logic / thinking - Who-Sells-It

Transcription

logic / thinking - Who-Sells-It
LOGIC / THINKING
(see also our (Not) Just For Fun Section!)
THINKING SKILLS - PROGRAMS
BUILDING THINKING SKILLS (PK-12)
This is a very complete thinking skills program,
covering all of the figural and verbal skills your
children are likely to see on a standardized test.
The publisher, Critical Thinking Press, states
that Building Thinking Skills is “designed to
significantly improve verbal and figural skills in
four important areas: similarities and differences, sequences, classifications, and analogies.
Proficiency in these skills is the cornerstone of
success in all academic areas, on standardized
tests, and on college entrance exams.” They
have scads of testimonials documenting the correlation between use of this series and increased
test scores. We have no doubt that all the practice you get in using this series would, indeed,
improve test scores. More importantly, many
of the specific skills practiced here also have
application in different professions. Other skills
would seem to generally improve your ability to
“see things” in different ways or train your mind
to stretch in different directions.
The broader goals of this series are translated
into specific skills and exercises within these
areas. Learning is spiral within skills, within
books, and between levels. That is, exercises
progress in sophistication and scope within each
book, and from level to level. This translates
into several hefty worktexts full of practice exercises that children actually enjoy doing! Except
for the Primary level, students can work pretty
much on their own, proceeding as quickly
through the series as they’re able. If you’re
starting an older child in the series, however,
use the suggested grade levels for proper placement. Teacher’s manuals contain lesson plans
and solutions. If you want to be able to correct
exercises quickly, or feel some exercises need
explanation, you’ll want these.
Building Thinking Skills Beginning (PK)
A brand new starting point for the Building
Thinking Skills series, the Beginning course
is intended for children ages 3 and 4. Pages
are brightly colored and uncluttered, with
exercises that look fun for kids this age to do.
Basic skills covered include colors, similarities
and differences, geometric shapes, inference,
measurement, problem solving, and analogies.
At a deeper level, two pages at the beginning
show which exercises relate to physiological
development and cognitive skills such as visual
tracking, auditory processing, and fine motor
skills development, among others. If you were
to find an area that needs attention, you could
focus on the exercises on these page numbers.
No manipulatives are required with this book;
however, some of the exercises show geometric
shapes that look like attribute blocks. It would
be easier and more fun for the student to have
these available during the lesson, and if you go
on to Building Thinking Skills Primary, you will
need them anyway. sc, 218 pgs.
014217 . . . . . . . . . . . . . . . . . 32.99
668
Logic
Can You Find Me? (PK-K) (Limited Quantity)
Think of this as Building Thinking Skills Lite.
Intended to develop readiness skills in reading,
math, science and social studies, students learn
to identify same and different, make and follow
a pattern, classify objects, and make and identify analogies.
024180 PK Book . . . . . . . . . . 16.99
024179 K Book . . . . . . . . . . . 16.99
Building Thinking Skills Primary (K-1)
This level has been rewritten in 2008.
Activities begin using concrete materials, so you
will need to use attribute blocks and interlocking cubes (mathlink or multilink); please see our
Math section if you need information on these.
About half the book uses these manipulatives to
help the child understand the concepts of same
and different, classifying, sorting and grouping.
Once the child has mastered skills with these
tangible objects, pages progress to pictorial
representations real-life people and things –
family members, foods, animals, occupations,
vehicles, and buildings. These are shown by
full-color photographs. Also at this point, printing (ball and stick method) becomes a part of the
course; as you can do these exercises orally, it
is optional whether or not the student prints the
answers. The final chapter covers analogies, the
acid test as to whether the child understands the
classifying and grouping of previous chapters.
Activities are designed for one-on-one instruction, and answers will likely be apparent to the
instructor.
The teacher edition for this book offers
enhancement for lessons and guidance for the
teacher. The book gives explanation of the
content, suggests different types of instructional
methods, and offers ideas for follow-up activities. A guide for using the lesson plans explains
the components of each lesson. Lessons are
scripted and list materials needed, page correlation to the student book, objectives, and
answers.
Generally at this level the teacher’s manual is
not necessary, but it certainly will make teaching the program easier and more organized. s/c.
014194 Student . . . . . . . . . . . 32.99
014215 Teacher . . . . . . . . . . . 24.99
007935 Attribute Blocks . . . 19.99 10.95
018741 Multilink Cubes . . . 13.95 12.75
Pattern Blocks: (Choose from below)
018743 Set of 100 plastic . . . 8.50
018744 Set of 250 plastic . . 19.49
015445 Set of 250 wood . . 18.95
015343 Wooden - Bagged . . 17.95
6.75
14.25
16.95
16.25
Building Thinking Skills Book 1 (2-3)
Use after completion of Primary book or as
soon as children can read (or you can read
directions to them). Strictly pencil and paper
activities here with practice in such things as
identifying figural and verbal similarities and
differences, sequencing, classifying, developing
analogies, following directions and logical connectives (AND, OR). Answers included. 363
pgs. Revised in 2006.
An optional Teacher CD is also available. It
contains the full text of the Teacher's Edition
in PDF format. Although answers are already
included in the worktext, the Teacher CD also
features objectives, focus questions and additional background information for the teacher.
The software version features the same activities
in an interactive format. There are 10 levels of
activities, and players can choose from "mission"
mode where they complete activities in order or
"practice" mode for review. Approximately 40
activities are included in the software, with
over 800 questions in all. Instructions are both
spoken and written.
System requirements:
Windows 98/NT/Me/2000/XP/Vista or Mac OS
X (10.3+), PowerPC. 128 MB RAM for either.
003347 Worktext and Key . . . 29.99
018036 CD . . . . . . . . . . . . . . 32.99
049796 Teacher CD . . . . . . . . 19.99
Building Thinking Skills Book 2 (4-6)
May be used earlier if student has completed Book 1. All skills learned in Book 1 are
reviewed and exercises become increasingly
complex with more specific skills. Examples
of skills practiced are classification, following directions, deductive reasoning, parts of
a whole, Word Benders, Venn and branching
diagrams, pattern folding, rotation, reflection,
overlapping classes and mental manipulation
of two-dimensional objects. Answers included,
408 pgs. Revised in 2006.
An optional Teacher CD is also available. It
contains the full text of the Teacher's Edition
in PDF format. Although answers are already
included in the worktext, the Teacher CD also
features objectives, focus questions and additional background information for the teacher.
The software version of the program features
the same activities as the worktexts, but in an
interactive format. There are 10 levels of activities which can be played in either "mission" or
"practice" mode. Approximately 40 activities
are included in the software, with over 800
questions in all. Instructions are both spoken
and written. System requirements: Windows
98/NT/Me/2000/XP/Vista or Mac OS X (10.3+),
PowerPC. 128 MB RAM for either.
000114 Worktext and Key . . . 29.99
018040 Book on CD . . . . . . . . 32.99
049797 Teacher CD . . . . . . . . 19.99
Building Thinking Skills Books 3 (7-12)
May be used earlier with students completing previous level. Activities are reviewed and
have “branched” into additional skills and more
sophistication, so much so that verbal and figural skills are now separated into different books.
A very brief sampling of included skills: deductive reasoning, denotation and connotations,
following and writing directions, time, degree of
meaning, cause-and-effect words, flowcharting
and scheduling, Venn and branching diagrams,
congruence, area, volume, and rotation and
reflection of two and three dimensional objects.
Teacher’s Manuals included. An optional CD
version of the Verbal 3 Teacher Book in PDF
format is also available.
007987 Figural Worktext & Key 29.99
049798 Figural Teacher CD . . 19.99
013460 Verbal Worktext & Key 29.99
001379 Verbal Teacher CD . . . 19.99
See page vi for key to Consumer Product Safety Improvement Act warning labels.
Visual Perceptual Skill Building (PK-4)
Janine thinks this book is great fun, but I
can see it sharpening her visual perception
and tracking skills. We completed most of
it at the tender age of three, but have a little
left to do this year. It helps lay the groundwork for the higher-level skills she’ll need to
learn to read, write, spell, etc. later on. The
book is divided into eight sections: Mazes,
Visual Discrimination, Visual Closure, Visual
Form Constancy, Visual Figure Ground, Visual
Memory, Visual Sequential Memory, and Visual
Spatial Relationships. Each section begins with
a pre-test, so you can determine if the child
needs work in that area, or to gauge their existing skill level. After completing each section,
a post-test allows for final assessment. There
are 208 activities in all, but they are quick to
complete. The Mazes section is more than just
finding the right path in increasingly complex
mazes - exercises also practice eye-motor coordination and tracking. In Visual Discrimination,
exercises are on finding likenesses, from matching shapes to matching an object or letters to
identical, but incomplete, forms (visual closure).
Visual Ground goes further with the student having to match a shape or figure to an identical
one that is partly obscured or sitting amidst visual distractions. This really helps increase their
focus. Visual Form Constancy requires students
to select objects with the same shape, ignoring
other attributes (placement, rotation, shading,
size, etc.). In Visual Memory, the child must
look at a page, then turn the page to find the
match. They cannot look back at the first page.
This is an exercise which helps young children
to focus and practice using their short-term
memory skills. Visual Sequential Memory takes
this to the next level. Students briefly study
a page with several figures (including letters),
then turn the page and select the correct figures
and sequence from among options displayed.
Finally, in the Visual Spatial Relationship section, students exercise discrimination skills by
selecting the one figure that’s different. As in
other sections, exercises increase in difficulty
throughout the section. This would be an excellent workbook to use even prior to Developing
the Early Learner. Many of the same skills are
practiced, but at a gentler level. The book also
includes answers. Book 2 in the series builds on
the skills developed in Book 1. It can be used at
grade level without having used the first book or
for younger children who have completed Book
1. Both books were previously black and white;
Book 1 is now printed in color. We assume
Book 2 will be available in color shortly as well.
000395 Book 1 (PK-2) . . . . . . 24.99
005656 Book 2 (2-4) . . . . . . . 24.99
Visual Perceptual Skill Building CDs (PK-4)
The entire Visual Perceptual books are on these
CDs, which provide a useful alternative to photocopying the exercises. Simply print the worksheets
from your own computer. You can even print
the worksheets in color! System Requirements:
Win: Windows 95+, 16 MB RAM. MAC: system
7.1.2+, color monitor, 6.5 MB RAM.
EACH CD . . . . . . . . . . . . . . . . 24.99
020696 Book 1 CD
020697 Book 2 CD
☼Hands-On Thinking Skills (K-1)
Young children will appreciate this handson approach to developing analytic thinking
skills via an exploration of shapes, colors,
and patterns.
The activities require three
types of manipulatives: attribute blocks, pattern
blocks, and interlocking (or multilink) cubes.
Like the Building Thinking Skills program,
activities cover four key areas: Similarities and
Differences, Sequences, Classifications, and
Analogies. Simple activity instructions appear at
the top of each page as a basic guideline for the
teacher. The activity book itself is approximately 250 pages. Manipulatives are not included.
Required manipulatives for this program are as
follows: A) Pattern Blocks – set of 100 in six colors and shapes (triangle, trapezoid, rhombus (2
types), hexagon, square); B) Interlocking Cubes
– set of 100 (plastic cubes that link on all sides,
10 cubes of 10 different colors); C) Attribute
Blocks – set of 60 (pieces come in 5 shapes
(triangle, square, rectangle, circle, hexagon), 3
colors (red, blue, yellow), 2 sizes (large, small),
2 thicknesses). ~ Anh
003486 Book . . . . . . . . . . . . . 26.99
018743 Pattern Blocks (Set of
100) . . . . . . . . . . . . 8.50
6.75
018741 Multilink Cubes (Set of
100) . . . . . . . . . . . 13.95 12.75
007935 Attribute Logic Blocks
(Set of 60) . . . . . . . 19.99 10.95
~~~~~~~~~~~
Stepping Stones (K-2)
Get your children on the path to critical thinking with these books. Each lesson has a series
of pictures. The child’s job is to think about
the pictures and identify a pattern which will
tell them what the next picture should be. For
example, one lesson has a picture of an alligator, a balloon, a piece of candy, a dog and an
elephant. The pattern in this exercise is the
alphabetical sequence and the next picture
should be of something beginning with f. The
exercises make use of patterns with ending
sounds, shapes, in and out, right and left, seasons, textures etc. One of the beauties of this
series is that it will easily incorporate into your
other curriculums. As you are teaching singular
and plural noun forms to your children, you can
pull out the critical thinking exercise which uses
that concept in it’s pattern from this book. The
teacher’s guide gives a general introduction, a
rationale, objectives, hints for use, and answers.
We recommend that you DO purchase a teacher’s guide with each level. ~ Genevieve
Each book . . . . . . . . . . . . 11.95
9.50
Each Teacher’s Guide . . . . 4.40
3.30
Student
Teacher
012215
Book 1
012216
012217
Book 2
012218
012219
Book 3
012220
See page vi for key to Consumer Product Safety Improvement Act warning labels.
Critical Thinking Activities (K-12)
This series concentrates on three types of
critical thinking: recognizing patterns, visual
imagery, and logic &
reason. Increasing a
student’s awareness of
patterns is helpful in
many areas - but especially in mathematics,
since mathematics is
largely a study of patterns! Activities included in this section contain
both visual and mathematical reasoning to discover and continue patterns. Imagery (the ability to visualize) is extremely helpful in problem
solving as well. Exercises include reproducing
designs, ordering, comparing, symmetry, mirror
images, congruence, rotation, similarity, part to
whole relationships, folding, turning, rotating,
and more. Logic, of course, helps students to
think “successfully.” Again, you’ll find a wide
assortment of activities here including logic
word problems, visual logic, Venn diagrams,
following directions, making deductions, deciphering codes, ordering steps, etc. Within
each section, activities progress from easy, to
medium, to difficult. The author’s main goal in
developing this series was to increase students’
abilities in mathematics by sharpening the three
important elements of critical thinking in math:
patterns, imagery, and logic. However, increasing your children’s ability to recognize patterns,
use visual imagery, and reason logically will
help them solve problems in almost any subject
area - and in life. We list these books in this
section rather than math because the benefits of
using them far exceed the boundaries of math.
What impresses us also about these books is
the range and variety of activities. We have
seen and used other thinking skills workbooks
in the past, but, despite their increased volume,
there was a lot of repetition of very similar exercises (not that these volumes are lightweights
- they range between 174-192 pages each!). In
order to cover the full scope of activities included in Critical Thinking Activities, you’d have
to purchase several different books. The books
are reproducible, but, unless you have access
to inexpensive copying, you might want to use
them as workbooks. As an additional bonus the answers are included right in the books.
EACH BOOK (except noted) 20.47 19.50
014358 Grades K-3
012958 Grades 4-6
014359 Grades 7-12 . . . . . . 20.97 19.95
Steck Vaughn Critical Thinking (1-6)
What happens when you cross a classroomoriented critical thinking course with periodic
take-home newsletters suggesting reinforcement
activities to be completed at homel? You
get a full-bodied approach that is relatively
easy to use at home. This series is organized
according to Bloom’s Taxonomy of Educational
Objectives and presents the direct teaching of
these skills, which provides students with the
opportunity to focus on thinking rather than on
content areas. At levels C through F all six areas
are covered – Knowing (classifying, fact and
opinion), Understanding (figural relationships,
identifying main ideas), Applying [continued...]
Logic
669
(estimating, inferring), Analyzing (abstract or
concrete, recognizing fallacies), Synthesizing
(planning projects, drawing conclusions), and
Evaluating (judging accuracy, identifying values). Levels A and B cover only the first four.
The student books (black and white with color
accents) are consumable worktexts providing
practice for each skill. The teacher’s editions
give step-by-step lesson plans for teaching each
skill (first part of book) and a complete fulltext answer key with teacher notes (last part of
book). Each lesson plan presents a five-step
procedure: define the skill, identify the steps,
demonstrate the skill, practice the skill, and provide feedback. The lessons also provide three
suggestions for meaningful enrichment activities
although these are often group-oriented and
may need to be adapted for homeschool use.
The take-home newsletters mentioned are provided as reproducible masters. ~ Janice
EACH STUDENT . . . . . . . . . 21.90 15.95
EACH TEACHER . . . . . . . . . . 21.30 15.95
Student
Teacher
035630
Level A
035636
035631
Level B
035637
035632
Level C
035638
035633
Level D
035639
035634
Level E
035640
035635
Level F
035641
James Madison Critical Thinking Course (7-12)
There’s hardly any doubt that a student taking a critical thinking course will want to talk
about it – dare we say argue? And CT courses
– and their more formal cousins – Logic courses
– have typically encouraged teacher-student/
class interaction. But busy homeschool moms
sometimes find it hard to provide that discussion environment. This new course by Critical
Thinking Press makes the whole process much
simpler and allows your student to work somewhat independently through the ins and outs of
critical thinking. Using a case study approach
and a fictional detective with the Los Angeles
Police Department – Stephanie Wise – each
chapter focuses on a skill set necessary for
making an informed decision. Short, clear
explanations of logic principles are provided as
necessary and, combined with examples and
exercises, lead the student step-by-step into
complicated analysis skills. Chapters include
Questions, Practices, and Qualities of Critical
Thinkers; Facts, Claims of Fact, and Opinions;
Ambiguity, Descriptions, and Explanations;
Valid and Invalid Arguments; Arguments Based
on Claims; Categorical Syllogisms; Inductive
Arguments, and Informal Fallacies.
The (huge) 534-page, pb Student Worktext
includes instructional information, examples,
exercises, and quizzes. Designed as a consumable, pages are perforated for easy removal but
are reproducible for one home or classroom.
The Teacher Book (96 pgs, pb) is primarily the
670
Logic
answer key; providing answers to both the exercises and the quizzes, but virtually no additional
information.
Since Critical Thinking Press already publishes
a critical thinking course, a comparison between
the two seems an obvious question. There are
similarities in the two scope and sequences but
as mentioned earlier, CT appears to have more
of a class or discussion format while JMCT is
more geared toward self-instructional. The
JMCT course is written by William O’Meara and
Daniel Flage, two long-time professors at James
Madison University; both among the authors
of the JM Critical Thinking Test. The authors
state that students completing the JMCT course
will be learning the skills needed for the James
Madison Test of Critical Thinking. ~ Janice
043490 Student Worktext . . . . 42.99
006528 Teacher . . . . . . . . . . . 10.99
Critical Thinking (7-AD)
Not just a course in logic, but also in critical reading, reasoning, and problem solving as
well. This is not a course designed for independent study, but is interesting enough to enjoy
working through with your students. With 4
children in the appropriate age range, we’ve
taken to using the supper table for our discussion-type lessons. It sure beats some of our less
educational dinnertime chit-chat! This series is
broad in scope and topics covered (see contents
below). The books contain interesting real-life
situations. A “logical” follow-up to Building
Thinking Skills from the same publisher.
005792 Book 1 (7-12) . . . . . . . 22.99
Contains: Basic Concepts, Common Errors
in Reasoning, Propaganda Techniques,
Advertising and Schemes, Examining
Arguments and Value Judgments, Learning
to be Open-Minded.
009023 Book 1 Tchr Manual . . 10.99
005793 Book 2 (10-AD) . . . . . 26.99
Contains: Uses & Misuses of Words, Logic
without Quantified Statements, Common
Errors in Reasoning, Techniques of
Propaganda and Argument, Probabilities
of Truth & Falsity, Logic with Quantified
Statements, Characteristics of Arguments,
Arguments about Everyday Matters.
009027 Book 2 Tchr Manual . . 10.99
THINKING SKILLS - SUPPLEMENTAL
miniLUK System (K-3)
This truly unique learning tool has been
around for many years. It is designed for learning through play and is flexible for individual
learning ability. It’s great logic development for
younger children. The main part of this program
is the controller with 12 numbered tiles. The
controller is a hinged, high quality plastic case,
red bottom and transparent top, divided into
12 sections which fit the 12 tiles. The Starter
Pack includes the controller and tiles, “My First
MiniLUK” workbook, a skills chart, and a parent guide to help you use your new system to
its fullest potential.
The MiniLUK workbook is placed under the
transparent panel of the case; students then
place the correct number tile in the proper
location. If tiles are placed correctly, children
will see the symmetric pattern on the back
of the tiles which matches the pattern in the
book. There are 12 questions on each exercise
page to be completed before the pattern can
be checked. Books come in a variety of topics
which can be purchased separately, and “My
First MiniLUK Workbook,” which accompanies
the Starter Pack, includes exercises from basic
to a more challenging level. The first exercises
in this book are 2 sets of 12 pictures of spirals
in 6 different colors, with the spiral going in
two different directions. Students are then asked
to match the spirals from the two different
sets, placing the number tile of the matching
spiral in the correct tile square. The exercises
in this book provide practice in visual perception, concentration, critical thinking, knowledge
reinforcement, math, and geometry. Added benefits of using the tiles are strengthening of fine
motor skills and eye-hand coordination. Brain
Challenger workbooks are for students ages
5-7 and Advance is for ages 6-8 and provides
advanced exercises in visual perception ability, general learning, higher thinking skills, and
spatial relationships.
I know how much fun this system can be,
because we used it at our house 20 years ago.
It is still in great shape today, and my twentysomething children still haul it out when they
come home. In preparation for writing this
description I worked through some of the exercises, and found myself wishing that they made
one of these for adults. – Donna
024301 Starter Pack . . . . . . 25.00 18.95
024475 Controller . . . . . . . 20.00 15.95
024294 Critical Thinking
(3 book set) . . . . . . 18.00 13.95
024295 Math & Basic Geom
(3 book set) . . . . . . 18.00 13.95
EACH SINGLE BOOK . . . . . . 12.00
miniLUK
024267
024268
024320
024349
Brain Challenger (K-2):
Colors & Shapes
Concentration
Theme-Based Learning
Visual Perception
miniLUK
023883
024010
024211
024240
Advance (1-3):
Geometry
Higher Order 1
Higher Order 2
Visual Perception
9.75
BambinoLUK (PK-K)
In the same fashion as the miniLUK,
BambinoLUK strengthens fine motor skills,
enhances eye-hand coordination, promotes selfconfidence, improves memory and concentration, boosts visual perception, develops critical
thinking, and builds foundations for reading,
writing and math.
