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™:
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.
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!
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.
We don't want to split "hares", but we have no choice with our Half Color Bunnies. Featuring the weird world of the Zodiac, the Green Booster Deck adds 55 cards to your existing set, plus a 12-sided Zodiac die!
Other fantastic cards include: Snowball which will send a chill down your spine, Fingercuffs to promote teamwork, Leif Carrotson to send your bunnies on a journey around The Bunny Circle, Zodiac Terminator (he'll be back!), and Albino Baby 5000 the world's most powerful radiation protector (and sun tan lotion).
Take your bunnies to the far reaches of the Earth to solve the riddle of The Mysterious Places! Discover the near limitless powers of the Extra Super bunnies! The Ominous Onyx Booster Deck adds a hefty 110 cards to your existing set, 12 Mysterious Place cards, 9 colored Chips and a Yellow Ball with a Red Stripe.
Just count the number of bizarre bunnies in this deck including Ambassador Bunny who lives with an opponent, Brundle Bunny who can escape any weapon but gets extremely hungry and Bunny Detroit who can only be attacked by a Mom. Finally, even Oscar would be hard pressed to pick his favorite of the 9 Celebrity bunnies that range from the Earth, to the Heavens, and beyond the Cosmos.
Can you determine The Fifth Element (I thought it was Boron) or Follow The Queen to safety? Confiscate the Carrots of a Goody Two Shoes or trade unwanted cards with the Dark Violets. Perhaps you'll rule the military with President Ficus or lose your rank with a Court Marshall. Matrixing may provide a spare bunny, and Insurance Porpoises may guarantee its return. It will be best to avoid the Delinquent Minors or the demolitions of Two Fish In A Tank. The Bunny Circle may be suddenly cleared by an Extremely Terrible Misfortune or players may have to start dancing to the Time Worf.
Killer Bunnies are back yet again featuring even zanier Specialty bunnies and introducing the Pawns (which will reveal the secrets of the P-Cards)! The Orange Booster Deck adds 55 cards to your existing set, plus six multi-colored Pawns.
Other fantastic cards include: Weil's Pawn Shop to give players a chance to buy back bunnies from a third Killer Bunnies market, Double Free Agents to make Bunny Triplets even easier, Selective Disclosure to reveal your opponents' cards before they're played, and Uriel's Machine to counteract any undesired Very Special card!
You'll shout Anchors Aweigh when you see our Enlisted Rank cards. The Perfectly Pink Booster Deck adds 55 cards to your existing set, a Highest Enlisted Rank card, a Pink Pawn, and a Pink twelve-sided die!
Other cards include: Paradise Syndrome to deter all Roaming Red Run cards, Blanch which turns a regular bunny into a Free Agent, and Bingo Flamingo to steal Carrots from an opponent!
Other Fantastic cards include: Rooney's Weapons Emporium to give players a second Killer Bunnies market to buy back used weapons, Defense Cards to eliminate weapons, Barriers to protect your bunnies from Roaming Run cards, and four Carrots - now there are 16 to collect!
Can you defeat the Quite Irascible Diffractable Cheese Balls? Can you even say Quite Irascible Diffractable Cheese Balls? Send bunnies three rounds ahead in time with Bunny To The Future! The laughs continue as this wild and wacky Red Booster Deck delivers more intense strategy and even more Carrot grabbin' fun!
Regular bunnies will quiver and quake with the arrival of the Super Bunnies! These bunnies give players die roll advantages, two card plays, and bunny color monopolies! The Stainless Steel Deck adds 55 cards to your existing set, higher level Defense Cards, and just a tad more Cabbage and Water.
Other fantastic cards include: Dated Weapons with a level that depends on the day of the month, Miracle Growth to double your Clovers, Duck Tape which allows you to launch multiple weapons at an opponent, and Happy Scrappy Hero Pup who might just save the day.
Blast off with a Bunnies Booster Deck that definitely contains The White Stuff! The Twilight White Booster Deck adds 55 cards to your existing set, 2 more Pawns, and a White twelve-sided die!
Other fantastic cards include: Calcite Conundrum which doubles the amount of cards you play each turn, Blue Angels to defend against airborne dangers, Melding which forces you to exchange cards, Return to Sender which can save your bunnies from dastardly fates, and 50/50 weapons where your only defense is your feel for the dice!