Showing posts with label childrens game. Show all posts
Showing posts with label childrens game. Show all posts

Outburst Junior 1999 Edition Review

Outburst Junior 1999 Edition
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Arrived in excellent condition. Arrived in a very timely fashon. Some of the cards had never been opened. I am highly satified with the condition of this used product.

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great game for kids

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Elmer's Education KinderReady Eric Carle Travel Scavenger Review

Elmer's Education KinderReady Eric Carle Travel Scavenger
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This kept my 5 year old daughter entertained for one car trip but, really is for other types of trips (e.g. grocery store rather then just a car trip. It is just a look and find, not the educational book I had expected.

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Elmer's Kinder-Ready series features the eye-catching artwork of Eric Carle, the popular author and illustrator of much-beloved children's books including The Very Hungry Caterpillar. Each activity has great visuals, tons of fun and loads of learning-perfect combination to help children get ready for kindergarten!

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Tumblin' Monkeys Review

Tumblin' Monkeys
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We gave Tumblin' Monkeys to our Grandkids for Christmas. They went nuts for it, it was so much fun. The monkeys are cute and the way they catch and swing around on the sticks is often hilaious. Even Grandpa got hooked on this game! I highly recommend it.

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A classic game of skill and action that's easy to learn and fun to play! Players place the monkeys in the tree and move the sticks according to the colored die. The player who collects the fewest number of monkeys, wins! No reading is required, so it's perfect for younger kids. Comes with a tree, 30 monkeys, 30 sticks in three colors and special die. For two to four players.

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Make - A - Monster Language Arts Test Prep Games - Grade 3 Review

Make - A - Monster Language Arts Test Prep Games - Grade 3
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I ordered this game for my tutoring practice. My younger students like it and think it is funny. :)
I only wish that the manufacturer would have given quality a higher priority. The monster pieces are thin cardboard coated with plastic. An arm got bent the very first game and that is only the first of many tweeks that will occur. They should have been made out of plastic.
Each monster piece and game card is coated with plastic. However it is not a good plastic, like on regular playing cards. It has a film that comes off on your fingers that is irritating to my skin . I had to wash off each piece and card with soap and water- very time consuming.
The stand that the monster attaches to is durable quality plastic with a wide base.

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2800 Grade: 3 Make - A - Monster gives students the practice they need to succeed on language arts standardized tests - all while having a monstrously good time! Players spin the monster spinners, answer questions, and build funny monsters piece by piece, as they race to be the first to complete a mismatched monster. Set includes: -4 monsters (each separated into 5 pieces. -4 stands. -200 question cards. -Double spinner. -Answer key. Features: -Each of the 200 language arts questions is written in the language, directions. -Multiple - choice question format that students will encounter on state and national standardized tests. -For 2 to 4 players. -Grade: 3 and up. -Dimensions: 4.2'' H x 9.8'' W x 13.1'' D.

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Fundex Games When Pigs Fly Review

Fundex Games When Pigs Fly
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I bought this game for my granddaughter last Christmas and she loved it. She (age5) and her brother(age 7) enjoyed playing together. The only problem is the base of the game MUST be sitting on something very FIRM. Since you must hit the "launcher" quite hard to launch the "flying" pigs, it must be sitting on a very firm tabletop or floor - NOT on carpet. When you strike the launcher, the pig flies up and sticks (by velcro) to the sky above. (each pig has a stip of velcro all around it) It's not as difficult as it sounds, but I just want you to understand that it must be placed on a hard, stable surface in order to play this game. They enjoy it very much and it's a great one for non-readers. Older children get bored quite quickly with it but younger children completely enjoy the challenge of making their pigs FLY!!

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Fundex When Pigs Fly GameBlast-off into "Hog Heaven" and make the impossible possible in the game When Pigs Fly. Keep the kids squealing for hours when pigs are launched out of a cannon high into the sky, soaring in the clouds. On each turn, players send a pig flying, add a pig to their pen, or give one of their pigs to another player. The first person to get rid of all their pigs is the winner. When Pigs Fly includes 12 pigs, motorized spinning game board and instructions.