The controller is made of heavy clear plastic
and measures 16 cm x 18 cm. There are only 6
tiles (5.5 sq cm) in this younger version of the
game, each 1 cm in thickness for easier grasping with little fingers and hands. The front of
each tile is printed with a simple, recognizable
picture (apple, flower, duck, car, heart, house)
and the back is printed with red, green, and
blue half circles.
Play is easy – place the open controller on top
of the workbook, position tiles in the top half of
the controller to cover 6 pictures, pick up each
tile to display the picture below, and place that
See page vi for key to Consumer Product Safety Improvement Act warning labels.
tile on the matching picture at the lower portion
of the controller. The half circles on the back
form a pattern for easy checking.
The Starter Pack includes the controller with
tiles, workbook, parent/teacher guide, skills
chart, and free access to online resources. The
workbook provides practice in a variety of
skill areas, the parent guide offers suggestions
for different types of play and the objective of
the product, and the skill chart rates the books
in this series and skill development. Online
resources include templates so you can design
your own BambinoLUK exercises.
Workbooks each contain 11 full-color exercises, and instructions for use are found in the
front. Transportation, farm animals, and zoo
animals are just a few of the themes used as
children practice matching, recognizing parts
and wholes, and more.
SpecialLUK is a series of 3 workbooks to be
used with the BambinoLUK controller for children 2 and up or even for children with special
needs. This series progresses in difficulty and
works on development at the most basic level.
Book 1 begins by using only part of the tiles,
the controller, and the BambinoLUK concept.
Book 2 introduces exercises using colors, simple
shapes and outlines, solids, and other visual
discrimination. Book 3 provides basic level
exercises using more detailed pictures, with the
child matching small and large, color and black/
white, patterns, and different views.
This product is a lot of fun for children and
takes a unique approach to learning. If you’re
having trouble visualizing it, you can play
with a virtual sample of the BambinoLUK at
beyond123.com/bam/b-play.html. - Donna
EACH BELOW (except noted) 12.00
9.75
037539 Beginning Math
037564 Concentration
037580 Controller Only . . . 20.00 15.95
037703 Critical Thinking 1 . 18.00 13.95
037816 Critical Thinking 2
037894 Theme-Based Learning:
Animals
037941 Visual Perception 1
038101 Visual Perception 2
037890 Early Learning –
Starter Set . . . . . . . 25.00 18.95
038114 SpecialLUK Primary Set . . . . . . . . . . . . . . . 18.00 13.95
☼Thinking Skills for Tests (PK – 2)
I really love the way the Critical Thinking Co.
workbooks are formatted, making it easy and
fun for students to complete each page. This
workbook is no exception. Containing beneficial practice skills, it will enable students to give
their best performance on any test administered
to them. Included are nine thinking skills that
are based on verbal and nonverbal reasoning
and logic. Students will also gain practice
by listening to and following directions. The
instruction/answer guide gives clear, scripted
instructions that make it easy to teach. The discussion script makes sure students understand
each question’s underlying concept. This is an
excellent workbook for students to gain confidence and skill knowledge, while recognizing
how the critical thinking skills they already possess can be utilized when taking a test. ~ Gina
031416 Guide . . . . . . . . . . . . 15.99
031456 Workbook . . . . . . . . . 15.99
Primary Thinking Skills (1-2)
Logic books to challenge your young thinkers.
These books contain a wide variety of activities
and a good blend of skills so that kids won't
get bored doing the same things over and over
again. The books contain lots of drawing and
math-related activities as well, so they help
transfer logical thinking into other subject areas.
26-28 pgs; answer key included. ~ Megan
EACH BOOK . . . . . . . . . . . . . 5.99
5.25
009571 Drawing Solutions/Finding Facts
Skills utilized include adding and subtracting whole numbers, analyzing information, deriving meaning from pictures/signs,
sequencing, following directions, understanding similarities and differences, using
logic, and using visual discrimination.
009574 Following Directions/Making Inferences
Skills include deriving meaning from pictures/signs, sequencing, evaluating information, following directions, making inferences, recognizing patterns, using logic,
and using visual discrimination.
009612 Using Logic & Reason
Skills include analyzing information, classifying information, deriving meaning from
pictures/signs, determining sequences, distinguishing true/false information, evaluating information, following directions, making inferences, understanding similarities
and differences, using logic, and using
visual discrimination.
Thinking Skills (1-6)
These friendly thinking skills books will get
your kids’ brains working in a variety of different
ways. The pages are very approachable, with
colorful illustrations and many fun-to-complete
activities. That’s not to say there won’t be some
work and brain-stretching involved! The books
cover a variety of skills including vocabulary,
alphabetizing, facts vs. opinions, classifying,
research, reference skills, logic problems, patterns, comprehension, writing, sequencing and
a whole lot more. Each 128-pg book contains
over 100 workbook pages, and answers to all
the problems are located in the back. ~ Megan
EACH BOOK . . . . . . . . . . . . . 6.95
5.25
033580 Grade 1
033583 Grade 4
033581 Grade 2
033584 Grade 5
033582 Grade 3
033585 Grade 6
Bright Blue Thinking Book (1-7)
140 pages of "quick" thinking activities in
this ready-to-go, short-format book. There's a
lot of variety in the "assignments" which also
incorporate most curriculum areas. Children
complete Venn Diagrams, finish doodles, think
about equations that produce a "target" answer,
"chain" wordplay (start with a word and make
new ones by changing one letter at a time),
finish "If I..." starters, construct questions for
answers, problem solve, design, and more and
more. Each page presents a "new" food for
thought. Great for incorporating thinking skills
at a moment's notice, using as a journal, or taking on the road.
006203 Grades 1-2 . . . . . . . . 8.99
7.25
006204 Grades 3-4 . . . . . . . . 8.99
7.25
006205 Grades 5-7 . . . . . . . . 8.99
7.25
See page vi for key to Consumer Product Safety Improvement Act warning labels.
☼Creative Thinking Rev-Ups (1-8)
Some days are easier than others to get kids
motivated to learn. These little spiral-bound
books of ideas are inspiration to fire up their
engines. Think of them as warming up kids’
motors. Here are a few ideas from the book for
younger kids: Name 3 things that would be hard
to do wearing mittens and explain why. Write
a menu for the worst meal you can imagine
and draw a picture. Invent a silly new way for
people to show that they are happy. The older
kids have fun things too. If you could step back
in time, who would you want to see and why?
Describe glass to someone who has never seen
it or felt it. Think of your favorite color and how
it would smell. Chatty kids will love these and
they just might bring out the quieter child from
their shell. Nearly 200 activities guaranteed to
get students’ brains in gear.192 pgs, pb. ~ Sara
EACH BOOK . . . . . . . . . . . . . 7.95
6.75
053241 Grades 1-3
053242 Grades 4-8
WakerUppers (2-6)
054462 . . . . . . . . . . . . . . . 16.00
12.95
Gotta Think (2-6)
054458 . . . . . . . . . . . . . . . 16.00
12.95
Cross-Curricular Critical Thinking Activities
(2-7)
In this series, critical thinking skills are applied
in a wide variety of everyday situations as well
as in stories. The books contain two types
of activities. The first type, Cognitive/Social
Language, introduce students to the perceptual
and social skills required for effective communication. These exercises highlight a character
trait (like courage, honesty, thankfulness) and
require students to evaluate their own values as
they answer questions. The second, Everyday
Language, are activities that students will need
to reflect on their past experience and knowledge to complete. In the grades 3-5 book, these
include skills like using the telephone book,
evaluating newspaper stories, reading maps,
using a dictionary, evaluating advertisements,
etc. These two types of activities encourage
different types of critical thinking; both are
important to develop as a person and succeed
in our society.
EACH BOOK . . . . . . . . . . . . 11.95
9.75
042319 Book 1 (2-4)
042320 Book 2 (3-5)
042321 Book 3 (4-7)
Logic
671
Look! Listen! Think! (2-7)
Exercises to build visual, auditory and cognitive
skills. These short books are unlike any others
we've seen. They contain both visual and listening exercises designed to improve a student's
attention, observation, and memory. Ten reproducible pages in the Visual Memory section are
designed to be folded (or cut) in half. Students
have a specified time to study the picture, then
turn it over (or in) and answer a series of questions about it. Listening Memory Skill pages
are of four types: Concentration! (5 lessons),
Item Missing (16 sets), Digits Forwards (24 sets),
Digits Backwards (24 sets). All four practice
listening and memory. The first and last also
practice concentration. Teacher instructions are
supplied, along with scoring sheets.
005801 Grades 2-3 . . . . . . . . 7.95
6.25
005807 Grades 4-5 . . . . . . . . 7.95
6.25
005811 Grades 6-7 . . . . . . . . 7.95
6.25
Think-A-Minutes (2-8)
Make the most of every minute! These books
contain an assortment of activities (verbal and
figural) from various Critical Thinking Books &
Software publications. The activities, ideal for
warm-ups or extra credit, are short and do not
require additional instruction. For instance, can
you logically explain the following situation, “A
car traveled for nearly a mile with a flat tire, yet
the driver was unaware of it. How can that be?”
In case you’re wondering, the solution to this
riddle is located in the back of Book 1, Level B.
Improve analysis and reasoning skills by solving
puzzles, predicting patterns, completing analogies, and breaking secret codes. Approximately
40 activities per book. ~ Anh
EACH BOOK . . . . . . . . . . . . . . 7.99
013320 Book A1
013321 Book A2
013322 Book B1
013323 Book B2
013324 Book C1
013325 Book C2
Critical Thinking Skills Series (3-6)
This series focuses on many of the individual
skills wrapped up in the general term “critical
thinking” (while also appearing to be just plain
fun!). Each 30-page book holds thirty worksheets, all covering the same topic through a
different engaging activity. While sharpening
critical thinking skills, these exercises will also
naturally improve children’s reading, writing,
reasoning, and test scores. No preparation is
required and the answers are in the back of the
book, so these activities are ready when you
are. ~ Steph
EACH BOOK . . . . . . . . . . . . 7.99
6.50
036637 Absurdities
036638 Analogies
036639 Analysis
036640 Application
036641 Classification
036642 Comprehension
036643 Drawing Solutions
036644 Evaluation
036645 Finding Facts
036646 Following Directions
036647 Knowledge
036649 Sequence
036650 Similarities & Differences
036651 Synthesis
036652 Using Logic
672
Logic
Great Honey Robbery (3-6)
Who stole the honey?! Folks in Brody’s
Landing are anxious to find out who broke
into Granny Dobbs’s honey shed and took her
honey. Best friends J. R. and Ryan decide to
spend the rest of their summer vacation helping
Officer Matthews find the culprit. This great
mystery is the central theme to all 30 activities
in this critical thinking activity book. By solving a series of smaller mysteries, students will
eventually solve the Great Honey Robbery. The
engaging storyline makes it easy to forget that by
solving these mysteries, kids are also practicing
deductive reasoning, analytical thinking, the
process of elimination, logic puzzles, timelines,
and other critical thinking skills. The logic puzzles in this book are grid-based, and many of
the earlier logic puzzles come with corresponding game pieces to cut out, manipulate, and
organize while thinking about the clues. ~ Anh
009125 . . . . . . . . . . . . . . . 14.95 13.25
integrating two or more subject areas into each
of the 36 activities. Each activity is 2-3 pages in
length and includes a 1-2 page teacher’s guide
or explanation and any reproducible pages
needed for that activity. Students may be using
their language skills in the areas of science and
social studies as they define an explosion and
speculate about its affect, or applying math and
social arts to solve an arithmetic problem and
writing a business letter. Activities are divided
into two or three levels of involvement: 1)
initiating exercise, 2) a deeper level of involvement, and 3) an even more thoughtful response
than level 2 (some activities don’t include level
3). For example, “Bursts and Bangs” refers to
explosions. Level 1 of this activity is to identify characteristics of explosions of all types.
Level 2 asks students to think of various kinds
of explosions in specific situations – this is to
test their imaginations. Level 3 asks students to
name an explosion that has impacted their life.
If teachers want to focus on specific subject
areas the table of contents lists each activity and
Big, Big, Big Book of Brain-teasers (3-AD)
053701 . . . . . . . . . . . . . . . 14.95
9.95 the integrated subject areas. This book would
be a good supplement for starting the day or to
Self-Guided Lessons for Thinking & Doing add a more thought-provoking element to one
or more subjects. 111 pgs, softcover. ~ Donna
(4-8)
9.95
This self-paced, self-study logic workbook 034437 . . . . . . . . . . . . . . . 12.95
has many thinking-skills activities that support
national standards in language arts, math, social World’s 200 Hardest Brain Teasers (6-AD)
studies, and science (with language arts being From acclaimed author, test-taking and prepathe most common). Students are asked to inves- ration expert, and critical thinking method
tigate, write, draw, construct, calculate, and man Dr. Gary R. Gruber comes The World’s
compose, and then perform a self-evaluation 200 Hardest Brain Teasers. This isn’t just any
using the Student Self-Check section after each book of puzzles to toss on the coffee table or
unit. Here the student will find correct answers, in the back of the van; Gruber is on a mission
reasonable answers, comments, and sugges- to stretch, challenge, and improve your creativtions. Each unit may take an hour or more to ity and mental capacity. Solutions are provided
complete. An example of a language arts unit for each teaser, and interesting anecdotes and
is being asked to reverse proverbs, such that solution strategies are provided for many. You’ll
“Look before you leap” becomes “Leap before enjoy these brain teasers—if they don’t drive
you look,” for example. Students are then asked you crazy trying to solve them first! This book
to analyze whether the reversal could make would be especially good for those wanting to
sense, and why. A unit that uses science asks increase their thinking skills before standardized
students to select an animal from each group of tests such as the ACT, SAT, or GRE, those desiranimals that does not belong. Prior knowledge ing to keep their brains active and healthy, or for
or some quick research into classification would any curious mind. ~ Rachel D.
9.95
be necessary. A math unit asks the student to 047900 . . . . . . . . . . . . . . . 12.99
calculate net gain or loss after a series of transactions. There are 30 units total, and teacher Self-Scoring IQ Tests (7-AD)
2.95
notes for each unit are in the front of the book. 053732 . . . . . . . . . . . . . . . . 3.95
Reproducible. 112 pgs, pb ~ Caryl
Formal Logic
047584 . . . . . . . . . . . . . . . 12.95
9.95
☼Growing Minds (4-8)
Critical thinking is a link to better understanding and communication and in this book
students will read, write, draw, and imagine
their way to stronger critical thinking skills. The
lessons are designed to stimulate thinking by
Introductory Logic - 4th Edition (7-AD)
Every person should have a course in logic
at some point. It is important for children to
be prepared to argue logically, defend their
positions, and spot fallacies. The only thing
more frustrating than knowing your opponent
is wrong is having to combat well-constructed,
logical argument when you are unable. There
is no real “defense” against sound logic and
thinking. Many logic books are written at too
high a level for younger students to comprehend. Canon Press says this course is written for
“primary and secondary students.” Cathy Duffy,
however, says “the content is beyond typical high-school-level material.” I have looked
through this book and found it simpler to use
and understand than the course I had in high
school. I would hope that my 12 year olds
could handle it without much difficulty. It is a
See page vi for key to Consumer Product Safety Improvement Act warning labels.
complete and fairly rigorous course, as well as
from a Christian perspective. The course builds
from basic to more complex, giving students the
tools they need, with good examples along the
way. Exercises teach logical statements, truth
and validity, universals and particulars, categorized relationships, syllogism, logical fallacy,
symbolic logic, and much more. An inexpensive
solution manual contains the answers in case
your logic is a little rusty. Make this one of their
required courses and arm them for battle! This
newly revised edition includes 39 consumable
lessons (instead of the 24 from the older edition). Another upgrade is that the definitions of
important terms, key points, and caution signs
regarding common errors are now set apart in
the margins of the text. Many of the explanations are clearer, and several minor errors from
the earlier edition have been corrected. There
is now a section in the book on defining terms,
which used to be in the Intermediate Logic
textbook but makes more sense in this one. This
expanded and redesigned book also has a new
cover. It now sports a perfect-binding instead
of spiral and has perforated exercise pages for
easy removal. These upgrades make this popular book even more useful and effective. The
DVD Set includes lessons from Jim Nance from
Logos School, who introduces 20 lessons that
coordinate with the textbook. Jim has taught
logic for years and co-authored the book, so his
instruction is helpful. The Homeschool Package
contains the Student Text, Answer Key, Test
Book, and DVD Set.
014613 Student Text . . . . . . 29.00 18.95
036592 DVD Set . . . . . . . . . . 55.00
036612 Test Book . . . . . . . . . 10.00
037541 Answer Key . . . . . . 20.00 14.95
INLRPK H/S Package . . . . . . 114.00 100.00
☼Logic Series from Classical Academic Press
(7-12)
Laced with humor and practical applications,
Classical Academic Press strives to make logic
accessible. And succeeds, too! The series
has more background material than other logic
books plus lots of “modern” examples. Making
great use of dialogues and cartoons, there are
some practice exercises but the emphasis is
more on the “meat” of the text rather than on
doing exercises. This sets them apart from other
logic courses and makes them the perfect choice
for students who want or need background
information more than practice. This series is
user-friendly and requires very little prep on the
teacher’s part although teacher-student interaction is necessary to maximize the learning. Art
of Argument would be the starting place for a
Jr. High student followed by Argument Builder
and/or Discovery of Deduction, which can
stand alone or be used together.
Each Student Text is designed to be worked in
with the student thinking through and writing
out responses to the material being presented.
Teacher Editions are predominantly full-text
answer keys but often include teacher’s notes
(a list of suggestions and recommendations for
teaching the course) as well as ideas for supplementing and enriching the study. ~ Janice
1001 Questions About Introductory Logic
(7-AD)
053535 . . . . . . . . . . . . . . . . . 20.00
Intermediate Logic - 2nd Edition (8-AD)
This consumable workbook is a logical progression from Introductory Logic from Canon
Press. Refined in the classroom, this text covers
recognizing basic types of statements, arguing
with syllogisms, arguing with ordinary language, propositional logic, proofs, truth trees,
and so much more. When added to Introductory
Logic, these books would constitute a full, oneyear course in logic. Like the first book, this one
has been expanded, corrected, and redesigned.
Instruction on defining terms has been moved to
the first book, and this edition now has 39 consumable lessons (more than the original). The
format is the same as the upgraded Introductory
Logic, with an identical looking cover and perforated exercise pages. The Answer Key is recommended for this level. The DVD Set includes
lessons from Jim Nance from Logos School, who
introduces 20 lessons that coordinate with the
textbook. Jim has taught logic for years and coauthored the book, so his instruction is helpful.
The Homeschool Package contains the Student
Text, Answer Key, Test Book, and DVD Set.
014592 Student Text . . . . . 27.00 21.75
036127 DVD Set . . . . . . . . . . 55.00
036562 Test Book . . . . . . . . . 10.00
037554 Answer Key . . . . . . 20.00 14.95
IMLRPK H/S Package . . . . . . 112.00 100.00
Art of Argument (7-12)
Socrates is the “go to” person when it comes
to fallacies (occurrence of bad or incorrect reasoning) and his perspective on the three basic
categories – fallacies of irrelevance (points
that don’t relate to the issue), of presumption
(assumptions that are not justified or necessary),
and of clarity (language that confuses and muddies) – is sought via time-travel. Several examples of each are provided plus the student has
the opportunity to identify fallacies in cleverly
fabricated magazine advertisements. Fallacies
are printed on the inside covers of the Student
Text for easy reference. Both Student and TE
(each about 230 pgs, pb) have appendices that
include a play and a short story that illustrate
fallacies as well as a Glossary and Bibliography.
TE includes reproducible chapter, unit, and
final exams (with answer key). DVDs include
28 sessions (one for each fallacy) in which three
teachers and 4 students present, define, discuss
and explain the fallacy. As in the text, the
DVDs emphasize a practical application to the
student’s life through advertisements, political
speeches, and various moral/ethical debates.
051559 Student Text . . . . . . 21.95 19.95
051560 Teacher Edition . . . 24.95 21.95
052580 DVDs . . . . . . . . . . 54.95 49.95
See page vi for key to Consumer Product Safety Improvement Act warning labels.
Argument Builder (8-12)
When you want to learn how to build an
argument from the ground up it makes sense
to study the master, Aristotle. His “common
topics,” – definitions, testimony, comparison,
relationship, and circumstance – are introduced
and examined as well as the fallacies associated
with each. The student is given lots of opportunity to analyze examples and apply what is
being learned to building an “official” argument.
The question of school uniforms runs through
each chapter and the student works toward
building an effective argument (either for or
against) which can be presented in the form of
a public debate as a final course project. Both
Student and TE include Endnotes, Glossary, and
Bibliography. 185 pgs, pb
051557 Student Text . . . . . . 21.95 19.95
051558 Teacher Edition . . . 24.95 21.95
Discovery of Deduction (8-12)
The “let’s get down to formal logic” book in
the series, looking at reasoning in the abstract
and focusing primarily on deductive reasoning.
Through Socratic dialogue, definitional distinctions, and a sort of discussion/response format,
the student is led through the study which
includes a history of logic, propositions and
their relationships, categorical syllogisms, and
ends with terms and definitions. Appendices
include Venn diagrams of syllogisms as well
as an essay on handling religious, moral, and
ethical disputes. Both Student and TE include
Endnotes and Glossary, and Bibliography. 324
pgs. pb
049209 Student Text . . . . . . 26.95 23.95
049210 Teacher Edition . . . 29.95 27.95
Traditional Logic (7-AD)
An introductory and systematic course in
formal logic that presents the concepts and
methodology in a clear, concise, and organized
way. If the course presentation and layout is
a reflection of a very logical mind, and Martin
Cothran wrote and laid out the course, then
Martin Cothran has a very logical mind. While
this may or may not be true, it is, nonetheless, a valid argument. Written specifically
for the home school environment, and for use
by a teacher with no previous experience in
formal logic, it seems a good candidate for a
self-instructional course (provided you can offer
help as needed). You will want to read the
author’s notes in the front, as he suggests an
alternate route through the book if students have
trouble with the abstract concepts presented in
the first three chapters. The author’s targeted
grade level is high school, but it may be used
with “advanced” 7th and 8th graders or adults
as well. If you are using the classical approach
with your children, they will probably be ready
for this course in junior high.
