educational

10 Days in Africa

You have 10 DAYS IN AFRICA™ – touring by plane, car, and on foot. Chart your course from start to finish using destination and transportation tiles. With a little luck and clever planning, you just might outwit your fellow travelers. The first traveler to make correct connections for a ten-day journey wins the game.

Tiles are arranged on a player's tray, then a new tile is drawn. It can be used to replace a tile on one of the "days." Then that tile or the drawn tile are discarded face-up to one of three discard piles. Tiles may not be rearranged, only replaced.

You must complete your journey correctly, connecting by
foot - bordering country tiles set side-by-side,
air - countries of the same color with a same-colored airplane between them, or
automobile - a car can drive between two countries and a third country which borders them.

Whoever is the first to connect all 10 days wins the game.

This is the second installment in the 10 Days in series.

10 Days in Europe

"There is much to be discovered in Europe! Many roads lead to success in this exciting travel game - you just have to find the right one. Exchange your cards cleverly and find your way through Europe quickly to win. Ten cards must show continuous travel either by land, sea or air."

This is the third installment in the 10 Days in series.

Gameplay
All players pick tiles up one at a time, examining them and placing them onto any empty spot on their tile holders. Then, in turn, each player draws one tile and may replace one of their lined-up tiles with it. (Tiles may not be rearranged.) Tiles are drawn from one of three face-up discard piles or a face-down pile. The drawn card or replaced card is then discarded into one of the face-up piles. The first person to have all ten tiles satisfy the travel connection requirements wins.

Connection requirements:
By Foot If a country is next to or connected to another country on the map, their tiles may be placed side-by-side
By Air Any two countries of the same color may be connected by an airplane of that color (its tile in between them)
By Ship If a sea or ocean borders two countries, a ship can connect them

Contents:

67 cardboard tiles - 48 country tiles, 19 transportation (airplane or ship)
4 trip planners (wooden tile holders, 2 per set)
1 game board showing a map of Europe, each country depicted in one of 5 colors

Word on the Street Junior

Word on the Street Junior uses the same game play as 2009’s Word on the Street: Players are presented with a category, choose a word that fits that category, then move the letters in that word toward their side of the street. If a player or team moves eight letters off their side of the board, they win the game. Word on the Street Junior differs from its parent in that it includes categories appropriate for younger players (ages 8 and up instead of 12 and up) and the complete alphabet instead of only 17 letters. Including the vowels will likely make the game easier for younger players as they won’t have to strain to think of words with little used consonants.

Anagramania

Anagramania is an anagram-based board game for 2 to 6 players. Unlike typical anagram word puzzles, the clues in Anagramania are not just the word or words from which the answer is derived. Instead, Anagramania clues actually provide a hint or definition of the correct solution. Here's an example:

"Sam rang a friend to find out why the letters he wrote were so confused!"

The object is to re-arrange all the letters of the keywords ("Sam rang a") - which are shown in bold italics on the actual clue cards - to form a single word that solves the clue. The answer is of course "anagrams".
For each game, every player has an 11" x 4" 'throw away' clue sheet containing twenty clues like the one above. There are 24 sets of six clue sheets in each game pack. That's enough for six players to play 24 separate games.

During game play, players conceal their clue sheets in special 'pockets' that allow them to see only one new clue at a time. In most board games players have to await their turn, which can be quite irritating if each player requires several minutes for his or her turn. That's not the case in Anagramania. In each turn, all players compete simultaneously to solve the same clue. No time limit is set at the start of the turn, but once any one player claims to have the answer (and has written it down) other players have just one minute more to complete their efforts to find the answer (timed by a sand timer).
By solving clues, players move pawns on a 14" x 14" play board. A correct answer earns forward progress - two squares for the first person who answered, one square for others. For a wrong answer, the player moves his/her pawn back a square; and for no answer, the pawn is left in its current position. The winner is the first player to reach the center circle on the board, with a typical game lasting about 45 minutes. The simultaneous method of play makes the game very exciting, and leaves no time for any player to get bored!

Surprise!

You're invited to a Surprise party! There are lots of fantastic gifts—if you can find them. Is the Dapper Dinosaur in this box? Or is the Party Palace hiding there? Or maybe it changed into the Super Starship? Using memory and a little luck, try to uncover all the presents shown on the Party Cards. Make a match and you get to go again. Whoever holds the most cards at the end of the game wins. Get ready... the party's about to begin!