A pick-up and delivery game based on Atlantic Trade in the 17th Century. The object of the game is to ship cargo from port to port in exchange for victory points; the first to 25 victory points wins. During your turn you draw 2 cards from the deck, move each of your ships a maximum of 5 spaces, and play any number of cards. You can also load or unload...
"The Bow and Arrow game is a simplified model of one aspect of Eskimo life which allows players to experiment with different strategies for solving the problem of the hunter providing food and clothing for his family. The Caribou player moves a herd of 40 Caribou; each Eskimo player may hunt independently or cooperatively, killing caribou until the herd...
"The Crossing Place Hunting Game models the cooperative technique of hunting caribou on land and from kayaks as the migrating herds swim across a narrow body of water on the Simpson Peninsula in Pelly Bay. The Caribou player moves a herd of 40 caribou on the game map; each Eskimo player moves two hunters, a kayaker and a beater. The Eskimo players may...
Psychological game or training for self-discovery and group dynamics. Up to 8 players can participate. On a players turn he draws a card of a selected difficulty level (beginners, advanced, professional) and decides to fulfill one of the tasks of that card (red = creativity, yellow = interaction/confrontation, blue = self-discovery, green = articulation)....
The object of Carmen Sandiego USA Junior game is to be the first to catch Carmen Sandiego four times. Each player gets an ACME Detective card and a hand of Landmark cards. Spin the spinner and move that many states around the map. When you get to a state shown on one of your cards, show the other players, set that landmark to the side, and draw a new card....
Dressing a hippopotamus or a rhino for the Grand Ball of animals is not easy, especially if you want to be the first to do so. A fun game teaching to think, recognize shapes, and appreciate the beauty of colors. Use the spinning wheel to find out the color of the square you're moving to. Pick up the shape you see in that square, and put it on your animal...
A wonderful blend of learning and fun – Carotina: 1000 pytań ("Carotin 1000 Questions") Talented little preschooler, get ready for a delicious dose of fun! The doors to a magical world of letters, numbers, and shapes are opening just for you – a place where new skills are waiting to be discovered. On the 1000 Questions cards, plenty of challenges await....
The board represents a track that can be followed with a car (the pawns represent cars). Each player receivers his car and 250.000 francs at the start of the game. In each round the players roll the dice and advance their car. During the game the players can enter in sports events (they pass them on their track and they include a ski event, horseback...
In Carrrds!, players compete to gain ownership of the most shreds of a torn up treasure map that leads to the pirate treasure. Each turn, you may ask another player for a piece of a certain map. Each map piece can be identified by a certain symbol such as a hook or a key. Carrrds! becomes extra fun when you throw in the action cards: swords, guns, parrots...
Quote: This new educational game was designed by the CBC to enable listeners of all ages to better visualize the mobilization of this country's vast resources in the gigantic war effort in which we are now engaged. Its purpose is also to show the problems associated with the transporting of munitions and supplies of all kinds to Great Britain. The part...
キャリーピース (Kyari- Pi-su) CARRYPIECE is a game for children, in which you learn one-digit addition and carrying. Each turn, you draw two cards from the deck and add up these numbers. Advance your pawn a number of spots equal to the ones digit of the total. You win the game if your pawn landed on the goal spot. You lose the game of your pawn passed through the...