Two levels of the course are available. Book
I contains 14 chapters plus an introduction in
the course, each with short, daily lessons. The
introduction provides an excellent background
of logic as a methodology and science, and
defines key concepts used in logic. It is really
part of the course, not just a preface. The following chapters introduce and provide both the
mental and verbal aspects of Terms (chapters
1-3), Propositions (chapters 4-9), and Syllogisms
(chapters 10-14). Each chapter is (continued...)
Logic
673
logically laid out for a clear presentation to aid
student understanding. An introduction presents
the topic of the chapter. Headings throughout
the text reveal the main points to be covered.
Helpful sidebars highlight important definitions
and concepts to remember. Diagrams provide
a visual illustration of concepts. A conclusion
at the end of each chapter summarizes the content, wrapping up the text. Following this are
four daily exercise sets. You will probably want
your child to look at the exercise instructions
first, as they also contain the reading plan for
each day.
Book II is to be used only after completing
Book I. It features a similar format, but also
includes optional writing assignments to allow
logic to be integrated with history, Bible, or
English. Also, more real-life, contemporary
examples of arguments are included. Case
studies are also incorporated, to show the relevance of logic in history, literature, religion,
and philosophy. The goal, after all, is for the
student to apply what he has learned in all areas
of life. Section titles include Further Study of
Simple Syllogisms (chapters 1-4), Arguments in
Ordinary Language (chapters 5-6), Hypothetical
Syllogisms (chapters 7-9), Complex Syllogisms
(chapters 10-13), the Oblique Syllogism (chapter 14), and a final review.
Video lectures are now available for Books
I and II. Organized chapter by chapter, the
videos let you see and hear the author himself
teach the course. A great supplement for the
student who tends to read and re-read the same
page over and over, but just doesn’t “get it” until
somebody else explains it.
Complete Sets are available for levels I and
II. For each level, these include the Student
Text, the Answer Key, and the video lectures on
DVD, all at a slightly reduced price.
Students who complete this course will have
a college level understanding of traditional
logic. As far as a comparison of this course
to Introductory Logic and Intermediate Logic,
I would just say that the approach is different,
but the content overlaps (as you would expect).
If you are considering using a logic course, I
would suggest that you look them both over to
see which is the better fit for you.
003886 Book I Text . . . . . . 29.95 24.95
003887 Book I Answer Key . . 1.95
1.80
TL1TXT Book I Text/Key Set 31.90 25.95
025391 Book I DVD . . . . . . 45.00 35.95
TDLOGI Book I Set
(all 3 above) . . . . . 76.90 64.95
010301 Book II Text . . . . . . 29.95 24.95
010302 Book II Answer Key . 1.95
1.80
TL2TXT Book II Text/Key Set 31.90 25.95
025393 Book II DVD . . . . . 45.00 35.95
TDLGII Book II Set
(all 3 above) . . . . . 76.90 64.95
Material Logic (9-AD)
According to author Martin Cothran, material
logic is largely ignored in this day and age,
sometimes even by classical educators. Formal
logic, or logic which is largely concerned with
the structure of an argument, is the primary form
of logic students are now exposed to. However,
this has not always been the case. Material
logic, or the study of the content of an argument, was for many years a natural part of
the language-centered Trivium. The author is
674
Logic
attempting to re-establish the importance of
material logic with this series (although only
one book is available at this time, another is
planned for the future). It is designed to follow
up Memoria’s Traditional Logic books or as an
introductory logic course for high schoolers.
Material Logic takes a systematic approach to
the subject, studying the three basic divisions of
material logic: the ten modes of being, the five
predicables, and the three modes of knowledge.
The modes of being, or the ten categories of
being, are the ten ways in which something can
be described to “be.” The five predicables are
the five ways you can say something about a
thing. The modes of knowledge include definition, division, and argumentation. Material
Logic contains 15 chapters/lessons, each with
several pages of text and a handful of exercises to help the student thoroughly understand
what was covered. Lesson 1 gives an outline
of traditional logic, Lesson 2 teaches simple
apprehension, and Lesson 3 covers comprehension and extension, before the three divisions
are covered in more depth. Lessons 4-6 cover
the ten categories, Lessons 7 and 8 cover the
five predicables, and Lessons 9-13 cover “the
expression of comprehension”. Lessons 14 and
15 cover division and an analysis of “Idols of the
Mind” by Sir Francis Bacon. Several appendices
are included for extra teaching help. The textual portions of the lessons have wide margins
to mark in, and the exercises are divided by
day, with about 4-5 days worth of exercises
for each chapter. A corresponding answer key
contains answers to each of the daily exercises.
The student text and answer key are available
separately or as a set. – Jess
016874 Book I . . . . . . . . . . 29.95 26.50
006185 Book I Answer Key . . 1.95
1.80
MTLGTXSet (text & key) . . . 31.90 26.95
052967 ☼Instructional DVDs 45.00 38.95
MTLGST ☼Complete Set . . . 76.90 64.95
Includes text, key and DVDs.
000419 Book 1 . . . . . . . . . 12.95
9.95
028519 ☼Book 2 . . . . . . . . 12.95
9.95
050537 ☼Book 3 . . . . . . . . 12.95
9.95
The third book in this series offers 52
one-page lessons which cover the same
seven skills as found in books 1 and 2.
Print seems a bit smaller, more options for
answers (as many as 9 or 10 in the relationships section), and longer word problems
in the deduction section. These are great
practice for both readers and pre-readers
(listening skills need practice too).
Primarily Logic (2-4)
Covers analogies, relationships, deductive reasoning, problem solving, and organizing information. Lots of variety and interesting activities.
000420 . . . . . . . . . . . . . . . 11.95
8.95
Blast Off with Logic (3-7)
A series of three reproducible books designed
to develop logic skills in a sequential, developmental fashion. The three books increase
in levels of difficulty. The first introduces
relationships, analogies, sequencing, “all” and
“no” statements, syllogisms, if-then statements,
deduction, and inferring. The next progresses
in these skills at a deeper level, includes logical
reasoning, and introduces logical notation. The
final book builds on the foundation of the first
two books, and adds logic diagrams and logical
fallacies. You should really start your student(s)
at the beginning of this series to get the most
benefit from it, but they can progress through
LOGIC - SUPPLEMENTAL
it as able.
EACH BOOK . . . . . . . . . . . . 11.95
8.95
DANDY LION LOGIC (K-7)
000416 Logic Countdown (3-4)
Logic and thinking skills books abound. The 000417 Logic Liftoff (4-6)
problem is selecting good ones from among the 000418 Orbiting with Logic (5-7)
different publishers - almost every workbook
~~~~~~~~~~~
publisher has a line of them. Ideally, you gather
them all together, look at them side by side, Solve It! (2-6)
and pick the best. I’ve looked at several review
Sally and Burt picked a goldfish out that they
copies this year, but have only scratched the wanted from the pet store - but the clerk kept
surface of what’s available. Here, I’ve relied pulling out the wrong fish. Based on the clues
on Cathy Duffy’s choice as described in the given, can you figure out which fish in the picChristian Home Educators Curriculum Manual ture is the fish they want? This book contains
Elementary. She’s a reviewer whose opinion 25 such logic activities, progressing in difficulty
I’ve come to respect and whose assessments I as students learn how to organize information to
generally agree with.
solve the puzzles.
029941 . . . . . . . . . . . . . . . . 7.99
6.50
Lollipop Logic (K-2)
These books practice seven different think- Daily BrainStarters (5-6)
ing skills (sequencing, relationships, analogies,
A varied collection of 100 logic puzzles that
deductive reasoning, patterns, making infer- really make you think! Puzzles are divided by
ences, and analysis) presented in a format level of difficulty (easy, medium, and difficult)
designed for the pre-reader. You may well and are designed to help students develop
be able to use this book even for preschool everyday problem solving skills. Includes brain
children. Visual clues introduce and reinforce teasers, deductive reasoning exercises, math
higher-level thinking. Each book contains 52 puzzles, lateral thinking questions, story probone-page lessons, with 5 or 6 answers per activ- lems, Sudoku, and secret codes. Reproducible,
ity. Reproducible for family or classroom use. answers included. -Enh
~ Donna
045046 . . . . . . . . . . . . . . . . 8.95
7.25
See page vi for key to Consumer Product Safety Improvement Act warning labels.
Daily Warm-Ups: Logic (5-8)
For those spare minutes in your school day,
try incorporating these short logic activities.
While some may require just a minute or two of
thinking, others may keep your students busy for
closer to five or ten minutes. Either way, their
minds will be stretched instead of sitting idle.
Each logic problem is written on its own page of
the half-size book, so you can easily make copies of the warm-ups for multiple students or simply write the problems on a whiteboard where
everyone can see it. Answers are included in
the back of the book. 207 pgs. – Melissa
034325 . . . . . . . . . . . . . . . 20.00 15.75
such as fallacies you might encounter in a newspaper. Learn to identify red herrings, circular
reasoning, statistical fallacies, and propaganda.
Each lesson presents several examples of poor
reasoning often illustrated by cartoons and
then provides a lengthy exercise set in which
you identify the fallacies. This book features
a Christian view of logic and was written by
homeschoolers for homeschoolers. ~ Anh
046013 . . . . . . . . . . . . . . 22.00 17.50
Thinking Toolbox (7-AD)
Sequel to The Fallacy Detective, this is by
the same authors. While the first book focuses
on recognizing bad reasoning, this book offers
thirty-five lessons for strengthening your reasoning skills. The chapters provide you with tools
for thinking, tools for opposing viewpoints,
and tools for science. Within these chapters,
you'll find lessons on when not to argue, finding the premises and conclusion, determining
primary or secondary sources, circumstantial
evidence, keen observation, brainstorming, analyzing data, and much more. This book is formatted much like The Fallacy Detective, with
plenty of clear examples throughout the lessons
and lengthy exercises following each lesson.
Answers included, 234 pgs. - Melissa
019773 . . . . . . . . . . . . . . . 22.00 17.50
☼The Great Chocolate Caper (5-8)
This resource combines two of my favorite things, chocolate
and a good mystery!
The premise is that a
brand new chocolate
recipe from a famous
chocolate factory has
been stolen. As you
examine the evidence,
your goal is to narrow
down the suspects and
ultimately determine
the thief. Along the way, you’ll learn logic skills
SPECIFIC SKILLS INSTRUCTION
such as making valid assumptions, differentiating between valid conclusions and dangerous
Analogies
generalizations, using syllogisms to reach valid
conclusions, recognizing false premises, solving
matrix logic puzzles, and more. This resource DANDY LION
contains 9 detailed lesson plans which include
student pages and practice puzzles. 81 pgs. ~ Analogies for Beginners (1-3)
Understanding analogies is important in all
Anh
037993 . . . . . . . . . . . . . . . 11.95
8.95 subject areas and facets of life. A major section on most standardized tests, it’s also a skill
essential to communication. This beginning
Logic in 100 Minutes Workshop (5-AD)
For such a useful study, logic can be a bit book relies on both pictorial and verbal exerintimidating. This pair of workshops by two cises to introduce analogous thinking to younger
homeschool graduates goes a long way toward students.
7.50
making the topic more understandable. A single 000415 . . . . . . . . . . . . . . . . 8.95
DVD covers both Part I – Learning to Think
Logically and Part II – Using Your Thinking Thinking Through Analogies (3-6)
Next in sequence, this book presents a chalToolbox. The DVD also includes PDF files
for the workshop handouts. Originally given lenging array of investigations into the simito a roomful of students, Hans and Nathaniel larities between two things, building vocabulary
Bluedorn together present both workshops (each and critical thinking skills. All of these are word
about 50 minutes). With a wry touch of humor analogies.
8.25
and some audience interaction they examine 000421 . . . . . . . . . . . . . . . . 9.95
several different types of fallacies in Part I and
ways to strengthen and train yourself to think Advancing Through Analogies (5-8)
More advanced analogies, to help build flexlogically in Part II. Watching a workshop video
is never the same as being there in person; per- ibility and analytical thinking.
7.50
haps the biggest loss is the absence of the illus- 000414 . . . . . . . . . . . . . . . . 8.95
trative cartoons that were obviously a part of the
original workshop. Dilbert, Calvin & Hobbes, EDUCATORS PUBLISHING SERVICE
and Far Side do not allow their cartoons to be
used in video presentations and I found myself Primary Analogies (K-3)
Even children without reading skills can cultiregretting that fact. Still, if you’re wanting an
introduction to the whole subject of logic, this vate their ability to identify and describe analogous relationships with this program. Beginning
is a good way to start.
038555 . . . . . . . . . . . . . . . 15.00 13.15 with picture-to-picture analogies for the nonreader, then progressing to ones using letters
Fallacy Detective – 38 Lessons (Revised and and numbers, then simple words, children
learn to solve and create analogies in five catExpanded) (7-AD)
This updated version includes thirty-eight les- egories: descriptive, comparative, categorical,
sons (two new ones) on how to recognize bad serial, and causal. Few analogy programs are
reasoning. Learn to spot errors in others’ logic, available for this age range, especially one this
and your own. The focus is on practical logic, focused and systematic. The ability to perceive
See page vi for key to Consumer Product Safety Improvement Act warning labels.
and understand relationships and make connections between objects and events is a higherlevel thinking skill that can help improve understanding and long-term memory. Comparing
one thing to another, or seeing how one thing
is like another is one way to help make sense of
the world around us. Although children at this
age will probably just consider these exercises
fun, we know they are creating pathways for
learning that will facilitate their comprehension
of concepts and events in both school and life.
002904 Book 1 (K-1) . . . . . . 7.70
5.95
002905 Book 1 Key . . . . . . . 7.25
5.75
002906 Book 2 (2) . . . . . . . . 7.70
5.95
002907 Book 2 Key . . . . . . . 7.25
5.75
002908 Book 3 (3) . . . . . . . . 8.80
6.65
002909 Book 3 Key . . . . . . . 7.25
5.75
Analogy Adventure (4-8)
An introduction to the wonderful world of
analogies. Learn how to solve these word puzzles by analyzing the relationship between word
pairs. Are they synonyms, antonyms, or members of a group? Practice analogy completions
with over 25 adventure-themed (space, jungle,
river rafting, etc) exercises. Each exercise set
contains ten analogies. Answers are provided.
Once you’ve become a master at completing
analogies, use the antonym, synonym, and
animal word banks to help you write your own.
Also, learn how to play Analogy Whizo, an
analogy-based bingo game. 48 pgs.
013142 . . . . . . . . . . . . . . . 10.99
8.50
Ridgewood Analogies (4-8)
Solving analogies helps children learn to process information, make important connections,
identify and construct relationships and improve
comprehension and long-term memory. This
series covers the five basic types of analogies:
descriptive, comparative, categorical, serial and
causal. Book 1 is the introductory level. It
contains pre-analogy exercises, then progresses
through the basic analogy types with four levels
of difficulty. Novice exercises introduce and
describe type of analogy, provide instruction
and example, then practice exercises. Each of
these has six words in a box, with one analogy
shown. The student must use the other words
to construct an equivalent analogy. Apprentice
level exercises have a Word Bank from which
students pick a word to complete an analogy.
At the Masters level, students choose two words
per analogy. Super Masters analogies have just
one (or no) printed word(s) and a large Word
Bank. Students create two analogies with corresponding relationships using words from the
bank. Level 2 and 3 books are formatted similarly, with progressively more difficult vocabularies. Books 4 and 5 practice all five types of
analogies also, but in the context of different
subject areas (Geography, History/Government,
Language Arts, Math). Answer keys also contain
an explanation of analogies, with examples of
each type of relationship, and lesson notes.
EACH STUDENT WORKTEXT . 9.20
7.20
EACH ANSWER KEY . . . . . . . . 3.75
2.95
Worktext
Key
006945
Book 1 (4)
006949
006950
Book 2 (5)
006951
006953
Book 3 (6)
006954
006955
Book 4 (7)
006956
006957
Book 5 (8)
006958
Logic
675
Analogies (7-12)
For the serious student, this series by Educator’s
Publishing Service teaches all conceivable types
of analogies, as well as the art of selecting
the “closest” or most likely analogy and why.
Besides giving them a “leg up” on standardized
tests like the ACT and SAT, studying analogies
will help hone their analytical thinking, ability
to discriminate, and understanding of relationships between words and ideas. Gains made
here should also be reflected in higher reading
comprehension skills, increased vocabulary,
and the ability to communicate effectively.
Each book consists of three parts. Part one
presents a step-by-step approach to solving analogy problems, including strategies students can
master and use. These techniques are taught in
depth in book one of the series and reviewed
in books two and three. Part two in each book
contains 15-20 units, with each unit comprised
of 20 problems. These are the actual practice
questions. Part three is a reference section
presenting groups of 100 words, alphabetized
and defined, that represent some of the most
challenging vocabulary used in the analogies.
Separate quiz booklets are also available,
which directly correspond to the Analogy
Groups and Vocabulary Groups in the books.
Each quiz includes 20 multiple choice questions
EACH BOOK . . . . . . . . . . . . 10.05
7.55
000556 Book 1
000558 Book 3
000557 Book 2
EACH QUIZ BOOK . . . . . . . 11.30
8.50
020797 Book 1
6 analogy quizzes, 6 vocabulary quizzes
020798 Book 2
6 analogy quizzes, 6 vocabulary quizzes
020799 Book 3
4 analogy quizzes, 8 vocabulary quizzes
☼Jumpstarters for Analogies (4-8)
This analogy practice book is meant to be a
warm-up for the day, introducing students to
analogy concepts and practice. Each page is
split into five sets of problems with four to five
questions each, making it easy to use one page
for each school week. Each weekly page contains a different analogy type to include vocabulary, grammar, phonics, literature, science,
geography, health, art & music, and math. All
questions have clues to the answers whether
it’s choosing a word from a list, unscrambling
a word, or multiple choice. Answers are in
the back of the book. Reproducible. 46 pgs.
~ Alissa
047231 . . . . . . . . . . . . . . . . 8.99
6.75
☼Analogies for Critical Thinking Games (1-6)
EACH LEVEL . . . . . . . . . . . . . 9.99
7.95
049479 Grades 1-2 049477 Grade 5
049475 Grade 3
049478 Grade 6
049476 Grade 4
Analogies (Steck-Vaughn) (2-8)
Analogies are all about relationships. Namely,
finding the relationship between two items and
applying that relationship to another setting.
These books build critical thinking and reasoning skills through several different analogy activities. Each lesson consists of a two-page activity
and gets progressively harder. In the first book
children will solve shape analogies using size,
shape, and designs; picture analogies with
picture banks, rhymes, and choosing; plus they
will complete word analogies by choosing the
correct word, connecting, and supplying either
the first, second, third, or fourth word in the
analogy. The second level utilizes synonyms,
homophones, cause and effect, describing,
grammar, numbers, groups, and uses to teach
analogies. The last book incorporates math, science, social studies, health, and language arts
into the study of analogies. The variety of analogy activities makes children practice thinking
in different ways and keeps learning fresh and
new. Answer key included. ~ Steph
EACH BOOK . . . . . . . . . . . . . 7.99
6.50
022218 Grades 2-3 022220 Grades 6-8
022219 Grades 4-5
CRITICAL THINKING PRESS
Think Analogies (3-AD)
Understanding analogies benefits students not
only because they sharpen reasoning skills but
also because they are used in many assessments
and ability tests. These workbooks provide students practice with a variety of analogies. The
lessons contain several easy-to-follow examples,
along with exercises for practice. These lessons look at analogies in a number of different
ways, including classifying word pairs, classifying analogies, comparative analogies, synonym
and antonym analogies, descriptive analogies,
completing analogies, and writing your own
analogies. An analogies game and answers are
included in both levels. ~ Rachel S.
Unlocking Analogies (2-8)
013918 Level A (3-5) . . . . . . . 11.99
These slim workbooks offer plenty of practice
013919 Level B (6+) . . . . . . . . 11.99 with analogies in order to help students build
their critical thinking skills as well as enhance
Think Analogy Puzzles Software (3-AD)
their vocabulary development.
Each book
An interactive game in which you create the features several different categories of analoanalogies. Choose from 30 word pairs to make gies – similarities, part to whole, user to object,
15 best match analogies. Immediate feedback synonyms, antonyms, homophones, location,
is provided on whether or not you have made a etc. An assessment is included at the beginning
correct analogy and whether or not it is a best which can be used before and after the workmatch. To complete each match, you must also book is completed in order to see the student’s
identify the type of analogy it is. Once you've progress, and reviews are sprinkled throughout
mastered this game, you'll definitely know the the book to practice all of the types of analogies
ins and outs of analogies. For Win/Mac ~ Anh learned thus far. The worksheets are perforated,
EACH GAME . . . . . . . . . . . . . . 21.99 and answers are included. 48 pgs. – Melissa
017548 Level A1 (3-6)
EACH BOOK . . . . . . . . . . . . . 7.99
6.50
017549 Level B1 (4-7)
042478 Grades 2-3 042479 Grades 4-5
017550 Level C1 (7-AD)
042480 Middle School
676
Logic
Analogy Crosswords (2-12)
As a word puzzle fan, I was excited to see
these, which combine analogies with crossword
puzzles. Students fill in the blanks of analogies
(second is to Venus as _____ is to Saturn;
ordinal is to _____ as cardinal is to quantity,
etc.) and use the answers to fill in crossword
puzzles. Some of the analogies are fairly easy,
but students will find a lot of them pretty
challenging. There are 8 analogies for every
crossword puzzle and 50 crossword puzzles in
every book. These books provide a great way
to practice analogies, which also help improve
standardized testing scores and are just a lot of
fun. Answers included, 54 pgs, pb. ~ Rachel
EACH BOOK . . . . . . . . . . . . 12.95 11.65
047617 Level A (2-4)
047618 Level B (4-6)
047619 Level C (6-8)
047620 Level D (8-12)
Analogies (Perfection Learning) (3-12)
Although analogies are present on every standardized test, there are many good reasons to
practice solving analogies in addition to test
preparation. Despite their relatively "simple"
format, they help sharpen a wide variety of
thinking skills - the ability categorize, differentiate between significant and insignificant
information, recognize divergent relationships,
compare and contrast, think sequentially, and
improve vocabulary. This series does a nice job
of introducing and practicing the various types
and formats of analogies. For the most part,
each book is divided into the following units:
identifying relationships, solving analogies,
analogy categories, and review and practice.
