game
On 05/12/2025
Hello everyone!
Today we're going to talk about Treasure Island!
Let's go! For 2 to 5 players, ages 10 and up, for 45 minutes, to be the richest sailor!
In Treasure Island, one of the players plays Long John Silver, who is being held prisoner by his crew because he's the only one who knows the exact location of the treasure!
The other players play as pirates, determined to find his treasure. They then interrogate Long John Silver and search the island. Long John Silver must cover his tracks and wait for the right moment to escape and recover his treasure before the mutinous pirates!
The game board representing Treasure Island is placed in the center of the table. Long John Silver has various types of clues that he must give to the pirates under certain conditions. When a clue requires them to write their information directly on the game board, only Long John Silver can write these clues down on the game board.
If unsure about giving a clue, Long John Silver can ask the pirates to close their eyes so he can check the necessary information directly on the game board.
The starting clues and the black spot clues are played face up on the calendar board and give all the pirates an indication of the treasure's location. Some clues have a chest icon and are more favorable to Long John Silver. For each of these clues that Long John Silver wishes to play, he must have previously given a chest token to a pirate.
If Long John has a hand of three clues with a chest icon, he may, if he wishes, show his hand of clues to the pirates, shuffle it into the Clue deck, and draw three new clues. At the start of the game, Long John Silver only has "Truth" Information tokens. The first Starting Clue he plays is always played with a "Truth" Information token.
He will collect the two "Bluff" Information tokens during the game, depending on the events in the calendar. From the second clue onward, there is therefore some doubt about the accuracy of the clues given by Long John.
Silver can note on his Mini Map which clue was given to each pirate by indicating that pirate's initials. Chest tokens allow Long John Silver to give a pirate an advantage in their search for treasure. In return, Long John Silver can play a Starting Clue or a Black Spot clue with a Chest icon for each Chest token he has given.
Chest tokens are single-use and are given during the pirates' unsuccessful searches on the game board. Each pirate places their figures on their starting location and completely traces the dotted circle around their figures. When all the figurines are positioned, Long John Silver hides his treasure. He marks the treasure's location on his mini-map with a black marker. He can choose any location on Treasure Island, except in a starting circle, in areas demarcated by a red border, or at the border between two board elements.
A game of Treasure Island is played over several turns until one of the pirates or Long John Silver finds the treasure.
Long John Silver and pirates play differently.
A turn consists of the following steps: 1 calendar update (Long John Silver); 1 calendar event (Long John Silver); 1 action selection (Pirates).
Each pirate has their own special actions, with limited or unlimited use. As soon as a Turn Order token is placed on the Escape date of the calendar, Long John Silver escapes from prison. From now on, players play clockwise, starting with Long John Silver. The only action available to Long John Silver is movement on horseback (up to 6 miles).
Pirates retain their two actions per turn (as indicated on the Escape date) until the end of the game. If Long John Silver manages to position his figurine on the treasure location before a pirate finds the treasure, he wins the game!
Good day and good game ;)
On 02/12/2025
Hello everyone!
Let’s go for today’s Kezako!
One game, 3 clues, it’s up to you to find!
You have an idea ?
Leave a comment here or on the Youtube video!
Response Thursday in Ca déboite!
Game on !
Good day and good game ;)
On 28/11/2025
Hello everyone!
Today we're going to talk about spinning top!
You are rotating, alone or several and from 6 years old for 10 to 20 minutes, to run your spinning top!
Who hasn't played a spinning top when he was a child? We have all been amazed children by top and its ingenious rotation system on its axis.
There are different methods to run a spinning top and play in different games.
You can play the spinning battle by rotating them and making them hit to see which top will best resist blows by the other top. If the top leaves the space then defines it is eliminated.
You can also play the Toupies race. We create corridors for each top and we see which arrives first until the finish line.
A more complex game, the creation of drawings and patterns with the toupies. The toupies are placed on a flat surface and create unique mandalas that create fascinating circles. Depending on the rotation of each top, you can create ever more complex shapes.
