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GAMES COLLECTION LOGIC GAMES IN COLLABORATIVE EDUCATION
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Page 1: LOGIC GAMES IN COLLABORATIVE EDUCATION GAMES … · Mastermind is a difficult puzzle game, in which one player tries to guess the code their opponent comes up with. Have the code

GAMES COLLECTION

LOGIC GAMES IN

COLLABORATIVE EDUCATION

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Summary Austrian games .............................................................................................................................................................................................................. 3

Take it or leave it ................................................................................................................................................................................................... 4

Mastermind ........................................................................................................................................................................................................... 8

Fox & Geese........................................................................................................................................................................................................ 10

Equipment ........................................................................................................................................................................................................... 10

Preparation and Objective .................................................................................................................................................................................... 10

Basic Play............................................................................................................................................................................................................ 10

Variations ............................................................................................................................................................................................................ 11

Ubongo ............................................................................................................................................................................................................... 13

Belgian games .............................................................................................................................................................................................................. 14

Dinosaurs – Mystic island.................................................................................................................................................................................... 15

Little Red Riding Hood ....................................................................................................................................................................................... 16

Jungle- Hide & seek ............................................................................................................................................................................................ 17

Smart Car ............................................................................................................................................................................................................ 18

Camelot Jr. .......................................................................................................................................................................................................... 19

Three Little Piggies ............................................................................................................................................................................................. 20

Temple trap ......................................................................................................................................................................................................... 21

IQ Puzzler ........................................................................................................................................................................................................... 22

Hungarian games ......................................................................................................................................................................................................... 23

Rubik games ........................................................................................................................................................................................................ 24

Babel Tower ........................................................................................................................................................................................................ 25

Smart Egg............................................................................................................................................................................................................ 28

Geapple ............................................................................................................................................................................................................... 29

Gömböc ............................................................................................................................................................................................................... 30

Italian games ................................................................................................................................................................................................................ 31

Colours sudoku .................................................................................................................................................................................................... 32

Count and guess .................................................................................................................................................................................................. 33

The game of 9...................................................................................................................................................................................................... 34

Labyrinth ............................................................................................................................................................................................................. 35

Logic Memory ..................................................................................................................................................................................................... 36

Erasmus flags memory game ............................................................................................................................................................................... 37

Giant chess .......................................................................................................................................................................................................... 38

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Crazy shapes ....................................................................................................................................................................................................... 39

Crazy times tables domino ................................................................................................................................................................................... 40

Portuguese game .......................................................................................................................................................................................................... 41

The Jump of the Horse ......................................................................................................................................................................................... 42

Spanish games ............................................................................................................................................................................................................. 44

Balance beans ...................................................................................................................................................................................................... 45

Colour cube Sudoku ............................................................................................................................................................................................ 46

Cubulus ............................................................................................................................................................................................................... 47

Diedric ................................................................................................................................................................................................................ 48

Dr. Eureka ........................................................................................................................................................................................................... 49

IQ Logic .............................................................................................................................................................................................................. 50

Magic cube .......................................................................................................................................................................................................... 51

Q.bitz .................................................................................................................................................................................................................. 52

SnowWhite .......................................................................................................................................................................................................... 53

Tetris ................................................................................................................................................................................................................... 54

Ubongo ............................................................................................................................................................................................................... 55

The three little pigs .............................................................................................................................................................................................. 56

Crazy checkers .................................................................................................................................................................................................... 57

Hex workshop ..................................................................................................................................................................................................... 58

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Austrian games

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Take it or leave it

Setup

Separate the combo and action cards and shuffle each deck separately.

Each player is dealt four combo cards and one action card. Players keep these cards in their hands.

Put the dice tray in the middle of the table and place dice in it based on the number of players:

o 2 Players: 6 orange, 6 blue, 1 red

o 3 Players: 7 orange, 7 blue, 2 red

o 4 Players: 8 orange, 8 blue, 2 red

o 5 Players: 9 orange, 9 blue, 2 red

The player who has had the most recent streak of good luck gets to start the game.

