Games For Children Aged 8 and up
Alex & Co
Martin Ebel & Niek Neuwahl; ESG; 3-6; 30-50; 8+
Memory-style game in which
cards show famous game designers and their works. The
number of cards per designer varies; the goal is to collect as many games from a given designer as possible.
Named after Alex Randolph.
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bamogo
Peer Sylvester; HiKu-Spiele; 2; 15-30; 8+
A player either places two pieces having different colors
or switches the position of two adjacent pieces. The goal is
to connect two opposite sides of the board.
There are three colors and a connection may be made with any.
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Campos
Pietro Vozzolo; Huch! & friends; 2-4; 30; 8+
Pieces are plastic joinings of three hexagons in red, green,
blue and yellow.
Each player starts with 3-5 hidden scoring cards and two
tiles. There is no board; one random tile is laid out and
players add to this.
On a turn, a player can either play two tiles or resolve
a scoring card. Each of the latter is in the form "if the
largest group of color A is larger than the largest group of
color B then you score points equal to the largest group of color C".
When all tiles are out, the game is played backwards, i.e.
players receive more scoring cards and take turns either removing
tiles or revealing scoring cards. Includes 32 tiles and 24
scoring cards.
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Discover India
Günter Cornett & Peer Sylvester; Queen; 2-5; 60
Travel around India visiting temples and animal
parks and collecting symbols in order to build a
pattern, trying to achieve the longest sequence.
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Kaboom
Andrea Guerrieri, Andrea Mambrini & Roberto Pancrazi; dV Giochi; 2-5; 20; 8+
This card game is about defusing a bomb by figuring out
which wires to cut. The game ends in only two ways:
someone decides to defuse the bomb or when the timer runs
out and the bomb explodes. In the latter situation the
player having the most agents no longer in the building
wins. Key mechanisms are bluffing and memory.
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Krawall vorm Stall
Michael Feldkötter; Ravensburger; 2-4; 20-45; 8+
Roll-and-move affair in which each player enters
two chickens in a race up a hill. Opponents will
try to hinder the player and make him fall back
via cards. Includes a 3D hill.
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Loch Ness
Ronald Wettering; Hans Im Glück/Rio Grande; 2-5; 30; 8+
Players try to prove the existence of the Loch Ness
monster and take a photo to prove it. Three players choose
hand cards valued 1-5 and they are all revealed
simultaneously to find the new position where Nessie has
just been seen relative to the last one. Players hope
that one of their three photographer pawns (valued 3, 4
and 7) are in position to get a shot, but it's not easy,
especially since only two photographers can stand at
any one location. Taking a photo is a matter of drafting
one of the three face up cards which, because Nessie is
so large, show only head, body or tail. Players get
extra points for full sets. Subsequent rounds permit
special actions, e.g.
introduction of neutral photographers, looking at the
cards in advance, etc.
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