children develop the ability to act independently, make decisions, and manage themselves in difficult situations.

At each lesson there is brainstorming solving a problem of a certain type. At this stage, children develop such important qualities as awareness of their own actions, self-control, and the ability to give an account of the steps taken when solving problems of any difficulty.

After every lesson independent work held collective verification of problem solving. This form of work creates conditions for normalizing self-esteem in all children, namely: increasing self-esteem in children whose thought processes are well developed, but educational material is poorly absorbed in the classroom due to a lack of attention, for example. Other children may experience a decrease in self-esteem because their academic success is dictated mainly by diligence and diligence.

In these classes, the child evaluates his own progress. This creates a special positive emotional background: relaxedness, interest, desire to learn how to perform the proposed tasks.

Personal, meta-subject and subject results of mastering the program

Personal results studying the program is to develop the following skills:

    Define And express under the guidance of a teacher, the simplest rules of behavior in cooperation common to all people (ethical standards).

    In situations of communication and cooperation proposed by the teacher, based on simple rules of behavior common to everyone, make a choice, with the support of other group members and the teacher, what to do.

Meta-subject results studying this program are the formation of the following universal learning activities (ULAs).

Regulatory UUD:

    Define And formulate the purpose of the activity with the help of the teacher.

    pronounce sequencing.

    Study express your guess (version) based on working with a particular game.

    Study work according to the plan proposed by the teacher.

    Study differ a correctly completed task from an incorrect one.

    Learn together with the teacher and other students give emotional assessment activities of comrades.

Cognitive UUD:

    Navigate your knowledge system: differ new from what is already known with the help of a teacher.

    Make a preliminary selection of information sources: navigate in the rules of a particular game.

    Gain new knowledge: find answers answer questions using diagrams, tables, game rules and other sources, your life experience and information received from the teacher.

    Process the information received: compare And group objects and objects by class, type, purpose.

    Convert information from one form to another: compose stories based on simple models (subject models, drawings, schematic drawings, diagrams).

Communicative UUD:

    Communicate your position to others: draw up your thought in oral speech(at the level of one sentence or small text).

    Listen And understand speech of others.

    Jointly agree on the rules of communication and behavior at school and follow them.

    Learn to perform different roles in a group (leader, performer, critic).

Subject results studying the program are the formation of the following skills:

Describe the characteristics of objects and recognize objects by their characteristics;

Identify essential features of objects;

Compare objects and phenomena with each other;

Summarize, draw conclusions;

Classify phenomena, objects;

Determine the sequence of events;

Judge opposing phenomena;

Give definitions to certain concepts;

Identify functional relationships between concepts;

Identify patterns and draw analogies.

THEMATIC PLANNING (TOPIC CONTENT)

P/ P

Section topic

Number of hours

Duration of study

Association games

Logic games

Dominoes, lotto

Backgammon, checkers

Modern board games

Project activities

LESSON PLANNING

Lesson topic

the date of the

Association games - 4 hours

Associations

The land of games invites you. What types of games are there? Introduction to games and their origins. Focus on team building. Rules of the association game

Games and rules. From the history of games

Rules of the game. Are they required for everyone? Focus on team building.

Association games “Patterns”, “Wildlife”,

Rules of the game. A game. Drawing up the tournament table. Summarizing. On the topic “Association Games”.

Crossword game

Rules of the game. Establishment and continuation of a pattern. Discussion of the scoring scheme.

Logic games -7 h

Game "Word Maker"

Russian game "Baklushi"

Game "Tic Tac Toe".

Rules of the game. A game. Continuation of the logical series. Organization and holding of a gaming tournament.

« Sea battle", types of games

Rules of the game. A game. Continuation of the logical series. Organization and holding of a gaming tournament

Internet Games

Rules for safe Internet use, games on the Internet, how to play safely

Dominoes, lotto – 6 hours

Domino classic

Rules of the game. A variety of rules. A game. Resolving controversial issues that arise during the game. Summarizing.

Lotto "Russian".

Rules of the game. A game. Discussion of the scoring scheme. Drawing up the tournament table. Summarizing.

Backgammon, checkers -5 hours.

Classic game of backgammon (backgammon)

The history of the game "backgammon". Rules of the game in Russia. Initial draw. Explanation of the game algorithm. Movement of checkers. How to throw checkers out of the game. How to hammer and load a checker. Carrying out the game. Determining the time to think about a move. The concept of "timer". Additional rules. Organization and holding of a gaming tournament.

Classic checkers game.

Rules of the game. Field designation. Characteristics of moves. Checkers terms. Explanation of the game algorithm. Determining the time to think about a move. The concept of "timer". Discussion of the scoring scheme. Drawing up the tournament table. Distribution into pairs of players by lot. Organization and holding of a gaming tournament.

Game "Collect four"

Rules of the game. Establishment and continuation of a pattern. Organization and holding of a gaming tournament.

Modern board games – 6 hours.

Modern games

Types, purpose, presentation of games, characteristics and rules

Monopoly

Rules of the game. Field designation. Characteristics of moves. Explanation of the game algorithm. Discussion of rules. Organization and holding of a gaming tournament.

Table soccer

Rules of the game. Dividing into pairs of players by lot, determining the order of participants. Drawing up the tournament table. Resolving controversial issues that arise during the game. Organization and holding of the tournament. Summarizing.

My family's favorite games

Presentations of your games, rules, features

Constructor (student).

Design: according to a model, according to conditions, according to plan. Creating something whole from individual elements: houses, cars, bridges. Three main types of design. Search for new forms and ideas. Getting a certain result. Purposefulness of one's own actions.

Project activity – 6 hours.

Where do games start?

Choosing a game direction project activities, organization further work, setting goals and objectives

Our game project

Preparing and creating the game.

Search for new forms and ideas. Getting a certain result.

Presentation game project

Purposefulness of one's own actions.

Organization and holding of a gaming tournament.