Playing the Game

Take It or Leave It is played in rounds. The player who starts each round will rotate after each round. The number of rounds you play is dependent on

the number of players:

2 or 3 Players: Each player will start three rounds.

4 Players: Each player will start two rounds.

5 Players: Each player will start one round.

Each round begins with the starting player rolling all of the dice into the dice tray. Starting with the first player the players take turns taking one die at a

time from the tray. When a player takes a dice it stays on the side that was rolled. The red dice are wild and can be used as either a blue or orange dice.

When choosing a die a player looks for one that works with one or more of their combo cards.

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The dice have been rolled. This player probably should take the blue three dice since it could work for three of their cards.

There are several different types of combo cards that players can be dealt in the game. Here are some examples:

To complete this card a player needs to take an orange and two blue dice.

To complete this card a player has to take blue and/or orange dice that add up to exactly twelve.

For this card a player has to take blue dice that add up to more than fourteen.

For this card a player has to take two blue dice that add up to less than six.

For this card a player has to take a blue three, an orange four, and a blue or orange five dice.

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Before a player takes a die they can choose to use their action card. When a player plays an action card they follow the instructions on the card and

then discard it.

If a player plays this action card they can re-roll any or all of the blue dice.

Instead of taking a die a player can choose to pass their turn. Once a player has passed they can take no more dice during the round.

Once all of the players have passed or all of the dice have been taken, the round ends and the players move onto scoring. For the scoring phase each

player looks through their combo cards to see which ones they were able to complete. A die can only be used for one combo card. Each completed

combo card is placed face down in a player’s score pile. For each die that a player takes that they can’t use to complete a combo card, they will take

one penalty token. Each wild dice that a player takes during the round will force the player to take a penalty token.

This player has completed two of their combo cards. They will add these cards to their score pile. The player will also receive two penalty chips. One

penalty chip comes from taking a red die. The other penalty chip comes from taking a die that they were unable to use.

After scoring is completed each player is able to discard one of the combo or action cards from their hand. The players will then draw cards until they

have four combo cards and one action card in their hand. If all of the rounds haven’t been completed, the next round will begin with the next player

being the first player.

End of Game

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The game ends when all of the rounds have been completed. Players total up all of the points from their completed combo cards and subtract one point

for each penalty chip. The player with the most points wins the game.

This player has completed 22 points in combo cards. They also got 6 penalty chips. They scored a total of 16 points.

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Mastermind

Mastermind is a difficult puzzle game, in which one player tries to guess the code their opponent comes up with.

Have the code maker select a code. Mastermind board games have a row of holes set apart at one end of the board, hidden from view under a hinged

shield. The person who plays the code maker secretly takes a few colored pegs and places them in that row of holes, in any order. This is the code that

the code breaker will try to guess.

• The code maker must put a peg in every hole. He has the option to use more than one peg of the same color. For example, he could put down Green

Yellow Yellow Blue.

Have the code breaker place his first guess. The other player tries to guess what the hidden code is. Sitting on the opposite end of the board, he picks up

the large colored pegs and places them in the nearest row of large holes.

Next to each "guess row" is a small square with enough holes for four tiny pegs. These pegs only come in two colors: white and red (or white and black

in some versions). The code maker uses this to give clues about how good the guess was. The code maker must be honest, and always puts down pegs

using these instructions:

• Each white peg means that one of the guessed pegs is correct, but is in the wrong hole.

• Each red (or black) peg means that one of the guessed pegs is correct, and is in the right hole.

• The order of the white and black pegs does not matter.