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HaPe Bamboo Collection / Bialo Color Matching Game Review

HaPe Bamboo Collection / Bialo Color Matching Game
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This game takes some practice but a lot of the fun is watching everyone get the hang of the launching pad. We were laughing so hard at how many tries it was taking us. Don't take that the wrong way, the point of the game was to have fun and we were having fun. Sometimes we needed to put a limit on the number of tries but overall, we enjoy it, it's good for all ages, and we have liked it so much we have even given more of these as gifts.

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You need a sensitive touch to get to the finish line first! Players move around the board based on which ring their animal lands in. The player who lands on the double red space first wins. A fun mixture of skill and excitement. Includes 17 play pieces plus fabric mat.
At HaPe, we draw on decades of child development expertise, which makes us sensitive to children's needs, whenever we develop and design a new toy. Our toys support children throughout every stage of development, starting at a very young age to help nurture and develop their natural abilities.

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Apples to Apples Junior 9+ 2nd Edition Review

Apples to Apples Junior 9+ 2nd Edition
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I have 5 children, from college to 1st grade and this was a game we could all enjoy! My autistic, nonverbal son actually won the first game!!! This will become a greeat family tradition at our home.

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Apples to Apples Jr. 2nd Edition brings the award winning card and party game, Apples to Apples, to the entire family. Readers ages nine and up will delight in the clever comparisons while expanding their vocabulary and thinking skills.

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Sunken Treasure Adventureà  Phonics Beginning Blends Game Review

Sunken Treasure Adventureà   Phonics Beginning Blends Game
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I purchased this game for my son because he is learning how to read. We played this together and had a fabulous time! The best part is while he was trying to "win", he was learning at the same time. This is a super game!

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This crazy octopus holds the keys to winning a treasure. Kids can follow its tentacles and collect blend cards as they make their way toward the treasure. They will learn phonics by matching the beginning blends to word endings, scoring points for each word that they make. For 2-4 players.

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Jax Doodle Dice Review

Jax Doodle Dice
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My kids (ages 6 and 8) love this game, and it is fun for adults, too. We bought it several weeks ago, and the kids still ask to play it often. It helps with teaching creativity, visuospatial skills, and problem solving. I think it would be ideal for groups or a party game. Plus, it's not too time-consuming. A family of 4 can play a game in 20 to 30 minutes tops. Our family loves this game!

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Create a 'doodle' with a few rolls of the doodle dice. There's a different doodle pictured on each card in the deck.

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Cowabunga Review

Cowabunga
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I bought this game for my nephew for Christmas and he/we love it!
The game is very educational in both math and strategy skills. The cows are adorable and the illustrations on the cards got more than a few giggles out of both kids and adults.
In a time where video games seem to overpower educational toys, it is my job as the "cool Aunt" to provide board games, something lost I'm afraid to today's youth. However, my nephew wanted to play this one, over and over and over, forgetting about video games for awhile.
The game basics are pretty simple, you have to lay down cards until a wave crests (addition) and then bring the wave back down to shore (subtraction). When the wave hits a certain number, you or an opponent get a special wipeout card. If you lay a card and the total of the wave (someone has to keep track throughout) equals the number on their wipeout card... WIPEOUT, you have to grab a cow. The object is to have the least amount of cows at the end of the game.
I highly recommend this game to everyone, you won't be disappointed! This game is fun for both kids and adults!
Cowabunga dude!


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Catch a wave in Cowabunga, the brand new game of ups and downs! Ride high on the wave, dodging obstacles as you play number cards to raise or lower the water level. Once the tide gets too high, it starts dropping. Too low, and it goes back up again. Each time the changes, somebody gets an obstacle card. If you crash on someone else's obstacle, it's wipeout city for you dude! If you finish the game with the least amount of wipeouts, you'll be the big Cow-huna! Game Contents: 58 Wave Cards, 21 Obstacle Cards, 17 Cow Pawns, and Instructions in English, Spanish, and French. For 2-5 players, Ages 8+, and playing time: 30 mins

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Cranium Balloon Lagoon Review

Cranium Balloon Lagoon
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My kids received this gift last Christmas and they love this game. They are 2 and 5 and both enjoy it equally as much. The music is catchy and fun. The 4 different gaming areas are all cute and challenging. Your child will practice fine motor skills, counting, and shape matching all while having a blast. I highly recommend this game!