The "rope tower" variant of the use of traditional top, supposes that a rope is wrapped around the top to run it in different directions. You can also use a coin to place it on the tip of the top and turn it with your fingers.
We can then make the top more easily run in different directions to create even more complex shapes and patterns.
When we play "Corona Spin", we use two opposite toupies to each other which will turn together in the same direction but to form an eight or a circle.
Good day and good game;)
On 25/11/2025
Hello everyone!
Let’s go for today’s Kezako!
One game, 3 clues, it’s up to you to find!
You have an idea ?
Leave a comment here or on the Youtube video!
Response Thursday in Ca déboite!
Game on !
Good day and good game ;)
On 21/11/2025
Hello everyone!
Today we're going to talk about the game of Kubb!
Take aim at the enemy pins, in two teams and for ages 8 and up, for 20 to 30 minutes, to knock down the king and win!
Kubb, an outdoor game of Viking origin, is a combination of bowling, horseshoe throwing, and chess. The word "Kubb" means "wooden block" in the dialect of Gotland (a Swedish island in the Baltic Sea).
The rules can vary from country to country and region to region. It seems that Kubb was played in different parts of Sweden at the beginning of the 20th century, although the exact rules are unknown today.
Revitalized in the 1990s, Kubb quickly enjoyed a resurgence in popularity, and since 1995 the annual World Championship has been held on the island of Gotland.
The game of Kubb consists of 23 pieces:
- Ten Kubbs, wooden parallelepipeds (approximately 15cm L x 5.5cm W).
- One king (30cm L x 8cm W).
- Six wooden sticks, cylinders (approximately 30cm L x 3cm W).
- Six stakes, or markers, indicating the corners of the court.
Kubb is played on a rectangular court approximately 4m wide by 8m long (smaller if playing with children). The game is played on grass or sand.
The stakes are placed in the ground at the four corners of the court and on the center line.
The narrow ends are called the "baselines." The king is placed in the center, halfway between the baselines. An imaginary line drawn by the king and parallel to both baselines divides the court into two halves. Kubbs are placed along each baseline, five on each side.
The goal is to knock over the opponent's wooden blocks (kubbs) using sticks. The winner is the first, and only finally, to knock over the king.
There are two phases to each team's turn:
1. Team A throws the six sticks from their baseline onto their opponent's kubbs. The sticks must rotate lengthwise.
2. The knocked-over kubbs are then thrown by hand by Team B onto Team A's half of the court from their baseline. These newly thrown kubbs are called field kubbs.
These kubbs are returned to the spot where they fell. Play then changes hands, and Team B throws the sticks at Team A's kubbs, but all the field kubbs must first be knocked down before they can shoot the baseline kubbs.
If Team B doesn't knock down all the field kubbs, the field kubb closest to the king now represents Team A's shooting line. All fallen kubbs are thrown from the original baseline, as are attempts to shoot the king.
Play continues in this way until one team knocks down all the field and baseline kubbs. If that team still has sticks to throw, they may make one attempt at shooting the king. If a thrower successfully knocks down the king, they win the game.
However, if at any time the king is accidentally knocked down—even by a newly thrown kubb—the team immediately loses the game.
Have a nice day and good game ;)
On 18/11/2025
Hello everyone!
Let’s go for today’s Kezako!
One game, 3 clues, it’s up to you to find!
You have an idea ?
Leave a comment here or on the Youtube video!
Response Thursday in Ca déboite!
Game on !
Good day and good game ;)
On 14/11/2025
Hello everyone!
Today we're going to talk about the game of Paws!
Place your pucks, 2 to 4 players, ages 6 and up, for 20 to 30 minutes, to get closer to the river without going over the edge!