Repeat with the next row. The code breaker now has a little information. For example, he got one white hint, one red hint, and two empty holes. That

means of the four pegs he put down, one of them belongs but needs to be moved to a different hole, one of them is already in the right place, and two

of them don't belong in the code.Hhe thinks for a while and makes a second guess in the next highest row:

Continue until the code is guessed or there are no more guesses left. The code breaker continues to make guesses, using information from all the

previous hints she earned. If she manages to guess the complete code in exactly the right order, she wins the game. If she fails to guess and fills every

row with pegs, the code maker wins instead.

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Fox & Geese

Equipment

The game of Fox & Geese is played upon a cross shaped board consisting of a 3x3 point square in the middle with four 2 x 3 point areas adjacent to

each face of the central square. This makes a total of 33 points. Pieces are allowed to move from one point to another only along lines which join

points. Accompanying the board, there should be a single playing piece representing the fox in black or red and 15 white playing pieces representing

the geese.

Preparation and Objective

Fox & Geese is a game of inequality. The geese cannot capture the fox but aim, through the benefit of numbers, to hem the fox in so that he cannot

move. The objective of the fox, on the other hand, is to capture geese until it becomes impossible for them to trap him. The geese start by occupying all

6 squares of one arm of the cross plus the whole first adjacent row and the two end points of the central row. The fox starts in the middle of the board.

Basic Play

Player's toss a coin to decide who will play the fox - the geese move first. Players take turns to move a goose or the fox to an adjacent point along a

line. However, the geese are restricted to being able to move directly forwards, diagonally forwards or sideways only.

Upon the fox's turn, if a goose is adjacent to the fox with an empty point directly behind, the fox may capture that goose by hopping over it into the

empty square and removing the smitten goose from the board.

Captured pieces are never replayed onto the board and remain captured for the remainder of the game. The game is finished when a player loses either

by being reduced to two pieces or by being unable to move.

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Like all unequal games, it makes sense to play an even number of games, each player alternating between playing the fox and playing the geese. The

player who wins the most games wins the match.

Variations

The fox can start anywhere on the board not occupied by a goose at the option of the player controlling him.

Variations with 13, 17 and 22 pieces can be tried.

Some variations prevent the fox from moving but not capturing diagonally. The limitations on the movement of the geese can also be varied. For

instance, diagonal movement can be disallowed.

A huffing rule has been played in the past. If the fox can take a goose but does not do so, a new goose is added anywhere on the board by the player

playing the geese.

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Ubongo

Each player receives their own puzzle board and 12 tiles, all shaped differently. Then one player throws the die and turns the sand timer. Which tiles

will have to be placed on each player’s board is determined by the icon on the die. Now each player tries to place their tiles and solve the puzzle as fast

as possible. The fastest player shouts "Ubongo!" and is allowed to move their pawn on the common game board and take two jewels. Meanwhile the

other players continue to solve their puzzle -- as long as the sand timer is running, they are allowed to place their tiles and collect jewels. The player

who has collected the most jewels of one color is the winner! And that player won't necessarily always be the fastest.

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Belgian games

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Dinosaurs – Mystic island

Mystic Islands is an exciting shape-matching game that challenges you to separate the plant-eating dinosaurs from the carnivores.

Complete each of the 80 challenges by placing the islands as shown…but make sure the three friendly dinosaurs are separated from their T-Rex counterparts!

Rules

Choose a challenge.

Place all puzzle pieces on the game board.

Red dinosaurs cannot be placed on the same island as

the green dinosaurs.

There is only one solution per challenge.

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Little Red Riding Hood

Choose a challenge.

Place the house, trees and Red Riding Hood on the game board as indicated.

Create a path to connext Red Riding Hood to the house.

There is only one solution per challenge. You can also play with the wolf. Then you need to make 2 different paths to grandma’s house.

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Jungle- Hide & seek

Choose a challenge.

Place the 4 puzzle pieces on the game board, to hide all animals- except the ones pictured in your chalenge, which remain in the open.

There is only one solution per challenge.

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Smart Car

Place the blocks next to the car’s chassis and choose a challenge.