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Ladies and gentlemen, boys and girls, step right up to Cranium® Balloon LagoonTM, the four-in-one carnival game that gets kids giggling like crazy. Kids match tasty snacks, solve picture puzzles, flip frogs, and fish for letters in a rich, three-dimensional carnival world. Players try to complete each fun-filled activity before the merry-go-round music ends. Each turn is another chance to show what you can do and score more balloons. The first player to collect 15 balloons is the winner! Kids will love having a carnival they can call their own! Parents love the variety of activities and the cheers and laughter that fill every game. Balloon Lagoon has received numerous awards!

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Over and Out Review

Over and Out
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"Over and Out" is a fun little "adder" with a couple of interesting twists. Nothing really original about the concept: just keep the count from going over the "Tip Top" number. Go over the Tip Top, and you lose the round: not really a revolutionary idea there. Nothing really intriguing about the "action" cards, either: you can reverse the order of play, draw a new Tip Top, or bring the count right to the current Tip Top. (The latter being a huge help when the Tip Top number is 66 and the count is in the teens.)
What gives the game a fresh feel is the chips: Each player starts with 4 chips of his color, and all players are dealt 4 cards to start. However, if you go Over and lose a round, you lose a chip--and there's no way to get it back. And when cards are dealt for later rounds, you only receive as many cards in your hand as you have chips in front of you. So if you're down to two chips, you only get two cards to play with. Run out of chips, and you're out of the game; last player standing wins.
(One "house rule" I recommend is that if you've down to your last chip, and thus have a one-card "hand", you have to keep your one card face down in front of you until you actually play it. Since you have no choice but to play the card you've got, it doesn't matter if you see it or not. It adds a little bit of suspense to the game, particularly if only two players are left in a one-on-one, winner-take-all final hand.)
One downside to all the more players can make for a VERY long game. If you want to play a full 8-player, 4-chip game, give yourself a *lot* of time to finish, because you might end up having to play 31 rounds to determine a final winner. This is not a game you can whip out and finish in five minutes, since every extra player adds four more rounds to the game.
However, if you've got a bunch of friends who want to spend a night at the table chatting over a friendly (or even not-so-friendly!) game of cards, this might be the perfect game. There's not a lot of strategy involved, play is very straightforward, and there's not too much to keep track of beyond what the total count is. It requires some concentration, but not a lot of heavy-duty thinking.
Overall, not a game to write home about, but certainly not the worst way to pass an evening.

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The fun just keeps adding up!Over and Out is the exciting numbers game for players of all ages.Keep adding your cards to the pile without going over the Tip Top limit.As the numbers add up, so does the excitement.Last player in the game wins!Use some strategy, along with a little luck to put your opponents Over and Out!For 2 - 8 players, ages 7 and up.Contents:72 Over and Out cards, 5 Tip Top cards, 32 chips (8 colors, 4 of each) and game instructions.

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See Spot Spell Game Review

See Spot Spell  Game
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This game is a lot of fun. My 5 year old daughter who is learning to read loves to play with it. Up to 4 players can play but it is as much fun for just 2 as well. I like that you can make it easier or more difficult depending the reading level of the players. It is fun and it goes by quickly - great game!!

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See Spot Spell™ GameFun word-building practice for beginning readers—in only 15 minutes! Fast-paced game targets blends, digraphs, beginning consonants, and short- and long-vowel word families. Three levels of memory-style play: making 3-, 4- or 5-letter words. Includes 104 color-coded cards featuring word parts, 16 wild spots, 4 dog dish answer cards and dog-shaped game board measuring 16"L x 10"H. For 2—4 players. Grades K+Build 3-, 4- and 5-letter words!How to Play (Levels 1 & 2):- Place consonants and word endings on the board, face down- Pick 2 spots and try to make a word- Keep the spots if you're successful, return them to the board if not- First player to build 5 words wins!