The sun is heating up the Savannah. Step into the shoes of a thirsty animal for a game. Get as close as possible to the river to drink without being eaten by the crocodiles hiding there. Avoid being tripped up and escape the mischievous monkeys. Place the river (the 3m rope) stretched horizontally 7m from the players. Each player takes a set of 4 paws of the same animal. Players each take a banana.
The playing area is located between the river line and the players, along the length of the river. A game is played over several rounds. A round ends when all players have thrown their paws and bananas.
Players take turns throwing a paw. It must always be thrown in front of the previous one without crossing the river and ignoring other animals. When a thrown paw touches another paw right side up, nothing happens. When a thrown paw touches an upside-down paw (pattern not visible), regardless of the owner, they are eliminated.
Remember to leave room to place your remaining paws in front of those already thrown. Once the paw stops in its path, check whether it is valid or eliminated. Valid paws are located between the river and the paw of the same animal previously thrown.
Eliminated paws are those that have not passed the paws of the same animal previously thrown, that bite the river current or pass beyond it, or when a thrown paw touches one or more upside-down paws (pattern side not visible). The eliminated paws are then thrown to the crocodiles and thrown into the river.
Exceptionally, if a paw touches the same spot (visible pattern) as the previously thrown animal without making it cross the river, the paws remain in play as they are, whether now turned over or not. If during the throw, the paw pushes an opposing paw into the river or bites into the river's edge, the opposing paw will be eliminated and thrown to the crocodiles.
If the thrown paw slightly shifts the river's edge, it remains where it is, and the river's edge is slightly shifted. When all the paws have been thrown, the prankster monkeys enter the game. The monkeys have only one goal in life: to annoy the other animals. They are symbolized by bananas.
Each player takes turns throwing their banana, trying to target the opposing animals. If the banana touches one or more paws before stopping, all the paws touched are eliminated and thrown to the crocodiles, whether they belong to the thrower or another player.
Points are scored in three different ways at the end of the round. One point is scored for each paw remaining in the playing area for each animal. For each animal, the player looks at the one closest to the river without having crossed it. Players then earn three points for their animal closest to the river line.
The second earns them two points, and the third one. The other animals earn no points. Finally, among the paws closest to the river for all players, the one whose paw is closest earns two additional points. The winner is the player with a total score of 25 points or more. In the event of a tie, the players are broken by a final throw.
Have a good day and good game ;)
On 11/11/2025
Hello everyone!
Let’s go for today’s Kezako!
One game, 3 clues, it’s up to you to find!
You have an idea ?
Leave a comment here or on the Youtube video!
Response Thursday in Ca déboite!
Game on !
Good day and good game ;)
On 07/11/2025
Hello everyone!
Today we're going to talk about Tipsy!
Pick up the board, for 2 players and ages 8 and up, for 10 to 20 minutes, to remove the correct pieces without removing the others!
In Tipsy, the first player to place their 6 pucks on the corresponding patterned side of each puck color or to successfully flip the black puck.
The game board is placed on the wooden base, then on a flat surface between the two players. Each player chooses their color and gets their 6 pucks of that color. The black puck belongs to no one.
Players place the pucks pattern-side down on the starting squares. The black piece is placed in the center of the board, and the pieces of the same color are staggered with those of the other color. In Tipsy, you have the choice between achieving one of the following two objectives:
- Remove your 6 pucks or place them so that they can be removed during future tilts.
- Remove the black puck or place it so that it can be removed during future tilts.
The die is rolled, and the player with the highest score begins the game. Players take turns rolling the die to determine how many tilts they have to move their own colored pieces or the black piece.
To tilt the game board, you must tilt it completely on the side you intended to tilt it. You can choose to prepare your tokens to be removed or block your opponent's tokens, preventing them from being removed. The pucks must land on one of the authorized areas when tilting the game board. Then, the player places the game board flat on the table before performing another tilt.
The red or blue puck that comes out, whether the pattern is visible or not, is placed face up on an empty space on the board at the end of the player's turn. The player can place their pucks offensively to more easily move their other pucks toward the exit. They can also place them defensively to prevent their opponents' pucks from approaching the exit.