Bluid a car using the wooden blocks to match the colours shown in the challenge.

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Camelot Jr.

A Romantic Challenge!

Arrange beautiful hardwood towers and stairs to create the path for a knight and his princess to be reunited!

The knight and princess can only walk up stairways or along the top of walls.

They cannot jump down or climb up walls.

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Three Little Piggies

Place the pigs and wolf on the game board as indicated in the selected challenge.

Fit the puzzle pieces on the game board so that the pigs play OUTSIDE the houses when there is no wolf and INSIDE the houses chan the wolf is around.

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Temple trap

Choose a challenge and put all indicated pieces on the board.

Slide the puzzle pieces and move the pawn.

You have found the right solution when you have escaped the labyrinth!

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IQ Puzzler

Choose a challenge. Place the puzzle pieces as indicated. You are not allowed to change the position of the pieces given in the challenge.

Try to fill the empty spaces with all the remaining puzzle pieces.

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Hungarian games

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Rubik games

Ernő Rubik (1944-): Kossuth Prize laurate game designer, interior decor designer His best known games:

- Rubik's Cube

- Rubik’s Globe

- Rubik Race -

- Rubik’s Snake

Here you can see record holders of different sized Rubik’s Cubes solving the puzzle: www.youtube.com/watch?v=wW-rd9ZR-TA

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Facts about the Rubik’s Cube

It was invented in 1974.

Approximately a million has been sold in Hungary.

Description: The six sides of the cube have different coloures and the small squares of the sides can be rotated.

The colours of the small squares can be scrambled on the sides .

The objective is to rotate the sides of the cube to get all the same colored squares on the same side.

In England it won the‚ Toy of the Year’ award in 1980 and has won many other awards along the years

Babel Tower

The game was created by István Dézsi in 1978.

It has won awards in Amsterdam, Nurenberg and Moscow

Its substance is to get all grades of each individual colour in the right order of gradation, in columns.

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András Zagyvai and his games

András Zagyvai (1960-2013) was an architect. His best known games are:

– Smart Egg

- Geapple

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Smart Egg

It was first introduced at the New York Toy Fair.

It won the major award of the International Puzzle Party in Washington in 2012.

The substance of the game is to insert a stick with round ends into the top of the puzzle and then to try to get it out at the bottom by manipulating it.

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Geapple

It is András Zagyvai’s game.

The idea of the game has its origin from the story having happened in a greengrocer’s where a nicely arranged pile of apples was ruined by two boys.

The balls of the Geapple have dimples to fit their neighbours and so it is a serious challenge to reassemble the pyramid.

There is only one solution.

It won the Jury 1st prize in the 2013 Nob Yoshigahara Puzzle Design Competition.

All the apples have different shapes.

Domokos-Várkonyi: creators of the Gömböc

Gábor Domokos got his PhD degree in 1989. He is head of a department at Budapest University of Technology and Economics.

Péter Várkonyi won second price at International Physics Olympiad. He graduated as an architect.

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Gömböc

Gömböc is the first known stable homogenous object with one stable and one unstable equilibrium points. It proved that there is no object with less

equilibrium points than this.

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Italian games

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Colours sudoku

PLAYERS: 2 opponent players or 2 teams of 2 players each.

MATERIAL YOU NEED: coloured cardboard, scissors.

DESCRIPTION: you have to cut 16 discs (4 discs for each of 4 different colours) and a quadrangular grid with 16 boxes divided into 4 rows and 4

columns.

RULES: each player has to put in each row and in each column the 4 different discs without having any same colour in them.

INSTRUCTIONS: start putting the 4 different colours in the first row and try to place all the others in the right way, change the colour here/there,

ect.

AIM: to put all the 16 discs in the grid respecting the rows and the columns without any duplication of colours as soon as possible.

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Count and guess

PLAYERS: 2

MATERIAL YOU NEED: cardboard, felt tip pens, scissors, glue.

