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Haba Wehrfritz Catch the Worm a Tricky Peg Game 捉蟲蟲遊戲

Haba Wehrfritz Catch the Worm a Tricky Peg Game 捉蟲蟲遊戲

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Haba Wehrfritz Catch the Worm A tricky Peg Game 捉蟲蟲遊戲

這是一款適合 2 至 4 名5 歲以上玩家的插板遊戲。 。
遊戲用具: 4 把鉗子, 4 塊插板, 1 隻彩色骰子, 1 塊磁力板, 4 條橡皮筋, 32 根蟲插枝-藍色、黃色、綠色和紅色插條, 各 8 根, 1 套遊戲說明書

遊戲的準備:針對年紀不到 5 歲的小朋友我們建議在遊戲開始前練習一下鉗子的使用。 練習時,可以將蟲子放在桌上,用對應顏色的鉗子夾起它們,再將它們放到磁力板上。

規則:
將不同顏色的蟲子混合在一起,並將它們放在磁力板上。 每個玩家選擇一種顏色,或擲骰子決定代表自己的顏色。所有玩家輪流擲骰子,由年齡最小的玩家開始。骰子上顯示的顏色決定了玩家可以使用的鉗子顏色。 鉗子上有多種不同的缺口,用以夾取不同直徑的蟲。 玩家需要找到和鉗子顏色以及缺口形狀相符的蟲子,把它從磁力板上夾起來,再放到插板相應的小孔中。但過程中,玩家不能用另一隻手去幫助持鉗子的手完成任務。
如果玩家在運送蟲子的過程中不慎使其掉落,則需要將蟲子放回磁力板上。
接下來輪到下一位玩家。注意! 每位玩家只有一次從磁力板上找到並夾取正確蟲子的機會。如果蟲子和鉗子並不匹配或蟲子在中途掉落,則該玩家此輪的遊戲結束,輪到下一位玩家繼續遊戲。 如果骰子顯示的顏色沒有相對的鉗子顏色,磁力扳板上沒有匹配的蟲子,玩家只能錯過這個回合。骰子上的笑臉是王牌。 也就是說擲出笑臉的玩家可以使用任一把鉗子。 骰子上的哭臉意思是停玩一次。 最先填滿自己插板的玩家是遊戲的贏家。 這個遊戲並不簡單! 它要求一定的技巧和視覺判斷力,此外,它還需要一點運氣。

其他玩法:
每位玩家將他們選中顏色的蟲子放到自己面前的桌面上。
擲骰子決定鉗子的顏色。 然後由各位玩家使用特定顏色的鉗子將與之
匹配的蟲子夾起並放到磁力板上,或瞄準磁力板上的某個位置,讓
蟲子從磁力板上方落下,直接落到該位置。 當然,在此過程中,玩
家應避免使蟲子不慎掉落,同時也要思考怎樣才能讓磁力板裝下所有
蟲子。

Product Description

  • 18-piece grasping and learning game with colourful elements
  • Encourages hand-eye coordination
  • Trains fine motor skills and concentration
  • Dimensions: gripper 16 to 17 cm, worm pegs 0.8 to 3 cm diameter, L 4 to 10 cm, peg board side length 11 cm
  • Contents: 4 peg boards each with 8 worm pegs in 4 colours, 4 grippers, 1 magnetic board (30 x 30 cm), 1 coloured die, 1 set of instructions with game suggestions

Catch the worm A tricky peg game for 2 - 4 players aged 5 and over.

Setting up the game: For younger children, we recommend that you practise using the pincers first. To practise, put the worms on the table, catch them with the matching pincers and put them on the magnetic board. Instructions: Mix up the different coloured worms and put them on the magnetic plate. Each player then chooses a colour or lets the colour dice decide. The players take turns to roll the dice and the youngest player begins. The dice decides which colour of pincers should be used. The pincers are different shapes to match the diameters of the worms. The players have a find a worm in their colour that matches the diameter of their pincers, pull it from the magnetic board and put it in the right hole in their peg board, but they must not use their other hand to help. If the player loses their worm on the way, they have to put it back on the magnetic board. Then it’s the next player’s turn. Attention! Each player only gets one chance to find the right worm and pull him from the magnetic plate. If the worm and the pincers don’t match or if another worm falls over, the turn ends and the game moves on to the next player. If the dice shows a colour for pincers that can’t be used, because there is no longer a matching worm on the magnetic board, the player has to miss a turn.

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