Solving analogies is taught as a 3-step process
with different types of analogies introduced, or
reviewed, at each level. Each new analogy category is presented on a page with an explanation, directions, example, and several exercises.
Review and practice pages call for analogy
completion, or less frequently just relationship
identification of the analogy types that have
already been introduced. Student books are
consumable; teacher guides contain directions
for use, supplemental activities, and answers.
EACH STUDENT BOOK . . . . . 8.95
6.95
EACH TEACHER BOOK . . . . . 4.95
3.95
Book A (3-4)
Practices 6 kinds of analogies: AdultYoung, Object-Description, Male-Female,
Synonym, Object-Location, and Antonym.
025461 Student
025462 Teacher
See page vi for key to Consumer Product Safety Improvement Act warning labels.
Book B (5-6)
024192 Level C (6-9)
Practices 14 kinds of analogies: the 6
Contains alien-themed problems. Problems
from Book A plus Homonym, Part-Whole,
near the end ask the student to either deterWorker-Tool, Worker-Place, Grammar,
mine a classification scheme given a diaDegree, Cause and Effect, and Sequence.
gram or to use a diagram to determine the
025463 Student
025464 Teacher
validity of syllogisms.
Book C (6-12)
033765 Level D (9-AD)
Practices 19 kinds of analogies: the 14 from
24 students are on a trip and various numBook B plus Object-Use, Geographical,
bers of them participate in activities. Solving
Part-Part, Symbol, and General Association.
puzzles requires filling in all sections of
009070 Student
009071 Teacher
the diagram and answering the question.
Book D (6-12)
Towards the end of the book, percentages of
Practices 27 analogies: the 19 from Book C
the students are involved in activities instead
(minus Homonyms) plus Worker-Product,
of just numbers, for extra calculations!
Action-Meaning, New-Old, Mythological,
Scientific, Literary, Historical, Sound
Deductive Reasoning
Relationships, and Letter Relationships.
009042 Student
009043 Teacher Mind Benders (PK-AD)
Deductive reasoning at its finest. Mind
Benders books help students (and adults) learn
and practice deductive reasoning as they are
presented with clues to unravel and organize in
order to reach logical conclusions. Becoming
proficient in deductive reasoning will not only
improve standardized test scores, but will help
sharpen reasoning ability in all curriculum areas
and in real life situations. As a child, I particularly enjoyed working these clue-and-grid type
problems and consumed puzzle books full of
them just for fun. I never gave a thought to
their educational value. But perhaps it’s no
coincidence that I ended up a computer systems
consultant..... Anyone doing Mind Benders
for the first time should begin in the Verbal
or Book 3 level to learn the deductive reasoning process before trying the more challenging
levels. The original books are leveled A1-C3,
Analogies (6-9)
This slim, reproducible workbook introduces and were out of print, but some levels are now
students to the concept of analogies and the available again. These titles are the "individual
many different relationships they can relay. After titles," separated by A, B, and C in the chart at
explaining analogies, students complete the the very bottom. Also available are the newer
worksheets dealing with synonyms, antonyms, versions, which are two of the original titles
cause and effect, part to whole, purpose, action contained in one book. Where the original levto object, sequence, association, characteristics, els have 14 puzzles per book, most of the new
degree, and other analogy relationships. The versions include about 25-26. Surprisingly, the
pages are all multiple choice style, with 13-16 new books are about the same size (and similar
questions per sheet. Hopefully, after this book, price!), perhaps because they have condensed
YOUR STUDENTS : ANALOGIES :: YOU : each puzzle onto one page where originally the
clues were found on one page and the grid on
CHOCOLATE! 28 pages.
024327 . . . . . . . . . . . . . . . . 4.95
3.95 the facing page. Puzzles spiral slightly within
each level and solutions are included in the
books. For each new level below, we have
Classification
noted the old versions included in parentheses.
Although the Mind Benders Verbal is conVenn Perplexors (PK-AD)
As you may have guessed, this series uses sidered the introductory book in the Mind
Venn Diagrams (think of two slightly overlap- Benders series, Critical Thinking also provides
ping circles) to teach classification and to solve two Beginner Levels which introduce deductive
problems. Level A focuses on the classification thinking in the format of the grid puzzle. While
of objects into sets and subsets while Levels B the Verbal includes questions like "Skip likes
and C focus on problem solving. Each contains cake better than pie. He likes ice cream better
48 problems with easier problems at the begin- than cake. What conclusion follows from this?"
ning and more difficult ones at the end. ~ Anh that guide the student to use their deductive
EACH BOOK . . . . . . . . . . . . 12.95 11.65 reasoning skills, no clue and grid puzzles are
included in this book. Instead, Verbal contains
024190 Level A (PK-2)
100 brief exercises that introduce younger stuFor both readers and non-readers. Problems
dents to the critical thinking process. Beginning
in the first half are illustrated, but problems
Books 1 and 2 each feature an instructional
in the second half use word sets only.
page at the beginning that demonstrates how to
024191 Level B (3-6)
use a grid chart, and the grid puzzles that follow
Problems are based on rhymes such as Little
utilize pictures and simple words wherever posBoy Blue and Jack and Jill. Near the end
sible so beginning readers aren't more frustrated
of the book, the student is asked to think
by the sentences than they are by the puzzles.
of objects that fit into a given classification
Answer keys are included in each book.
scheme. Pb, 56 pages, answers included.
See page vi for key to Consumer Product Safety Improvement Act warning labels.
EACH BELOW . . . . . . . . . . . . . 9.99
011293 Beginning Book 1 (PK-K)
011311 Beginning Book 2 (1-2)
000393 Verbal (K-2)
EACH BELOW . . . . . . . . . . . . . 10.99
003026 Book 3 A1/A2) (3-6)
003035 Book 4 (A3/A4) (3-6)
003068 Book 5 (B1/B2) (7-12)
EACH BELOW . . . . . . . . . . . . . 12.99
003088 Book 6 (B3/B4) (7-12)
003093 Book 7 (C1/C2) (7-12)
003096 Book 8 (C2/C3) (7-12)
EACH INDIVIDUAL LEVEL BELOW
6.99
Level A (2+) Level B (6+) Level C (8+)
000385 B1 000389 C1
000386 B2 000390 C2
000387 B3 000391 C3
000384 A4 000388 B4
Mind Benders Software (PK-AD)
The clue-and-grid logic puzzles you love in a
fun new format! Just read through the clues and
click on the grid to mark your squares - red for
false and green for true. If you make a mistake,
clearing a cell or the entire grid is a snap, much
easier than paper and pencil. Hints are available
to help you along, and should you need it, the
solution to each puzzle is explained in detail.
Win/Mac system requirements: Windows Vista/
XP/2000/ME/NT/98, 64 MB RAM; Macintosh:
OS X (10.3+), 128 MB RAM. ~ Anh
EACH CD-ROM . . . . . . . . . . . . 25.99
025276 Beginning 1 (PK-K)
025293 Beginning 2 (1-2)
017538 Level A1/A2 (3-6)
017540 Level A3/A4 (3-6)
017542 Level B1/B2 (7-12+)
017543 Level B3/B4 (7-12+)
Balance Benders (2-12)
This series of books by Critical Thinking Co.,
combines the creative fun of logic puzzles with
basic pre-algebra skills to prepare students
for future success in algebra. In each puzzle,
students work to keep the scales “balanced” by
working through the mostly pictorial representations of algebraic concepts. For example, given
a balanced scale with a square on one side
and a circle on the other, the following must
always be true: circle equals square, 1 square
& 1 circle equals 2 circles, and 2 circles equals
2 squares. Don’t worry if these associations
don’t come to mind right off the bat. Each book
includes a set of “Balance Tips” that provide
quick review of basic algebraic concepts necessary to solve each and every one of the puzzles
in the book. These algebra tips include the following: the symmetric property of equality and
inequality, cumulative & associative properties
of equality and inequality, addition & subtraction properties of equality and inequality,
multiplication & division properties of equality
and inequality, distributive property, transitive
property of equality and inequality, and more.
Reproducible, solutions included, 46 perforated
pages. - Enh
EACH BOOK . . . . . . . . . . . . . . 9.99
001285 Beginning (2-6)
001299 Book 1 (4-12)
001353 Book 2 (6-12)
001377 Book 3 (8-12)
Logic
677
☼Crypto Mind Benders (3-12)
Are you a huge fan of solving secret codes?
These activity books practice deductive and
mathematical reasoning skills as you use the
mathematical clues provided to establish which
numbers and letters correspond to one another.
Use this key you’ve deduced to decode the
famous quote or classic joke. Each book contains 30 activity pages as well as detailed solutions. ~ Anh
EACH BOOK . . . . . . . . . . . . . . 10.99
026698 Famous Quotations
026699 Jokes
Perplexors (3-12)
Perplexors, like Mind Benders, are full of
deductive thinking puzzles to solve. However,
Perpelexors has discarded the grid format and
has listed each problem in columnar format
with each possibility listed under each subject, allowing the student to cross off the ones
that don't work out, and leave them with the
information that they need in easily accessible
format. Each page features the problem, the
column setup, and a series of clues to use to
solve the puzzle. Each book features 48 deductive thinking puzzles, all age-appropriate to its
suggested grade levels. Each book progresses
in complexity, adding more categories and
more people or objects from about three to
four subjects and two to four categories in the
basic level, to five or more subjects and up to
nine categories in the expert level. Compared
to Mind Benders, these start out at a more
advanced level, so a bit of explanation about
the process of elimination and deductive reasoning might be necessary for some children. Each
book does begin with an example puzzle and a
clearly written explanation of how to solve it.
A challenging deductive reasoning problem is
enjoyable for most kids - and gives other parts
of the brain a chance to get exercised during the
school day. Answers included. - Jess
EACH BOOK . . . . . . . . . . . . 12.95 11.65
029668 Basic Level (3-4)
029670 Level A (4-5)
029671 Level B (5-6)
029672 Level C (6-7)
029673 Level D (7-9)
029669 Expert Level (9-12)
Visual Mind Benders (7-12)
At the most basic level, these are visual pattern puzzles. In the Level B book, for instance,
each puzzle involves 3 figures (triangle, square,
circle), 3 shades (black, white, gray), and 3
locations (left, middle, right). Each puzzle solu678
Logic
tion must contain at least one triangle, circle,
and square. By applying your deductive reasoning skills to the clues provided, you solve the
puzzle by determining the location and shade
of each figure. There may be more than one
possible solution and you have to find them all.
In Level C, an additional figure, the hexagon,
and a new shade are introduced into the mix.
I was surprised at how challenging it can be to
keep track of the possible solutions and eliminate possibilities in your head. To make things
easier, however, the good people at Critical
Thinking provide a reproducible page of figures
you can cut out and actually put on the solution slots as you work through a puzzle. 30 pgs
each. ~ Anh
EACH BOOK . . . . . . . . . . . . . . 4.99
021813 Level B (7-9)
021814 Level C (10-12)
Grid Perplexors (3-AD)
How’s this for a perplexing puzzle? In
“Mice Ahoy,” three mice decide to test their
sea legs. Each mouse boards a different ship,
and each voyage lasts a different number of
days. Afterwards, the mice decide that they
are not cut out for sailing because of various
ailments. Using the information provided in
the story along with some additional clues,
can you determine which mouse boarded what
ship, for how long, and why he quit sailing? A
grid is provided for you to organize, track, and
eliminate possibilities until you are left with the
correct solution. Each book is packed with 50
logic puzzles. What an entertaining way to
sharpen your deductive reasoning skills! ~ Anh
EACH BOOK . . . . . . . . . . . . 12.95 11.65
003490 Level A (3-4) 003512 Level C (5-6)
003496 Level B (4-5) 003517 Level D (7+)
Detective Club—Mysteries for Young Thinkers
(2-4)
Introduce students to logic puzzles and deductive reasoning with this reproducible book. The
book begins with several short grid puzzles and
then progresses to six multi-puzzle mysteries.
The “Lost Backpack,” “Mystery Valentine,” and
“Willie’s Wallet” are some of the mysteries to
solve. The logic puzzles consist of a variety of
puzzle types, including decoding messages, grid
puzzles, list-making (and sorting), and making
inferences from story problems. The puzzles are
enhanced by attractive graphics, and a completion certificate, solutions, and teaching suggestions are included. 64 pgs, pb. ~ Lisa
047890 . . . . . . . . . . . . . . . 11.95
8.95
Logic Safari Books (2-6)
These deductive reasoning books from Dandy
Lion require the student to use the clues to figure out who does what in each scenario. For
example, Tom, Tim and Tinney are celebrating
their birthdays. Your challenge is to figure out
from the clues who celebrates by going to the
skating rink, which one takes his birthday to the
golf course, and who goes to the pizza parlor.
Grids are given to help you easily analyze the
clues and figure out the correct solution. There
are 29 lessons with answers included. Books 2
and 3 progress in difficulty. ~ Genevieve
EACH BOOK . . . . . . . . . . . . . 8.95
7.50
013920 Book 1 (2-3) 013922 Book 3 (5-6)
013921 Book 2 (3-4)
Red Herring Mysteries (4-12)
Get your children thinking “out of the box”
with these books of sparker situations by Thomas
Camilli and the Critical Thinking CompanyTM.
A seemingly strange or incongruous scenario
is set in a brief story. Students must then make
inferences, use deduction, develop lines of reasoning, think creatively, and look beyond the
obvious to figure out a solution or reason that
makes sense. Students ask teachers/parents yes
or no questions about the story to try and figure
out exactly what happened. The books progress
in difficulty (both between and within books)
and are self-contained with usage tips, reproducible graphic organizers, stories, and solutions all in one neat little book. Students keep
track of their clues until they are finally able to
come up with the correct solution. This series
provides a great way to show students how to
solve mysteries or problems through critical
questioning. The series used to be titled Case of
Red Herrings, and we still have a limited supply
of the older editions, which are identical to the
newer ones (Book A-1 has become Level 1 and
Book B-1 is now Level 2). Once we run out of
the older editions, only the new ones will be
available. Books about 70 pgs, pb.
EACH BOOK . . . . . . . . . . . . . . 14.99
001775 Level 1(4-6) 001796 Level 2(7-12)
☼Math and Logic Puzzles that Make Kids
Think! (6-8)
Math and Logic
go hand-in-hand
in this intriguing
collection of challenging activities
which incorporate
variations on popular logic puzzles
(like Sudoku) with
math skills.
In
each chapter the
puzzle type is
introduced and
explained along with some strategies for solving them. Puzzles are then provided at various
difficulty levels for students to solve. For even
more challenge, students can then create their
own puzzles for you or their siblings to solve.
This is usually more difficult than solving them,
as it requires a lot of thought to construct a
puzzle with a unique solution. Puzzle chapters (and types) include Greater Than Sudoku,
Shapedoku, Killer Sudoku, and Calcudoku.
Authors suggest that, upon completion of the
book, students explore and concoct their own
variations. In case they get stumped, an answer
key is provided in the back of the book.
037994 . . . . . . . . . . . . . . . 14.95 11.55
Spider Island - Logic CD-ROM (6-AD)
As you make your way through each maze,
watch out for the logic spiders! They're hungry,
speedy, and quite determined to keep you from
reaching the exit. To safely pass a spider, you
must correctly answer its multiple choice word
problem. If you get the problem wrong, the spider leaves a sticky web and you'll have to find
another way out. Sharpens deductive reasoning
and reading comprehension skills. For Win/
Mac. ~ Anh
017544 . . . . . . . . . . . . . . . . . 21.99
See page vi for key to Consumer Product Safety Improvement Act warning labels.
Solving Riddles
Dr. DooRiddles (PK-7)
Here’s one for you. I’m educational for sure. I
improve vocabulary and reasoning. But I’m fun
as well, and I promote grins and laughing. What
am I? Dr. DooRiddles, of course! These rhyming
riddles provide students with essential skills for
good reading and thinking. Students carefully
look for clues in each riddle, mentally connecting clues to figure out what is being described.
Each book contains 120-160 riddles and, thankfully, the answers. ~ Rachel S.
EACH BOOK . . . . . . . . . . . . . . 9.99
016244 Book A1 (PK-3)
031767 Book A2 016245 Book B1 (4-7)
031768 Book A3 031769 Book B2
Spider Island Riddles Software (K-AD)
Your mission, to make your way through each
maze. Your problem, gigantic riddle spiders
that are intent on blocking your path. Your
solution, to outsmart the spiders by correctly
answering their riddles. But beware, if you're
stumped, you won't be able to get past the spider's web. Would this riddle stop you in your
tracks? "My print is the plan for what you must
build, alone I am down with sadness I'm filled."
What am I? (four letters). Win /Mac ~ Anh
EACH CD-ROM . . . . . . . . . . . . 21.99
017545 Level A1 (K-3)
017546 Level B1 (4-6)
017547 Level C1 (7-AD)
Visual Discrimination & Patterns
Thinker Doodles (PK-4)
Part visual discrimination puzzle, part following
directions, these fun books ask students to complete partial pictures. The books features several
completed pictures and a matching number of
incomplete ones. Each object on each page is the
same, but there are small differences in colors and
features. By closely comparing the incomplete pictures, students should be able to figure out which
one matches which complete one, and then color
them to match. In the beginning level, the pictures
are large and simple, and the differences are pretty
easy to see. A1 adds more complex objects and
introduces letters and numbers to the pictures. The
Half 'n Half books takes completing pictures to a
whole new level. Each page contains a complete
half of an animal’s face or body matched up to
an incomplete half. The student must complete
the other half, using the incomplete markings
as guides. Level A1 starts with animal faces and
works up to an entire front view of an animal
body. Level B1 focuses on front views of the body
and moves on to both the front AND back view of
an animal, using only the guide dots and markings
to help them match up to the other half. Although
these seem like they belong in the art/drawing section, visual discrimination is key in completing the
pictures. 44 pgs. - Jess
EACH BOOK . . . . . . . . . . . . . . 8.99
011650 Beginning (PK) 012006 A1 (K-1)
011595 Half 'n Half Animals A1 (K-1)
011605 Half 'n Half Animals B1 (2-4)
How Would That Look? (1-6)
054459 . . . . . . . . . . . . . . . 13.00
10.75
Improving Visual Memory (3-6)
Have you ever played the game where someone has a tray full of objects and then takes
one away and you have to remember what it
was? This book is like that, only with engaging
line-drawn pictures concocting different scenes
- maybe a teacher and a classroom of students,
a downtown area, a playground, a picnic, or a
storefront. Students receive 3 minutes in which
to study the picture, then they must flip it over
and try to answer all 10 questions on back.
Skills include deriving meaning from pictures
and signs and recalling specific details. Each
book contains 22 reproducible activities on
perforated pages, answers included. ~ Megan
009581 Book 1 (3-4) . . . . . . 7.99
6.50
009593 Book 2 (5-6) . . . . . . 7.99
6.50
009604 2-Book Set . . . . . . . 15.98 12.75
EACH BOOK . . . . . . . . . . . . . . 7.99
020681 Level A (3-5) 020683 Level C (9-12)
020682 Level B (6-8)
Word Winks (5-AD)
Do you love puzzles that play on words? Can
you figure out the following: “HhAaNnDd”?
Maybe that’s an easy one, but with a whole
book featuring over 300 of these visual-verbal
puzzles, it should take a while before you figure
them all out! If you find yourself in that very
situation, finished with the book, bored, and sad
that all your beloved puzzles have been solved,
just get More Word Winks with over 300 more
puzzles to challenge your brain. (Oh, and if you
didn’t get that first one – it’s “hand in hand”!)
Pb, 56 pages, answers included. - Megan
EACH BOOK . . . . . . . . . . . . 12.95 11.65
008705 Word Winks
Logic Links (1-AD)
008638 More Word Winks
Arrange colored chips according to the clues 017805 Even More Word Winks
provided to solve each puzzle. Logic Link clues
are somewhat general, i.e. "each white chip is
directly between two chips of the same color,"
making these puzzles a little more difficult to
solve. Solutions to Level A puzzles are singlerow arrangements, with double-rows for Level
B. Books includes 48 punch-out colored chips
and 100 puzzles. Great for tactile learners! -Anh
EACH BOOK . . . . . . . . . . . . 12.95 11.65
024187 Level A (1-2) 031138 Level C (5-7)
024188 Level B (3-4) 031139 Level D (7-AD)
Logic Links Puzzle Box (3-AD)
Now the Logic Link Puzzles kids love are available in a more game-like form. This set includes
166 puzzles at various levels and 32 small plastic, colored game chips. Each puzzle is presented on a 5" x 5" puzzle card and uses a series of
clues to instruct a player where to place chips to
solve the puzzle, requiring deductive reasoning
and determination. The cards are double-sided,
with a puzzle on both sides, and while outlines
show where to place the game chips, instructions tell where to put specific colors (i.e. the
green chip is adjacent to the yellow chip, the
red chip touches only yellow chips, the topmost
chip touches the blue chip, etc.). Beginner puzzles form a single row of chips and usually have
two clues; intermediate puzzles form a rectangle
and require 4-6 clues; advanced puzzles form a
square of three rows and usually have 7-8 clues;
and expert puzzles form a circle of chips, with
5-8 clues. Cards are color-coded by difficulty
and the game is stored in a cardboard box.
CHOKING HAZARD (1). Not <3yrs.
017152 . . . . . . . . . . . . . . . 12.95
11.65
Spatial Reasoning
Spatial Reasoning Puzzles That Make Kids
Think (6-8)
053684 . . . . . . . . . . . . . . . 14.95 11.55
Word Puzzles
Creative Thinking Puzzlers (3-12)
Develop flexible problem-solving skills with
fun word games - word morphs, codeword
clusters, secret word puzzles, telephone code
puzzles, DooRiddles, shape puzzles, and line
puzzles. Great as warm-up, extra credit, or
reward activities. 45 pgs. ~ Anh
See page vi for key to Consumer Product Safety Improvement Act warning labels.