DESCRIPTION: you have to prepare 2 grids with the results, the 4 mathematical calculations and the cards with the numbers you have to use to

reach those results.

RULES: the 2 players have to find the right numbers and put them on the green squares.

INSTRUCTIONS: add, multiply, divide, subtract, etc.

AIM: to put the right numbers in the right squares in the shortest time possible.

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The game of 9

PLAYERS: 2

MATERIAL YOU NEED: a cardboard for building a quadrangular grid with 9 boxes and 9 cards from 1 to 9.

DESCRIPTION: the players have to put the numbers in the boxes in turn so that the total of them (vertically, horizontally and diagonally) is equal to

15.

RULES: a player takes the 4 even numbers (2-4-6-8), the other one takes the odd numbers (1-3-5-7-9). They have to complete a row of 3 numbers,

the sum of which is 15.

INSTRUCTIONS: start the player with the odd numbers by putting a card in a box; then, the opponent goes on with one of the even numbers and so

on until to reach 15.

AIM: the winner is who, first, completes a row of 3 numbers, whose sum is 15.

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Labyrinth

ORIGIN: it was invented by the ancient Greek.

PLAYERS: 2 teams of 2 players each.

MATERIAL YOU NEED: Styrofoam pieces and a bandage.

DESCRIPTION: projecting the labyrinth and building it cutting the pieces of styrofoam in a large space.

RULES: a blindfolded player must follow the instructions given by his mate.

INSTRUCTIONS: go straight on, turn right, turn left, go back, stop, etc.

AIM: to reach the exit in the shortest possible time.

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Logic Memory

ORIGIN: China 1120 a.C.

PLAYERS: from 2 to 6

MATERIAL YOU NEED: cardboard, glue, scissors, coloured markers, pictures.

DESCRIPTION: projecting to match logically 20 couples of cards and prepare the 40 cards.

RULES: in turn the players flip 2 cards showing them to others, if the cards can be matched logically, the player gain a point and can go on flipping

other 2 cards until the flipped cards can’t be matched and he has to hand over.

INSTRUCTIONS: start, flip the cards, match, try again, it’s your turn, etc.

AIM: to match the greatest possible number of logic couples.

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Erasmus flags memory game

PLAYERS: 2 teams of 2 players each.

MATERIAL YOU NEED: cardboard, felt tip pens, adhesive paper.

DESCRIPTION: cutting 12 cards with the 6 pairs of the Erasmus Countries’ flags.

RULES: the game starts with 12 cards overturned on the board and each team has to flip 2 cards at a time trying to combine a right couple of flags,

otherwise it is the turn of the opponent team.

INSTRUCTIONS: remember, flip this/that one, pay attention, etc.

AIM: to match the 6 right couples of flags as soon as possible.

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Giant chess

ORIGIN: most likely invented by Leonardo da Vinci in collaboration with friar Luca Pacioli in 15th

century.

PLAYERS : 2 teams of 8 players each; they collaborate to decide the best move to make.

MATERIAL YOU NEED: black and white cardboards to build the chessboard and the images of the chesspieces.

DESCRIPTION: building of the giant black and white squares for the chessboard and cutting of the shapes representing the different chesspieces.

RULES: each piece is moved respecting the rules of traditional chess.

INSTRUCTIONS: go straight on to.., jump to…, go along the diagonal line to…, etc.

AIM: trying to make checkmate before the opposing team.

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Crazy shapes

PLAYERS: 2

MATERIAL YOU NEED: coloured cardboards.

DESCRIPTION: you have to project a grid on a square and cut it into 8 different shapes.

RULES: your adversary have to put together the shapes in the right way to reconstruct the grid.

INSTRUCTIONS: put this/that way, try , turn, etc.

AIM: to reconstruct the square as soon as possible.

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Crazy times tables domino

PLAYERS: 2 teams of 2 players each.