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Turn The Tide - The Sink or Swim Strategy Card Game Review

Turn The Tide - The Sink or Swim Strategy Card Game
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Turn the Tide is probably the most enjoyable and easy-to-learn card game I have ever played, and I have played plenty. The concept is fairly simple, even though it might seem a bit complex when first hearing it explained. This is the way I play it, which is distinct from the official rules of the game in a very minor way, but in a way that I think actually makes the game easier to understand and play. I will explain why this version is a variation of the official game at the end.
There are two decks of cards, one containing sixty cards numbered 1-60 (which we'll distinguish as 'hand cards') and another containing twenty-four cards numbered 1-12 (which we'll distinguish as 'wave cards'). In the former deck, there is one of each number (one '1', one '2', etc.); in the latter, two of each (two 1s, two 2s, etc.). The first deck is distributed to players.
Depending upon the number of players (3-5), you can decide whether to deal out all of the `hand cards' or just twelve to each, which is the minimum number required to play (and the reason the game has a five player limit). This last bit isn't that important, but I'm just clarifying that if, for example, you play with 3 players, you could either deal out 12 cards to each player or go ahead and deal all the 60 cards out, leaving each of the 3 players with 20 cards. No matter what, the players will only use 12 of those cards, so if they start with 20 they will be left with 8 extra cards at the end of the round (this variation is only important for people who have experience playing the game).
Anyway, now that each player has at least 12 cards, he looks at the top of each card for either 1.) a lifebuoy 2.) half of a lifebuoy or 3.) no lifebuoy. The player adds up all lifebuoys, for example: 1 + 0.5 + 0 + 1 + 0.5 + 0 + 0 + 1 + 1 + 0.5 + 0 + 0 = 5.5 and then takes that sum (5.5) and rounds it down (to 5). The player then receives that number of lifebuoy's (small circular cardboard chips) to use as 'lives.'
Once each player has his `hand cards' and correlated lifebuoys, the game begins. It's probably a good idea for all players to organize their 'hand cards' numerically at this point--it does not matter whether they are ordered low to high or high to low. Now, the 24-card 'wave cards' deck comes into play. The deck is shuffled and two cards from the top are flipped over to be seen by all players. Since cards are numbered 1-12, and there are two of each, either two different numbers can come out (e.g. 1 & 12 or 3 & 5), or the same number (e.g. 7 & 7). Let's start with the first possibility.
When these two 'wave cards' come out, each player has to choose from his 'hand cards' (the cards distributed earlier that number 1-60) and put one face down in front of him. When all players have chosen a 'hand card,' they flip it. Whoever has played the lowest 'hand card' (the '1' for example) takes the higher 'wave card'--in this case the 12--and puts it in front of himself face-up so all players can see. Whoever has played the highest 'hand card' (the '60' for example) takes the lower wave card--in this case the 1--and does the same. Now all played 'hand cards' are put into the players' personal discard piles (cards must be kept separate).
This is the end of the turn. At this point, whoever has the highest wave card in front of himself (the player who played the lowest 'hand card') loses a life by flipping over one of the lifebuoys he was allotted. But his 'wave card' stays in front of him for the next round. The only way to get rid of that penalty before the end of the next round is to cover up the `wave card' by receiving a different 'wave card' in the next round.
For example, in the next round, a '1' and a '2' emerge. The player with a '12' in front of him will surely lose a life if he stays with the '12.' But he will also lose a life if he plays the lowest card and receives the '2' to cover it up, because at that point the '2' will be the highest 'wave card' on the table. So that player must play the highest 'wave card' in order to get the '1' and prevent his losing a life. This may or may not be possible depending upon what cards he was dealt at the beginning of the round.