☼Link Winks (3-AD)
These little rhyming puzzles are so addictive!
I started reading the Level A book and was
hooked after just a few Link Winks. A Link
Wink consists of three clues. The goal is to find
the missing connection - three words that satisfy
the clues but also rhyme. Rather than spoil any
of the puzzles in the books, I created my own
Link Wink as an example: a quick sketch, a
popular pasta, and a well-groomed dog. Can
you find the link? (I’ll give you a hint, think
words of two syllables). Each book in this series
contains 300 rhyming word puzzles.
EACH BOOK . . . . . . . . . . . . 12.95 11.65
035700 Level A (3+)
035722 Level B (7+)
PRACTICE & REINFORCEMENT BOOKS &
CARD SETS - VARIETY / MIXED SKILLS
(commonly referred to as "puzzle" books)
Brainiest, Insaniest Ultimate Puzzle Book
(K-AD)
A collection of puzzles to test every corner
of your brain! Picture puzzles, mazes, riddles,
logic and sequence puzzles, wordplay, and
more make up the 250+ puzzles in this full-color collection. Cartoon-like illustrations, clear
instructions, detailed solutions and a book-wide
scavenger hunt will keep you figuring right to
the very end.
043280 . . . . . . . . . . . . . . . 10.95
8.25
Logic
679
☼Usborne Wipe-Clean Activity Cards (1-AD)
What an astounding variety of puzzles and
games! These large, colorfully illustrated activity cards are fun to do and easy to share among
siblings! Your children can take turns solving
most of the puzzles, seeing who’s the fastest!
The activities are reusable since the cards are
dry erase and you can easily wipe them clean
with a simple facial tissue. Each set of activity
cards contains 50 cards (4.5” x 6.125”). There
are roughly 45 double-sided activity cards and 5
answer cards in each set. One black wipe-clean
pen is also included. Great for hours of portable
entertainment for those long car rides or plane
trips! ~ Anh
EACH SET . . . . . . . . . . . . . . . 9.99
7.75
044090 50 Brain Games
Mixed bag of logic puzzles, visual-spatial
puzzles, critical thinking puzzles, and word
puzzles.
031728 Brain Puzzles
This puzzle variety pack features "spot the
difference" puzzles, riddles, mazes, logic,
number puzzles, codes and more.
052636 Logic Puzzles
Clue-grid puzzles, secret codes, pattern and
sequencing predictions, and more.
052640 Word Puzzles
Crosswords, word search, and other word
games.
Brain Games for Kids (3-7)
EACH GAME . . . . . . . . . . . . 10.95
8.95
054388 #1
054389 #2
054390 Amazing Brain Builder Puzzles . . . . . . . . . 12.95
9.95
Mindtrap Puzzle Cards - Geometrical Riddles
(4-AD)
MindTrap has come out with more remarkable
puzzle cards that will challenge the way players think. Geometrical Riddles cards feature
an assortment of the best mathematical, pattern
recognition, and geometrical riddles in each
pack. Brain teasers, mysteries, and other riddles
will have players thinking outside the box to
solve these geometrically oriented puzzles.
Each card includes a question along with a
graphic, symbol, or picture of some kind to help
you find the answer. Great for independent or
group fun, you just have to pick which level
you think you can conquer! These simple decks
make great stocking stuffers, birthday gifts, and
travel games.
EACH PACK . . . . . . . . . . . . . . 8.99
7.25
039396 Novice Level (4-AD)
039395 Master Level (7-AD)
039394 Genius Level (8-AD)
680
Logic
☼Puzzling World of Winston Breen (4-6)
It’s a novel. No, it’s a puzzle book. Actually,
it is both! Enter into the world of young
Winston Breen who sees puzzles everywhere.
He not only sees the puzzles, but is an excellent
puzzle solver. These novels contain puzzles
throughout, which can be solved immediately
or if readers don’t want to (or can’t) solve the
puzzles, they can keep reading and find out
the answer. Answers to the puzzles (and more
puzzles) are in the back of the book. In the first
book, Puzzling World, meet Winston and follow him as a present he gives his sister turns out
to be a real life puzzle. In Potato Chip Puzzles,
Winston is challenged when a potato chip
tycoon invites children for a day of puzzling fun
at his house. Challenging and unique, these
novels keep the reader engaged not only in the
story but through completing numerous puzzles
along the way. 200+ pgs, pb. ~ Alissa
EACH BOOK . . . . . . . . . . . . . 7.99
5.75
036838 Potato Chip Puzzles
036848 Puzzling World of Winston Breen
☼Code Crackers Series (5-9)
Best friends Sam and Lisa are adventure
magnets. Wherever they go, mystery seems to
follow! To advance through these entertaining
choose-your-own-adventure stories, you will
need to complete a variety of tasks – interpret
maps, decode secret messages, complete logic
puzzles, and more. These stories will definitely
keep your brain actively engaged and thinking
while you read. Each book is approximately
125 pages with half of the book dedicated to
the story and half dedicated to puzzles. You
may want to note that these books were originally printed in the U.K. and contain British
terminology (like "car park" and "torch") and are
a bit edgy in places (Trapdoor features a large,
spider-like creature that amply fills out a bikini
top and some wicked looking elves). ~ Anh
EACH BOOK . . . . . . . . . . . . . 5.99
4.95
031568 Trapdoor to Treachery
Sam and Lisa investigate an outbreak of
mysterious robberies over summer break.
031579 Voyage to Victory
While on a museum fieldtrip, Sam and Lisa
are mysteriously sent back in time to an 8th
century Viking ship.
☼I.Q. Brain Train (10+)
All the following members of a family are present at a family gathering: mother, father, son,
daughter, uncle, aunt, brother, sister, cousin,
nephew, and niece. Only 4 people are there.
How is this possible?
This is one of about 100 puzzling cards that
you will answer. If you are ashamed to lose
such a mental game in front of others, go at it
alone with or without a timer. But if you have
the confidence (and you wonder how smart
your friends are), you can play against them
in teams or separately. Cards are also scored,
which can help when comparing the worth of
questions. Some questions will stump you, of
course, and will have you digging in the back
of your brain for the answer. Sometimes it’s best
to think about the question before the answer;
you’ll have to switch gears from logic to lateral
thinking quickly! This is definitely a good game
for the road, however far the trip.
CHOKING HAZARD (1). Not <3yrs.
032656 . . . . . . . . . . . . . . . 14.99
12.95
☼Little Book of Big Brain Games (6-AD)
Exercise your brain in a big way with this
little book! This smaller version of the Big
Book of Brain Games (043279) contains over
500 dazzling full-color puzzles designed to
challenge your thinking. The puzzles (dubbed
“PlayThinks” by the author) are divided into
twelve chapters that focus on specific skills:
geometry, graphs and networks, patterns, dissections, numbers, logic and probability, science, and more. Puzzles are rated by difficulty
level (1-10) and use a variety of skills, including
drawing, tracing, mental visual-spatial reasoning, thinking through story problems, and oth☼Brain-Flexing IQ Tests (5-9)
ers. The problems can be completed solo or
Each of the 22 tests within this book contains with two or more students. Detailed solutions
15 questions of varied type and difficulty fol- included. Digest-sized. 454 pgs, pb. ~ Lisa
lowed by the answers on the next page. While 040976 . . . . . . . . . . . . . . . . 9.95
7.95
the questions don’t actually calculate IQ, they
require the reader to test their knowledge of Challenging Logic Puzzles (7+)
words, numbers, logic, spatial cues, associaThey weren’t kidding when they named
tions, and more. These tests are fun for every- this book! These logic puzzles are definitely
one and would be perfect for travel or practice Mensa-worthy brainteasers. Many of the puzzles
problems. Each “test” should take about 30 deal with determining order, as in a seating
minutes. Spiral bound. ~ Alissa
arrangement, the order of ingredients added
038931 . . . . . . . . . . . . . . . . 7.95
6.25 to a potion, or the sequence of events in a
nightmare, for example. Other puzzles require
using clues to correctly matching up columns,
such as linking first names with last names and
an occupation. Although these sound just like
clue-grid puzzles, these are much more difficult
because you aren’t provided with a rubric to
help organize and eliminate possibilities. 67
puzzles. ~ Anh
011105 . . . . . . . . . . . . . . . . . 6.95
5.50
See page vi for key to Consumer Product Safety Improvement Act warning labels.
Big Book of Brain Games (9-AD)
Give your brain the ultimate workout with this
book full of “PlayThinks”! PlayThinks may be a
visual challenge, riddle, puzzle, game, illusion,
art object, or 3-D structure that transfers you to
a state of mind where play and problem solving coexist. This book contains 1,000 unique
puzzles that will challenge you in many different ways. The puzzles come in all shapes and
sizes as they utilize different ranges of difficulty
(ranging from 1 to 10), use diverse skills (mind,
pencil & paper, tracing & cutting), must be
done solely or with a group, and cover a wide
range of topics, including: geometry, logic &
probability, science, patterns, and much, much
more! There are fourteen different subjects in
all! Detailed solutions are provided (thankfully!)
and there is even a difficulty index in case you
want to work your way from level one to level
ten sequentially. The author, Ivan Moscovich,
is by my standards a genius, but is also an
internationally known and acclaimed inventor, puzzler, and artist. All-in-all this book is
the ultimate math challenge for your brain, but
don’t let that fool you, as it is also entertainingly
fun! 420 pgs, pb. – elise
043279 . . . . . . . . . . . . . . . 22.95 17.35
PRACTICE & REINFORCEMENT BOOKS SPECIFIC SKILLS
Deductive Reasoning - Grid Puzzles
Logic Puzzles to Bend Your Brain (3-AD)
If you can’t get enough of deductive reasoning
puzzles like Mindbenders, check out the logic
puzzles in this collection. This book contains
64 logic puzzles, most of them grid-and-clue
problems. The story problems covered in the
puzzles are fun and varied and include topics
such as school, sports, animals, ice cream, parties, and books. The back of the book contains
a handy puzzles/skills chart index so you can
select puzzles according to specific skills being
practiced. Some examples of skills that you can
develop while doing the puzzles are averaging,
fractions, comparing data, more than/less than,
graphs/charts, measurements, sorting, miles per
hour, and more. Solutions included. 94 pgs,
pb. ~ Lisa
047901 . . . . . . . . . . . . . . . . 6.95
5.50
are simpler. The best part is that there are four
different types of Sudoku puzzles. There are
Symbolidoku puzzles where you have to find
the appropriate place to draw in fun symbols
such as crescent moon, stars, and ice cream
cones.
Then there are Alphadoku, where
you have to solve the puzzle using the letters
A through F. Next come the Geometridoke
puzzles, where you use geometric shapes such
as diamonds, circles, and triangles to fill in
the blanks. Lastly is the traditional puzzles,
Numeridoku, which use the numbers 1 through
6 to solve the puzzles. The rules are the same
for all puzzles - each character must appear
once in any 6-square box, or in any row up,
down, or across. Think you can do it? (Don’t
worry – if you get stuck, answers are in the
back!) Ready, set… Sudoku! – elise
036545 . . . . . . . . . . . . . . . . 7.95
5.75
First Sudoku Book (3-7)
There are a lot of Sudoku books on the market;
however, this one is geared towards children
from ages 8-13. It contains 48 puzzles with
interesting illustrations for hours of fun. No math
skills are needed, just reasoning and logic. The
first 24 puzzles use the numbers 1-4, and the
remaining 24 puzzles use the numbers 1-9. The
instructions are at the front of the book to get
you started, and the solutions are at the back.
64 pgs, pb. - Stephanie A.
021537 . . . . . . . . . . . . . . . . 3.95
3.50
Sudoku Puzzles for Kids (3-8)
This is a great book of Sudoku puzzles for kids.
Included are 55 puzzles that have 6x6 grids
instead of the traditional 9x9. These smaller
grids are perfect for beginners, since kids only
have to fill in numbers 1-6 (instead of 1-9). After
these beginning puzzles, 22 standard 9x9 sudokus are provided, for a total of 77 puzzles in the
entire book. This is a great way to introduce kids
to these popular puzzles. Answers are included
in the back of the book. 96 pgs, pb.
041709 . . . . . . . . . . . . . . . . 4.95
3.95
☼Puzzle Baron’s Logic Puzzles (7-AD)
Deductive reasoning is a pretty good skill to
keep sharp. That’s why this book offers 200
grid-based logic puzzles, with clues to help you
figure out which teacher has which pet, which
king ruled during which era, and who wore
what dress shoes to the party. The clues are
just enough to solve the puzzle, and there’s only
one right solution. Work your way out from the
known, deduce the rest, and try to beat the average time listed on the page! ~ Mark
036803 . . . . . . . . . . . . . . . 14.95 10.95
Deductive Reasoning - Sudoku Puzzles
Do You Sudoku? Book for Kids! (2-8)
Sudoku puzzles are great for building deductive logic skills, but many of the puzzles out
there are too difficult for younger kids. This
little book solves that problem. The grids are
smaller (only a six square box), and the puzzles
Mastering Sudoku Week by Week: 52 Steps to
Becoming a Sukoku Wizard (3-AD)
Join the elite ranks of sudoku master problem
solvers! This small-format book explains and
hones the strategies you’ll need to conquer even
the most challenging of these puzzles. After
some background information, chapters move
See page vi for key to Consumer Product Safety Improvement Act warning labels.
from Basic Techniques to Extreme Solving. To
see if you’ve mastered the tactics, the author
includes 20 hard and extreme puzzles to solve
at the end, followed by a chapter discussing
variations of the basic sudoku and other places
to find puzzles (mostly internet sources). All
solutions are included. Did I mention that
regular mental workouts are essential for prevention of brain decay? So, let’s get that pencil
sharpened!
043113 . . . . . . . . . . . . . . . . 9.95
7.75
Mensa Absolutely Nasty Sudoku (5-AD)
If you are finding those “Advanced” newspaper sudokus ridiculously easy, it’s time to ramp
it up! This is NOT a book for the beginner.
Beginning with challenging, the books increase
in difficulty through the levels.
Level #1
requires only basic and intermediate techniques
to solve; Levels 2 and 3 add more advanced
techniques; by Level 4, puzzles require multiple advanced techniques. However, these
are all solvable by logic puzzles; none of them
requires guessing to complete. So, after cutting your teeth in Mastering Sudoku Week by
Week, you can practice some pencil-biting in
this series. All answers are included in the back
of the book.
EACH BOOK . . . . . . . . . . . . . 7.95
6.25
043129 Level 1
043131 Level 3
043130 Level 2
043132 Level 4
Sit & Solve Easy Sudoku (5-AD)
053708 . . . . . . . . . . . . . . . . 5.95
4.75
Deductive Reasoning - Whodunits / MiniMysteries
Challenging Whodunit Puzzles (1-9)
This collection of whodunit mysteries takes
the reader along with Dr. Quicksolve as he
names suspects, accuses murderers, finds murder weapons, and disproves wild stories. You
have to be quick - and an attentive reader - to
catch these clues! 42 short mysteries are
included here, (with solutions, in case you get
stuck). Some are more difficult to solve than
others, but don’t give up! Otherwise, you’ll
look at the solution, smack your head and wonder “why didn’t I think of that? I knew that!”
96 pgs. ~ Jess
025644 . . . . . . . . . . . . . . . . 6.95
5.50
☼One-Minute Mysteries and Brain Teasers
(2-AD)
Could you figure out how a stopped clock
wouldn’t give the time of the robbery which
caused the clock to stop? Or how someone
could find the owner of a wallet with illegible
identification? If so, you’ve come to the right
books. Inside are dozens of sleuthing cases to
solve, from crimes to natural mysteries. Each
case gives a brief synopsis (hence the name
“One-Minute”) and a humorous, if inaccurate,
illustration. If you need help solving it, simply
refer to the clues in the back of the book; don’t
worry, they won’t give away the answer too easily. According to the author, these puzzlers are
best solved by teams of amateur detectives, but
feel free to give them a try by yourself.
052741 Good, Clean . . . . . . . 9.99
7.95
052740 Mind-Boggling . . . . . 9.99
7.95
052742Return of . . . . . . . . . 8.99
7.50
Logic
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Case Closed? 40 Mini-Mysteries to Solve (4-7)
Join Daisy Pepper and Ridley Long, private
detectives, to sharpen your own detective skills.
40 mini-mysteries require you to crack secret
codes, arrange events in a time sequence, and
find important visual clues to solve various
crimes. Each mystery is comprised of a short
story and accompanying picture; together, these
hold the clues to help you reveal the answer,
but they aren't simple. Answers are held at the
back of the book - but no peeking!
031071 . . . . . . . . . . . . . . . . 6.95
5.95
Kids’ Whodunits: Catch the Clues (4-8)
Jonah Bixby is a 12-year-old boy with a mother
who is a police detective. His mind is sharp,
and he’s often responsible for solving many
of his mother’s tough cases, as well as some
mysteries his friends come across. Each book
contains 20 crimes/mysteries that Jonah solves,
and readers can read about all of the clues
and try to solve the mysteries themselves. Each
crime is described in 2-3 pages, and the solutions are found in the back of the book. Can you
figure out who stole Crazy Kate’s autographed
baseball, who hacked into the college e-mail
system, who set a fire in the warehouse, and
who shot and killed the owner of the jewelry
store? With subtle clues, these crimes are somewhat tough to solve, but vigilant readers should
be able to crack the cases. The cases are at the
same difficulty level in both of the books. Black
and white illustrations accompany the stories.
By popular writer Hy Conrad. Each book is 90
pgs, pb. ~ Rachel
EACH BOOK . . . . . . . . . . . . . 6.95
5.50
043125 Catch the Clues!
022759 Whodunits 2: Crack the Cases!
You’re the Detective (4-AD)
Put your sleuthing skills to the test with the 24
mysteries in this book. Each two-page spread
contains a black and white illustration, a narrative setting the scene and explaining the mystery
to be solved, and questions (some multiple
choice and yes/no) to provide clues. The mysteries vary in difficulty, but all of them require
analysis of both the text and the pictures to solve
the mystery. A great way to sharpen your observation and visual discrimination skills! Solutions
included. 78 pgs, pb. ~ Lisa
044065 . . . . . . . . . . . . . . . . 8.95
7.25
WhoDunit Puzzles (5-10)
Can your youngster figure out who stole the
midterm exams at Riddle Middle School? And,
while he’s at it, solve the other 18 puzzles given
here? Wide-ranging thinking skills are tapped in
resolving various situations that crop up at the
junior high. Brainteasers and logic problems
mix with deductive reasoning to give your child
an intriguing and challenging mental workout.
043139 . . . . . . . . . . . . . . . . 5.95
4.75
Crime Scene Whodunits (5-AD)
Are you smarter than the criminals in this
mystery book? If so, you should have no trouble
helping Dr. Quicksolve catch the responsible
parties for these various crimes committed
around town. Twenty-two short stories provide
you with all the information you need to accuse
the right people - if you are insightful enough
to read between the lines. Just in case you get
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Logic
stuck, the answers are in the back of the book.
Although the reading level is 5th grade and up,
there are several more unsavory cases that may
be more appropriate for older readers.
034166 . . . . . . . . . . . . . . . . 6.95
5.50
Two-Minute Mysteries (4-AD)
No Sherlock Holmes here. Meet Dr. Haledjian,
a famous detective who catches unnoticed
details and can see through any witness’s tale to
determine the truth and bring the real criminals
to justice. Each of the seventy-nine cases only
takes a minute or two to read; but trying to solve
the case can take a few minutes of investigation
as you think through all the details described to
Dr. Haledjian. Even after a few minutes, you
might reach a conclusion as to “whodunit,” but
you might have to check to see if your detective skills are on the mark. Lucky for you, Dr.
Haledjian has solved the case in a matter of
seconds, and his accurate conclusion is printed
upside-down so you can easily check to see if
you were right. Trust me, these cases aren’t so
easy! I’ve tried my hand at several of them and
they are pretty tricky. These cases are a great
way to work on reading comprehension, critical
thinking, and deductive reasoning. Are you
ready to match wits with a professional detective? Time to find out if you are a modern day
Sherlock or Watson! 158 pgs, pb. – elise
034045 . . . . . . . . . . . . . . . . 5.99
4.50
Five-Minute Mysteries (8-AD)
This popular series for armchair detectives
serves up enough devious mysteries to keep
your brain spinning for days! Each book features 40 mysteries, each several pages in length.
The characters and crimes differ from mystery to
mystery, but all share a need to be read through
with a mental magnifying glass. Tougher than
many of the mini-mysteries in this section, these
stories feature well-planted clues that require
keen observation and a deep pool of knowledge
to solve. I tried to briefly solve several in Even
More Five Minute Mysteries before writing this
description, and even though I’m usually good
at these, I have to admit I was on the wrong
track entirely! pb. - Jess
EACH BOOK (except noted) . . 9.95
7.50
008415 Five-Minute Mysteries
008452 More...
008396 Even More... . . . . . . . 8.95
6.75
043550 Absolutely Amazing...
043551 Further... . . . . . . . . . 8.95
6.75
organizing data, and analyzing evidence. Each
mystery includes a teacher section, which has
clues and other directions for teachers to read
to students. Students listen to the clues, read
the mystery on the student pages, fill out forms,
and use various forensic techniques to solve
the puzzles. The entire process takes about an
hour per mystery. All the books follow the same
format but have different mysteries. The first
book includes Mystery at the Mall, The Coaster
Caper, The Case of Santa’s Blackmail, The Case
of the Missing Tiara, and A Hollywood Crime.
