educational

Fauna

360 animals on big cards are waiting for the players of Fauna. Every round a single animal presents itself by name and picture. The 2-6 players try to guess the animal's weight, length, height, tail length and - most important - the areas in which the animal lives on the Earth. The early bird gets the worm: an area on the big map or a sector on the scales already occupied by a player token cannot be chosen a second time. When no player wants to set another token the round ends and the scoring is performed. Tokens on correct spaces get points for the corresponding player, also tokens in the direct neighborhood of correct spaces score points. Tokens not earning points are temporarily out of the game - so risk should be carefully considered. Next round - next animal - starting player changes. The first player who reaches a certain total score wins (normally after 8-12 animals).

Chelsea

The London Borough of Chelsea is famous for its expensive houses and top of the range cars, and is home to many rich people. The children of six of these Chelsea residents have reached adulthood and are looking to find partners and set up homes of their own. In order to help their children, their parents start buying houses, vans and cars. However, their children have strong colour preferences, and also like their houses and vehicles to be colour-coordinated.

Each of the three to six players takes the role of one family, and aims to be the first to set up all their children for their adult life. This will involve repainting houses, repainting garages, buying and exchanging vans and cars, until your children are happily installed in their new homes.

Chelsea is a simple, yet thought provoking game, which teaches children to plan a strategy and follow it through in order to succeed. Because it only has a small amount of luck, children are rewarded for good play, and thus encouraged to think about what they are doing. But most importantly, because Chelsea is a game which teaches, rather than a teaching aid disguised as a game, children will enjoy it, and play it again and again.

[Note] The emphasis on children as the target audience for this game does it a serious a dis-service & kills its appeal to a gamer. This is a fine light filler & suitable for adults to enjoy.[/Note]

New Science

Players control one of the great scientists during the 17th century Scientific Revolution in Europe. Use your limited time and energy to make discoveries, test hypotheses, publish papers, correspond with other famous scientists, hire assistants into your laboratory and network with other people who can help your progress. Discoveries follow historical tech trees in the key sciences of the age: Astronomy, Mathematics, Physics, Biology and Chemistry. The scientist who accumulates the most prestige will be appointed the first President of the Royal Society.

Squadron Scramble

A Rummy style card game where players form sets of cards comprised of the front, side and top views of WWII fighters and bombers.

Aircraft of USA, Britain, Germany, Japan, Russa and Italy are featured. The deck consist of 100 cards including 6 "Keep 'em Flying" wild cards, one Victory wild card and 3 cards each for the 31 types of aircraft represented.

Originally published in 1942 by Whitman Publishing, copyright National Aeronautic Association of the U.S.A., as 2 separate packs labeled "Card Game No. 1" (blue-backed cards) and "Card Game No. 2" (red-backed cards).

Card Game #1 includes a 52-card deck consisting of 16 sets of 3 aircraft cards, 3 "Keep 'em Flying" cards, and one "Victory" card. Featured are 9 U.S. aircraft, 3 Japanese, and 2 each from Britain and Germany. Instructions are printed on two additional cards.

Publisher's note on instruction card: "The illustrations used on these cards are authentic silhouette drawings of military planes and may be used in identifying and learning to recognize our planes and the planes of our enemies."

Die Kleinen Zauberlehrlinge

Kaboom! Hiss! A colourful cloud of smoke billows out of the magic cauldron. It's a hot day in the old magic kitchen where the little magician's apprentices are learning the art of brewing magic potions. They need to put plenty of ingredients in the cauldron for this, then it will be time to make a fire. But will it be that easy? Leg of toad and stumbling curse – which of you will be the first?

Magician's Kitchen is played on a square board with five objects placed on it: a cauldron in each corner, and a fireplace in the middle. Each player has four magic ingredients (marbles) which have to be delivered to each of the cauldrons. On his turn, a player takes his apprentice – a big wooden pawn with a bowl on top for holding "ingredients" – and places it on his starting location on the board. He puts one of his ingredients in the bowl (or two, if another player has already delivered all his ingredients). Then he uses his magic wand to push his apprentice toward a cauldron in order to deliver his ingredient. If the apprentice falls, his turn ends, and he has to try again on his next turn.

A player who has already delivered all of his ingredients must try to light the fire by moving the fireball (another marble) to the fireplace. If he succeeds, he wins.

Magician's Kitchen uses magnets and metal balls hidden under the playing surface (at random locations) to create "stumbling" points which make delivering the marbles more difficult. Watch your step!