So the round plays out until all 'wave cards' have been flipped (or, under some circumstances, until all players but one have lost all of their lives). Since there are 24 cards and 2 come out in each turn, there are normally 12 turns per round, which explains why players need a minimum of 12 'hand cards' and why players will be left with extra cards if they start with more than 12.
But here's where things get tricky: at the end of the round, players return all `wave cards' (received for playing either the highest or lowest `hand card' in any given turn) to a single pile which is shuffled for the next round. Their `hand cards,' which have been kept in separate discard piles as noted above, along with their correlating lifebuoys, are passed to the player to their left (or right) for the next round.
In this way, each player is able to play with each other player's hand as it was dealt in the beginning of the game, and cannot charge that he lost simply because of how the cards were distributed. Of course, in later rounds ,players have the advantage of knowing, to some degree, who holds certain `hand cards' either because they have already played with a distribution or because they have seen that distribution played with by another player already. The game lasts as many rounds as there are players.
A few things to note: if two players have the same 'wave card' showing and that 'wave card' is the highest card on the table, they both lose a life. This could happen either because duplicate 'wave cards' came out (a '12' and a '12') or because a player receives a 'wave card' equal in amount to the highest 'wave card' already on the table (in front of another player) from a previous turn.
Also, 'death'--that is, elimination from the round, sinking--does not happen until a player must 'lose a life' but has no remaining lifebuoys to flip over. That is, if you only have 1 lifebuoy left, and you must pay the penalty for having the highest 'wave card' showing, you are still in the round, floating. Only at your next penalty payment are you eliminated from the round. If a player is eliminated from the round, his showing 'wave card' is flipped over or otherwise discounted from the game and the player showing the next highest 'wave card' must pay the life penalty and flip over a lifebuoy.
This game may sound complex, but it only requires that players know how to count from 1 to 60 and generally understand the rules (at least one person must understand the rules well, but I suggest that at least two do so that one is not charged with `making things up' or `cheating,' since some of the rules aren't intuitive and are too complex to be explained before first playing the game.
It also may seem quite mathematical, but I would argue that it depends more upon one's ability to 'get into people's heads' and figure out how and what they are thinking rather than one's mathematical aptitude--though I don't doubt that those with the ability to count cards absolutely dominate this game. In any case, it is a thoroughly enjoyable and simple game that can be played anywhere, in any language, with many different age groups, etc., and is always spontaneous and exciting. Whether for people who love card games, people looking for a fun way to pass the time with family and friends, or teachers looking to stimulate students minds and exercise their brains, I highly recommend 'Turn the Tide.'
Please note that I have no affiliation with Gamewright, that company that makes this game, or with any other game-making company or company that sells this product. I simply discovered it through a German friend in Spain, where we found ourselves regularly consumed with this and another German board game while out in an off-the-grid cabin in the middle of the woods. It was called `Land Unter' in the original, and it was equally fantastic.
I mentioned at the start that this is a variation to the original rules. The official rules (at least in the English version I recently purchased upon returning to the U.S. from Spain) state that when players flip their 'hand cards' during each turn, the player with the highest 'hand card' takes the lower 'wave card' (just like how I play) and the player with the second-highest 'hand card' takes the higher 'wave card' (rather than he who played the lowest 'hand card,' which is how I play). The reason I use this variation is primarily because it is the way I was originally taught in Spain. But more importantly, I think it is easier to remember this rule and understand the game this way. High gets low, low gets high, end of story. But play however you like, it's all about the fun!
Turn The Tide - The Sink or Swim Strategy Card Game