The mysteries in the second book involve a stolen will, a dog-napping, a forged memento, a
stolen video game, and a hoax. The third book
is slightly different than the others, as it provides
some additional material. Before students delve
into the mysteries, they attend “Private Eye
School,” which is basically just a few teacheraided activities to get them thinking outside
the box and familiar with detective vocabulary
and thinking. It also provides directions for students to write their own mysteries, create logic
puzzles, and sketch their crime scene. Then
they are ready to tackle the five mysteries - The
Robbery at the Groaning Board Restaurant,
The Great Electric Train Robbery, The Pizza
Delivery Joke Mystery, Stealing the Spotlight,
and A Vandal Strikes. Solving the mysteries is
a lot of fun and helps students build valuable
skills. By Mary Ann Carr; the first two have 64
pages and the third has 112; pb. ~ Rachel
EACH BOOK (except noted) . . . 11.95 8.95
040989 One Hour Mysteries
040988 More One Hour Mysteries
033073 Private Eye School: More
One-Hour Mysteries 14.95 11.55
☼Baffle Book / Strikes Again (6-AD)
These extremely challenging mystery books
are perfect for those that crave stories that
are designed to sharpen their observational
skills. Each book includes an introduction that
describes how the Baffle Book came about and
how to use them in a game. The 15 puzzlers
within each book date back to the early 20th
century, recounting what appears to be true
caper stories to include bank and museum robberies, kidnappings, and murder. Stories give
enough verbal and visual details (via diagrams)
to solve each case without going into any gruesome elements of the crimes. At the end of each
story, specific questions are asked and points
given for accurate answers. Detailed answers
to the questions and their point values are found
upside-down in the back of the book. These oldfashioned armchair mysteries inspired countless
other quickie mystery books to follow! pb. 137
pgs. ~ Alissa
047276 Baffle Book . . . . . . 10.95
8.95
047277 Strikes Again . . . . . 10.95
8.95
Manipulation / Tactile
Smart Snips (2-6)
054461 . . . . . . . . . . . . . . . 16.00
One Hour Mysteries (4-8)
These reproducible workbooks each contain
five mysteries to solve. Unlike many other whodunit books, there are multiple steps students
must take to solve the mysteries. Skills include
deductive reasoning, inferring, taking notes,
12.95
Tangrams - 330 Puzzles (3-AD)
A selection of the best Oriental and American
tangram problems. Range in difficulty from easy
to almost frustrating. Solutions (thankfully) are
included.
010885 . . . . . . . . . . . . . . . . 6.95
5.75
See page vi for key to Consumer Product Safety Improvement Act warning labels.
Matchstick Puzzles (5-AD)
This very colorful book probably contains
every matchstick puzzle known to man (or
woman). Easy, medium and hard puzzles are
mixed throughout, accompanied by vintage
match box images (including Elvis and Lassie!),
many from other countries. Solutions to all the
puzzles are in the back. Sometimes, it’s okay to
play with matches!
043126 . . . . . . . . . . . . . . . . 7.95
6.25
Word Puzzles
Sit & Solve Boggle Puzzles (5-AD)
053707 . . . . . . . . . . . . . . . . 5.95
4.75
1000 Word Puzzles (7-AD)
This compendium includes interesting and
unusual word puzzles of all types, requiring the
reader to draw on all their vocabulary and spelling skills as well as on their logic, problem-solving, and knowledge of idioms in the English language. Divided into 20 tests with 50 questions
each, the book is easy to navigate, and includes
answers. At 7.5” square, the go-anywhere format would be perfect to stick in a backpack or
bring on a car trip. This puzzle book would be
beneficial for anyone preparing for the SAT or
other standardized test, wanting to stretch and
strengthen their mental muscle, hoping to join
MENSA, or just looking for something to do on
a Saturday afternoon. ~ Rachel D.
047368 . . . . . . . . . . . . . . . 19.95 15.95
Brain Games for Word Nerds (7-AD)
053702 . . . . . . . . . . . . . . . . 7.95
Physical Manipulation - Simple
Cobra Logic Games (1-AD)
054425 Cubes Game . . . . . 21.95
054426 Twist Game . . . . . . 24.95
16.95
19.95
I.Q. Collection Wire Puzzles (3-AD)
Engage your brain for hours during car trips,
airplane rides, or on those cold snowy evenings
when you’re stuck inside. Each wire puzzle features a unique design, and the challenge is figuring
out how to manipulate the pieces to “solve” the
puzzle. There are four difficulty levels available.
Level 1 puzzles are the easiest and usually take a
competent adult 10-30 minutes to solve. Level 2
puzzles are an intermediate level that take 30-60
minutes to complete. Level 3 puzzles are difficult
and take 1-3 hours to complete. Level 4 puzzles
are very difficult and take anywhere from 4 hours
to days to figure out. Instructions are included if
you get really stuck – but try not to peek!
CHOKING HAZARD (1). Not <3yrs.
EACH PUZZLE . . . . . . . . . . . . 9.99
Level 1 Puzzles
029730 Brain Baffler
029909 Cowboy’s Hobble
030145 Handcuff
030149 Heart Breaker
030416 Iron Maiden
☼Orbo Snap & Match Puzzle (4-AD)
No pieces to lose with this color-matching
orb-shaped puzzle. 11 colored balls are moved
around inside the orb so that they are positioned
with the same-colored ring. One position is
always empty to allow movement of balls within
the orb. A spongy substance inside keeps the
balls in place while allowing repositioning.
Small diameter (approx. 2.5”) means easy handling for little hands, but challenging enough for
an older child or adult.
049436 . . . . . . . . . . . . . . . . 9.99
8.75
6.25
PRACTICE & REINFORCEMENT
PUZZLES & GAMES
Note: Puzzles are grouped according to
primary skill, though many include other
thinking/logic skills as well.
CHOKING HAZARD (1). Not <3yrs.
Level 2 Puzzles
029684 Black Widow
029807 Brain Bender
031187 Scorpion Sting
032011 Scorpion
Level 3 Puzzles
029664 Beetle Bug
029855 Brain Spiral
030080 Fantastic Five
Level 4 Puzzles
029607 “A” Puzzle
029854 Brain Game
030423 Mirror Image
030428 Parallel Dimension
~~~~~~~~~~~
8.75
☼IQ Twist (2-AD)
There are so many puzzle games around, it’s
difficult to find one that stands out from the
pack. IQ Twist differs from the rest in several
regards – its simplicity, its small size, and its
originality. To play, you decide which of the
100 puzzles you want to do, and fit pegs into
the board to match that puzzle. Then you try to
fit all the twisty puzzle pieces onto the board
and over the pegs– matching the color of the
piece to the peg it fits over, of course. Each
puzzle has only one solution, making some of
them downright impossible. An excellent travel
game, and a great way to boost IQ and spatial
reasoning. ~ Mark
027746 . . . . . . . . . . . . . . . . 9.99
8.95
☼IcoSoKu Puzzle (2-AD)
Arrange the 20 numbered triangles in between
the pegs numbered 1-12. Each corner of the
triangles has between 0-3 filled in dots. What
you’re trying to do is arrange the triangles so the
number of dots adjacent to each peg adds up to
the number on the peg. Like any puzzle of this
type, there will be many times you will end up
with just a couple pieces out of place. But keep
trying! Once you succeed, there’s more. This
puzzle is completely changeable; the pegs and
triangles can go anywhere, as long as they all
end up on the puzzle. Even when you complete
it for the 10th time, there are still new ways to
play.
037242 . . . . . . . . . . . . . . . 19.99 15.50
See page vi for key to Consumer Product Safety Improvement Act warning labels.
☼Brainstring Puzzles (2-AD)
You just can’t wait to get your hands on this
puzzle because it’s so intriguing, and once
you start arranging and rearranging – you’re
addicted! Brightly colored tabs protrude like
little spikes all over the outside of a transparent ball. A stretchy string is attached from one
tab to another through the center of the ball.
The object of this puzzle is simple – start by
randomly arranging colored tabs to form a knot
in the attached stretchy strings at the middle of
the transparent ball. Then, unknot the strings by
moving the tabs – a challenging task, because
the strings are tucked inside the ball! This
puzzle is loads of fun, a great conversation
piece, an interesting coffee table adornment,
and best of all has no pieces to lose as it is a
self-contained puzzle.
027491 Original (A.) . . . . . . 16.99 13.95
Blue, yellow and silver tabs in a cube.
028797 Advanced (B.) . . . . 16.99 13.95
Eight-sided ball with yellow, purple, red and
orange strings and tabs. More challenging
than the original.
027493 Brainstring R (C.) . . 16.99 13.95
Goal is the same, but you untangle the knot
by rotating the entire ball vertically and
horizontally.
027494 Brainstring Value Pack
. . . . . . . . . . . . . . . 34.99 26.95
Three times the fun. Boxed set of all three
at a great savings over buying separately.
Z-Knot Brainteaser Challenge (3-AD)
The Z-Knot is a simple enough puzzle to look
at – six z-shaped pieces of plastic assembled
into a rough cube. However, each one is
shaped differently on the inside, meaning each
one moves in an unpredictable pattern. Solving
the puzzle involves gradually sliding each one,
testing which other pieces move and how far,
and trying to get a glimpse at the inner workings
so you can gradually pull pieces off. Once you
have all six disassembled, how easily can you
put the knot back together? Solutions (disassembly and reassembly) included. ~ Mark
022377 (D.) . . . . . . . . . . . . 11.99
9.25
C.
A.
B.
D.
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Gordian’s Knot (3-AD)
This is possibly the world’s most difficult
brainteaser, perfect for puzzle enthusiasts and
players who enjoy a challenge. It takes 69
different moves to dismantle the puzzle, and
everyone will want to try to solve the mystery.
It’s basically six colorful, plastic, interlocking puzzle pieces that form a “knot.” Sounds
simple, but take our word for it, it’s a challenge
even if you’ve already done it before. Luckily
(for those who might go insane trying to untie
the “knot”), a solution book is included.
039990 . . . . . . . . . . . . . . . 11.99
9.25
Unhinged Game (3-AD)
051026 . . . . . . . . . . . . . . . 14.99
11.55
Tower Challenge Game (3-AD)
053871 . . . . . . . . . . . . . . . . 9.95
8.50
☼Baffling Wire Puzzles (3-AD)
These puzzles are very durable and are about
1-4 inches long, in varying shapes and sizes.
One in particular is the well-known 3 rings puzzle, but you’ve probably never seen the others.
These include a kind of “spring” looking puzzle,
triangles, crosses, and all sorts of random metal
pieces that probably look more complicated
than they are. Most of the puzzles involve trying
to separate the pieces. A complete instruction
manual is included, which offers the suggestion
to get some friends together for a “puzzle party.”
A word of warning: once you start solving
these, you won’t want to stop! The puzzles and
manual are packaged neatly in a retro-style box.
032648 . . . . . . . . . . . . . . . 19.99 17.25
Physical Manipulation - Sliding / Moving
RUSH HOUR PUZZLES
Rush Hour Traffic Jam Puzzle (1-AD)
Traffic jams have been called a great many
things - inconveniences, frustrations, and major
aggravations, just to name a few. How about
fun? Yes, fun! In this new thinking skills puzzle, your goal is to move all the other vehicles
from the congested formation to get yours home
free. 40 different puzzle cards are included,
along with a multitude of little brightly-colored
cars and trucks in a sturdy gray street-like base.
This game was the winner of awards from several groups in 1997, including Parents Magazine,
Parent’s Choice, and Mensa. Four skill levels
- beginner, intermediate, advanced, and expert
- make it more enjoyable for everyone, regardless of age. Now everyone can know the joy
of bumper-to-bumper traffic, while trying your
sequential thinking skills - not your patience!
005108 . . . . . . . . . . . . . . . . 19.99 14.95
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Rush Hour Expansion Packs (3-AD)
Think you've mastered the original Rush Hour
game? You might want to further test your
skills against one of these all-original sets of
puzzles! Each expansion pack features 40 new
puzzles, ranging in skill level from intermediate
to GrandMaster (where you may have to navigate two cars out of the jam!). A new vehicle
is included with each set also. Please note that
you must have a Rush Hour game to use these
expansions.
EACH SET . . . . . . . . . . . . . . . 5.99
4.75
000217 Set #2
This set includes a red convertible car piece.
002466 Set #3
Includes a white limo car piece.
005255 Set #4
In this set, you're driving a yellow taxi!
idea. This game is more challenging than Rush
Hour in that some of the game pieces are larger
unique shapes and sometimes 2 or more pieces
can be moved as a group. 60 challenges are
provided at 5 difficulty levels, with solutions
provided. Improve your mental health with this
challenging logic game.
024571 . . . . . . . . . . . . . . . 19.99 17.25
River Crossing: Perilous Plank Puzzle (3-AD)
Don't let your hiker fall in the water and drown
or get eaten by hungry alligators! 40 challenging puzzle cards invite you to defy the hazards
and obstacles you face. Stumps are placed in
different places on every card and magnetic
planks of three different sizes are your only tools
for getting safely from one side to the other. The
hiker has magnetic feet to allow players to easily
move planks from one space to another. Great
for a challenge at home or on the road!
Rush Hour Deluxe Edition (3-AD)
For all you Rush Hour fanatics out there, 021576 . . . . . . . . . . . . . . . 19.99 14.95
here’s a special treat! This edition of the classic Rush Hour game has been revved up with River Crossing 2: North Woods Adventure
a flashy new design. Your new and improved (3-AD)
fiery red car must escape from a gridlock of This sequel offers up 40 brand new challenges!
unique metallic-colored vehicles to “getaway” Please note that this set merely builds on the first
from the bumper to bumper traffic. 60 specially - you MUST already have the first set in order to
selected puzzle challenges from the other Rush use this. While 10 of these cards simply presHour game packs offer you five levels of fun ent additional solo hiker challenges like those
from Beginner to Grand Master. Another added in the original set, this set also comes with 10
bonus is that you can store the puzzle cards, extra stumps and a husky dog figure. The dog
cars, and game boards in the plush lined col- adds a whole new dimension to the puzzle! For
lector’s box. Whether you’re new to Rush Hour 15 of the challenges you must rescue the dog,
or a seasoned pro, you’ll want to get behind the which is trapped somewhere in the middle of
the river, and for the last 15 challenges you have
wheel of this edition! – elise
038004 . . . . . . . . . . . . . . . 24.99 18.95 to safely get yourself as well as the dog across
the river! The skill level of the cards ranges from
Intermediate to Grand Master.
Rush Hour Jr. (1-3)
4.75
Rush Hour puzzles are wonderful for all ages, 025665 . . . . . . . . . . . . . . . . 6.00
but once younger kids get through the beginning
cards and a few harder, it can get too difficult ☼Turnstile (3-AD)
In this moving maze game, your goal is to
for them. The solution to this puzzle? Rush
Hour Jr! It has all the fun of the original, with get the four colored pawns from their starting
minor changes. For example, their playing points to the matching color corners. However,
piece is an ice-cream truck they guide through there are up to four other grey playing pieces
the maze of fire trucks, police cars, and other blocking your path, and you must also contend
vehicles. The game comes with 40 new junior with moving maze walls. This will open up a
challenge cards, and a bag to store the game in. new path, but it might close another. Navigate
your way through all 40 challenges (beginA great travel toy. - Melissa
005257 . . . . . . . . . . . . . . . . 19.99 14.95 ner – expert) as you twist and turn the maze to
achieve your goal. Try not to get stuck!
051025 . . . . . . . . . . . . . . . 19.99 14.95
☼Equal 7 Puzzle (2-AD)
This puzzle holds seven dice (with varying numbers on their faces) in a cube with one open slot. Amaze (3-AD)
Your challenge is to slide the dice around until If you like doing mazes, you will love Amaze!
all of the sides equal seven. It’s a very hands-on You get 16 different mazes on one game board.
thinking puzzle. Once you finish (if you do!), Choose one of the maze challenges from the
display your trophy using the handy flat corner. back of the board or the instruction book. Each
037208 . . . . . . . . . . . . . . . . 9.99
8.95 one is numbered, and the higher the number
the more difficult the maze. There are four red
indicators on the left side and you match those
World Passport, World’s Best Logical Puzzle
with the maze you have chosen. Then, take the
(2-AD)
attached stylus and put it at the start position
1CHOKING HAZARD (1). Not <3yrs.
054427 . . . . . . . . . . . . . . . 19.95 15.95 and begin tracing it through the maze. If you
come to a red bar blocks your path, you can
slide it over with the stylus, but you can't jump
☼Anti-Virus – the Bio-Logical Game (3-AD)
Get rid of that virus in the cell as quickly as over it. Beware, a red bar moved may create a
possible! This visual and spatial perception dead end elsewhere. If you do get stuck, you
game uses a unique board (the cell) with 9 may reset the indicators in setup positions and
pieces that slide diagonally to allow movement go back and start over again. If needed, soluof the other shapes. The objective is to clear tions are in the back of the instruction booklet.
a path to the exit to get rid of the red virus. If This would be a great travel game too. ~ Phyllis
7.75
you are familiar with Rush Hour, you get the 027822 . . . . . . . . . . . . . . . . 9.99
See page vi for key to Consumer Product Safety Improvement Act warning labels.
☼Tilt (3-AD)
This teetering logic maze will have you tilting the game board to slide pieces into place.
The rectangular game board has a grid pattern
with grooves for sliding pieces, and it’s slightly
elevated on a pedestal for easy tilting. Several
round slider pieces (4 blue and 2 green), plus
6 gray square blocker pieces are included. To
begin, select a challenge card and place the
blocker and slider tokens on the grid as indicated on the card. Your goal is to tilt the board
to get the green sliders through the hole in the
center of the game grid while leaving the blue
sliders on the grid. (It’s harder than it looks!).
You get 40 challenge cards with four levels of
play (beginner, intermediate, advanced, and
expert), and solutions are included in case you
get stuck. A handy game-go bag is included for
easy storage—and playing on the go. ~ Lisa
039667 . . . . . . . . . . . . . . . 20.00 14.95
Visual Discrimination / Matching
Scramble Squares Puzzles (PK-AD)
These colorful puzzles will be a test for everyone, regardless of age. Kids will love the bright
pictures, and adults will love the challenge.
Each puzzle consists of nine large squares which
form a picture when arranged correctly. But
an individual piece has only half of a design
on each side, which needs to be matched up
to the side of another square to complete the
puzzle. That seems simple enough for the first
few squares, but when you're left with only
one piece that doesn't match up right, it takes
lots of thinking and rearranging until you get all
nine squares pieced together right. You'll need
plenty of determination! - Melissa
EACH PUZZLE . . . . . . . . . . . . 8.95
6.95
010868 American Native Flowers
049106 Ancient Egypt
016869 Bald Eagles
048106 Buffalos
010869 Bunnies
004859 Butterflies
009760 Cats
048107 Cows
015141 Dragonflies
013741 Fairies
009098 Forest Animals
009761 Frogs
004862 Horses
010871 Hot Air Balloons
023313 Kites
051942 ☼Ladybugs
004863 North American Birds
010873 Pirates
013745 Planets
004867 Puppies
009099 Snakes of North America
015176 United States Armed Services
SET puzzles, and challenges the player to find
all the possible SETs. The first 21 puzzles are
“basic” and consist of 9 cards, all of which
share one feature. Basic puzzles contain four
SETs hidden within the cards. The rest of the
puzzles are considered “advanced” and feature
12 cards – and 6 hidden SETs. The illustrated
cards are all numbered, so when players locate
a SET, they can jot down the numbers of the
cards that make up the SET. Answers are included at the end if that last SET eludes you. A fun
Tantrix Discovery (2-AD)
This fun puzzle will keep any player busy way to practice the game solo – or great gift for
for hours. The puzzle consists of ten sturdy, the SET-lover in your life! – Jess
7.75
six-sided tiles in a black mesh bag. The tiles 048323 . . . . . . . . . . . . . . . . 9.95
are numbered from one to ten and display red,
blue, and yellow lines. The purpose of the SET Cubed (1-AD)
Combine the strategy of SET with the chalpuzzle is to create complete circles or loops
by connecting the lines on the tiles. You begin lenge of a crossword-type game, and you get
with three tiles, make a circle connecting lines SET Cubed! This game includes a 9x9 grid
of the same color on the tiles, then try to do it board, 42 dice printed with SET symbols, and
with one more, and so on. Puzzlers add one tile a cloth bag. To begin, each player draws five
at a time until finally creating a loop using all dice, and everyone rolls them simultaneously.
ten tiles. With less than ten tiles, only one color The first player to find a “SET” plays first, placof loop is possible to create, but with all ten ing their three dice in the middle of the board.
tiles, each color has its own solution. If you're Subsequent players roll their dice, and try to
looking for more of a challenge, (and believe make SETs between their dice, and the dice
me, it's harder than it sounds!) you can play already on the board. Sets can be formed with
each die added, so scoring can add up as a
with two sets of tiles for more complex loops.
player adds one, then two, and then three dice
CHOKING HAZARD (1). Not <3yrs.
016966 . . . . . . . . . . . . . . . . 4.99
4.50 to the board. “Wild” dice and bonus squares on
the board add even more twists to the game! If
Visual Discrimination / Patterning / Attributes you enjoy the SET card game and are ready for a
new challenge, you’ll love SET Cubed. If you’re
not familiar with SET, this is a good way to get
☼Acuity (2-AD)
Designed to sharpen your pattern-matching the hang of making SETS, since each player has
skills, Acuity contains 70 tiles with 1 of 4 pat- a turn and the action is a bit slower-paced! 2-4
terns in each quadrant of each tile. 36 of the players.
tiles are placed in a 6 x 6 arrangement. A player 030585 . . . . . . . . . . . . . . . 20.00 15.45
draws a tile and all players race to find this same
pattern on the 6 x 6 grid. The first player to find Hue Knew? On the Go! Game (3-AD)
Word association can really be tricky! Based
the 4-part pattern across the edges of 2 tiles or
the corners of 4 tiles wins that tile. The overall on the original Hue Knew? game, this card game
winner is the one who wins the most tiles. The version challenges players to match the color
game is designed for 2 or more players, but vari- to the word or the word to the color… which
ants allow for solitary play, cooperative play, sounds easy until you see that the color words
and handicap mechanisms to help young play- are printed in a variety of colors. How fast can
ers compete against their elders. Playing time you recognize “Yellow” when it’s printed in
bright BLUE? It plays somewhat like Uno®, as
ranges from 10 to 20 minutes.
