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Related sponsored items. Showing Slide 1 of 2. Seller Similar sponsored items. Seller assumes all responsibility for this listing. Item specifics. Seller notes:. Box has some wear, rips in two corners of the lid. The sides have been sellotaped. Modified Item:. United Kingdom. Learning to take turns, share and be a good sport all come from a night of playing games with the family.
Some of the best board games for speech therapy on the market today are the same ones you played when you were a kid, so you may recognize some of the names below. And check out these great speech language games for middle-schoolers! However, by looking at the box, I've been able to sort out most of the game:.
The game comprises of 4 plastic track pieces that connect to form a circle. The board is a well-printed circular inset that slots within the 4 plastic set pieces. The board depicts different coloured waiting rooms red, green, blue and yellow , 4 stations, and a central grid area with four coloured squares on it.
There are also four plastic and cardboard models of trains from Thomas The Tanks Engine - Thomas, James, Percy and Toby, and 48 wooden playing pieces - 12 each of red, green, blue and yellow.
The purpose of the game appears to be get all of your pieces from the waiting room to a station, and from there across the grid to the relevant coloured square in the centre of the board. Players throw a die, move that number of pieces either from the waiting room and on to a train, or from a train to a station and subsequently across the grid to a relevant coloured square. Players can't move a piece directly from waiting room to train to station in the same turn! After moving their pieces, players can move one train to the next waiting room or station on the circular track.
Train's can't overtake. The winner is the first player to get all their pieces "home" to their coloured square on the grid. Although this sounds like a simple game, there is actually quite a lot of strategy involved in moving the trains, especially for young children for whom this game is aimed at.
The game is played on a board about a foot square. The four engines start at the sheds and must get to the station around the various lines and branch lines. There are three principle junctions and here may stand The Fat Controller. Engines may not go down the line blocked by The Fat Controller. However, a player whose engine lands on a yellow space of which there are a number must move The Fat Controller to another junction. Coming at a strategic moment this can send one's opponents off around a loop-line.
There are also a number of spaces with special effects; 'Throw Again' and very popular this one 'Send any engine back to shed' are examples. A dice roll regulates movement. Engines may pass each other but may not occupy the same space. Contents 3 black arch pieces 16 bats - 1 green top bat with magnet attached, 5 green bats, small size, 5 red bats, medium size, 5 blue bats, larger size.
Aim of the game is to take turns to attach bats to the top green bat. You spin the swirler and the ball determines the colour of the bat you need to attach. It you spin to white you miss a turn. The first player to dislodge the top green bat collects a bat card. First player to collect three bat cards is the ultimate loser.
Now received thanks John Lyne. Details to follow. Copy of the rules received, thanks Nick Cooper. It just has a regular Die and ordinary dingbats and diabolic dingbats. Rules available. Manufactured in New Zealand by Thos. Object of the Game - To be the first player to get his monkey to the island. Contents - 1 playing board, 4 Crocodiles green plastic with magnetic. When we purchased the game, the only piece missing was the original dice. To give you a basic idea of the game, you place the four crocodiles on the.
Your monkey. The naughty "red" monkey is put into action and placed on the back of the. If the jaw snaps shut the magnetic crocodiles do because. The first one to reach the end of the trail of spaces and crocodiles wins. Definitely for the younger ones, but cute value with the. Beat the odds and your opponents! Odds on is a dice and card game where the players decide the odds and the dice decides the outcome.
Each player has seven specially numbered horse cards. A "seven plus" horse card means you need to throw a seven or more on the dice - an odds card of "four" gives you four attempts to do it. Succeed and you're on a winner, fail and you've lost one of your horse cards and your opponent could be one step nearer the winning post.
The player with the most winning horses is the champion in this exciting game of luck and skill. The contents are a pack of 48 horse cards, pack of 45 odds cards, 2 dice and rules inside. Rules received thanks Derek Kay. Contact would like a copy of the rules and details of tactics etc for this game.
Rules received thanks Chris and Tina. Can you work out the familiar phrase, place, person, title or thing? Requires a host plus player s. Spin the wheel a roulette-type device and if it lands on a money sector then the player selects a consonant vowels have to be purchased with your winnings.
If the letter is contained in the puzzle then the host reveals every occurrence of the letter and the player wins the money multiplied by the number of times it occurs. The player with the most money after four rounds wins.
A good party game. Card game for players. Contents 55 cards 36 number cards and 19 auction cards, 1 colour coded dice and 1 standard dice. Thought to be c Received, thanks Phil Wakefield.
It has 40 giant sized cards with no counters or board or dice each card apart from 4 has a number up to 3 in the top left corner there are 3 cards for each person and tool and 4 other cards which have a picture of either 2 people and a weapon or 1 person and 2 weapons.
The object is to be the first player to get rid of all you cards. To do this, players must try to match the cards in their hands with the cards on a central pile.
However, some of the weapon cards can be used to hinder, or help, where appropriate and could change the game at any time. Some are believable and some will only get you into hot water.
Each player has to play his best excuse according to the situation to collect as many tricks as possible and win the game. You can play it straight or go for laughs but in the end, the group votes for the best excuse. Contents 55 excuse cards, 5 excuse wild cards, 30 Situation Cards, rules, plastic tray and game carton. Five excuse cards are dealt face down to each player. The top situation card is turned over and each player plays his best excuse of it. Players vote on the best excuse and the winner collects the situation trick for that round.
The winner is the person with the most tricks. This is the sort of game which is best played by as large a party as possible and is daft enough to be best enjoyed if you have had something alcoholic to drink.
The all or nothing dice game that is quick to learn and impossible to put down. The description of the game reads : The bell has rung, lessons are finished and the kids are ready for fun.
Children move around the colourfully animated board on skateboard playing pieces and discover that if they learn their ABC's and 's there is fun to be had after school. By answering questions correctly children earn "Smart Points" that help them start a paper route, car wash, or open a lemonade stand for extra spending money. The first player to buy all the things that children like - comics, games, toys and a bike - wins the game. I have recently acquired the board game Noels Tele Addicts, but unfortunately there are no Instructions, could you please!
Now received and picture thanks N. A whist type card game with a wicked twist. For 2 to 10 players, 11 to adult. Pack contain cards. Copy of rules received from Stephen Cunningham. This game was later produced by Gibsons Games. Teacher's Pet combines luck and strategy to see who will collect the most points and win the game. This clourfully illustrated card game features mischevious children on minus cards and children studying or winning races on plus cards.
Each player starts with a set of number cards. The plus and minus cards are turned up at random and the person playing the highest number card takes the plus card or avoids the minus card. After 15 rounds of play the minus cards are subtracted from the plus cards and the person with the highest score wins the game.
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