Action / Dexterity

KLASK

The KLASK game board is shaped like a ball field with two deep holes functioning as goals in each end of the field. In the middle of the field, three white magnetic pieces serve as "obstacles" – do NOT attract them to your own gaming piece! Your gaming piece is a black magnet. You control it by holding a large magnet under the board. This magnet is connected to a small magnet placed on the field. The purpose of the game is to push the small, red ball around on the field with your magnet/gaming piece, shoot the ball past the obstacles and your opponent and into the goal hole. It’s so much fun when your opponent suddenly is covered in white obstacles or you drop your gaming piece into the goal – something which might happen if you get a little too eager!

Place the game board on a table between the two players. Place the three white magnetic pieces on the white fields on the board. Put two coins in each point slot next to the "0". Each player has a black magnetic gaming piece in two parts. Place the short (thin) part on top of the board and the long (thick) part under the board in such a way, so the two parts “catch” each other. Place the ball in the corner start field. Steer it with the black gaming pieces.

The youngest player starts the game. You score a point if:

-The ball ends in your opponent's hole and stays in the hole.
-Two or all of the three white magnetic pieces stick to your opponent's gaming piece.
-The opponent accidentally pulls their gaming piece into their own goal hole.
-If the opponent loses their gaming piece.

Each time you get a point, you must move your coin one point forward in the point slot. The player who first reaches the KLASK field wins.

During the game:

If one of the white magnetic pieces sticks to a gaming piece, the game continues; if two of the white magnetic pieces stick to one gaming piece, the opponent gets one point.
If the ball falls over the edges of the board, you must place the ball in the corner start field in the half from which the ball fell.
If one or more white magnetic pieces fall over the edges of the board, the game continues.
Each time a player scores a point, you must put the white magnetic pieces back on the white fields on the board, and the player who did not score a point places the ball in their corner start field.

Bandu

Players take turns choosing blocks and giving them to each other to place on their structure. A player may pay a certain number of 'beans' to refuse a block and it gets passed to the next player. When a player's structure falls, they are out of the game. Last player standing wins.

Description of Bandu (1992, Milton Bradley, 2-6 players):
Bandu is based upon the game of Bausack. Each player is given a base block and a number of beans. During a turn, a player chooses a wood block from a common supply and either holds a Refuse or Use auction. All player bid with their beans and the winner/loser must place the piece on their tower. If your tower falls you are out of the game. The last tower standing wins.

Description of Sac Noir (Rio Grande Games, 2-8 players):
There are five variations on how to play. The goal in all of them is to build a tower. The bag contains very different wooden pieces (i.e. an ashlar, an egg, a ring, a fir tree etc.) as well as a sack of beans for the "auction variation" of the game. Depending on the variation you choose, either each player builds his own tower or all build one together. The "auction variations" are the most suspenseful and surprising. One might end up spending quite some beans to avoid building an especially difficult element. Gambling and bluffing abilities are needed just as much as a feeling for statics and construction skills. It's a game with almost endless building possibilities. It's a challenge for steady hands and shaky suspense for clever tacticians.

No Peeking!

A game of blind man’s bluff based on shape recognition.

Made by Ravensburger in 1982 for 1-4 players Ages 4 - 8.
A slightly altered edition in a smaller box with only two masks was published in 1986.

Contents include: 60 shapes, 4 different masks, 1 bag, plastic storage tray, and the instructions.

OBJECT: players try to identify various different shapes using their sense of touch, or using their memory. There are four different games that you can play and instructions for them.

Nacht der Magier

The basic premise is simple: the board, resting on a platform, is full of wooden discs and trees and other bits. There's a ring of light in the middle, covered by a cardboard disc and a blazing fire. Cauldrons circle that disc. The goal is to get one's own cauldron to the ring of light by pushing the bits on the board.

You start pushing from the side of the board and push in one continuous movement until you hear a clack; something has fallen off the board. Your turn ends there. Next player is up, and this continues until someone's cauldron is in the ring of light.

The gimmick: the game is played in pitch black. When played in the dark, the fire, cauldrons, wizards (used to push the pieces) and the ring of light all glow, while the trees and discs turn invisible. The game can also be played in the light of the day, but it loses a lot of its charm.

Ages 6 and up.

Jenga Max

Jenga Max is a dexterity game similar to but different from Jenga. Players take turns attaching plastic pieces to the top of a tower. There are different ways of attaching pieces together, and if an added piece disturbs the balance of the tower, it will fall down and the player loses. The winner is the last play who successfully placed a playing piece.