021777 . . . . . . . . . . . . . . . 19.95 16.95 players race to get rid of their cards and includes
“Skip,” “Reverse,” and “Draw 3” cards to spice
things up as well. For 2-6 players.
SET Game (1-AD)
6.26
More flexible than attribute blocks! More fun 005803 . . . . . . . . . . . . . . . . 8.95
than Venn diagrams! It’s fast-paced. It’s challenging! It’s...fun! I fell in love with this game
the very moment I saw it. It sounds simple;
players race to see which three cards (of the
twelve showing) form a “set”. There are no
turns, no waiting - the quickest to deduce a logical set wins the point. There is no age advantage; your children can beat you if their visual
perception in sharper than yours. Even when
played alone, the game is a mental challenge.
With opponents, the heat is on! MENSA chose ☼ColorCube 3D Puzzle (5-AD)
this game as a top mind game in 1991 - chosen This puzzle is a 4x4x4 array of 64 uniquely-colfor originality, intellectual challenge, aesthetics, ored cubes. The idea of the puzzle is to position
quality and longevity (you won’t quickly tire of the cubes on connecting rods in such a way as to
demonstrate the progression of color through the
this game!). So... are you ready to get Set?
008706 . . . . . . . . . . . . . . . 12.99
9.95 visible light spectrum from red to violet. Secret
clues are given in the Mystery Envelope to help
you get it right, which is a good thing, since
New York Times SET Puzzle Book (1-AD)
If you can’t find anyone to play SET with you, there are over a billion possible combinations.
hone your skills on these addictive puzzles! Visually intriguing when completed.
This spiral-bound book features 150 full-color 049275 . . . . . . . . . . . . . . . 24.00 19.95
Crazy Puzzle Game - Ancient Egypt (PK-AD)
Provides hours of fun (not to mention an exercise in visual logic). This puzzle may appear
simple but it is really mind-boggling. The
Crazy Game has nine playing cards. The goal
is to form a perfect square, but there are over
250,000 puzzle configurations and only ONE
correct solution! Original and eye-catching.
018523 . . . . . . . . . . . . . . . . 3.99
2.95
See page vi for key to Consumer Product Safety Improvement Act warning labels.
Logic
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Memory / Visual Memory
Spatial - Fit to Space 2D
☼Flip-a-Longs: The Long, Long Locomotive
(PK-AD)
In this delightful twist on the old Memory
game, players are searching for matching halves
of train cars to build the longest locomotive.
Train cars are not symmetrical, but match
together by virtue of a common theme, like the
aquarium car or the in-the-tunnel car. From
two to four players begin with an engine and a
caboose then add matched cars to the middle.
Played according to the same rules as Memory,
we found this to be a bit more challenging to
find matches and more satisfying to translate
successful recollection into longer trains.
032790 . . . . . . . . . . . . . . . 12.95 10.95
Mighty Mind / SUPERMIND
MightyMind Game (PK-3)
This wonderful game builds thinking skills,
starting out easy and progressing to harder
puzzles so younger kids can develop skills
as they go to solve increasingly challenging
puzzles. The basic MightyMind game contains
a tray with 32 colorful plastic design tiles and
30 sturdy puzzle boards. The puzzles are
numbered so you can easily spot their correct
order. While the first puzzles consist of spaces
to match single shapes to, the puzzles reach a
point where they have just an outline, requiring children to experiment with different pieces
until they find the correct combination in order
to solve the puzzle. Children can work their
way through the puzzles without help, all the
while building puzzle-working skill and interest. MightyMind has received several awards,
among them the Parent's Choice Honor award.
A magnetic version of MightyMind is also available, which includes magnetic shapes and is
packaged in a tin. Great for the road!
SuperMind is a sequel for children who
have successfully completed the MightyMind
puzzles. It is available separately (in original or
magnetic versions), or you can purchase just the
design book, since the design tiles are identical
to those in the first set. If you're looking for a
whole lot of additional puzzles, consider the
Super Challenger! It contains two sets of tiles,
the SuperMind design book, the MightyMind
Challenger design book (all new puzzles), and
the Big Idea Book which features the biggest,
most challenging puzzles in the line (both sets of
tiles in the set will be needed for these puzzles).
Extra Design Tiles are available, 32 colored
tiles in each set, so more than one child can
play at once. These are also great for use without pattern cards to create freeform designs.
008163 Mighty Mind . . . . . 18.95 16.50
016751 Magnetic Mighty Mind 21.95
022503 Challenger Design Bk 9.95
7.95
Contains 26 Mighty Mind Puzzles to complete.
050124 ☼Aquarium Adventure Design Book . . . . . . . 9.95
7.95
Contains all of the Aquarium Adventure
puzzle patterns.
008187 SuperMind . . . . . . . . . 18.95
007539 Magnetic Supermind . . 23.95
005130 SuperMind Book only 9.95
7.95
032659 Super Challenger . . . . 29.95
016766 Design Tiles . . . . . . . 8.95
7.95
033988 Mighty Mind Magnetize
. . . . . . . . . . . . . . . . 8.95
7.95
Contains 32 pre-cut, peel-and-stick magnets that can be placed on MightyMind or
SuperMind Design Tiles. The magnets are
sized to fit the tiles and are strong enough to
pass through any of the puzzle cards when
using a steel backing (or a cookie sheet).
034188 Magnetic Play Tray Set11.95 10.50
Includes metal play tray sized to fit the
puzzle cards and 32 peel-and-stick magnets
for the design tiles. Great for travel!
044651 Mini Mighty Mind . . . 9.95
This inexpensive starter set provides an
introduction to the Mighty Mind series.
It includes 16 beginner puzzles (which
increase in difficulty) and 12 design tiles.
Distraction: Game of Memory and Diversion
(3-AD)
051022 . . . . . . . . . . . . . . . 12.99 10.00
Visual / Spatial
☼Swish Game (3-AD)
Improve your spatial IQ with this fun family game! The game consists of 60 transparent
cards, each containing color images of a small
round ball and hoop. A Swish is created by
layering two or more cards so that every ball
fits into a hoop of the same color. Mentally
flip, rotate and stack the cards to make as many
Swishes as you can. A drawstring storage bag is
included for playing on the go. ~ Lisa
049512 . . . . . . . . . . . . . . . 13.00 10.00
☼Reflection (3-AD)
Invented by famed puzzlist Ivan Moscovich,
this challenging game requires players to think
quickly in multiple dimensions and with accurate foresight. 60 challenge cards feature colored spheres at random line intersections. Each
of these lines becomes possible axes on which a
mirror can be placed. He who hesitates is sure
to lose, as only one player can reserve an axis
line by placing their peg first. When all pegs
are placed, a mirror is placed on each reserved
line and players receive points depending on
the color and number of spheres shown on the
board and reflection: the difference between red
and blue spheres, the number of green spheres,
minus the number of yellow spheres. Quick to
learn, the game can be played by two to four
players, all of whom will rapidly hone their
powers of reflection!
032795 . . . . . . . . . . . . . . . 24.95 21.95
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Mighty Mind Aquarium Adventure (PK-4)
A whole new addition to the Mighty Mind
sets, Aquarium Adventure is full of watery fun.
The 26 puzzle cards get progressively harder
to solve, but kids will love the challenge of
filling in the sea snails, fish, seals, shipwrecks,
lobsters, and many other creatures and objects
that can be found in and around the water. The
storage tray is also a puzzle and allows children
to see every design tile available to them in one
glance. A great way to build visual puzzlesolving skills.
024582 . . . . . . . . . . . . . . . . . 18.95
☼Magnetic Mightymind Sea Explorer (K-4)
Go under the sea with Mightymind! This magnetic tin contains 26 colorful sea-themed puzzle
cards to complete, plus 32 proportional design
tiles in 6 basic geometric shapes. Place one of
the puzzle boards on the reverse side of the
metal container’s lid, then choose design tiles
from the storage bag and place them within the
borders of the puzzle’s design. The magnetic
tiles stick securely to the lid, making this the
perfect travel game. ~ Lisa
049341 . . . . . . . . . . . . . . . . . 23.95
Mighty Mind Magnetic Zoo Adventure (K-4)
051223 . . . . . . . . . . . . . . . . . 23.95
☼Crazy Campers (3-AD)
Dust off those visual-spatial skills, because this
camper-themed puzzle will test them to the limits! It’s a test of patience, too, as you’ll have to
think through the possibilities, eliminate pieces
that won’t fit, then rely on trial and error to make
progress in solving the 36 challenging puzzles.
Each of the eleven pieces is uniquely shaped
and portrays an appropriate, often humorous,
camp scene. These all fit together in a variety
of ways to create an entire (busy) campsite. The
starting piece each time is a tent being invaded
by a bear. For the 23 more difficult challenges,
the location of this piece is your only clue. The
other 13 “tenderfoot” puzzles also include the
location of one other piece. If you need more
help, the booklet gives you the location of 2
additional pieces on the back of each challenge,
as well as providing complete solutions. Perfect
for those long winter evenings.
050208 . . . . . . . . . . . . . . . 24.99 23.25
Katamino Pocket Game (3-AD)
053083 . . . . . . . . . . . . . . . 20.00
See page vi for key to Consumer Product Safety Improvement Act warning labels.
16.75
☼Kanoodle Puzzle (2-AD)
This Tetris-like puzzle features 12 different
shapes of between 3 and 5 beads with thin
connecting plastic. The puzzle board is a 5 x
11 region of dents in which you will configure
your shapes. The object of the game is to fit
all 12 shapes on the Kanoodle board, starting
with the positions on the cards. As the cards
get harder, you will start with fewer and fewer
puzzle pieces. Each setup has hundreds of possible combinations but just one solution. It can
get quite frustrating when you end up with one
bead off the board and one open spot, but the
more you try the closer (and farther) you can
get. Once you master the 2D setup, you can
play 3D Pyramid Kanoodle with the same key
concept but one challenging twist - use all 12
pieces to make a pyramid. I hope you find this
as fun and challenging as I did.
031880 . . . . . . . . . . . . . . . 12.99
9.95
☼Bill & Betty Bricks Game (K-AD)
I may have had a little too much fun playing
with these puzzle blocks! I thought it was going
to be way too simple with only ten blocks, but
there is more to it than first meets the eye. The
blocks are chunky, smooth, solid wood about
an inch think. Each is a different shape with a
different colored window or girder design. A
book of challenges, ranging in difficulty from
starter (me!) to wizard, serves as the directions
for the game. Each challenge is a picture, so
there is no reading involved. You are told what
to start with, what blocks you will add, and
what the end shape will be.
I can see a child sitting and working his way
through the book independently, checking off
each accomplishment in their heads. The little
Betty and Bill wooden characters make it cute
and fun, but they are rather small. You could
take them out of the game for very small children. This game is simple but applies many
principles of spatial relationships important in
early learning and creative problem solving.
The real challenge was getting them to fit back
in the box! ~ Sara
CHOKING HAZARD (1). Not <3yrs.
Bend-it Puzzle Game (2-AD)
051428 . . . . . . . . . . . . . . . 14.99
053430 . . . . . . . . . . . . . . . 25.99
20.95
13.50
☼Pathwords (7-AD; 1-AD))
Word search or puzzle? Actually, both! Not
only must you find words in the scrambled letters, but all of them must be covered by the
transparent pieces so that each uniquely colored
and shaped piece contains a complete word.
There are 40 challenge cards with four levels of
play from beginner to expert. Your vocabulary
will get a real workout alongside your problemsolving skills at the upper levels, as there are
many possible words using different pieces, but
only one combination that will fit – sometimes
with an obscure word or two in the mix. When
you’ve solved all of the puzzles, extend the
fun by making some of your own to challenge
another player!
1 CHOKING HAZARD (1). Not <3yrs.
039614 Pathwords (7-AD) . . 19.99 14.95
051024 Pathwords Jr. (1-AD) 19.99 14.95
The junior version plays like the original
version, but is simpler for kids. Includes 40
challenges geared towards kids!
Spatial - Fit to Space 3D
☼Trucky 3 Puzzle Game (PK-3)
How hard can it be to put 3 shapes into the
bed of the truck so that the tops are flush?
Harder than I thought! This spatial perception
logic puzzle from Smart Games challenges
youngsters with 48 puzzles. For each puzzle, a
page from the spiral-bound puzzle book shows
a color picture of the puzzle pieces to be used
and the truck to put the pieces in. The back
of the page shows the completed puzzle. The
book contains 12 puzzles for each age from 4 to
7, and each puzzle shows a gauge of difficulty
within the age range. The most challenging
puzzles have as many as 8 shapes going into 3
trucks. Included are 10 different plastic shapes,
3 cute little wooden trucks with rolling wheels,
and the puzzle book. ~ Bob
027800 . . . . . . . . . . . . . . . 24.99 20.95
☼Digits in a Box (3-AD)
With over 4,000 possible solutions, you would
think they would “go back into the box”! The
concept is simple: 10 puzzle pieces shaped
like the numbers 0-9. They fit perfectly in an
approximately 2½” cube. There’s even some
empty space. Spill them out, put them back….
if you can! Hard to put down, easy to take with
you, challenging to solve. A puzzle Pandora
would appreciate!
033913 . . . . . . . . . . . . . . . . 9.99
8.75
Spatial - Construct From Model
2D (Single Plane)
Tangram Puzzles & Games
Tangoes Game
Think of this as a game format for a tangram
puzzle book. It’s a fast-paced educational game
that keeps you guessing! The objective of the
game is to figure out the puzzle before your
opponent. Game includes 54 puzzle cards and
two sets of plastic tangrams. These double-sided cards have the solution on the opposite side,
if you happen to get stumped. All this fits into
a compact box. A portable mental challenge!
008148 . . . . . . . . . . . . . . . . 9.99
8.95
See page vi for key to Consumer Product Safety Improvement Act warning labels.
Additional Tangoes Card Sets
Additional sets of 54 puzzles each, on 27 cards
with solutions, in a sturdy plastic case.
EACH SET . . . . . . . . . . . . . . . 5.00
4.25
004179 Set 2
003506 Set 4
004180 Set 3
003507 Set 5
Double Tangoes Puzzle Game (2-AD)
Tangoes is a fun puzzle game in which players must use tangram pieces (various random
shapes) to make specific objects and shapes
shown on puzzle cards. It’s a fun game that
develops creative thinking and problem-solving
skills. Usually (like in the original Tangoes),
players use only 7 tangram pieces to solve the
puzzles, but in this double edition, there are 14
pieces that must be used! This makes the challenges even more fun as there are more pieces
and puzzle options. This great set includes 112
puzzle cards which show the final shape that
must be made (the solutions are on the back of
the cards). There are also two sets of 14 puzzle
pieces so two people can play at once! All this
is stored in a durable case, which is perfect for
on-the-go use. Double the fun of Tangoes!
045169 . . . . . . . . . . . . . . . 12.99 10.65
Tangoes Jr. (PK-8)
The name may say Junior, but I bet any tangram
puzzler would be excited to get their hands on
this snazzy, all-in-one puzzle case with magnetic pieces! Some of the greatest advantages
of this set are that the tangrams and cards are
extra-big for little hands, and all the cards and
pieces store inside the magnetic playing surface.
The set includes 12 double-sided puzzle cards,
with one side containing easier Level 1 puzzles
and the other side featuring more difficult Level
2 Puzzles. The same picture is depicted on both
sides of the card, but Level 1 shows the puzzle
broken apart into separate puzzle pieces, so
younger children can match up the pieces to see
how they fit together, while Level 2 is more of a
blank silhouette where puzzlers have to decide
how the tangram pieces fit into the shape. The
cards are sturdy, and the puzzles are “life-sized”
to fit the actual magnetic tangram blocks, so
kids can just fit the card into the top of the case
and begin puzzling! For more hours of Tangoes
Jr. fun, there are three additional Puzzle Packs.
Available in three themes (Animals, People,
and Objects), each pack contains 10 doublesided cards with the same format as the ones
described above. These puzzles build fine motor
skills, visual discrimination, cognitive abilities,
and pre-math and artistic skills, besides just
being plain old fun!
CHOKING HAZARD (1). Not <3yrs.
036654 Tangoes Jr. Set . . . . 25.00
EACH PUZZLE PACK . . . . . . . 7.00
018359 Animals
018360 Objects
018365 People
19.95
6.50
Magnetic Travel Tangoes (K-AD)
The Tangoes game everyone loves is now
available on-the-go. These sets deliver all the
fun of traditional Tangrams in a compact, magnetic form. The wire-bound puzzle booklets
measure 6.5” x 6.5” and snap shut to store the
seven magnetic tangram pieces provided. 24
puzzles are given in each book, and players
solve the puzzles on the mag- (continued...)
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687
netic play surface included. Using the magnetic
puzzle pieces, players fashion a variety of pictures including animals, objects, and people.
The magnetic force is strong enough to keep
pieces from falling off the board as children
move them around. Colorful, interactive, and
easy to take anywhere, these puzzle books will
be a hit on the road or at home. ~ Rachel
CHOKING HAZARD (1). Not <3yrs.
EACH BOOK . . . . . . . . . . . . . 9.99
018300 Animal Puzzles
018313 Object Puzzles
018324 People Puzzles
8.95
☼Tangram Smart Game (K-AD)
Be the first to correctly assemble animals, people, objects, letters and numbers with your set
of tangrams to win! The game is composed of
a flip-chart book featuring complete objects on
one side (along with their names in 4 languages:
English, Spanish, French and Mandarin) and
assembly instructions on the reverse. As each
page is flipped, players race to build it, shouting
out “Tangram Smart” when they believe they
have it correctly. The page is flipped to check
for accuracy and the winning player receives a
point. The game is composed of special EduStic
static-cling vinyl tangram pieces that will stick to
any glossy surface (i.e. windows, white boards,
refrigerators, laminated paper, etc.). For 1-3
players. ~ Megan
050071 . . . . . . . . . . . . . . . 24.99 20.50
Pattern Smart (K-5)
049243 . . . . . . . . . . . . . . . 26.99
☼Dr. Super’s Amazing Trigram Puzzle &
Outline Puzzle Set (2-AD)
Almost as amazing as the puzzle is its creative
packaging. The 9-piece, 1/8” thick plastic puzzle rests snugly in a plastic CD-case, along with
a puzzle booklet challenging you to construct
75 different figures. Based on a 30°-60°-90°
triangle, the pieces can also be used for geometric exploration. The similar triangles are in
three sizes; one large, three medium, five small.
This is very similar to the tangram puzzle except
there are more pieces and all are the same
shape. I found them to be more challenging.
Puzzles vary in difficulty and are categorized
as dinosaurs & animals, aviation & machines,
people, geometric shapes, and the alphabet.
For younger children, the outline puzzle pages
(available separately) provide a boundary shape
for the pieces. Puzzle solutions are included in
both the booklet and on the outline sheets.
038944 Puzzle & Booklet in CD Case . . . . . . . . . . . . . 8.95
038945 Puzzle Outlines Only . 4.95
21.95
☼Guess What! Game (K-AD)
In this unique and fast-paced game, players
must construct a picture with a variety of colored geometric shapes while other players try
to be the first to guess what they are constructing. The “builder” rolls a die and matches it to
the corresponding number on an object card.
They hurry to assemble the object within the
time limit while other players shout out guesses
– with the first to answer correctly receiving
1 point. Play passes on to the next “builder”
until you reach the desired number of points or
rounds. The special EduStic static-cling vinyl
geometric tiles used will stick to any glossy surface (i.e. windows, white boards, refrigerators,
laminated paper, etc.). Speed and accuracy are
key in this “big picture” game! 3 or more players. ~ Megan
050070 . . . . . . . . . . . . . . . 24.99 20.50
Shape by Shape (K-AD)
Here’s a new variation of an old puzzle you’ve
probably tried before - tangrams. Though much
like tangrams, Shape by Shape has twice the
number of pieces, in two different bright colors,
and in a few new shapes, too. Also, they are a
lot thicker than regular tangrams for easy handling. The puzzles require you to use one color
to build a tangram-like puzzle in the square
plastic tray, and then use the other color to fill in
the rest of the space. Each of the 60 full-colored
cards have the solutions displayed on the back,
and they store neatly in a drawer in the base of ☼Color Code Game (K-AD)
the tray. This unique but familiar puzzle will be
This puzzle is based on color, shape and
a challenge for all! - Jess
visual/spatial perception. Game consists of 18
005126 . . . . . . . . . . . . . . . 14.99 11.55 transparent plates, each with a colored shape.
Objective is to stack the plates in such a way
as to visually match the challenge. Look at
the challenge, choose the appropriate plates,
and place them in the sloped display to see if
it matches. Challenges consist of 4 levels of 25
each; while the starter challenges are not too
difficult, some at the master level will take a bit
of thought.
CHOKING HAZARD (1). Not <3yrs.
037260 . . . . . . . . . . . . . . . 19.99
688
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17.25
☼Flips Pocket Puzzles (K-AD)
Think of this as a 3-D slide puzzle. However,
instead of being limited to sliding squares
around the 3x3 grid, you can flip the cubes
(about the size of large dice) over to show any
of the six faces and then slide them around the
grid. Cubes are contained in the top part of
the plastic storage container, while the 36 challenges are stored in the base. Select a challenge
from one of 3 difficulty levels, slide it into the
display slot on the edge of the container so that
it is handy for reference, and start solving the
puzzle – an elongated cat or dog. Clear plastic
storage cover keeps cubes in place, making the
puzzle easily portable for travel use.
CHOKING HAZARD (1). Not <3yrs.
EACH PUZZLE . . . . . . . . . . . . 9.99
036319 Cat
036320 Dog
7.75
Spatial - Construct From Model 3D
Smart Car Game (PK-AD)
CHOKING HAZARD (1). Not <3yrs.
053432 . . . . . . . . . . . . . . . 25.99
20.95
☼Block Builders (K-AD)
What can you build using just six blocks?
Block Builders contains 50 different challenges,
each presenting you with a silhouette and asking you to reconstruct it. It’s not as simple as it
first appears: some of the blocks are hinged to
transform into different shapes, and not all the
blocks are required for some puzzles. Getting
the puzzle right means sharpening those visual
and spatial perception skills, architects. Puzzle
cards also contain architectural quotes, terms,
facts, places, and styles for additional learning.
