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Page 1: 6+ 10+ Games in Schools - BoardGameRentalsboardgamerentals.co.nz/pdfs/Trial_Pack8.pdf · Dixit Dixit: 3-6 Players, 30 mins, Ages 8+ Every picture tells a story. Players use the beautiful

The Settlers of Catan3-4 players, 60-90 mins, Ages 8+.Develop your settlements, trade, build roads & cities as youcompete to become the best of the new settlers of Catan. Playersgain resources each turn for areas that they control. These theycan use to build more roads, settlements, cities or buydevelopments. Players trade to gain resources their land may notproduce and they can also block others expansion.Learning: This game supports the development of longer termplanning in students. With the need to trade, it helps developnegotiation skills as well as value assessment skills. Studentswill also develop skills around managing limited resources toachieve the best outcomes.

8+

Loot2-8 players, 30 mins, Ages 10+.Yo-Ho-Ho and a Barrel of Fun! Storm youropponents' merchant ships and seize valuabletreasure.The players play ship cards and then defendthem with their pirates from other playersraids. It can be played in groups or asindividuals.Learning: Students learn to developstrategic skills about the timing of theirplay and when you use their better pirates orships. They also need toevaluate which otherplayers are worth raiding,or is it better to playanother of their own ships.

10+

Strategicthinking

BuildsCooperative

Working

BuildsCooperative

Working

CONTACT DETAILSPeter Noble, Owner - www.BoardGameRentals.co.nzPhone: 022 0269 559Email: [email protected] Happy Valley Road, Owhiro Bay, 6023, Wgtn

BoardGameRentals.co.nz was established in 2010.We have a special focus on working with schools touse games as learning tools. These games providegreat learning opportunites as well as fun socialexperiences for adults and children.

City Square Off2 players,15 mins, Ages 8+.Go head-to-head against your opponent in this tactical game ofcity planning. Draw a shape card and then simultaneously try tofit the matching tile into your city grids. Plot wisely, as you mustalways have space to play your next piece.City Square has a range of different play options, it can be playedas a team puzzle game, or an individual challenge.Learning: Players put their spatial thinking and strategicplanning skills to the test as they fill their city grid in the mostefficient pattern. Players must do their best to plan a few movesahead, but the shapes are drawn in a random manner and not allwill be used.

8+StrategicthinkingSpatial

relations

Catan Junior2-4 players, 30-40 mins, Ages 6+.Explore the seas! Catan Junior takes place on a ring of islands whereplayers build hideouts and encounter the mysterious Spooky Island,where the Ghost Captain lives. Players expand their networks, increasetheir resources and work to control seven hideouts to win the game.Learning: This game supports the development of longer termplanning in students. There is an advanced option which willdevelop negotiation skills as the players trade the goods that theislands produced to help them develop their networks. This is thejunior version of Settlers of Catan below

6+

6+Rory's Story Cubes Series1+ players, 15 mins, Ages 6+.The creative story game. With Rory's StoryCubes anyone can be a great story teller. Rollthe dice & let images spark your imagination.Story Cubes Actions dice illustrate verbs.Learning: The dice have different images oneach side which can be used to spark learning.As individuals or as part of a group they can beused to for brainstorming, story telling,problem solving or as a spark to tap into thestudent or group’s creativity.

DixitDixit: 3-6 Players, 30 mins, Ages 8+Every picture tells a story. Players use thebeautiful imagery on their cards to blufftheir opponents & guess which imagematches the story. To succeed, you'll haveto get your friends to decide that your cardtells the story! If the clues are either tooeasy and everyone guesses or too hard andno one guesses then the story teller for thatturn gets no points.Learning: Dixit encourages creativity instudents and the ability to think in alaterial way. The art of the cards issuggestive of many different possibilities, butthe need to have only some of the otherplayers guess correctly challenges thestudents in their thinking and clue creation.This game works well being played byindividuals or by teams.

8+

CreativityImagination

Can't Stop2-4 players, 30 mins, Ages 8+.Can't Stop! is the name of the game. Onceyou've started this intense dice game, youjust can't stop! You’ll go for the dice againand again only to risk losing it all on a singleroll.

Learning: Players roll dice and use theresults between 2-12 to determine whichmarker progresses. Probability determineshow many steps it takes to reach the top.Every turn players decide to lock in theirprogress or continue and risk a roll hopingfor more matches. If none match, the turn isover & any progress made this turn is lost.

8+

Probability

Zombie/Pirate Fluxx2-5 players (Pirate themed) 20 min, Age 8+2-6 players (Zombie themed), 20 min, Ages 8+.The card game with ever changing rules! It starts outsimple, with just the Basic Rule card, but new rule and goalcards keep the game in a state of Fluxx! To win you needgreat timing and a bit of luck!Learning: Due the to changing rules in the game, theplayers have to develop adaptation skills so they canchange their strategies to win the game. The changingrules also provide for alot of social interaction in thegame play and player dymanics. Players can use theirgoal cards to set themselves for victory if they time it right.

8+AdaptionSocial

interaction

Negotiation

Planning

Language

CreativityImaginationdevelopment

Resource management

One of these two games

Games in SchoolsTrial pack game overviewThe trial pack contains these games

6+Cloak of Protection2-4 players, 20 mins, Ages 6+The New Zealand/Aotearoa ConservationGame. Whether any animal on our beautifulplanet has a future is determined by how it canrespond to the environmental cards dealt out bythe cold & sweeping hand of fate.

