The animals want to show how good they are at making tall pyramids! Players must be steady and precise. Who will position the penguin on top of the crocodile, the sheep on top of the penguin, the serpent on the sheep?
The game board is a ballroom in which six princesses are waiting to be chosen by the prince. The active player rolls a color die and places the prince in front of one of the princesses and asks her to dance.
Four traders and their caravans are on the way to the market of Marrakesh. The journey is arduous and full of danger as sandstorms and drifting dunes hinder them from advancing rapidly.
But everyone knows - the market of Marrakesh is good for trading...
Lets start with the zippy tour straight across Europe! Students travel by train, car, plane or boat and try to visit, as quickly as possible, four of five European capitals in order to collect postcards.
There's turmoil in Wonderland! That crafty magician Merlin likes to test the apprentices. Merlin's tricky tasks make for fun tests of memory! Animals are hiding under the nine magic hats. Merlin determines which animal has to be magically found.
The spritely imp, Hotchpotch, has buried precious treasures in the Land of Numbers. The number dwarves immediately set off to search for the mysterious treasure. By counting, they approach their target and sometimes the fairy Forget-Me-Not helps them.
Flamingo, giraffe, panther, bat and iguana start the adventure of their life and together set off on a big journey. But there is only a wobbly hanging bridge leading over the four valleys. Fortunately the strong crocodile helps. Each player gets three secret piling assignments.
Tim the dinosaur researcher has come upon another find in Expedition Dino, and the players need to help him recover the bones, with one player being crowned as the best bone finder.
Shoo, get away! Was that really Gary Gouda, the mouse, cheese-hunting again? The greedy mouse just can't stop! Not one piece of cheese is safe, and he risks becoming stuck in the mouse holes with his big belly.
In each round, one player is the ghost who wants to leave valuable items to the new dwellers in the castle. But where? Cards give clues, then the ghost hides the key somewhere in the room, in any place matching the clues. The player who finds it gets a key card.
What a mess! Squirrel Sammy Walnut likes to collect trinkets, and they are piled up all over the place in his home. The bicycle helment is in the refrigerator and the toothbrush underneath the sofa. It's time to clean up! But what will fit in which box?
The rafting animals are standing in line for the canoeing trip. Everyone wants to be the first to ride on the rubber raft, so soon they are all shoving and pushing to get a place on the raft. It doesn't take long and soon the first animal is nudged off and that is before the ride even starts.
Bring your camels to the oasis. The camels are moved by cards and the players have to think about which card to play for a good move. The plans of the others could be disturbed by playing a sandstorm so that all the cards have to be shuffled.