Captain Clueless - Exercise lot of VP skills during play |
Sailing through the Caribbean, Captain Clueless is desperately in need of directions to make it to his destination and keep his ship from running into land, mermaids, buoys, and other ships. You will be his navigator.
Spatial relations/positions in space, visualization, visual memory and visual tracing will be exercised.
If you would like to read more about games that require writing or drawing in some form, check out my post Games That Require a Writing Tool.
Object:
Be the first player (or team) to reach three ports of call and travel back to your home port.
Set up:
Place the board on the table and give each player (or team) a blindfold and a port card. This port card is your first destination.
Play:
Choose who will be the first Captain Clueless and place the board in front of him. Referring to his port card, let him look over the board and the route he will be traveling. Visually trace the route looking for obstacles that need to be avoided. Now Captain Clueless will put on the blindfold and another player will help him place the marker on his home port. Turn the timer over and Captain Clueless (blindfolded) starts to draw his route on the board from memory. Other players can give one-word clues to help him dodge obstacles. Clues are limited to 5 or less, depending on the difficulty of the route. Several things will end a turn including running into an obstacle, running out of time, lifting the marker from the board and reaching the destination (the anchor at your port of call).
The winning person (team) will be the first to visit three ports of call and return to the home port.
Try this:
- Play alone. Visually trace, or actually trace, the route, memorizing the area to the best of your ability. Put on the blindfold and trace your path. Check the results, see where you were off, and try again.
- Start with unlimited clues and give fewer and fewer as the player improves.
- Keep going if the player runs into something. At the end of the route count the errors and take a good look at the map. Play that route again, trying to reduce the number of errors.
- Give more than one direction at a time, such as move forward an inch and turn left.
- Skip the timer.
- Go through the stack of destination cards before playing a game and find each port of call on the board. Give directions such as northwest or bottom right to help the individual locate each place.
- Trace the path you will be traveling, with vision, several times before trying it blindfolded.
- Give points, such as 5 points to reach a destination. Then subtract one point for each infraction, instead of ending the turn. Who can get the most point after three ports of call at reached?
- Work on spatial relations, visualization, visual memory, manual dexterity, fine motor precision, functional grasp, tool use, separation of two sides of the hand, executive functioning skills, socialization skills, process skills, sequencing, play and leisure exploration and participation
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