MATERIAL YOU NEED: Styrofoam rectangular pieces, adhesive paper and a black felt tip pen.

DESCRIPTION: cutting the blocks to glue on each of them a multiplication table and a different result.

RULES: the 2 teams take the blocks without seeing which numbers are on them; when the game starts, they turn the blocks and try to make the right

combine in turn until they have no more blocks.

INSTRUCTIONS: put the block, add the right one, choose the right one, make the multiplication, tell me the result, etc.

AIM: to put the highest number of right blocks.

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Portuguese game

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The Jump of the Horse

Author: Domingos Taipas (2011)

About the game: This game is the result of a challenge presented to students at Senior University in Penafiel (2010/20111). The author, Domingos

Taipas, is the student who developed this mathematical game, which is based on the knight’s moves in the game of Chess, in collaboration with

LudoScience.

To play this game you need:

Goal: Be the last one to make a move.Prevent the opponent from making any other moves.

Rules:

1. Decide which ring each player is going to use and place them on opposite corners of the board as shown in the picture. Both players use the

flowers.

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2. The players decide who starts the game.

3. The players move the rings in the shape of an L, going one square horizontally and two squares vertically and vice-versa, just like in the game of

Chess. This move is called “The jump of the horse”.

4. When you move the ring, a flower replaces its initial place. This square cannot be used again.

5. The game ends when one of the players cannot do any another move because the flowers will be blocking part of the squares on the board

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Spanish games

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Balance beans

The object of this seesaw logic game is to balance the seesaw by adding the beans shown on the challenge card to the balance tray.

To get started, select a challenge card.

Set the indicated red beans, which are the stationary beans onto the balance tray.

Gather the beans shown in the add-to-balance section of the challenge card and place onto the tray until it balances.

You may not move the red beans and you must place all of the indicated beans onto the tray.

When the seesaw balances, you win!

The solutions are on the back of each card, and there is more than one solution to each challenge, though only one solution is given.

Balance Beans is a seesaw logic game that teaches math and physics to young leaners. When you balance the seesaw, you are actually balancing an

equation and will introduce young learners to elementary algebra. On the seesaw there are dots that indicate the amount of force, 0 in the middle, 1, 2,

and 3 on each end. One bean equals 1 mass, so if I were to place 1 orange bean in the second row the equation would be 1 mass x 2 force = 2.

Therefore, you’d want the other side of the seesaw to equal 2 using the same equation.

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Colour cube Sudoku

The game consists in nine cubes in a tray.

The objective is to pack the cubes into the tray so that colours don’t match in any row or column.

There are six colours in total. Each cube has four colours in four different spots.

The cubes can be placed anywhere on the tray and then oriented to get the position wanted.

Remember that the goal is to put all the cubes in the tray, having no repeated colours in any row or column!

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Cubulus

In Cubulus you want to be the first player to create a square in your color on one side of the cube. Do this, and you win the game.

On a turn, you add a colored ball to the 3x3x3 playing area by pushing it into place – possibly pushing other balls out of the way – or change the order

of balls in a completed row by pushing them one space, then reinserting the ball pushed out of the row. With two players, one color of balls is neutral.

Keep your eyes on all sides of the cube to prevent others from squaring off for the win.

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Diedric

The object of this game is to develop and enhance visual and spatial skills through the diedric system.

The game is based on eight cubes whose sides are diferent colours: yellow, red and blue, and three planes or surfaces which represent the three views

of space: frontal, lateral and top-down.

The game consists of:

According to the color of the three view patterns, the coloured cards are placed in the three surfaces which represent the views of space.

The player must put the cubes in such a way that the colors of their sides must coincide with each of the three colors of the surfaces behind them.

For example, if the top down view shows yellow and the lateral view shows blue, then the top of the cube must be yellow and the lateral must be blue.

You must do the challenge in the shortest time possible.

