Action / Dexterity

Flickin' Chicken

Try to land any part of your Flickin' Chicken on the target within the least of throws as possible. The player with the lowest score after nine-rounds is the winner.

SETUP
1 - Each player chooses a Flickin' Chicken. Pay attention to the color, this is YOUR chicken!
2 - Designate someone to be the score keeper. This person will keep score during the game using the included Score-Keeper and pencil. Write each player's name in the Score-Keeper.
3 - The youngest player takes the Target Disc first. They will be the first to throw the disc and their Flickin' Chicken.

PLAYING EACH ROUND
1 - Flickin' Chicken is played in 9 rounds. The person with the lowest score after nine rounds is the winner.

2 - At the start of each round, throw the Target Disc as far as you can. For the first round, the youngest player throws first. For subsequent rounds, the winner of the previous round, play paper-scissor-rock, flip a coin or other tie-breaking ritual to determinate the thrower. Greco-Roman Wrestling is not reccomended.

3 - Taking turns, and starting with the Target Disc thrower, each player throws their Flickin' Chicken at the Target Disc, trying to land any part of their chicken on the disc. If you land any part of your Flickin' Chicken on the Target Disc on your first throw, this is a "Pollo-In-One". Everyone should congratulate you, as it's quite a feat.

4 - After everyone has thrown, it is now time for your next throw (if needed). The player whose chicken landed furthest from the target disc will go next (throwing from where the chicken landed) continuing with the next furthest player, so forth and so on.

5 - Repeat this until everyone has landed any part of their Flickin' Chicken onto the Target Disc. Once you hit the target disc, remove your chicken from play. Keep track of your throws as each throw is equal to one point.

6 - When every player has landed their chicken on the target the round is over. It is now time to score the round.

7 - Repeat the above until you have played all nine-rounds.

SCORING
1 - The target Disc has 2 sides, a Bonus side and a Penalty side. Each round is different depending on which side of the Target Disc is facing up after it lands!

2 - If any part of your Flickin' Chicken is TOUCHING the center white circle of the Target Disc then score accordingly and as follows:
"Penalty +1" - Add one point to your score if any part of your Flickin' Chicken is touching the Penalty Circle.
"Bonus -1" - Deduce one point from your score if any part of your Flickin' Chicken is touching the Bonus Circle.

3 - After determining if any Bonus or Penalty points apply to a players score, write their score in the Score-Keeper using the including pencil.

4 - After 9 rounds of play, tally up the players' scores. The player with the lowest score wins! (from the Rules-book)

Ooga!

Get your plastic spears ready to hunt dinos!

You'll have to catch dinos that are showed on the chief menu of the day. But every player will do it at the same time, so you'll have to be quick and clever to hit n' catch the right dino card with your personal plastic arrow. The slowest player must give his dino card back...

When you have collected enough dino cards to fill the menu, you shout "Oooga", take the menu card and draws another one.

At the end of the game, the player with the most dinos on his menu cards wins.

Castellers

[EN] Strength, balance, bravery and good sense. These are the four key words for the castellers. In this game you will have to use all of them to emulate the brave castellers and to raise the higher towers of the game.

Components: 66 castellers wooden pieces in 4 colours, 2 sets of stickers, 12 pinya base tiles, 2 bonus tokens, 1 bag, a set of rules.
Game has rules in English, Spanish, Catalan and Portuguese.

[ES] Fuerza, equilibrio, valor y sensatez. Estas son las cuatro palabras clave de los castellers. En este juego tendrás que usarlas todas para emular a los valientes castellers y levantar los castells más altos de la partida.

Componentes: 66 castellers de madera de 4 colores, 2 conjuntos de adhesivos, 12 baldosas base de la pinya, 2 fichas de bonus, 1 bolsa, reglas.
El juego dispone de reglas en inglés, castellano, catalán y portugués.

[PT] Força, equilibrio, valor e sensatez. Estas são as quatro palavras chave dos castellers. Neste jogo terás que usá-las todas para simular os valentes castellers e levantar os castells mais altos da partida.

Componentes: 66 castellers de madeira em 4 cores, 2 conjuntos de autocolantes, 12 bases de pinya, 2 fichas de bónus, 1 bolsa, regras.
O jogo vem com regras em inglês, castelhano, catalão e português.

[CA] Força, equilibri, valor i seny. Aquestes són les quatre paraules clau dels castellers. En aquest joc hauràs d'emprar-les totes per tal d'emular als valents castellers i aixecar els castells més alts de la partida.

Components: 66 castellers de fusta de 4 colors, 2 conjunts d'adhesius, 12 rajoles base de la pinya, 2 fitxes de bonus, 1 bossa, regles.
El joc disposa de regles en anglès, castellà, català i portuguès.

Micro Monsters

Four armies of alien micro-monstrosities clash in a challenge to the last jump!

In Micro Monsters, four races of horribly cute aliens – Autogators, Bigbears, Finbacks, and Turboturtles – face off, with each race wanting to close the rival monsters' dimensional gates. Using dexterity-based game play similar to that in MicroMutants and X-Bugs – and more commonly seen in Tiddly Winks – players in Micro Monsters "shoot" their monster tokens across the playing area by pressing on one edge of them with a "monster shooter" to send them flying. Land on an opponent, even with the tiniest bit of your monster, and you capture that opponent's token, removing it from play. Land on an opponent's gate, on the other hand, and you remove one of that opponent's energy tokens; take an opponent's final token and she must flip her gate to the damaged side. Land on a damaged gate, and that opponent is out of the game!

At the start of a player's turn, that player first rolls a die. If he rolls a monster, he takes his normal turn; if he rolls his race's special symbol, he uses his special alien power:

Autogators move two separate monsters on the same turn.
Bigbears move one monster, then place a trap on an opponent's monster to immobilize it until the next Bigbears turn.
Finbacks move the same monster twice on the same turn.
Turboturtles move one monster, then place a shield on it that prevents it from being captured until that player's next turn.

The last player to have an open gate – whether damaged or not – wins!

Katamino Duo

Katamino Duo – a.k.a., Katamini – is a junior version of Katamino, with two players competing on separate game boards (or possibly one game board divided into smaller spaces) to fill all of the empty spaces first. The game is played over a number of rounds, with each round becoming progressively harder.

Katamino Duo also works as a solitaire puzzle, with the solver trying to fit the pieces onto the playing area in different ways.