The pucks that come out are only placed back on the board at the end of the player's turn. During their turn, if they knock one or more of their opponent's pucks out, they are penalized. Their opponent can then replace their pucks with the pattern visible on the board before they can replace their own.
If a player knocks out the black puck during their turn, they automatically win the game. Even if the other player had managed to place 5 pucks with the pattern visible on the spaces, they cannot place their last palace if it had been knocked out of the board. The first player to place their six pucks with the pattern visible or to knock out the black puck wins the game. In a more challenging mode, as soon as a piece is knocked out, it returns the other way, whether the pattern is visible or not.
Have a good day and good game ;)
On 04/11/2025
Hello everyone!
Let’s go for today’s Kezako!
One game, 3 clues, it’s up to you to find!
You have an idea ?
Leave a comment here or on the Youtube video!
Response Thursday in Ca déboite!
Game on !
Good day and good game ;)
On 31/10/2025
Hello everyone!
Today we're going to talk about jacks!
Pick up your knucklebones, for 1 player or more, ages 7 and up, for 20 to 40 minutes, to get the best throw!
The Greeks also used them to question the gods; knucklebones were made of ivory, agate, and other precious materials.
They are now also available in plastic.
The Greeks and Romans used the four knucklebones like dice, trying to make certain combinations.
The modern game is quite different. It consists of five knucklebones, four of which are painted the same color (usually red) and the fifth is black, which is called the "father."
The knucklebones are on the ground; the player picks up the father and throws it into the air. Before catching it in their hand, they must pick up one of the knucklebones lying on the ground. If they succeed, they continue picking up the knucklebones one by one in the same way. Each picked-up knucklebone is set aside.
If the player misses, the game passes to the next player.
If they succeed, the player starts again, but picking up two knucklebones at a time.
A game of flat knucklebones.
They are said to be the ancestors of the dice. They date back to the mists of time and are known to all peoples.
They were either games of skill or a game of chance and divination. For the Greeks, they were reserved for women, but young Greeks also played them.
This game was called astragalism.
"Astragalus" refers to the convoluted shape of these small bones that come from the hind leg of an animal, sheep or other, i.e., a hoofed animal.
For the game of chance, four knucklebones are used; Each of the four sides of the knucklebones has a number on it. They are tossed in the air and the points are counted: it's the ancestor of dice games.
In this game, the "father" knucklebone becomes... "the mother"!
Basic rules of jacks
Materials: 5 knucklebones (4 gray and 1 red: the mother)
Essential rules:
You must not drop the mother. You are allowed to bring the knucklebones closer together. One by one: you must throw the mother into the air and quickly grab a gray knucklebone. Catch the mother before she falls. Two by two: as above, but grab the knucklebones 2 by 23 and 1: as above except you must grab 3, then 14: still the same, but you must grab all 4 knucklebones at once.
The Skull and Crossbones
Place all the knucklebones between your fingers and the mother on the back of your hand. Catch her in the palm of your hand. Then bring the gray knucklebones back with the mother. If a knucklebone falls, you lose.
The Hollow and the Hump
First, choose and say "hollow or hump." Throw the knucklebones into the air, but keep the mother in your hand. If you chose "hollow" and some of the knuckles have landed on the hump side, you must turn them over, throwing the mother in the air each time (remembering to catch it).
The opposite is true if you chose "hump." When all the knuckles are on the chosen side: you win!
The Wall
Wall 1:
Place your hand on the slice.
Throw the mother in the air, pick up one of the four knuckles.
Place them behind the wall, remembering to catch the mother right afterward.
Walls 2, 3, 4:
You must pass 2, 3, 4 knuckles at a time behind the wall without letting the mother fall.
The Sausage
Sausage 4: Place the knuckles with a hand-width gap between them. Pretend your hand is a knife.
Cut the four slices in succession, throwing the mother in the air for each slice. Finally, throw the mother and collect all the knuckles.