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Dr. Eureka

THIS GAME CONSISTS OF MIXING MOLECULES FROM TUBE TO TUBE WITHOUT TOUCHING THEM WITH YOUR HANDS.

THE FIRST PLAYER, WHO GETS THE FORMULA THAT THE CARD SHOWS, HAS TO SAY ¨EUREKA¨ AND

YOU WILL GET THE YELLOW STICKER.

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IQ Logic

1.- HAVE A LOOK AT YOUR CHALLENGE.

2.- FIRST, YOU HAVE TO PLACE THE COLOR CODES WHOSE POSITIONS ARE GIVEN.

3.- THEN, YOU LOOK FOR THE NEXT CLUES THAT ARE THE MOST USEFUL. ALL THE BEADS MUST BE USED.

* DON´T PLACE THE COLORS CODE IF YOU SEE ¨ X ¨

* YOU CAN SEE WRITTEN CLUES OF WHERE TO PLACE THE BEADS.

4.- YOU HAVE 6 MINUTES TO DO THE CHALLENGE.

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Magic cube

This game consists of forming a tower with the different cubes but you must have the four different colors on the four sides of the tower (White, blue,

red and yellow). The same color can’t be repeated on any side!

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Q.bitz

In this games, there are 16 cubes.

You have to correctly arrange these cubes to match the pattern on the showed card in two minutes.

You have to use all the cubes.

To get the yellow sticker, you have to do the challenge in two minutes.

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SnowWhite

Can you find out where to put SnowWhite between the 7 dwarfs and the wicked witch?

1. You must choose a challenge card. Starter, junior, expert and master

2. You have to place the witch, snow white and the dwarfs in their correct position. Open or close the door/ or the window as it is indicated in the card.

Pay attention to the clues! You can see them at the top of the card.

To check the solution, you must open the windows and the doors.

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Tetris

We have got different coloured shaped pieces.

While the pieces are falling into the game area you have to rotate them to make full horizontal lines.

The pieces always have to be in contact with the board.

To get the yellow sticker, you have to complete ten horizontal lines.

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Ubongo

Each player will have a template and 12 pieces.

A player rolls the die and turns the hourglass. The symbol that appears on the die will indicate which parts should be used.

Then each player will try to complete his figure as quickly as he can with the corresponding pieces.

The fastest one will have to shout "Ubongo!

The rest of the players must continue playing without stopping: while the hourglass keeps running.

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The three little pigs

We have:

-3 pigs and 1 wolf.-3 houses with the garden.

-Booklet.

-Board.

The object of these challenges is to fit the three puzzle pieces on the board so that the houses cover the pigs, protecting them from the wolf.

Set up each challenge by placing the pigs and wolf on the game board as indicated in the booklet .As before , some challenges do not

require all the pigs.

Place the 3 puzzle pieces on the game board, so that the houses fit over the pigs, keeping them safe INSIDE. The wolf should stay outside.

There is only 1 solution to each challenge. If a challenge uses only 1 or 2 pigs, some houses will stay empty. Two squares on the game

board outside the houses will also stay empty in every challenge.

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Crazy checkers

This game is just a little tweak of the classic Checkers game. There are some scattered obstacles on the board and players have to play according

to them; they can use the to protect their tokens or to corral enemy’s tokens.

In order to make room for the obstacles in a regular 8x8 board, the game should be played with only 8 tokens for each player.

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Hex workshop

Hex is a famous game traditionally played on an 11×11rhombus shaped board. Players alternate placing markers or stones on free spaces in order to

link their opposite sides of the board in an unbroken chain. One player must win; there are no draws.

There is a lot of strategy involved in this game; so, once the players are familiar enough with the mechanic of the game, the idea is to change the size

and shape of the board to see how the strategy to use changes. We tried even with a shape with more than two sides per player, an hexagon.

Only paper, a pen and a pencil are needed to develop this little workshop


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