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Educational Games

Games great for a classroom. Buying games for your students is expensive. Let Board Game eXchange help.

These games have won awards and are categorized as educational by:

- Creative Child Magazine
- Parent's Choice
- Parenting for High Potential

Games are classified as Educational if the can help children (and adults) learn and develop with the use of board games.

These are good in a classroom environment as well as a family trying to get their children to learn and develop mentally in a fun way.

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  1. Linkity


    Every player starts with 7 cards and each card has a letter. The first player plays a card and announces a word that starts with that letter. Then any player can throw down another card as long as they can announce a word that starts with the letter on their card AND that has some relationship to the card previously played.

    Poor associations can be challenged and players vote on the acceptance of the explanation. If the explanation is valid, the challenger takes two cards from the discard pile. If it is voted down, the player that played the card picks up two cards.

    Once a player is out of cards, the round ends and each player scores the number of cards remaining in their hand. After three rounds, the player with the lowest score wins.

    WHAT THEY'LL LEARN: Vocabulary, Quick Thinking, Word Association

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  2. Spot it!

    Spot it!

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  3. Cardline Globetrotter

    Cardline: Globetrotter

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  4. City Hall

    City Hall

    In using these offices, players will buy land and build properties to create attractive neighborhoods that will bring the most people into the city – or they might place a factory next to an opponent's housing complex to drive people out. They will also tax their constituents to raise funds (with the option of sacrificing popularity to tax at higher rates), buy and sell influence to the Lobbyist, and campaign to increase their approval level.

    At the end of the game, the citizens of the city will vote based on which player brought them in and that player's approval level. Special interest groups will also collect votes for players based on certain goals, such as Wall Street backing the player with the most money. Whichever player has the most votes on election day will become Mayor of New York and appoint his or her opponents to the Sanitation Department.

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  5. Fictionaire


    In Fictionaire, players make up a bogus definition or fake answer for a word or question asked by the game’s host, trying to trick him or her into believing that their answer is correct. To earn points, players either choose the right definition - or get someone to pick their answer. If a player bluffs someone into choosing the wrong answer, they earn a bonus point.

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  6. The Ungame

    The Ungame

    The UNGAME was designed for you to experience the fun of learning how to communicate more effectively. As you share thoughts, ideas and feelings, you will develop a deeper understanding of others and of yourself. Each person's ability to respond and become involved will improve as he continues to tell it like it is. You'll find The UNGAME both entertaining AND educational!

    Games last for a predesignated amount of time agreed upon by the players prior to the start (45 minutes to 1 hour is recommended). Players take turns rolling and moving. When your piece lands on a space, you do what that space says, usually draw a card or answer the question on the board. The goal of the game is to connect to the other players on a deeper level. Only the individual players can determine to what extent they have won. Themes for the game and depth of questions shift with varying decks of cards and expansions.

    The UNGAME is appropriate with friends, family circles, classrooms, committees, counseling groups, and other social gatherings. From two to six people can participate and there is no competition! Everyone wins! So follow the rules and have a most enjoyable time telling it like it is!

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  7. Go To The Head Of The Class

    Go To The Head Of The Class

    This is the classic board game of answering questions about Language, Science, Art & Music, Mathematics, History, Literature, and Geography.

    The 50th Anniversary Edition published in 1986 has a new 3 level Quiz Book, so that different age groups will be able to answer easier or harder questions depending on which level they choose to play at.

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  8. X-Words


    from the box back: "A collection of 3 fun and demanding weird games to torment the grey matter!
    1) X-TALK... The quick-fire game of ad lib story telling... tell a tale to get rid of yours cards!
    2) X-EYED... A hectic race against the clock... try to use up all of your letters before the time runs out!
    3) X-WORDS... From identical letters, all players race to find the longest word that will fit the cross-word grid! No excuses... No dictionary... No let up from start to finish!"

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  9. Tsuro


    1 Review(s)

    From the publisher:

    A beautiful and beautifully simple game of laying a tile before your own token to continue its path on each turn. The goal is to keep your token on the board longer than anyone else's, but as the board fills up this becomes harder because there are fewer empty spaces left... and another player's tile may also extend your own path in a direction you'd rather not go. Easy to introduce to new players, Tsuro lasts a mere 15 minutes and actually does work for any number from 2 to 8.


    Tsuro has an Asian spiritual theme - the lines representing the "many roads that lead to divine wisdom", and the game as a whole representing "the classic quest for enlightenment".

    This theme is very light and the game essentially plays as an abstract.


    The game consists of tiles with twisting lines on them, a 6x6 grid on which to lay these tiles and a token for each player. Each player has a hand of tiles. On your turn you do two things: place a tile from your hand onto the board next to your token and move your token as far as it can go along the line it is currently on, until it is stopped by an empty space with no tile in (yet), the edge of the board or colliding with another player's token. If your token reaches the edge of the board or collides with another player's token, you are out of the game. The aim of the game is to be the last player left with a token on the board. Strategy therefore consists of trying to drive your opponents either into each other or off the board whilst extending your own route in directions that will make it difficult for your opponents to do the same.

    Other notes:

    Tsuro was originally patented by McMurchie in 1979 under the name Squiggle Game, but was apparently not published at that time. Somewhat similar to Metro and Spaghetti Junction.

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  10. Times To Remember

    Times To Remember

    In Times to Remember, the players are trying to remember particular times. Is that clear enough? No? Okay, here are more details.

    Players aren't trying to remember times from their own lives, but rather times from the shared experiences of humanity as a whole. Each player or team starts the game with a set of brackets or tokens (depending on the version of the game), and the first player to rid herself of brackets wins.

    On a turn, all players are confronted with a trivia question, say, "When did the first Star Wars arrive in theaters?" Each player then uses one bracket to mark a particular year or series of years on her individual year chart. Once everyone has placed their answers, the questioner reveals the answer and everyone sees whether that year appears in the range they guessed. If so, they remove that bracket from the game; if not, they keep the bracket. No matter how much you might want to hedge your guesses, eventually you'll need to guess a year dead on, so plumb the depths of your memory and take your best shot!

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