Games For Children Aged 5 and up
1000 und ein Schatz
Marco Teubner; HABA; 2-4; 15; 5+
True to its title, "A thousand and 1 Treasures"
is about the discovery of the treasure cave of the 40
thieves; players have just discovered this cave when
they notice on the distant horizon, the thieves making
their return. Who can stash the most treasure on his
donkey and still get clean away? The board forms a 5x4
grid on which can be placed some of the 60 cave tiles
(19 of them showing a cave entrance which serve as the
starting tiles). There are player figures, a bandit chief
and a die. Each tile shows 1-3 treasures and a figure's
starting tile thus determines its orthogonal movement
rate for a turn. Figures block other figures as well,
though if you are completel blocked the genie moves you
anywhere you like. Once you leave the cave you cannot
return, but you do pick up each tile as treasure each
time you leave it; these are replaced from the supply.
Drawing a tile that shows the bandits moves them one
step closer to the cave entrance. If they reach the
entrance, any players still inside lose. The die
enables a variant for younger players who roll it and
move the number of dots shown. In this case it's not
necessary to leave the cave; you always retain your
treasures.
[more]
Capt'n Sharky - Ab auf die Palme!
Reiner Knizia; Die Spiegelburg; 2-4; 25; 5+
Capt'n Sharky and his friends have discovered a new
island with a coconut palm right in the center.
Who can get the best and most coconuts?
Players have hidden cards which show which two characters they
support. Their hand cards allow him to move various of
characters up and down the tree, the goal being to
collect the most valuable coconuts with one's own
characters, but trying not to be too obvious about it
as that would only encourage others to play
negative cards.
[more]
Commander Kikeriki: Hühnchen im Weltraum
unknown; Hasbro Deutschland; 2-4; 15; 5+
"Little Rooster in Space" is a battery-operated
dexterity game.
Players are trying to gather asteroids (marbles) into
their bins. Commander Kikeriki is a
chicken astronaut flying a spaceship
in the middle that distributes the
marbles from platform behind him.
Each player's bin is connected to the craft via a
channel through which the marbles can pass.
Powered up the chicken vibrates which causes the marbles
to slide out. Players try to lift up their bins
as it opens and thus collect marbles.
A re-envisioning of
Loopin' Louie?
[more]
Findevier
aka Geistesblitz
Jacques Zeimet; Steffen Spiele/Zoch; 2-6; 15-30; 5+
A circle with wooden tiles, each having two sides showing
different animals. There are four copies of each animal in
all. An animal card is flipped. Now it is your job to turn
over a tile showing the matching animal on the other side.
[more]
Das Geheimnis der Zahleninsel
Reiner Knizia; Ravensburger; 1-4; 20-30; 5-10
"The Secret of Number Island" is about solving
arithmetic problems and playing mini-games.
Includes a board, 4 figures, 4 disks and 90 treasure
tiles.
Employs the tiptoi® digital audio learning system, an
electronic stylus that when touched to various game
contexts "reads out" a story, explains the context, asks
questions, comments on the right answer, formulates tasks
and inspires children to play on. Offers four levels
of difficulty.
[more]
Geistertreppe: Das Kartenspiel
Jacques Zeimet; Drei Magier; 2-4; 10-20; 5+
"Ghostly Stairs" is about children exploring a haunted
ruin. The ghost turns all of the children into ghosts
as well. Players need to remember where the children
are, difficult since they keep changing places.
[more]
Grimaffen
Reiner Knizia; Selecta Spielzeug; 2-6; 10-20; 5+
Players need to remember the proper order
in which to make a number of animal
sounds or actions.
[more]
Das große Abc-Spiel
unknown; HABA; 2-4; 20; 5-9
There are five stations, each showing a different
vowel, and four playgrounds. On a turn roll a die and
and perform one of five tasks: writing out one of the
26 big block letters, tracing over a word on an
erasable card, drawing out some letters to place
them in alphabetical order, etc. The sixth die result
permits the player to advance to the next station via
"secret passage". At each station the player receives
a puzzle piece. The first back to the start must
assemble the four pieces to win.
[more]
Karla Kuchenfee
Anja Wrede; Edition Siebenschläfer; 3-6; 10; 5+
Help Karla to bake a cake by finding the
ingredients. The active player secretly reads a card.
He then uses the wooden spoon to rap the table
as many times as there are syllables in the ingredient
name. Then see which player is the first to find on the
table the ingredient card that matches.
