Animals

Bunny Kingdom

Peace has come at last to the great Bunny Kingdom! Lead your clan of rabbits to glory by gathering resources and building new cities across the land!

Draft cards and pick the right ones to position your warrens on the 100 squares of the board, provide resources to your colonies, build new cities to increase your influence, and plan your strategy to score big at the end of the game. Settle in lakesides or fields to collect water and grow carrots, gather mushrooms in the green forest, and climb the highest mountains to discover rare and precious resources... Secretly rally rabbit lords and recruit skillful masters to make your cities and resources even more valuable at the end of the game.

After each turn, your groups of contiguous warrens grant you points depending on the cities and different resources they include. The game ends after 4 turns, and the player with the most points wins the game.

Chicken Cha Cha Cha

Theme: Chickens are learning to dance ("cha cha") by completing circuits around the yard.

Goal: To "cha cha" your chicken past every single other player's chicken, stealing each one's "tail feathers" as you go by them. The first player to collect all of the tail feathers wins.

Setup: There are two sets of large, thick cardboard tiles. One set of 12 are shaped as octagons, and the other set of 24 are shaped as eggs. Each octagon shows a different chicken-related image, and the same image appears on two of the eggs. The octagons are spread out randomly on the table, face down. The eggs are then arranged randomly, but face up, in a large circle around the octagons, creating a kind of "pathway" of egg tiles that is encircling the "yard" (of octagons). Each player has a single large wooden chicken in their color, and each chicken has slots on its backside into which wooden "tail feathers" may be stuck. Each chicken begins with only one tail feather, in its color. The chickens are then placed randomly on the egg tiles, with an equal number of unoccupied tiles separating each chicken from the next chicken "ahead" of it on the pathway as separate it from the next chicken "behind" it, with the goal that they be well spread out on the pathway.

Gameplay: The game is then played in turns, with players attempting to move their chickens clockwise around the pathway. On a player's turn, she looks at the image on the next egg tile in front of her chicken. The player then turns over one of the 12 face down octagon yard tiles. If the tile turned over shows the same image as the egg tile, the player moves forward one space on to that egg tile, turns the octagon back face down, and then repeats the process with the next egg tile. When the player turns over an octagon with an image that does not match the next egg tile in front of her, her turn ends and her chicken goes no farther. If the next tile in front of a player is occupied by someone else's chicken, then the player looks at the image that is on the egg tile in front of the other chicken, and then attempts to turn over the octagon showing *that* image. If the player succeeds, her chicken "leapfrogs" over the chicken in front of her to land on that egg tile, and in the process steals all tail feathers that the other chicken had - including those it stole from other players in the same manner. When one player has all of the tail feathers, that player wins the game.

In Sum: A creative memory game that ties memory to pawn movement. The first player to successfully memorize the images on each of the 12 octagon tiles, both from their own turns and from watching other players flip the octagons on their turns, will be able to move their chicken around the yard without stopping, and in doing so will win the game. The placement of the octagons is random, so the challenge is fresh each game.

This game is part of The Chicken Family of Zoch

The Zicke Zacke Igelkacke version has the same rules but hedgehogs instead of chicken, and it's in a smaller box.
The Hasbro version has the same rules, but is a Dragon Tales re-theme with large cardboard dragons as player pieces.

Felix: The Cat in the Sack

Who does not know the colloquial expression "Buying the cat in the sack" ("Buying a pig in a poke")? In this game you can experience the meaning of this expression yourself. A group of cats wants new owners, but these lucky people do not know if they get some sweet pussycats or one or more mean old cats. Sometimes only a dog is helpful, who chases the unwanted cats away. But then too many dogs are worse, too, because they only think about chasing themselves away. A clever auction game with many interesting decisions.

Idea of the game: With their mice, the players attempt to grab the famous cat in the sack. In the sack, there are both good and bad cats. Each player can also put a dog or rabbit into the sack instead of a cat, allowing players to bluff one another. At game end, all positive cats and mice count plus points, but negative cats count minus points.

Barenpark

Description from the publisher:

Up to two thousand pounds in weight and over ten feet tall, the bear is considered the biggest and heaviest terrestrial carnivore in the world. Of course, there is not just "one bear"; on the contrary, there are plenty of subspecies that differ from each other in various aspects. For instance, only the Kodiak bear (ursus arctos middendorffi) weighs about 2,000 lbs. The polar bear (ursus maritimus) weighs "only" 1,100 lbs., but gets much bigger than the Kodiak bear, being as much as 11 ft. tall!

Bärenpark takes you into the world of bears, challenging you to build your own bear park. Would you like another polar bear enclosure or rather a koala* house? The park visitors are sure to get hungry on their tour through the park, so build them places to eat! Whatever your choices are, make sure you get the next building permit and use your land wisely! (* No, koalas aren't bears but they're so cute, we couldn't leave them out of this game!)

In more detail, each player in Bärenpark builds their own bear park, attempting to make it as beautiful as they can, while also using every square meter possible. The park is created by combining polyomino tiles onto a grid, with players scoring for animal houses, outdoor areas, completed construction, and more. The sooner you build it, the better! Cover icons to get new tiles and park sections. The game ends as soon as one player has finished expanding their park, then players tally their points to see who has won.

Cootie

Players race to construct a plastic bug, rolling a die to see which piece they get to add.

The Hennepin History Museum states that the first Cootie game was designed by William H. Schaper in 1949. However, Schaper's game was not the first based upon the insect known as the "cootie". The creature was the subject of several tabletop games, mostly pencil and paper games, in the decades of the twentieth century following World War I.

In 1927, the J. H. Warder Company of Chicago released Tu-Tee, and the Charles Bowlby Company released Cootie; though based on a "build a bug" concept similar to Schaper's, both were paper and pencil games.
Schaper's game was the first to employ a fully three dimensional, free-standing plastic cootie.

Known in Australia as Creepy Critters and in the UK as Beetle Drive.