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Puzzles and Games
 | |  | Tangoes is a mind stimulating and challenging puzzle for adults and children. Tangoes is the modern version of the ancient Chinese tangram puzzle (consisting of 2 large triangles, 2 small triangles, 1 medium triangle, 1 square, 1 parallelogram). Tangoes game includes 27 cards, with 54 images. The photo to the right, is a photo of an open Tangoes game, items #5100, or Item #5101. Items #5100 and Item #5101 are the exact same product, and the only difference is the retail packaging options. Item #5100 is best displayed in a Tangoes Display Box, or alternatively, this item can be faced forward on a shelf, or layed flat, displayed upward, on a retailers shelf. | |
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 | |  | Exactly the same product as featured above, Item #5100, yet sold on a Blister Card, for specialist retailers, who wish to offer this product, in this format. Tangoes is a mind stimulating and challenging puzzle for adults and children. Tangoes is the modern version of the ancient Chinese tangram puzzle (consisting of 2 large triangles, 2 small triangles, 1 medium triangle, 1 square, 1 parallelogram). Tangoes game includes 27 cards, with 54 images. The photo to the above, is a photo of an open Tangoes game, items #5100, or Item #5101. Items #5100 and Item #5101 are the exact same product, and the only difference is the retail packaging options. Item # 5101 is best displayed on retailers wall, for Hang / Sell, or in attractive window displays. Item #5100 is best displayed in a Tangoes Display Box, or alternatively, Item #5100 can be faced forward on a shelf, layed flat, and displayed upward, on a retailers shelf. | |
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 | |  | KINATO - Try this unbelievable KINATO IQ Fantasy Puzzle. The most advanced IQ Puzzle. It is FUN and challenging to discover its versatile, unique and unusual patterns. How many different patterns can you make? Test your IQ and upgrade your EQ. Smart KINATO is a type of IQ magic puzzle that helps to develop IQ, EQ and creativity. With this chain of 16 triangles, KINATO can form over hundreds of different patterns/designs. It helps to stimulate your right and left brains, and stretches its potential to full capacity. KINATO is versatile and its patterns / designs keep changing and developing. It is really fun to play this magic power KINATO puzzle. We have four designs available for you to choose from: 1. 10 Pieces of Clear Dark Blue and 6 pieces of Clear Neon Green in Clear Light Blue CD Style Box; 2. 10 Pieces of Clear Pink and 6 pieces of Clear Neon Green in Clear Light Pink CD Style Box; 3. 10 Pieces of Clear Purple and 6 pieces of Clear Neon Green in Clear Light Purple CD Style Box; 4. 10 Pieces of Solid Dark Blue and 6 pieces of Solid Yellow in Clear Light Orange CD Style Box; It is a fascinating, entertaining and absorbing puzzle game!!! It is suitable for entertaining, traveling, gatherings, camps, parties and simply, when bored. This puzzle can be played alone, or as a group game, with one person challenging another. Unlike conventional puzzles, where the pieces can be easily torn or lost, the pieces of this KINATO puzzle, can not be lost or scattered, as they are uniquely, linked together. They are also virtually unbreakable and last longer!!! | |
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 | |  | XACTICA from SET Enterprises - The latest game, from the inventors of: SET, TRIOLOGY, Five Crowns and the QUIDDLER game. If you liked any of the many other Award Winning games from SET Enterprises, you will appreciate XACTICA too. Now available in New Zealand as of April 2002! 'Beware the last card' Exactly what's special about Xactika? Xactika is an original card game, which challenges and players’ ability to estimate the outcome of playing 8 cards. You must predict the chances of being able to take the other players’ cards that are laid down during each round. There is no drawing or discarding. You must predict exactly (hence the name Xactika) the number of rounds in which you will be able to take the cards played. As play evolves, cards that appear too weak to take a trick initially may become strong enough to do so as the hand evolves. Players must recognise the value of their hand, not just from having the highest point cards in one of the four combinations on each card, yet also from an understanding of the chances that for some of their other cards that no cards of the same combination may remain in the hands of the other players. Xactika™, while of the same genera as Spades or Euchre, has more opportunity and requires a bit more skill. To play you must examine your hand to find cards in specific combinations that have values that are greater than your opponents. Some