At Kraftworks if we have kids staying with us over the lunch break then we watch a DVD and/or we play boardgames and cardgames. Games are a great social activity, an easy way to have fun together while making new friends and having a chat. We have games that are well suited to both primary and secondary school age children, games that are sufficiently fun and challenging that the Leaders are happy to play along.
Killer Bunnies
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Killer Bunnies is a funny and satirical card game. The object of the game is to collect as many "Carrots" as possible, hoping that one of them is the randomly predetermined "Magic Carrot". In doing so you must keep your bunnies alive for as long as possible while eliminating your opponents' Bunnies because once all the Carrots have been claimed you must have a living Bunny to win.
Your opponents are armed with outrageous weapons, anything from a Kitchen Whisk through to a Nuclear Warhead. To survive an attack you must roll dice and get a total higher than the weapon rating. You also use cards to defend your Bunnies.
Magic: The Gathering

In a game of Magic, two or more players are engaged in a battle as powerful wizards called planeswalkers. A player starts the game with twenty "life points" and loses when he or she is reduced to zero or less. Players lose life when they are dealt "damage" by being attacked with summoned creatures or when spells or other cards cause them to lose life directly. Although reducing an opponent to zero life is the most common way of ending a game, a player also loses if he or she must draw from an empty deck (called the "library" during the game). In addition, some cards specify other ways to win or lose the game.
Players begin the game with seven cards in hand. The two basic card types in Magic are "spells" and "lands". Lands provide mana, or magical energy, which is used as magical fuel when the player attempts to cast spells. Players may only play one land per turn. More powerful spells generally cost more mana, so as the game progresses and more mana becomes available, the quantity and relative power of the spells played tends to increase. Some spells also require the payment of additional resources, such as cards in play or life points. Spells come in several varieties: "sorceries" and "instants" have a single, one-time effect before they go to the "graveyard" (discard pile); "enchantments" and "artifacts" are "permanents" that remain in play after being cast to provide a lasting magical effect; "creature" spells summon monsters that can attack and damage an opponent. The set Lorwyn introduced the new "planeswalker" card type, which represent powerful allies who fight with their own magic abilities depending on their loyalty to the player who summoned them. Spells can be of more than one type. For example, an "artifact creature" has all the benefits and drawbacks of being both an artifact and a creature.
Some spells have effects that override normal game rules. The "Golden Rules of Magic" state that "Whenever a card's text directly contradicts the rules, the card takes precedence." This can cause problems when attempting to reconcile a card with the rules (or two cards with each other). The Comprehensive Rules, a detailed rulebook, exists to clarify these conflicts.
Spy Alley
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Each player assumes a secret identity (nationality) at the start of the game. The object is for each player to collect all the necessary items of their nationality and land on the winners square. (players need to get a codebook, disguise, key, and password) However, if an opponent guesses your identity before you win, you are out. If they incorrectly guess, then they are out. Players bluff by purchasing items of nationalities that they do not need to win.
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