Action / Dexterity

Click Clack Lumberjack

There are two very different versions of Toc Toc Woodman, and also a third edition named Click Clack Lumberjack which makes minor additions to the second edition of Toc Toc Woodman. In each version, the object of the game revolves around using a plastic axe to tap a tree made out of individual flat segments without causing any segments to fall out of the tree.

Tok Tok Woodman First edition:
A very simple dexterity game with 12 large wooden discs, a wooden axe, and a die. The discs are stacked as a tower. A player turn consists of rolling the die and then hitting the tower with the axe. For example, if you roll a five, you have to hit the fifth disc five times with the axe. The player causing the tower to fall loses.

Toc Toc Woodman Second edition:
A dexterity game where nine plastic tree segments are stacked up. Each tree segment has four bark sections around it. On their turn, a player gets two taps with the axe to try and knock off pieces of bark from the tree segments for one point a piece. But be careful, if a tree segment comes down it's minus 5 points! A quick unique dexterity game.

Click Clack Lumberjack First edition:
Very similar to Toc Toc Woodman Second edition, but adds some optional grub stickers which you may apply to bark pieces in order to add various rules for the grub. Also comes in smaller, more portable packaging and at a lower price point.

Cube Quest

Cube Quest is a dexterity game in which lightweight hollow cubic dice are flicked across custom rubber mats. Cubes that leave the mats are defeated. Play alternates until someone wins by defeating the enemy king. Cubes also risk defeat in enemy territory; if they land "shadow" side up, they have been captured and must be rolled, like dice, to determine whether they escape.

The cubes have different strengths and special abilities, such as taking extra flicks, immobilizing enemy cubes, reviving lost cubes, and hiding before strategic re-positioning.

The game allows for custom army building using a simple point system. Pre-battle setup involves a tactical selection of cubes worth a total of 40 points maximum to fight alongside their king. Each player also chooses how to position their cubes, creating individual attack and defense formations and structures!

KLASK

The KLASK game board is shaped like a ball field with two deep holes functioning as goals in each end of the field. In the middle of the field, three white magnetic pieces serve as "obstacles" – do NOT attract them to your own gaming piece! Your gaming piece is a black magnet. You control it by holding a large magnet under the board. This magnet is connected to a small magnet placed on the field. The purpose of the game is to push the small, red ball around on the field with your magnet/gaming piece, shoot the ball past the obstacles and your opponent and into the goal hole. It’s so much fun when your opponent suddenly is covered in white obstacles or you drop your gaming piece into the goal – something which might happen if you get a little too eager!

Place the game board on a table between the two players. Place the three white magnetic pieces on the white fields on the board. Put two coins in each point slot next to the "0". Each player has a black magnetic gaming piece in two parts. Place the short (thin) part on top of the board and the long (thick) part under the board in such a way, so the two parts “catch” each other. Place the ball in the corner start field. Steer it with the black gaming pieces.

The youngest player starts the game. You score a point if:

-The ball ends in your opponent's hole and stays in the hole.
-Two or all of the three white magnetic pieces stick to your opponent's gaming piece.
-The opponent accidentally pulls their gaming piece into their own goal hole.
-If the opponent loses their gaming piece.

Each time you get a point, you must move your coin one point forward in the point slot. The player who first reaches the KLASK field wins.

During the game:

If one of the white magnetic pieces sticks to a gaming piece, the game continues; if two of the white magnetic pieces stick to one gaming piece, the opponent gets one point.
If the ball falls over the edges of the board, you must place the ball in the corner start field in the half from which the ball fell.
If one or more white magnetic pieces fall over the edges of the board, the game continues.
Each time a player scores a point, you must put the white magnetic pieces back on the white fields on the board, and the player who did not score a point places the ball in their corner start field.

Bandu

Players take turns choosing blocks and giving them to each other to place on their structure. A player may pay a certain number of 'beans' to refuse a block and it gets passed to the next player. When a player's structure falls, they are out of the game. Last player standing wins.

Description of Bandu (1992, Milton Bradley, 2-6 players):
Bandu is based upon the game of Bausack. Each player is given a base block and a number of beans. During a turn, a player chooses a wood block from a common supply and either holds a Refuse or Use auction. All player bid with their beans and the winner/loser must place the piece on their tower. If your tower falls you are out of the game. The last tower standing wins.

Description of Sac Noir (Rio Grande Games, 2-8 players):
There are five variations on how to play. The goal in all of them is to build a tower. The bag contains very different wooden pieces (i.e. an ashlar, an egg, a ring, a fir tree etc.) as well as a sack of beans for the "auction variation" of the game. Depending on the variation you choose, either each player builds his own tower or all build one together. The "auction variations" are the most suspenseful and surprising. One might end up spending quite some beans to avoid building an especially difficult element. Gambling and bluffing abilities are needed just as much as a feeling for statics and construction skills. It's a game with almost endless building possibilities. It's a challenge for steady hands and shaky suspense for clever tacticians.

No Peeking!

A game of blind man’s bluff based on shape recognition.

Made by Ravensburger in 1982 for 1-4 players Ages 4 - 8.
A slightly altered edition in a smaller box with only two masks was published in 1986.

Contents include: 60 shapes, 4 different masks, 1 bag, plastic storage tray, and the instructions.

OBJECT: players try to identify various different shapes using their sense of touch, or using their memory. There are four different games that you can play and instructions for them.