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Shape up or sheep out! A huge storm is threatening Shepherd's Island and it's up to you to stem the tide. In this captivating card game, try to outwit your opponents by playing number cards wisely to stay afloat. Hang on to your life preservers to win the game. However, be careful what you play or else you could end up in deep water! A great strategic game for the not too sheepish. Includes 60 weather cards, 24 water level cards, 24 life preserver tokens and rules of play. For 3 to 5 players.

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The Game of Chips (box) Review

The Game of Chips (box)
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Chips is a fun, easy to learn, portable game that can really help your child with his/her addition facts and mental math skills. My 7 year-old son who is smart but anti-workbooks and drill sheets LOVES this game. I was looking for games and other media to help him with his addition facts and speed. He is able to practice mental math addition during the game as well as at the end when he must add up total scores with two-digit numbers. This game is so fun and educational that his 2nd grade teacher decided to use it in the classroom. This game has its limits, however. It only covers addition, probability, and some strategy. There are two dice so the largest number combo is only up to 12. Despite these shortcomings, this is an awesome game at an affordable price. It is a game the entire family will enjoy.

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Roll the dice then take out the matching chip point total. But don't get stuck with too many points left over because the player with the lowest point total wins. It's fast and it's fun!

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Measuring Marathon Game Review

Measuring Marathon Game
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Race to the finish. This game is fun because it is fairly short. In homeschooling it is good to have lots of educational games on hand. The short ones are better because the children don't lose concentration and they do learn something.
Description:
You move your playing piece forward by answereing multiple choice questions on your turn. eg. How long is a foot? a. 12 inches b. 18 inches c. 6 inches
If you answer correctly you move your piece forward until somebody reaches the finish line.
Great educational game for about grades 2 to 4. Some of the questions will be a bit tricky for grade 2 and most would be easy for grade 4.

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In this game, healthy competition can come down to inches. Multiple-choice questions quiz kids on measurement tools, length, weight, temperature and capacity, in both customary and metric scales. The fun, marathon theme encourages fitness. Includes 125 questions cards, racer pawns, spinner and guide. Answer a multiple-choice questions correctly to earn a spin. Follow the spinner directions to advance and first runner across the finish line wins.

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Snorta Game Review

Snorta Game
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This game seems silly and childish at first glance but is actually much more fun and challenging than you would think...for players of any age.
The setup is very simple. Each person gets an animal figure and hides it in a little plastic barn in front of them. Your animal is only revealed at the beginning of the game and is hidden the rest of the time. Then the deck of animal cards is dealt out completely to all players.
The gameplay is very similar to a multiplayer version of Slap Jack. You flip cards down on the table one at a time, and when the picture on your card matches that of another person, you blurt out the sound of that person's hidden animal. This is where the misconception of the simplicity of the game starts. It is not as easy as it seems. With multiple players, you must remember everyone's animal. Not only that, but you have to keep your eyes on all of the other animal cards that are being flipped down...So for example, you have a cow in your barn, you match with a pair of frogs with the person who has a snake in their barn. Then your mind begins a scramble of sorting through all of the different information very quickly. The faster the game goes the more fun it is. Whomever loses the "blurting" match, then picks up all of their cards, as well as all of the dropped cards from the winner. The first to drop all of their cards wins. The game actually gets more and more complicated with each passing game. Seeing as the person who had a Mouse in the last game may have a Sheep in the next and a Pig in the one after that.
Overall the game becomes a fun time of people laughing and blurting out random noises...often times that are just nonsensical jibberish as you scramble to make the right noise first.
This game is very versatile. A friend of mine is a teacher and got a set for her class for rainy days. But we also realized that this could be a great game for small children to teach animal sounds...as well as for older children as an exercise in a foreign language class.

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It's the party game where everyone is an animal... or at least sounds like one!Each player selects a typical farm animal and keeps them hidden in their barn.Players quickly play animal cards, and when there is a match, those with the matching cards race to make the sound of each other's hidden animal.Get ready for laughter as your friends and family suddenly start sounding like they were born in a barn!The first person to play all the cards in his/her hand, wins the game!Have a hoot with Snorta - your barnyard will fill with bales of laughter.Game comes with 12 Snorta animals - a cat, cow, dog, donkey, duck, frog, mouse, owl, pig, rooster, sheep, and snake, 97 Snorta cards - 8 cards for each of the 12 animals and 1 Swap Card, 8 Snorta barns, an Animal Grab Bag, and Game Instructions.For 4 - 8 Players, Ages 8 and Up.

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