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Children learn through play. As an occupational therapist who works with children and youth, I use games and toys almost every day to help develop important cognitive, visual perceptual, motor, sensory, social, play and leisure skills. While many different types of activities can be used in therapy, this blog focuses on off-the-shelf games and toys that are accessible to most. Whether you are a therapist, parent, teacher, or a game lover like me, I hope you discover something useful while you are here. Learn a different way to play a game you already own or discover a new game for your next family game night. Either way, just go play. It's good for you!

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Apr 19, 2018

Clumsy Thief

Clumsy Thieif - Make and steal money stacks by adding 2 cards to equal $100.

The box calls Clumsy Thief a money game. I was hoping I could use it in therapy for kids with money goals, but it is less about money and more about adding sets of 100. The game includes money cards, thief cards, and jail cards. Each money card has one value on it (see image below). The values on the money cards are $15, $20, $25, $30, $40, $45, $50, $55, $60, $70, $75, $80, $85. This is the only game I've ever seen where the instructions are a comic strip. Kind of fun.

Object:
Be the player with the most money at the end of the game.

Set up:
Shuffle the cards. Give each player 7 cards. Place the rest of the deck face-down on the table. This stack is called the bank.

Play:
All players look at their cards and make money stacks on the table in front of them. A money stack is 2 cards that equal $100. For instance a money stack could be a $30 card and a $70 card, or a $15 card and an $85 card. When all money stacks have been made the dealer says "GO!" It is now time to steal as many money stacks as you can. All players play at the same time. There are three ways to steal someone's money stacks:
  • Money Cards - You may steal someone's money stack if you have a card in your hand that will add up to $100 when placed on top of their stack. You may add only one card. For instance, if the top card on someone's stack is $60, you may top it with a $40 card and slide the stack to your side of the table. If someone else has a $60 card in their hand, they can add it to your stack and steal it from you.
  • Thief Cards - A thief card can be played on top of any pile and lets you steal that stack. The more cards already in the stack, the better. Another thief card can be played on your thief card and the stack can then be stolen away from you.
  • Jail Cards - A jail card can be played only on top of a thief card. This stack is now safe and no one can steal it from you. No card tops a jail card.
When the stealing is done, that round ends. Now everyone takes one card from the bank and on the word "GO", a new round of building money stacks and stealing begins. When one person is down to one card in his hand he must say "Last card". When any person, or the bank, runs out of cards, the game is over. Add all the money in your stacks. THe person with the most money is the winner.

To see a list of money games, click here.

Try this:
  • Practice adding the different sets of two before playing the game. Because it is based on speed, some people will always be faster than others.
  • Practice dealing by holding the stack in the non-dominant hand and pushing the top card off using the thumb. If the individual has difficulty, start with a shorter stack of cards.
  • Practice fanning the cards by holding your cards in the non-dominant hand and pushing away one card at a time using the thumb. 
  • Work on manual dexterity, in-hand manipulation, coordinated use of both hands for mixing/dealing/fanning/holding cards, processing speed, executive functioning, adding to 100 in multiples of five, process skills, socialization skills, play and leisure exploration and participation

In the box: 94 cards

Apr 15, 2018

Build A Robot

Build A Robot - A robot-themed puzzle and spinner game.


Build A Robot is a puzzle and spinner game. There are four board puzzles, each with six pieces, picturing a robot standing on the moon.

One of the puzzle pieces shows a tool, such as a wrench or screwdriver, and will be placed in the upper left-hand corner of each puzzle (see image above). The other five pieces are each numbered and include head (#1), arms and chest (#2), torso (#3), legs to the knees (#4), legs below the knees and feet (#5). Each section is numbered the same on each puzzle. The pieces are not specific to any one board, so they can be mixed each time you play and robots will then look different each time you play.

Each puzzle board is 9" x 6.5" and 1/8" thick. There are three finger holes on the back of each board that you can use to help push the pieces out of the board from the back. The spinner is the same thickness as the puzzle boards and has 7 spaces, one each for numbers 1-5, one for the word TOOL, and one for LOSE A TURN (see image above). The arrow spins freely.

Object:
Be the first to collect a tool and complete your robot puzzle.

Set up:
Each player chooses one robot puzzle board and takes out all the pieces. The pieces are all placed in the playing area. Place the spinner next to the players.

Play:
Players will take turns spinning the spinner. Before you can begin building, you must spin the word TOOL. Once you can build, you will do what the spinner tells you on each turn.

  • Tool: Choose one of the tools from the available pieces. You are now ready to build a robot. Exchange a tool if you already have one and you want to. Otherwise, no nothing. 
  • Number 1-5: Choose one of the pieces on the table with that number. If you already have a piece of that number on your puzzle, you can exchange it for another one of that number if you want to. If you don't want to, do nothing.
  • Lose a Turn: Do nothing
Winner will be based on the luck of the spin. 

Try this:

  • Start building right away. Choose a tool whenever it happens to come up.
  • Forget the game, just use the puzzle boards to make puzzles. Place only the pieces needed for one puzzle to the side of the board or, for a more challenging game, add additional pieces so that the individual will need to look through more pieces to find what he needs. 
  • Make sure the pieces are all upright so the number can be read. Or, for a more challenging game, turn the pieces at different angles so that the player must recognize the numbers in different orientations. After the game has been played a few times, and the player has learned to associate #1 with the head, and #5 with the feet, etc. the player may no longer look for a number. At that point you may not be practicing what you think you are practicing;)
  • Forget the game, just assemble the four puzzles. Assemble them in order, counting from 1-5. Assemble them in reverse order counting from 5 to 1. Assemble them by calling out a number in random order.
  • Practice forming a nice rounded web space before flicking the arrow on the spinner.
  • Practice spinning the arrow by isolating and flicking with different fingers to thumb.
  • Practice body awareness by assembling the puzzles by body part(s).
  • Increase the fun by making up stories about why the robots are on the moon, how they got there or what their individual jobs will be while there.
  • Start with a completed puzzle and remove the pieces by holding the puzzle board in two hands and feeling for the holes on the back. Push the pieces out from the back. 
  • Work on visual discrimination, visual form constancy, figure ground, eye-hand coordination, spatial relations, manual dexterity, web space formation, coordinated use of both hands, finger isolation, counting 1-5, body awareness, process skills, socialization skills, executive functioning skills, play and leisure exploration and participation
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  •  In the box: 4 6-piece robot puzzle boards, 1 spinner