[more]
Käse Kaos
Goliath B.V.; 2-4; 20; 5+
In "Cheese Chaos" players try to fish
pieces of cheese from a box using a spoon. As a
reward they get
a prize mouse; with six mice in your color they win.
But they need to beware of the cat.
Includes 24 cards, 36 cheese pieces, 3 dice, 4
plates and 4 spoons.
[more]
Kleine Froschmusik
Anja Wrede; Edition Siebenschläfer; 2-4; ?; 5+
"Little Frog Music" is a musical memory game.
The frog can be sitting, standing or stretching.
Players are told which xylophone tones to hit for each.
Then the dice are rolled to indicate which frog is
being sought and the player places the corresponding
notes. Designed to awaken children to the possibilities
of music.
[more]
Kugelhund
Christine Basler & A.-K. Bouguerra; Schmidt; 2-4; 10; 5+
"Ball Dog" is part of Schmidt's Easyplay Kids series.
There are two dogs, represented by wooden balls with
attached ears. The playing surface is the box bottom
which has several indentations that can hold a ball,
and each associated with an illustration, e.g. soccer
ball, gnome, watering can, etc.
Cards show two items. One is drawn and
the active player picks up the box and tries to
roll the two dogs into the corresponding holes.
During this, an opponent repeatedly
rolls a die. If it comes up dog (a 1 in 6 chance),
the turn is over. The
first player to gather three cards wins.
There is also a diceless version in which all the cards
are laid out and a chip placed next to each, face down.
When the player finally gets the dogs into a pair of
holes, he can inspect the chip. If it's a bone he keeps
it; otherwise he returns it. The winner is the one with
the most bones when only eight chips remain.
[more]
Lillifee: Das verzauberte Reh
Reiner Knizia; Die Spiegelburg; 2-4; ?; 5+
In "The Enchanted Deer"
Princess Lillifee and her friends have been playing in the woods
and discovered there a little fawn with pink spots named Rike.
She is very unhappy since her spots look so different.
So Lillifee has the idea of using her spell book to
magically turn the spots white. Using communication,
concentration and a precise eye the players can help.
Includes 24 pink tiles, 13 magic tiles, 27 magic cards
and a magic book.
[more]
The Little Magician’s Apprentices
aka Die kleinen Zauberlehrlinge
Thomas Daum, Violetta Leitner; Drei Magier Spiele; 2-4; 25; 5+
The board holds five objects: a cauldron in each corner
with a fireplace in the middle.
Each player has four ingredients (marbles) which
have to be delivered to each of the cauldrons. On a
turn, a player takes his apprentice (wooden pawn
with a bowl on top) 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 (a
wooden stick) to push his apprentice towards the cauldron
in order to deliver his ingredient. If the apprentice
falls, his turn ends; he must try again next turn.
Once a player has delivered his ingredients, he
tries to light the fire by moving the fireball
marble to the fireplace. If he succeeds, he
wins the game. Metal balls under the surface of the board
in various locations create difficult obstacles in this
dexterity game.
[more]
Magors Lesezauber
Kai Haferkamp; Ravensburger; 1-4; 20-30; 5-9
In "Magor's Magic Reader"
players try to identify letters and even words
with the help of the magic pen, the idea being
that these are magical spells that help the wizards
committee.
Employs the tiptoi® digital audio learning system, an
electronic stylus that when touched to various game
contexts "reads out" a story, explains the context, asks
questions, comments on the right answer, formulates tasks
and inspires children to play on.
[more]
Schätzinsel
Kirsten Hiese; HABA; 2-5; 15; 5+
"Treasure Island" is a game of pirates holding
treasures on a raft so shaky that it can only hold two
evenly balanced chests. If players can safely bring all
the chests to safety before the pireate returns, they
all win.
[more]
S.O.S. Wildwasser
Christoph Behre; HABA; 2-4; 20; 5+
Animals are attempting to canoe their way across a
river. As they are pushing and shoving to find space,
it doesn't take long before some are nudged off.
The player who can get their animals on the rubber raft
without knocking off others and who collects the most
pairs will win.
Teaches dexterity, memory and motor skills.
[more]
Turbo-Team
Bernhard Lach & Uwe Rapp; HABA; 2-4; 10; 5+
Dice-powered racing of camels, kangaroos, frogs and
pigs.
Each player has his own track and needs to finish the
whole team to win.
[more]