Ages: 8 to Adult, Single Player
The board game Blunders™ teaches children ages 5 + about social and dining etiquette in the most unique, interactive, and educational way ever imagined! Players will be engaged and have a good laugh as they try to help Bobby, Brenda, Billy, and Becky Blunder improve their manners.
The Board Game Includes:
Children Will Learn How To:
Blunders™:
Imagine a Rubik's Cube that actually makes you smarter; an Erector Set that never stops erecting; a Hula Hoop you don't look ridiculous playing with; Silly Putty that isn't silly; cram it all in a jar, turn the fun up to 11, and you've got BuckyBalls!
Each set contains 216 powerful rare earth magnets that can be shaped, molded, torn apart and snapped together in UNLIMITED WAYS. Make sculptures, puzzles, patterns, shapes, stick stuff to the fridge, invent a new game—trying to find something more useful is useless.
Construct castles, block by block and tower by tower, as you flex your logic muscles with this beautifully crafted 3-D wooden puzzle. The challenge is to assemble the wooden blocks and towers to build one of the castles in the puzzle booklet. With simple puzzles for inexperienced builders to complex puzzles that will challenge skilled architects, Castle Logix is designed to stretch a player's logical thinking skills and to develop spatial reasoning abilities.
Ages: 5 to 7
Five Crowns� is a card game for the whole family. It has original game play, but uses skills that you have obtained from playing your old favorites like Hearts, Spades and Rummy. Because Five Crowns has five Royal Families -- the Stars, the Clubs, the Hearts, the Spades and the Diamonds -- yes, five suits in the old usage, it allows a more equal chance of making a book or a run, effectively giving each player more possibilities to readjust their hand so as to go out. The play starts with three cards and the 3s are wild; the next hand has four cards and the 4s are wild.... working up to the last hand when the Kings are wild. Each of the Royal Families is portrayed in original art and has its own colors. Five Crowns is a fast paced, ingenious new game in eleven rounds.
Ages 8 & up. 2-7 Players.
Jishaku, Japanese for magnet, uses finely polishedhematite magnets for playing pieces.There are several variations ofthe game but the most popular is "I'm Out". While alternating turnswith your opponent(s), the goal of the game is to place magnets ontothe game base - without letting any magnets connect.
If any magnets connect on your turn,you must collect those magnets and add them to your pile. The first person to run out of magnets wins.
But there is a twist. All magnets have North andSouth poles. Jishaku magnets do too. They just aren't marked. So as youcarefully place your magnet in a hole you can feel the tug of magnetsall around the board. Skilled players learn to use magnetic force intheir favor- repelling the magnets closest to them without forcing theminto other magnets.At least that's the goal. But theresults can be quite surprising. The record for the most connectingmagnets on a turn is twelve...and in "I'm Out" that's not a good thing!Can you use magnetic force to outwit your opponent?
Killer Bunnies Blue Starter Deck
Killer Bunnies is a fast paced, action filled card game, in which you must try to keep as many Bunnies alive as possible, while eliminating your opponents' Bunnies. The problem: Your opponents are armed with weapons and will stop at nothing to keep you from winning the game, which can get dreadfully vengeful, horribly nasty, hilariously messy, and just plain fun!
Can you keep from being attacked by the whimsical Whisk or the torching Flame Thrower? Defend your Bunnies with the Magic Spatula, or use a Feed The Bunny card to starve out an opponent! It's off-the-wall strategic fun, where the goal is to survive and claim the Magic Carrot to win the game!
Contents: 165 large cards (inlcuding the Blue Starter Deck and Yellow Booster Deck), 36 small cards, 6 twelve-sided dice, & Instructions.