Children's Game

Spotcha!

The Wild, Which-Way-Did-They-Land Game

Spotcha! takes fast eyes and faster hands. Start by tossing the 18 oddball objects and watch how they land. Flip a card and the race is on. Is the lawn mower rightside-up? Is the ghost face down? Look, the wizard hat is on its side! Quick, grab the correct scoring flags before anyone else. Everybody plays on every turn, so it's all-out, mad-cap fun for everyone!

Taboo Junior

Taboo Junior is a simpler version of the parent game, advertised for ages 8 to 12. Players divide into two teams, racing their tokens on parallel tracks to the finish line. A card is secretly drawn and a "clue giver" tries to get his team to say the word on it...without using any of three related words that are also on the card. The team has a timer during which they score as many clues as possible. The number correct is the number of squares the token is moved.

One difference from the original game is that the "buzzer" is actually a plastic squeak toy instead of the harsh electric buzzer. The clues are also much easier, common words than in the adult game.

Re-implements:

Taboo

Magician's Kitchen

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!

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.