Horse Race - Wooden Game
A simple strategic game for 2 players.
The game includes a wooden box with holes, 12 pegs in 2 different colors and a wooden die.
Place all the horses (pegs) in the stable (starting point).
1.To finish the race with all your horses.
A player, on their turn, throws the die and moves with one of his/her horses. A player can choose to add a new horse to the race (from the stable) or to play with one of his/her horses that is already in the race (i.e. a player can have more then one horse in the race). You should consider your moves according to the trap (hollow holes) that are scattered on the board.
The first player that brings all his/her horses home (the colored point).
The Gentle Tower game made from our beautiful Monkey Pod wood from Thailand. Take turns removing pieces from the tower until it falls.
Players take turns removing a tile and placing it on top of the tower. Tiles can only be taken once there are 3 full layers above them. The player before the person who knocks over the tower wins. Same rules as the classic Jenga.
A strategy board game which can be played by two, three, four, or six people, playing individually or with partners. The game is a modern and simplified variation of the game Halma.( invented in Germany in 1892) The rules are simple, so even young children can play
The classic stacking game can be played in 2 variations:
1. Classic- without taking in consideration the colored pieces.
2. When A color direct your move.
Each turn A player roll the die to get a color and then must remove a piece of the color shown.
This game uses standard Jenga rules. Once a piece is removed it is placed on top of the stack. Pieces may only be removed from the top of the stack once there are at least 3 full rows completed over them. The game is over when the tower falls.
Master Mind - Wooden Game
A game for 2 players.
* A decoding board, with a shield at one end covering a row of four large holes, and five additional rows containing four large holes next to a set of four small holes;
* Code pegs of six different colors, with round heads, which will be placed in the large holes on the board; and
* Key pegs, colored black and white, they will be placed in the small holes on the board.
One player becomes the code maker, the other the codebreaker. The codemaker chooses a pattern of five code pegs. Duplicates are allowed, so the player could even choose five code pegs of the same color. The chosen pattern is placed in the five holes covered by the shield, visible to the codemaker but not to the codebreaker.
The codebreaker tries to guess the pattern, in both order and color, within five turns. Each guess is made by placing a row of code pegs on the decoding board. Once placed, the codemaker provides feedback by placing a:
White peg for A HIT = The Codebreaker guessed the right color but not in the right place.
Black peg for A SHOT = The Codebreaker guessed the right color in the right place.
Once feedback is provided, another guess is made; guesses and feedback continue to alternate until either the codebreaker guesses correctly, or twelve (or ten, or eight) incorrect guesses are made.
The codemaker gets one point for each guess a codebreaker makes. An extra point is earned by the codemaker if the codebreaker doesn't guess the pattern exactly in the last guess. The winner is the one who has the most points after the agreed-upon number of games is played.