And if you’re tired of trying to solve puzzles, just
let your creative mind take over and make your
own constructs. ~ Mark
049258 . . . . . . . . . . . . . . . 32.95 28.95
Architect Blocks Logic Games (K-AD)
If you’re provided the plans, can you build
the structure? Each of these games challenges
players to take a structure represented on a
page, and recreate it using a certain number
of Architect blocks. The games act as a series,
increasing in difficulty as each set forces the
player to strengthen their visual/spatial skills
a bit more. Each game set includes a spiralbound book of model structures to build and a
set of 18 sturdy plastic Architect blocks. The
books feature 50-60+ models to recreate; each
challenge includes a simple illustration of the
structure to build, a difficulty rating, and a list of
blocks the player must use. Because the same
set of blocks is used in every set, puzzle books
are also available separately, so you can easily
add on to one complete set.
Tangramino plays somewhat like tangrams
in that the building challenges are all flat;
however, blocks used can lie vertically or horizontally. At the beginning of Tangramino, the
modeled structures are on a 1:1 scale, so players can actually set the blocks on the illustration
to build the structure. Towards the end of the
book, the illustrations shrink somewhat, so play-
See page vi for key to Consumer Product Safety Improvement Act warning labels.
ers are forced to build the structure based on
appearance, instead of matching up the blocks.
In Equilibrio, players are challenged to create
upright, 3-D structures with the blocks. The
book depicts simple two-dimensional illustrations of the structure, and it’s up to the player to
determine the correct placement of the blocks
and ensure that their structure can stand independently. Architecto takes the building challenges another step by offering simple 3-D
illustrations of structures for players to recreate.
In many of these puzzles, the number and shape
of blocks used to create different parts of the
structure is fairly ambiguous, so building these
is a challenge! The most advanced puzzle set is
Cliko. This puzzle book also provides 3-D challenges, but players must use two-dimensional
illustrations from a “straight on” perspective to
build the 3-D structure. This is a puzzle series
that can definitely grow with a child’s development – and stretch any adult’s spatial skills too!
EACH GAME . . . . . . . . . . . . 34.99 27.95
EACH BOOK ONLY . . . . . . . 19.99 16.50
Game Book Only
042383 Equilibrio (K-AD)
042382
042386 Tangramino (1-AD) 042385
042379 Architecto (2-AD) 042378
042381 Cliko Game (3-AD) 042380
☼Ivan’s Hinge Puzzle (ages 9+)
How hard can it be to arrange triangles into a
given pattern? You’d be surprised. Ivan’s Hinge
has 50 challenges for you, and with all the
pieces hinged together, you’re in for a rough
time. You have to fold, bend, turn, and otherwise manipulate the pieces carefully to get it
into the proper shape. Solving the puzzles will
require concentration, spatial reasoning, logic,
pattern awareness – in other words, it all hinges
on you. ~ Mark
049259 . . . . . . . . . . . . . . . 12.95 10.95
☼Reptangles (1-3)
2-D puzzles have all sorts of combinations and
patterns, but you don’t find many 3-D puzzles
like that. Reptangles is one of the few that does
this well. The set comes with 24 puzzle turtles
(4 of each color) that have many flat surfaces.
These surfaces snap together in a variety of
ways, so they fit together in just about any
pattern possible. The focus is demonstrating
various aspects of geometry such as reflection,
sliding, and symmetry. Another use is building
polygons, such as tetrahedrons, cubes, and
dodecagons (and pretty much any angled polygon you can attach a name to). Because it is so
open-ended, this set comes with a great exploration guide to help you get started. Inside are
“basic moves”, which describes the snapping
capabilities of the turtles, basic structures, building polyhedra, and so on. Once you understand
the flexibility of these Reptangles, the book
gives you some challenges, such as reflections,
changing polygons from one to another, and
even color code challenges to test your 3-D
puzzle abilities. ~ Stephen
049260 . . . . . . . . . . . . . . . 27.95 24.95
replaced by six jungle animals (each with a different color); the game board is the jungle floor
with the storage tray/code shield shaped like a
rocky outcropping. As is fitting for its age range,
the code is now only three colors long, not four.
Other than that, it works just like the original.
One player, the codemaker, creates a code,
and the other player, the codebreaker, tries to
duplicate it on the board. The codemaker has
white and red creature pieces which they place
alongside the code, red indicating that the color
and placement of the piece is correct, white
Mirrorkal Escher (2-AD)
indicating that the color is right, but the placeBy the same company who brought you ment is not. Always thrilling, games are quick
Brainstring and Cubigami7 comes their most and scoring is simple – perfect for kids. ~ Mark
challenging game yet. A black tray holds 9 047714 . . . . . . . . . . . . . . . 14.00 12.95
cubes; within each cube is a slanted mirror
which reflects a part of a picture that is either on
Deductive Reasoning - Grid
the inside of the tray or on the side of another
cube. Arrange the cubes correctly and you will Clever Castle (K-2)
form one of 5 pictures. There is no color to give
Oh no! The king and queen have invited the
you clues; the pictures are all black and white. princesses, the dragons, and the knights of the
We passed the puzzle around to let people try land to their castle, but they didn’t tell them
it – one puzzle was solved, four more to go! where to sit! The player must look at the clues
This puzzle could provide your whole family they’ve left and decide where each person
with hours of fun, not to mention it will develop needs to be. A simple game designed for the
those reasoning skills.
very young, the playing pieces consist of just the
028806 . . . . . . . . . . . . . . . 19.99 15.50 board with nine slots and the nine guests. There
are three different types of guests in three differDeductive Reasoning & Code Cracking
ent colors, so the player can easily determine
which piece is which. The puzzles are arranged
Mastermind (3-AD)
from least challenging to most; the beginning
Can you create a code your opponent can’t puzzles will acclimate players with the game
crack? In this classic two-player strategy game, and the advanced puzzles will challenge them.
the rules are simple; one player acts as code- The early clues show exactly how all nine guests
maker and arranges four colored pegs behind a will sit, while the later ones only show where
shield on his/her end of the board. Then it’s up a few will be. For these, the player must deterto the code-breaker to crack the code, guessing mine how the others are arranged using clues
at the sequence of pegs the code-maker placed, that don’t show a specific slot but could be any
and trying to duplicate it on the board. After of three or four different positions. ~ Mark
the code-breaker places a row of four pegs, the 008836 . . . . . . . . . . . . . . . 17.99 14.50
code-maker uses small white and red pegs to
give the code-breaker feedback. A white peg Zoologic Game (K-AD)
means that the code-breaker has chosen a peg
Kids as well as adults will enjoy playing this
of the right color, but it’s in the wrong position. logic game. It’s a one-player game in which the
A red peg means that one of the four pegs is player attempts to fill a puzzle grid with tiles of
the correct color and in the right position. The dogs, cats, mice, bones, fish, and cheese. The
catch is that the code-breaker has no way to catch is that no animal can be placed beside its
know which one of his pegs is right without favorite food or beside its traditional rival and
some trial and error! Play continues until either players will have lots of fun as they try to place
all ten rows have been filled unsuccessfully or all their tiles on the grid without doing so. Sixty
the code-breaker breaks the code. The code- puzzles are included, which are divided into 5
maker gets points for each row of pegs filled by levels of play from basic to expert. A booklet is
the code-breaker, or 11 points if the code is not included that gives directions on how to play
cracked. Then it’s time to switch roles and play and also gives visual clues and solutions for
again. Simple to learn but challenging every all the puzzles, which younger players may
time, everyone can enjoy this brain-twisting find particularly helpful. All the puzzles are
challenge.
spiral-bound together and can be placed on the
1CHOKING HAZARD (1). Not <3yrs.
included plastic tray for play. The tray measures
042834 Original . . . . . . . . . 15.00 12.95 10” x 8.5”, and the tiles are about an inch wide.
051785 ☼Ultimate version . 19.99 17.95 This is a great game for building logic skills and
Featues a cool oval design with a storage
having some independent fun. ~ Rachel
area, roll-top sheild and carry handle. Also
007116 . . . . . . . . . . . . . . . 24.99 19.50
kicks the difficulty up a notch with a 5-peg
pattern!
051784 ☼Travel version . . . . 8.99
8.25
Travel version comes in a tin.
Mastermind for Kids Game (1-AD)
It’s the classic game of Mastermind, but
reworked for a younger crowd. Where the older
version uses pegs and a pegboard, this version is
jungle-themed. The six colored pegs have been
See page vi for key to Consumer Product Safety Improvement Act warning labels.
Logic
689
☼AnimaLogic (1-AD)
Kids won’t even realize that they’re doing a
logic exercise in this animal-based game. Lions,
hippos, giraffes and camels of red, yellow,
green and blue are set up on the game board as
shown in the challenge in the game notebook.
Only one animal may cross the bridge at a time,
and the type of animal or the color of the animal
must be the same for the next animal to cross.
The object is to get all 16 across in a way that
follows these rules. 60 challenges with 5 levels
of difficulty are provided in the game notebook,
with solutions.
CHOKING HAZARD (1,5). Not <3yrs.
021792 . . . . . . . . . . . . . . . 24.95
21.95
☼Meta-Forms Game (1-AD)
The goal in this game is to arrange 9 shapes
of 3 different colors onto a 3x3 game board. A
small top-flipping notebook-type puzzle book
displays information about the puzzle. It contains clues about how to set up the puzzles,
which become harder with each flip of the page
(ranging from beginner to expert). White boxes
show where the shape could go, but be careful. The color and shape are not always given
together; it could be a partial clue that hints
at just the shape or the color. Keep trying and
you will find the only possible solution to each
puzzle. This is certainly a good introduction to
puzzling for younger audiences, or a good mental exercise for more advanced groups.
033048 . . . . . . . . . . . . . . . 24.95 19.50
Chocolate Fix Sweet Logic Game (3-AD)
The tray holds nine pieces of chocolate. Each
customer wants a different arrangement of chocolates, but the instructions on where to place
each piece are incomplete. The challenge card
tells you where to place the first few, but after
that you have to figure out where the rest of the
pieces go by using the standard placement rules
for shapes and colors. There are 40 challenge
cards in four difficulty levels, from beginner to
expert. It is a single player game, but solutions
are included if you’re stumped… or if the lifelike
chocolate pieces are distracting you!
043665 . . . . . . . . . . . . . . . 19.99 14.95
690
Logic
Deductive Reasoning - Soduku
Colorku Solid Wood Puzzle (3-AD)
Sudoku puzzles have exploded in popularity
in recent years, and this product allows you to
enjoy the logical puzzles with colors instead of
numbers. Instead of using numbers, Colorku
uses nine differently colored wooden marbles
on a large wooden board. The high-quality
wood board measures 13.5” x 13.5” and is
divided into nine rows, nine columns, and nine
3 x 3 squares. It has 81 wood marbles in 9
vibrant colors. The board and marbles are covered with a plastic tray that holds the balls on
the board when storing, and flips over to serve
as a ball holder while playing. The board comes
with 100 different puzzle cards in four difficulty
levels and tell players where to place the first
few marbles. The solution to each puzzle is
achieved when the player ends up having one
and only one of every color ball in each of
the nine rows, columns, and 3 x 3 squares.
Solutions are included. There’s even a color
conversion card that shows you how to alter
any Sudoku puzzle from any book or newspaper
and solve it using your Colorku board. Think
the 100 puzzle cards that come with the game
won’t be enough? The Expansion Packs, which
offer additional puzzle cards at a variety of levels, are just what you need to keep you stocked
with puzzles. Each pack offers 100 puzzles with
solutions. The durable wooden game and fun
yet challenging puzzles will be enjoyed by new
and old Sudoku fans alike. ~ Rachel
CHOKING HAZARD (4). Not <3yrs.
038305 Wood Puzzle . . . . . 34.99
EACH EXPANSION PACK . . . . 9.95
038304 Beginner Puzzles
038303 All Four Levels Puzzles
038302 Advanced Puzzles
29.50
7.95
Logic & Strategic Thinking
Blokus Game (K-AD)
A tactical game of strategy. Board looks like a
blank Scrabble board. The colored game pieces
are all different shapes - like the game pieces
in the computer game Tetris - which players
take turns playing so their color game pieces
are only touching at the corners, not ever along
a flat side. The object of the game is to block
the other player's pieces while protecting your
own - and end the game with the lowest remaining total surface area for your game pieces.
Instructions are straight forward, and the rules
are easy to learn. 2 to 4 players. Europe’s 2002
Game of the Year! This game is also available
in two different travel versions, suitable for two
players: Blokus Duo and Blokus to Go! Both
travel games are similar, but Blokus to Go! has
the additional feature of two detachable storage
panels that fold up the game for easy storage.
024111Regular . . . . . . . . . 34.00 25.95
033518 Duo . . . . . . . . . . . . 17.99 13.95
034725 Blokus To Go! . . . . 26.68 19.95
(see below). The beauty of games like these
is their simplicity of play combined with the
intensity of strategic maneuvering. The game
can accommodate from 2-4 players, with even
elementary-aged children able to understand
the rules. Each player has one pawn and the
simple goal of moving it, one space at a time,
across the 10" board (with a 9x9 grid). On each
turn, a player can move his pawn one space to
the left, right, forward, or back - OR he can
erect one of his ten allotted walls to impede the
progress of another player. The only restriction
is that you can not totally wall in any of your
opponents. Obviously, the character of the
game changes along with the number of players.
With two, it’s a more intense strategic struggle.
With four, every move you make impacts every
other player; moves that help you reach the goal
will help at least one of your opponents as well.
Game play lasts from 10-20 minutes, and ties
are impossible, though many games are won
by 1-2 moves, making this exciting to the end.
000703 . . . . . . . . . . . . . . . 31.49 24.95
Octi Game (3-AD)
033074 . . . . . . . . . . . . . . . 29.99
24.95
Solitaire Chess (3-AD)
Condensing the most exciting part of chess
into a puzzle game, Solitaire Chess gives you 10
pieces (a king, queen, and two knights, rooks,
pawns, and bishops) and 40 challenges. Your
goal is to have only one piece left, but there are
some rules – you can only move in accordance
with traditional chess rules, and you have to
capture a piece with every move. Fast-paced
and requiring an ample amount of forethought
and carefulness, this game would be excellent
for chess aficionados or logic puzzle lovers
alike. ~ Mark
048325 . . . . . . . . . . . . . . . 19.99 14.95
☼Troy Extra Muros Logic Game (3-AD)
Defend Troy against the Greeks once more
in this straight-forward but tricky game of
visual and spatial perception. 60 challenges,
in 5 difficulty levels from Starter to Wizard,
are provided in the game booklet. Each color
page shows the position of up to 3 attackers
and 3 defenders. The player is to position the
4 uniquely-shaped sections of city wall on the
game board so that the attackers are outside
the wall and the defenders are on the inside.
Stumped? Solutions are provided in the game
booklet. Will Achilles break through, or will
Hector prevail?
037262 . . . . . . . . . . . . . . . 19.99 17.25
Quoridor (1-AD)
We know you like these mind-stretching
strategy games, and this new one comes highly
recommended. Winner of the prestigious Game
of the Year Award for 1998, this imported
game comes from the same team as Quarto!
See page vi for key to Consumer Product Safety Improvement Act warning labels.
☼Lab Mice Game (3-AD)
Help each colored mouse find his matching
cheese without intersecting the path of another
match. It will take some careful planning and
foresight to prevent “tangles” as you draw trails
with dry erase marker on the glossy cards.
Game includes 100 puzzles at 3 levels of difficulty, 2 different colored markers, and instructions. Play alone or challenge a friend! These
visual, logistic puzzles are an appealing variation of the traditional maze. Because you can
easily erase them, the whole family can enjoy
working them over and over again – making
them a great value, too.
049368 . . . . . . . . . . . . . . . 17.95 16.15
☼Tri-Cross Game (6-AD)
Can you hold the Tri-Cross square for four
turns? Two to four players vie in this game of
capturing, maneuvering, and strategy. Each
player has a hierarchy of pieces, six to one,
designated by the number of crosses along the
back. Each piece can capture anything weaker
than it, with the exception of the six, which
can’t capture the one, and the one, which can
only capture the six. Each player starts at the
four corners of the cross-shaped board, with
the object – the Tri-Cross – at the center. Each
piece can only move one space at a time, and
if it ends up next to a piece it can capture (or if
a piece it can capture ends up next to it), it has
to jump over and capture it. Within those rules,
dozens of different strategies are possible – lead
your enemies into a trap by sacrificing weaker
pieces, make an all-out dash for the Tri-Cross,
or move slowly and surely across the board.
What will you do? ~ Mark
1CHOKING HAZARD (1). Not <3yrs.
050092 . . . . . . . . . . . . . . . 24.95 19.95
Software
Cubulus Game (3-AD)
053081 . . . . . . . . . . . . . . . 25.00
19.95
Colorpop Game (3-AD)
053080 . . . . . . . . . . . . . . . 33.50
27.95
Kabaleo Game (3-AD)
053082 . . . . . . . . . . . . . . . 25.00
19.95
Pentago (4-AD)
The first one to get five in a row wins. It’s really a pretty straightforward game to play. Except
for the fact that the game board is made up of
rotating squares – one of which players turn
90° after each play they make. This, of course,
changes the whole set-up of the game board –
though players are still aiming to get five in a
row. The travel game is made up of 4 squares
(each with 9 depressions for the marbles), while
the multiplayer version is made up of 9 of the
same squares. Also, the playing pieces in the
multiplayer version have a different color on
each side, allowing 2 players to play one or two
colors each; 3 players to play their own colors,
or as a team against a single; and 4 players to
play against each other or in teams of 2, utilizing each other’s colors. A versatile game that
takes a lot longer to master than it does to learn.
CHOKING HAZARD (1). Not <3yrs.
048449 Travel Game . . . . . . . 048450 Multiplayer Game . . . . 19.95
29.95
Zoombinis Logical Journey CD-ROM (3-12)
If you’re looking for a logic game that your
kid will zoom through with no problems, you’re
going to want to look elsewhere. This game is a
lot of fun, but it will definitely challenge younger kids and even give older students a bit of a
run for their money. The premise of the game is
this: the poor Zoombinis have let the horrible
Bloats take over their island, and must now
leave on an expedition to find a new homeland.
The problem is that the terrain is full of logic
puzzles you have to solve before journeying
forward. Players sometimes use the Zoombinis
themselves to solve the puzzles. Zoombinis
are interesting-looking creatures; at the beginning, you get to pick out their eyes, hairstyle,
nose color, and foot style. Then throughout
the puzzles, these features are usually part of
solving the puzzle. For example, those with
a certain hairstyle can cross one bridge while
those with another must cross another way, so
you have to carefully figure out which characteristics can cross which way. In this particular
puzzle, if more than six Zoombinis try to cross
the incorrect bridge, both bridges collapse
and whichever ones had already crossed must
continue the journey alone. This becomes a
problem later on, because you need at least 16
Zoombinis to pass each level and you need 625
Zoombinis to complete all levels to win. You
can only take 16 at a time and it’s almost impossible to make the journey without losing some,
so this is definitely a game that will last players
for quite a while. As the game moves forward,
the puzzles get progressively harder, and as
you level-up, the difficulty level increases even
for earlier puzzles. There are 12 puzzles in all
and 4 levels of difficulty. Puzzles shift rules
and patterns each play, so you can’t memorize
answers: you have to logically make your way
through each time. I’m not going to lie – some
of the upper level puzzles are really hard to pass
with any Zoombinis at all. Some skills covered
include algebraic thinking, data analysis, graphing and mapping, logical reasoning, pattern
finding, problem solving, statistical thinking,
and theory formation and testing. I’m making
See page vi for key to Consumer Product Safety Improvement Act warning labels.
it sound really complex but it is an enjoyable
game to play. You’ll get lots of use out of this
game, and you’re able to save several games
at a time, so players at different skill levels can
use it at the same time. An additional bonus
are several printable worksheets that include
tasks like matching and sequencing using the
cute Zoombinis, as well as printable dominoes,
bingo guessing games, and more. This one’s
well worth the price if you’re in the market for
logic software. System requirements: Windows
98, Me, 2000, XP, Pentium 200 MHz or faster;
Macintosh: Mac OS 8.6-9.2, OS X, Power PC
180 MHz or faster; 32 MB RAM, 40 MB free
hard disk space, 8X CD-ROM drive. ~Rachel
030263 . . . . . . . . . . . . . . . . 9.99
7.95
Dr. Brain Action Reaction CD-ROM (4-12)
It’s hard to find high-quality computer games
that are adventurous and fun without being too
violent or graphic for children. This game is a
great solution, as it provides all the excitement
of a traditional video game, but doesn’t have the
player leaving a path of destruction. Trapped in
a complicatedly-designed S.P.O.R.E. (Sinister
People Organized Really Efficiently) submarine, the player must follow clues given by Dr.
Brain, a recent escapee, and navigate around
each level to get to an exit. There’s no shooting or violence, though in some mazes, there
are guards you have to “stun.” Players use
logic to navigate through the various levels by
figuring out puzzles. You ride elevator lifts in a
certain sequence to find the exit, knock down
specific walls to lead a droid to a chamber
that opens an exit, and solve other problems to
work through the levels. There are 45 different
rooms/levels to work through (which get more
and more difficult as the game progresses) and
some of them are really challenging, though the
clues given by Dr. Brain and trial and error can
usually help you pass each level without too
much stress (at least for me, at a young 29). The
graphics and sound are really top-notch here,
and really remind me of many mainstream computer games that are on the market right now.
If your child loves solving logic puzzles, they’re
going to enjoy this game. If your child isn’t that
into puzzles but likes the typical shoot ‘em up
computer games, try this captivating game as
a less violent but equally challenging and fun
alternative. System requirements: Windows 98,
Me, XP, Pentium III 500 MHz or higher recommended, 128 MB RAM recommended (32 MB
minimum), 400 MB free hard disk space recommended (100 MB minimum), 24x CD-ROM
drive recommended (12x minimum). ~ Rachel
030035 . . . . . . . . . . . . . . . . 9.99
7.95
Logic
691