Rush Hour
Rush Hour is a sliding block puzzle game designed by Nob Yoshigahara in the 1970s. The goal is to get the red car out of a traffic jam. The red car sits on the grid blocked by a number of other cars and trucks. You must make strategic moves clearing a path for the car to reach the exit. Setup uses a pre-formatted puzzle cards to determine levels of difficulty. The game teaches sequential and strategic thinking processes. The popularity of Rush Hour has led to production of various versions of the original game, including software.
36 Cube
36 Cube is a three-dimensional puzzle that consists of a gray base designed to look like a skyline. The goal of the game is to use colored towers and line them on the base. They must come together to form a level cube. Each row and column can represent a color only once. If you put a red tower in the upper right corner, you cannot use another red tower in that row or column. The game is based on a mathematical supposition from the 18th century called 36-officer problem.
Hoppers
Designed to be a classic peg solitaire game, Hoppers works much like the child̵7;s game Leap Frog. Players build up a pegboard using a challenge card and plastic frog pegs. The goal is to change the frogs from one lily pad to another until there is just on frog left. Challenge cards come in varying levels of difficulty. Hoppers game production includes a board or computer game.
Zingo!
Inspired by the game Bingo, Zingo! provides cards with matching tiles from the ̶0;Zinger.̶1; The dealer slides the ̶0;Zinger̶1; to reveal two tiles at a time. If the tile image matches a spot on a player̵7;s card, he calls out the name and picks up the tile. If more than one player has a spot on his board for that tile, the first to call out gets it. The goal of the game is to fill up your board. The game's design offers levels of competitive play. High levels have a number of common tiles. Lower levels presents fewer players with the same matching square.