Zoo-Opoly - For lil' zookeepers |
Zoo-Opoly is another Late for the Sky brand junior monopoly game. I have blogged about several of these beginner Monopoly games and they all play the same, just different themes. So I am going to copy and paste a portion of my Pet-Opoly post here. Where ever the game differs because of the theme, I will adjust it to reflect what is unique to this game, Zoo-Opoly.
Zoo-Opoly is easier than the original Monopoly games in several ways:
- A game only takes 30-45 minutes to complete.
- The bills (footprints) come in denominations of 1, 2, 3, 4 and 5. Easier counting.
- There are no equivalents of houses or hotels to buy.
- There are only 16 spaces for sale instead of 28.
- The Go Bananas card pile that you draw from on the board also includes some gross motor activities including Everyone do your best imitation of a monkey in the zoo, Jump up and swim like a seal around the table and balance one of your smiley markers on your nose for 10 seconds.
Themed
pieces include eight different zoo animal pawn markers, smiley face space
markers and zoo animal deed cards. The back side of each deed card also
includes several fun facts about that particular animal.
If you like this game, check out a dozen Little Kid Monopoly games I have posted about.
Object:
Be
the player with the highest number of footprints at the end of the game.
Play until someone owes more footprints than he can play. Or, just play for a
stated amount of time.
Set up:
Place
the board in the middle of the players. Place the Go Banana cards in a
face-down stack on the board. Give each player a certain number of bills
(called footprints), per the instruction sheet. Each player chooses an animal pawn marker
and places it on the square that is marked PLAY. Give each player all of
one color of smiley markers. Deal the deed cards between the players per
the number given in the instructions (depends on how many are playing).
Find each property you own, per the deed cards you were dealt, and
place one of your smilie markers on that space to show others who land
there that you own it.
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.
- Animal space without a smile on it - The player looks at the amount of footprints listed on the bottom of the space, pays that amount to the bank, receives the deed card, and places one of his smiley markers at the top of the space. That player now owns that animal/space.
- Animal space with a smile on it - The owner of the space is paid the number of footprints 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 footprints at the bottom of the space.
- Get Wild - A player collects 2 footprints from the banker any time he lands on or passes this space.
- Go to Stormy Day - The player immediately moves to the Stormy Day space. If the player passes Get Wild in the process of moving there, he does not collect two footprints. The player must pay the banker five footprints. The player will move forward as usual on his next turn.
- Stormy Day - If a player lands here by the roll of the die, he is just staying dry and moves forward as usual on his next turn.
- Zoo Exhibit spaces - There is one Zoo Exhibit space on each side of the board. If a player lands on any one of them as he advances around the board, by the roll of the die, he must place two footprints on the Discovery Zone space.
- Go Bananas spaces - A player must draw a card and follow the instructions on that card. This may result in gaining or losing footprints.
- Discovery Zone - If you land here you can take any/all footprints on this space.
Continue
advancing around the board until someone is required to pay an amount
and does not have enough footprints. That player is out of the game.
Remaining players count how many footprints they have and the player with the
most is the winner.
To see a list of games with money, click here.
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 smiley face markers 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 on the table.
- Cup the hand, curl the fingers together, and hold for several seconds while shaking the die without dropping.
- Sort the smiley faces by color.
- Put the smiley faces away after the game by asking the player to cup the hand, hold the fingers in that position, and then slowly drop the smiley faces into the palm one at a time while counting. 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 smiley faces away after the game by picking them up one at a time and squirreling them into the palm. How many can the player hold without dropping?
- Work
on visual discrimination, figure ground, spatial relations, eye-hand
coordination, turn taking, following directions, motor planning, gross
motor movement, manual dexterity, in-hand manipulation, palmar arch development,
grasp, reach, bilateral integration, play and leisure
exploration and participation, creative play, socialization skills,
executive functioning skills, process skills, strategy, decision making, simple addition and
subtraction
If you are interested in purchasing this game or just want more information, click on the image below.
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