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16in1 Games Set

The symbol:
ZGR.5777-42

16in1 Games Set

The symbol:
ZGR.5777-42
Description
Description16in1 Games Set

 
The 16 in 1 game set is a proposal for children from 3 years of age. A great way to spend your free time together. Everyone will find something for themselves, a choice of 16 games and lots of accessories necessary to play them.
 
1. International chess
Prepare the game board and 16 white and black pieces: the king, the queen, two bishops, two knights, two rooks and eight pieces, place them on the board according to the instructions. White pawns start first.
The goal of the game is to eliminate your opponent's king. Kings can move vertically, horizontally and diagonally. Towers can move horizontally and vertically, but cannot move diagonally. Bishops can only move diagonally.
2. Happy 26
Prepare the game board and the pieces with numbers from 1 to 12. Arrange the numbers so that the sum of the numbers in one row is 26. Start from the top and go clockwise.
 
3. Goose chess
Prepare the game board, 4 pieces and a dice. Place the pieces next to the volcano and then, alternately with other / other players, throw the dice and move the pieces as many as indicated by the dice. If you stand on position 8,16,26,39,53 - you can roll the dice again. If you get to block 21 go back to position 18. On position 31 go back to 6, from position 42 go back to 36, at stand 52 go back to 45, and at position 58 go back to 54. The first player to reach position 63 wins .
 
4. Snakes and ladders
Prepare the game board, 4 pieces and a dice. Place the pieces in block No. 1, then throw the dice and move the pieces as many places as the dice shows. If you stop near the block with the ladder, climb on it. The ladder can only be climbed, not taken down. If the number of dice exceeds the number of blocks left at the target, players must backtrack the number greater. A player reaches the target only when the number on the die is exactly the same as the number of blocks left at the destination. The first player to reach the destination wins the game.
 
5. Checkers (five in a row)
Prepare the game board, 5 white and 5 black pieces. Arrange them on the board as shown in the instructions. Each player can move their pawns horizontally or vertically and as many steps as they want, but cannot change direction halfway. The player wins when he either captures all the opponents' pieces, or his opponent has nowhere to go.
 
6. Watermelon chess
    Prepare the game board and 6 white and 6 black pieces. Arrange them on the board as shown in the instructions. Each pawn can participate in the immobilization of another player's pawns, surrounded enemy pawns are captured. The player who captures his opponent's four pieces wins the game.
 
7. Animals
Prepare a game board and 16 figures with animals. The players have 8 pieces of animals such as: elephant, lion, tiger, cheetah, wolf, dog, cat, mouse. They should be placed in the appropriate places as shown in the manual. The stronger will eat the weaker. The strength of the animals is in order from strongest to weaker. Elephant> lion> tiger> cheetah> wolf> dog> cat> mouse> elephant. If one player's animal enters their opponent's cave, that player wins, players cannot move their own caves. The game ends if one player eats all of the opponent's pets or if all of the player's pets are trapped and unable to move.
 
8. War game
Prepare the game board, one black pawn and three white pawns. The players choose the color of their pawns. White pawns are blocks, black ones are troops. Arrange the pieces as shown in the instructions. The black army must get out of the bunkers (white), while the bunkers must surround the black ones. Black goes first, can move backward, forward, right and left. White cannot go back. White wins when they surround black, and black wins when they leave the circle.

9. Nine Morris men
Prepare the board for the game of 9 white and 9 black pieces. Each player chooses the color of the pawns. Both players make 1 move at a time, if the player makes three pieces in a row (horizontally or vertically), he may take one of the opponent's pieces, but he cannot take out pieces that are already in the row of three. When all 9 checkers are on the board, players can move them to nearby blocks using the arrow shown on the board. When a player has three pieces left, the pieces can move to any place on the board, regardless of their position. The player loses when he has only 2 pieces left or all his pieces cannot move.

10. Flying chess
Prepare the game board, 16 pieces (4 of each color) and the dice. Each player chooses a color and places the pieces in the appropriate places on the board. The game starts with the youngest player and the players roll the dice clockwise. Only the player who scores 6 will start. If you get two 6s in a row, you can put another piece on the board, or move a piece that is already on the board. The first player to reach the target with all the pawns wins.

11. Boxes
Prepare the game board, 12 black and 12 white pieces. Each player chooses the color of the pawns and places them as shown in the instructions. The goal of the game is to eliminate all of your opponent's pieces. If your pawns are next to the opponent, and there is an empty field behind the opponent, you can jump over the pawn, which will eliminate the opponent's pawn.
12. Catch the tiger
Prepare the game board, 16 black and 1 white pawn. Everyone chooses a color. White is for tiger, black is for dogs. The tiger must eat the dogs to get out of the siege, the dogs must surround the tiger. White team wins when all black is out or when there is only 1 black left. Black team wins when all white is trapped, cannot move or remove black.
 
13. Five in a row
Prepare the board for the game as for international chess, 20 white and 20 black pieces. Each player chooses a pawn color, 1 move for the player at a time. The player who completes five pieces in a row in any direction wins.
 
14. Calc 24
Prepare a set of cards. Remove the jokers and put the remaining 52 cards on the table. The players take 4 cards from the pool. The winner is whoever gets the result of 24 in any calculation (J means 11, Q 12, K 13, A1).
 
15. The fisherman cat
Get your poker kit ready. Deal the cards to the players. The players play the hand and arrange the cards in order. If any of a player's cards are the same as the card shown in the line, he may take the card. The game is won by whoever collects all cards or who collects the most cards.
 
16. Bridge
Prepare a poker set, take out the jokers and leave 52 cards on the table. Deal the cards to the players so that each has 13 cards. One player shows a card first and the color of the card will be the color for this round. Then the other players show a card of the same suit as the first player showed. The player with the highest number wins the round. If you do not have a card of the color of the first player, show another, but that card will be considered the weakest. Card order: A> K> Q> J> 10> 9> 8> 7> 6> 5> 4> 3> 2. The team that wins the round leads the next one. The game ends after 13 rounds.
Size
- pawns with a diameter of approx. 2 cm,
- game boards approx. 25 cm x 25 cm,
- base approx. 26.5 cm x 25 cm,
- package approx. 27.5 cm x 27.5 cm x 5.5 cm.
Equipment
 
 
- a plastic stand for boards,
- five double-sided boards,
- stickers for pawns,
- 50 yellow pawns,
- 40 white pawns,
- 40 black pawns,
- dice,
- poker cards,
- instruction.
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Specification
Minimal age 3 year +
Sex boy
girl
Minimum number of players 1
Leading color multicolour
Additional Effects lack
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