Sausage 3: Do the same as sausage 4, but stick 3 knuckles on one side and one on the other. Same rules as before (see photo).
Sausage 2: Place the knuckles as shown in the photo. Cut to the left, middle, and right (throw the mother each time and catch it). Throw the mother again, collect the knuckles, and remember the mother falling back down…
Sausage 1: Place the 4 gray knuckles side by side. Pretend your hand is a knife. Throw the mother in the air, cut left then right, pick up the gray knuckles, and catch the mother.
The Big Wall
Get on the ground as shown in the photo, with your leg forming a wall.
Throw the four knuckles on the ground while holding the mother (in red) between your thumb and forefinger. Throw the father in the air, then take one of the four white knuckles and pass it to the other side of the wall while the mother is in the air, then catch her.
Do the same with the other three white knuckles, trying to group them together.
Remove your leg, throw the mother, and pick up the four white knuckles in one go, then catch the mother (red).
The Well
Take the mother and place her between your thumb and forefinger, forming a well. Take a knucklebone and place it on the back of your hand. Flip it so that it falls back into the well. Do the same with the other three knucklebones.
Finish with a sweep.
The Eiffel Tower
With five knucklebones.
Take four knucklebones in your hand and hold the mother (in red) between your thumb and forefinger in the same hand. I throw the mother in the air and place the other four knuckles on the ground, then I catch the mother. Then I throw the mother in the air and catch the other four knuckles.
If they are far apart, you can bring them together twice.
If the mother touches the ground or if you don't catch all four knuckles in the meantime, you lose, and it's the next player's turn.
The Spider
Place the four knuckles between each finger.
Shape your hand like a spider.
Take the mother in your other hand and throw it in the air.
Slide a knuckle inside the spider and catch the mother. Then throw the mother again immediately. Slide another knuckle, and so on. Repeat by sliding 2, 3, then 4 knuckles.
Bring them together!
Place the knucklebones spaced apart on the table, holding the mother in your hand. (2 to 4 knucklebones)
Throw the mother and bring the knucklebones together at a single point.
When the knucklebones are close together, catch the mother before it falls to the ground.
Have a good day and good game ;)
On 28/10/2025
Hello everyone!
Let’s go for today’s Kezako!
One game, 3 clues, it’s up to you to find!
You have an idea ?
Leave a comment here or on the Youtube video!
Response Thursday in Ca déboite!
Game on !
Good day and good game ;)
On 24/10/2025
Hello everyone!
Today we are going to talk about Tangram!
Arrange your pieces, from 1 player and from 7 years old for 20 to 40 minutes, to recompose different shapes!
In tangram, we will have a square composed of seven shapes that will allow us to recompose other larger shapes. We can print models to reconstruct with our shapes and play by timing ourselves for even more challenges.
Let's now move on to its possible origins.
No one knows exactly the origin of this game of patience and imagination. The oldest traces of this puzzle come from China, hence its name Chinese puzzle. It is more commonly known there under the name of "board of wisdom" or "board with seven tricks".
The first Western writings about it apparently date from the beginning of the 19th century. It then became very popular. So much so that some of its figures were used as models for the creation of decorations for dishes, lacquered boxes and tables.
The origin of the word "Tangram" is no more well known than that of the game. Some claim that it comes from the name of the young girls of the ship "Tanka" from Canton who taught this game to foreign sailors. Others claim that this word comes from England, where "trangram" was the old word used for "trinket" which meant toy or patience game and which today designates a trinket.
Children will have fun listening to the famous legend which tells that 1000 years ago, in China, a man named "Tan" dropped a tile which broke into 7 perfectly geometric pieces (a parallelogram, a square and five triangles).
And, while he was trying to recompose it, he discovered that a multitude of combinations using the 7 pieces were possible. More than 3600 figures are indeed possible.
Have a good day and good game ;)
On 21/10/2025
Hello everyone!
