Learning
Cooperation not
Competition
PLAY AS FRIENDS NOT AS ENEMIES…….. These games foster the spirit of cooperation. Players help each other climb a mountain, make a community, bring in the harvest, complete a space exploration….They are never against each other. After all, the initial impulse to play a game is social, that is, we bring out a game because we want to do something together. How ironic, then, that in most games we spend all our efforts trying to bankrupt someone, destroy their armies-- in other words to get rid of one another! We soon learn how to pick on the other person’s weaknesses in order to eliminate him or her from the game. People of different ages and abilities should be able to play side by side, each making their best contribution. In a cooperative game, someone young and little can play with others older and bigger and not worry about being wiped out.
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Ages: 3 to 7
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Amazing
Illusions |
$22.00 |
Bus Depot Diner |
$15.00 |
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Deep
Sea Diver |
$26.00 |
Eyes
of the Jungle |
$22.00 |
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Investigators |
$22.00 |
Jigsaw Mystery |
$24.00 |
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| Mountaineering |
$20.00 |
Sky
Travelers |
$22.00 |
Ages:
Twelve
to Adult
BOOKS:
Games Kit |
$7.00 |
Games
Manual
|
$4.00 |
Game
Plans
|
$4.00 |
Marble
Games
|
$4.00 |
Parlor
games
|
$4.00 |
Sports
Manual
|
$4.00 |
Growly
in the Garden: We all help to plant a flower garden, and save it from the Growlies by
giving them what they need to feel better!
Ages:
Seven to Adult
Mountaineering:
The
players are a team going for the Summit. Lots of strategy and sharing
involved to meet the real-life difficulties.
Bus
Depot Diner: The
team has to work together to feed a busload of hungry people! Spilled
soup, an anxious driver, are some challenges.
Ages: Nine to Adult
Community:
As
we try to develop a thriving community we learn how people living
together must attain spiritual and economic balance.
Not
An Island: No
one is an island—everyone’s loss or gain is our own. Sci-fi scenario
in a story-telling format full of fun and challenge!
Ages:
Twelve
to Adult
Explorers:
The
adventure scenarios of actual, historical journeys are given and players
bring them to life. Educational and adventuresome!
First
Impressions:
In a relaxed, friendly format, idea cards let players exchange “first
impressions” of each other. Thought provoking.
*Note:
Asterisked items are especially for group play.