Set collectionDesigned

Page 2: 6+ 10+ Games in Schools - BoardGameRentalsboardgamerentals.co.nz/pdfs/Trial_Pack8.pdf · Dixit Dixit: 3-6 Players, 30 mins, Ages 8+ Every picture tells a story. Players use the beautiful

Cloak of Protection2-4 players, 20 mins, Ages 6+The New Zealand/Aotearoa ConservationGame. Whether any animal on our beautifulplanet has a future is determined by how it canrespond to the environmental cards dealt out bythe cold & sweeping hand of fate. Players learnabout NZ birds and predators.

Komodo2-4 Players, 45-60 mins, Ages 10+.An asteroid is plunging towards the South Pacific. Yourmission: Prevent the extinction of Australasian animals.As a zoologist, you must outwit your opponents in arace to save the most creatures, if necessary bystealing their territory and animals.Learning: Players will use spatial skills in building theboard in ways to lock animals into theirs habitats, andaway from the other players. Komodo can be playedas a team game which builds cooperation andplanning or as a competitive game where playersneed more awareness of others to allow them to win.

10+Competitive

interaction& Cooperative

Rat-a-tat Cat2-6 players, 20 mins, Ages 6+.A game of suspense, strategy, and anticipation. Get rid of the highcards (rats) and go for the low cards (cats). Sneak a peek, drawtwo, or swap cards for an added twist. Low score wins the game. (Apoker face helps!)Learning: As students play Rat-a-tat Cat, they develop a sense oftiming and an understanding of basic, but essential, mathematicalconcepts. They learn ways to remember their cards andstrategies to figure out what cards other players might have. Theyalso begin to develop an intuitive sense of probability. Rat-a-tatCat requires skill, strategy, and awareness, challenging both youngchildren and adults.

6+MathsMemory

Carcassonne2-5 players, 45 mins, Ages 8+.Develop the area around Carcassonne by placing tiles. Eachturn the area becomes larger as you expand & add roads,fields, cities & cloisters. Place your followers as thieves,farmers, knights & monks to score points to win. Millionssold worldwide of this popular game

8+

Ticket to Ride Europe or USA2-5 players, 60-90 mins, Ages 8+.Players collect sets of cards that match the different colouredtrain routes on the board. When they have the right numberof coloured cards they claim the route using their train tokensgiving them points. Players get a number of tickets thatrequire them to complete a number of routes to gain points,or lose points if not completed by game end.Learning: Students develop planning skills to supportthem completing their tickets and counting skills. They alsohave to collect sets and make evaluations of how riskyit is to get additional tickets during the game given theircards, limited train tokens and the position of other players.

Strategicthinking

Set collection

8+

Timeline Series (History, Discoveries,Diversity, Inventions)2-8 Players, 15 mins, Ages 8+Use your knowledge to correctly place your cards tomake the timeline. Combine different Timelines gamesto make it more challenging.Learning: The different tmeline games provide anhistorical overview of human development in eachof the specific areas, giving students a good generalunderstanding of some key steps in our history.They also provide a great opportunity for socialstudies discussion around the different eventscovered in the game, on why and how they occured

8+History

Social studies

Hey That's My Fish2-4 players, 20 mins, Ages 8+.At the pole your penguins are jumping fromice floe to ice floe hunting fish. They're alsotrying to block other penguins and secure thebest fishing grounds for themselves to win thegame.Learning: This simple looking game isactually very challenging to play well. Overthe game players try block off parts of theever reducing board to capture as many fishas possible. Students will be makingdecisions every turn on evaluating thebest option for bothshort term andlong term gainboth from a boardposition and fishtaking perspective.This game buildsspatial skills, is fastto play and hasreal strategic depth.

8+

Fastthinking

Spatial relations

Forbidden Island2-4 players, 30-40 mins, Ages 10+.Join a team of fearless adventurers on a do-or-die mission to capture four sacred treasures fromthe ruins of this perilous paradise. Your team willhave to work together and make some pulse-pounding decisions, as the island sinks beneathevery step!The goal of the game is to collect the fourtreasures and get off the island before it sinks.Players move around the island to collect andtrade treasuer cards. Once a player has four ofthe same cards they can claim that treasure.After the players turn the game has its turnwhich involves causing parts of island to sink.Learning: Players have to plan,and work together - if they try to play thisgame competitively they will lose. They have touse their skills and think ahead to ensure theycan get to the part of the island before it sinks.

Cooperativeplanning

10+

Negotiation skillsare importantbecause to winsometimes you needto make a move thatworks for the teamand is not just foryou.

Learning: The game involves players laying a tile to add to the board and making a decisionabout whether to commit one of their limited number of followers to the tile, by placing it on aroad, in a field or on a building. These different areas have different scoring impacts so playersare evaluting short term gain and flexibility against a long term benefit. There are numerousstrategies in Carcassonne and over time students will learn and grow in their strategicdecision making. The game encourages open discussion about where tiles are placed

Go Nuts!2-4 players,12 mins, Ages 8+.Take your cheeky chances on this quick playingdice game. Pile up points by rolling the dice andadding up acorns, while avoiding any cars alongthe way. If you roll all squirrels, scurry to scoreas many nuts as you can before the dogs chaseyou away!Learning: Go Nuts! is all about counting andprobability. Players make decisions aboutwhether to keep rolling dice or to quit and keeptheir points. Overtime students will develop abetter understanding of theprobablity of the dice rollsand will make improveddecisions on risk vs benefit.

8+CountingRisk taking6+

Set collectionDesigned