Let’s go for today’s Kezako!
One game, 3 clues, it’s up to you to find!
You have an idea ?
Leave a comment here or on the Youtube video!
Response Thursday in Ca déboite!
Game on !
Good day and good game ;)
On 17/10/2025
Hello everyone!
Today we are going to talk about Azul Sintra!
Place your stained glass windows, 2 to 4 players from 8 years old for 30 to 45 minutes, to become the best glass craftsman!
In Azul Sintra, we will find the basic mechanics of choosing tiles as in Azul but with stained glass windows.
We will have the choice between taking all the stained glass windows of the same color from one of the displays and putting the rest in the center of the table. We can also take all the stained glass windows of the same color from the center of the table.
We will place the stained glass windows in columns instead of placing them in a line. The colors of the columns are imposed and can be composed of one or more different colors.
These columns will be managed by an upholsterer who will fill them from left to right. He will only be able to fill one column of stained glass at a time. If he has taken too many, the surplus will be thrown away and will cost VP.
To fill the rightmost column, he will be able to move his upholsterer but it will cost him an action. He will therefore not be able to take stained glass and it will be the same if he wants to move his upholsterer again to the leftmost columns.
When a column is filled, we will score the points of this one plus those of the already filled columns located to the right of the one just finished.
The stained glass windows bring different points depending on the colors and the turns that allow you to win bonuses, as well as if you make adjacent columns.
The player who has the most points at the end of the game wins.
Have a good day and good game ;)
On 14/10/2025
Hello everyone!
Let’s go for today’s Kezako!
One game, 3 clues, it’s up to you to find!
You have an idea ?
Leave a comment here or on the Youtube video!
Response Thursday in Ca déboite!
Game on !
Good day and good game ;)
On 10/10/2025
Hello everyone!
Today we're going to talk about Checkers!
Move your pieces, 2 players from 6 years old for 10 to 20 minutes, to capture all your opponent's pieces!
The two players are face-to-face, the checkerboard between them. For each player, the square on the right on the first line of the checkerboard is light-colored.
Draw lots to find out which player has the light-colored pieces. He starts the game. Each player places all his pieces on the dark-colored squares, on the first four lines.
Each player in turn makes either a move or a capture. When he can make a capture, he is obliged to do so and does not make a move.
The player moves one of his pawns one square, diagonally, towards the other player. The arrival square must be empty.
If the pawn reaches the last line, it turns into a "queen". A second pawn of the same color is placed on top of it.
Instead of moving one of his pawns, the player can move one of his queens. He moves it as many squares as he wants, diagonally, in the direction of his choice. The arrival square must be empty and no piece must be in the path of the queen.
Pawns and queens only move on dark-colored squares. If a player touches one of his pieces, he must play this piece, if possible. As long as he does not drop it, he can change his move.
A pawn can take a piece from the other player by jumping over it, provided that it arrives in an empty square, next to the jumped pawn. The jump can be made in any direction. The jumped piece is removed from the board.
The queen captures like the pawn but has the advantage of being able to cross several empty squares.
It can stop on the square of its choice if it has several empty arrival squares. If several jumps in a row are possible, the player must make as many as possible. Each jump can be made in a different direction.
For example, three pawns must be taken in preference to two pawns or two queens. In the event of a numerical tie, it can be chosen.
A piece can only be jumped once. It is forbidden to remove the pieces as the jumps progress; they must all be removed after the last jump.
If a pawn reaches the end of its capture on a square on the last line, it becomes a queen. If it only passes, it remains a pawn.
A player can force the other player to replay his turn if the latter forgot to capture. He can also let it happen, without penalty.
A player has lost the game when he has no more pieces left on the board or if he can no longer move any pieces.
A player can also abandon the game if he feels he has no chance of winning, or even of equalizing.
A draw is when a player proposes it and the other player accepts it, when it is no longer possible to make a capture, or when the same position of the pieces occurs for the third time.
Have a good day and good game ;)