The players have to help the squirrel transport a nut home - so you have to juggle the squirrel up the tree and back down again without losing its nut. To do this, pull the ends of the string as needed. When playing in pairs, it's the other person's turn when the nut falls into one of the holes. The winner is the first person who manages to make the...
This is a twist on the usual game in which participants compete in a race while they balance an egg on a spoon. In this one, 10 different items are given to 2 teams of children. You can try to stack as much items on your balancing sticks as you want whenever it is your turn to race, but you risk slower speed, and if any of the items fall, it is back to the...
From the box: "The dots on the dice determine how many rabbits jump, one after each other, from the back to the front. If there is an egg in one's supply, of the same color as that of the rabbit that ends up at the front once a jumping round has finished, the egg can be returned to the box. With a little luck with the dice and some tactical thinking you...
From the publisher's website: Alarm in the hen house! Everybody tries to snatch the most egg cards and not let them drop. That is not so easy: whoever receives an egg card has to clasp it under his chin, between his knees or in other very unlikely positions. When it comes to the big egg dance, everybody has to run up to the matching hen ? but keep in mind...
Welcome to the 94th Annual Cape Cozy Easter Egg Hunt! Find your Basket. Collect all of the Eggs. And watch out for bad weather! The goal of Eighteen Eggs is to find your Basket and collect all 18 Eggs (9 sets of 2 designs) before April Showers end the Cape Cozy Easter Egg Hunt early! Along the way, you’ll find Flowers and stumble across cute, but...
Eightfold Shuffle is a fast, chaotic party game where the table never stays still for long. Players each hold one of four colourful Buddha pieces, and every turn a d20 roll sends them swapping, shifting, spinning seats, or watching the whole circle rotate around them. No strategy survives contact with the dice for more than a heartbeat, and that...
The players start with 6 meeples at the bottom of the game board. Movement is determined by a die. Any meeple that has reached space 25 can advance to a winning space by the apt roll of the die. For instance, on the roll of a 2 it can occupy a "100-space" or on the roll of a 6 the "1000-space". Each winning space con only be occupied by one meeple. The...
The players represent a pedestrian (yellow), a coachman (green), a bicyclist (blue) and a motorist (red) with a separate track on the gameboard. Movement is determined by a die. On sone spaces traffic situations hinder or benefit the players. The first player to reach his destination wins the game. This game was published between 1927 and 1934 as indicated...