In all sumoku games, tiles must be arranged in a crossword- style pattern such that each row and column adds up to a multiple of the key number. The key number is the number rolled on the die.

The created pattern itself is called a sumoku. In all sumoku variations:

  • There are only 6 colors.
  • A color cannot repeat in the same row or column.
  • A row or column must be a combination of 2 to 6 tiles in the same unbroken line.
  • The "6" tile can be used as a "6" or a "9".
  • The die is rolled only once for an entire game.

Components

  • 96 tiles
  • 1 die
  • travel pouch
  • Rulebook

Object of the Game

In sumoku, the object is to get the highest score. Players collect points by arranging tiles in rows and columns which add up to multiples of the key number. …


Cards, Advancements and Sleeving

Any time the rules refer to a "card" it means one of the sleeves and everything in the sleeve.

All cards start with the top slot filled with either a Citizen or a Patrician.

An "advancement" is one of the other slips that start the game unsleeved laid out on the location boards (or extensions boards) and will be added into the "cards" as the game goes on.

An advancement is double- sided and has either the bottom, middle or, more rarely, top slot filled with a "contact" (on its "City side") and a "threat" (on its "Blight side"). …



Components

  • 25 Geometric Shapes
  • Game Unit with Timer and Pop-up Tray
  • Label Sheet
  • Rulebook

Object of the Game

Be the quickest to fit all 25 shapes into the matching holes in the tray.


Setup

Choose one player to go first. Players then alternate turns. Place the shapes next to the game unit and mix them up. Then arrange the shapes so that their handles are facing up.

Set the switch at "STOP". Turn the timer dial CLOCKWISE until it stops at "0". Press down the pop-up tray. …



Components

  • 100 elephant cards (numbered 1-100)
  • 1 mouse figurine
  • 1 movement die (numbers in arrows)
  • 1 category die (higher/lower/odd/even)

Object of the Game

Move the mouse figurine around the grid of cards looking for numbered elephants that match the category die. The first player to collect 10 elephant cards wins.


Setup

  • Shuffle the deck and layout 36 elephant cards face down into a 6 by 6 grid.

  • Deal one card to all players, face up in front of them on the table to start their scoring piles. …



Components

  • Gameboard
  • Die
  • 30 Marbles (5 of each of 6 colors)
  • Rulebook

Object of the Game

Be first to move all 4 of your marbles around the board from BASE to HOME. You don't have to "aggravate" the other players to win-but it sure helps!


Setup

Each player chooses a set of 4 matching colored marbles and places them in the BASE row that matches his or her color. Place extra marbles in box.

Each player rolls the die. The player rolling the highest number goes first. Play passes to the left. …



Components

  • Circular Game Frame
  • 3 Legs
  • 2 Connector Pieces (upper and lower)
  • 12 Balloons
  • 9 Sticks plus 1 Bonus Stick
  • Die
  • Rulebook

Note: Balloon pump not included



Game Frame Assembly


1. Take each of the three legs and insert them into the connector piece underneath the circular game frame.



2. Click the bowl-shaped connector piece to the holes in each of the three legs.



3. Take a balloon (not inflated), and push the mouth of the balloon through the bowl-shaped connector piece at the bottom of the game frame. The mouth should stick out, but be held securely in place by the connector. …



Components

  • 1 rubber chicken
  • 1 exploding hen house
  • 1 egg
  • 1 egg token
  • 6 chick tokens
  • 1 dice
  • Rulebook


Game Play

The youngest player starts the game and play moves in a clockwise direction.

On your turn, roll the dice. Then push down firmly on the chicken's chest (as shown below) the number of times shown on the dice.



If nothing happens play moves on to the next player.

If the hen house bursts open and the chicken SQUAWKS and lays her egg: pick up the egg and crack it open, letting the egg token fall onto the table... …


First! Being first is way cool, right? But why? In this quick and crazy game you will have to be Second to get the big points!

That is so much cooler! And now get this: After 5 stages the winner will be the one who has scored the second-most points. It can't get any better than this!


Components

  • 1 game board (2 halves)
  • 6 Figures
  • 6 Color cards
  • 32 Race cards
  • Rulebook

You will also need a pen and paper (not included).


Setup

Put the two halves of the game board together and put the completed board in the middle of the play area. …



Components

  • 1 Standard Die
  • Four Girl Playing Pieces
  • Game Board
  • 48 Outfit Cards
  • A Mystery Date Door With Photos Of Dates Inside
  • Rulebook

Object of the Game

The goal is for the player to collect cards in order to be ready for the date that will appear when she opens the door.


Game Elements

The board - the playing spaces, arranged around the outside edge of the board, contain messages instructing the player how to proceed.

The mystery door is the centerpiece of the gameboard. The knob opens the door to reveal one of the four dates, or the dud. …



Components

  • 300 Cards
  • Playing Board
  • 1 Red 20 Second Timer
  • 1 Blue 30 Second Timer
  • 4 Playing Pieces
  • 1 Bonus Dice

Outline Of The Game

Teams compete to be first round the board, by guessing words that their team-mates describe during turns that vary in length.


Setup

Unfold the board and place the two sand timers in the center.

Players divide into teams - two larger teams are better than several smaller teams.

Each team selects a playing piece and puts it on the 'START' segment.


Describers and Guessers

On its turn, the current team divides itself into DESCRIBERS and GUESSERS. …