Fairy-Opoly - A beginner's Monopoly with small denominations |
If you are looking for a "fairy" simple introductory version of Monopoly that doesn't take too long to play and does not require large number mental math, check out Fairy-Opoly by Late for the Sky.
Fairy-Opoly
is a kid themed game and is loaded with all kinds of fairies with fun names like Wisp, Sparkle and Baby Belle. Fairy-Opoly's game board is decorated with fairies, butterflies and flowers, and pieces include plastic butterflies to mark your
properties, fairy deed cards, and fairy game markers. Spaces on the board carry on the theme and include the Twinkle, Spooky Forest and Free Berries. The board measures 18 x 18" and has 32 spaces total and
features 16 fairies.
This version doesn't take too long to play (maybe 30-45 minutes) and doesn't require large number math, as money (acorns) only comes in denominations of 1 - 5. Set a time limit to play, or move around the board until someone runs out of money. An added bonus is that the chance cards may require physical movement, such as do your favorite fairy dance, and all players stand and flutter your imaginary fairy wings.
If you like this game, check out a dozen Little Kid Monopoly games I have posted about.
Object:
Be the person with the most acorns when the game ends. The game ends when any one person owes more acorns than he can pay. Or, set a certain amount of time to play and then quit if you don't want to focus on someone going "bankrupt".
Set up:
Place
the board between the players. Each player chooses one fairy pawn, places
it in the small stand and places it on the START square on the board.
Each player chooses one color of butterflies (red, yellow, green or blue) and
takes all 12 butterflies of that color. Choose one person to be the banker.
That person gives each person a certain amount of money (acorns),
per the instructions. Shuffle the deed cards and give each person the
same number of cards (per the instructions). Players look on the board
to find the fairies on the cards they were dealt and then place one of
their butterflies on the border at the top of the square for each fairy they
own. Shuffle the obedience school cards and place them in a face-down
deck where indicated on the board.
Play:
Players
take turns. Throw the die and move your pawn forward that many square
on the game board. Here are the instructions for how to proceed after
landing on space on the board.
- Puppy space without a bone - The player looks at the amount of treats listed on the bottom of the space, pays that amount to the bank, receives the deed card, and places one of his colorful bones at the top of the space. That player now owns that dog/space.
- Puppy space with a bone - The owner of the space is paid the number of treats shown at the bottom of the space. If the player happens to own both spaces with the same color border, that owner is paid twice the number of treats at the bottom of the space.
- Play - A player collect 2 treats from the banker any time he lands on or passes this space.
- Go to the doghouse - The player immediately moves to the doghouse. If the player passes play, he does not collect two treats. The player must pay the banker five treats. The player will move forward as usual on his next turn.
- Doghouse - If a player lands on doghouse as he advances around the board, by the roll of the die, he is just napping and moves forward as usual on his next turn.
- Command spaces - These are the four spaces on the board with a black silhouette. If you land on one of these spaces, place two treats on the free treats square on the board.
- Free treats - If you land here you can take any/all treats on this space.
- Obedience school - A player must draw a card and follow the instructions on that card.
Continue
advancing around the board until someone is required to pay an amount
and does not have enough money. That player is out of the game.
Remaining players count how many treats they have. the player with the
most is the winner.
Try this:
- Assign the person who is working on counting or making change to be the banker.
- Gather a small stack of mixed bills and ask the individual to separate them and sort them into the correct denominational piles.
- Hold the deck of property cards in the non-dominant hand and use the thumb to push each card off, one at a time, to deal.
- Stand up all of the butterflies that will be used for the game by holding 2 or 3 in the palm and moving them, one at a time, to the fingertips to rotate and place.
- Make a butterfly garden next to the board by standing up all the butterflies that won't be used in the game. Pick them up one at a time and rotate in the fingers to orient them upright and place. Make sure the butterflies are laying down to start.
- Cup the hand, squeeze the fingers together, and hold for several seconds while shaking the die.
- Sort the butterflies by color.
- Put the butterflies away after the game by asking the player to cup the hand, hold the fingers tight in that position, and then slowly drop the butterflies into the palm one at a time. If he has trouble cupping the hand, first shape the player's palm by putting a small ball or round object in the hand and forming the hand around it. Then remove the ball.
- Put the butterflies away by picking them up one at a time and squirreling them in the palm as you pick up and add others. How many can you hold before having to drop them into the box? Do it again and try for one more.
- Work on visual discrimination, figure ground, spatial relations, eye-hand coordination, following directions, motor planning, gross motor, manual dexterity, in-hand manipulation, palmar arch development, play and leisure exploration and participation, creative play, socialization skills, executive functioning skills, process skills, decision making, simple addition and subtraction
In the box: Board, money, plastic butterfly markers, die, board markers, fairy dust (chance) cards
If you are interested in purchasing this game or just want more information, click on the image below to go to Amazon.com.
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