cards are sure bets, yet only if you can take the lead. Other cards have a high probability of taking a trick, and this depends upon how the cards are played by others. So, careful attention should be paid to the moves of other players. You must also arrange to play your cards so that at the end of each hand you do not get stuck with a trick you do not want. The outcome of a hand is not determined until the end of the 8 rounds, so each player must keep focused on the play throughout each of the eight hands of the game. Keep on your toes, and figure out how to take, as well as avoid taking, tricks. There are a number of ways to play each hand, yet finding the way to make exactly the right numbers of bids is the challenge. Xactika™ is a fast turn game. Each hand provides a completely new opportunity to come from behind and take the lead. Even if a player is behind, they can win if the probabilities and their skill come together. Ages 12 and up 2 - 10 Players 8 rounds of 8 cards Games last 30 - 45 minutes | |
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 | |  | The short word game, for the fun of words. QUIDDLER also helps spelling, vocabulary, maths, dictionary skills, spatial relationship skills, visual perception, critical thinking skills, personal and social skills. QUIDDLER won the 1999 MENSA Award, following the success of the SET game, being awarded the 1989 MENSA Award. SET and QUIDDLER are invented by the same woman! | |
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 | |  | A copy of a brief synopsis and evaluation which appeared in Games Magazine is provided below: "Probably the most addictive family activity since eating. The deck comprises the 52 standard cards plus four Wizards and four Jesters. At the start of each hand, players bid the number of tricks t hey think they'll take, scoring 20 points for making their bid plus 10 points for each trick taken. Failing to make a bid loses 10 points for each trick over or under their number bid. Tricks are won by the highest card of the suit led, or by the highest trump (the upcard for each deal), or by the first Wizard. The taker of a trick leads to the next trick. Players must follow suit if possible, but Wizard and Jesters can be played at any time. Wizards beat trump and are valuable not only for winning the given trick, but for taking the lead for the next trick. Jesters always lose, but they're just as important as Wizards: they can get you out of the lead when you don't want any more tricks, and they can let you save your trump or other sensitive cards for later. One card is dealt to each player for the first hand, two for the next, then three, and so on, until all the cards are dealt in the final hand. Although the full deck is usually not in play, there's quite a lot of strategy and hard thinking in this hugely enjoyable game." THE RULES Object of the Game The object is to correctly predict the number of tricks you will take in each round. You receive points for being correct, and the person with the most points wins the game. The Deal To determine a dealer, each player is dealt one card. High card deals. On the first deal each player receives one card. Two cards are dealt on the second deal, three on the third and so on. The deal passes to the left after each round and the new dealer shuffles all 60 cards. After the deal, the next card is turned up to determine the trump suit. If the card turned up is a Jester, it is turned down and there is no trump for that round. If the card turned up is a Wizard, the dealer chooses one of the 4 suits as the trump suit. On the last round of each game all cards are dealt out so there is no trump. Bidding Each player in turn beginning to the left of the dealer states the number of tricks s/he will take (zero or 1 on the first round) and the scorer records the bid on the score pad. The total number of tricks bid may or may not equal the total number of tricks available. However, if the last player to bid has the highest score recorded on the score pad (not tied for the lead) s/he cannot bid so as to make the bids "even". (An "even" bid is when the total tricks bid equals the total tricks available). This means that someone must lose points after the play of the hand because more or fewer tricks have been bid than are available. The Play The play begins to the left of the dealer. Any card may be led. Players continue to play in clock-wise order and must follow suit if possible. There are 2 exceptions to this rule. A Wizard or a Jester may be played at any time, even if the player is holding a card of the suit led. A trick is won: (a) by the first Wizard played (b) if no Wizard is played, by the highest trump card played. (c) if no trump is played, by the highest card of the suit led. |
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