Hungry Hungry Hippos Family Classic Game, Board and Accessories
Hungry Hungry Hippos Hungry Hungry Hippos recreation is marble-chomping, hippo-feeding funIncludes four hippo heads and bodies plus marbles for them to chompStorage is a snap with the covered marble storage coverFor 2 to 4 playersIncludes recreation base, four hippo heads, 4 hippo our bodies, 20 plastic marbles, marble storage cover, and instructions.Ages four and upFor 2 to four playersAdult assembly required.WARNING: CHOKING HAZARD — Game includes marbles. Not for youngsters underneath three years.
Have a chompin’ appropriate time with the hippo-feeding Hungry Hungry Hippos game! Hungry Hippo and his pals are equipped to enroll in in the feeding frenzy. Release all the marbles onto the sport base, and then begin chomping. Move rapid, the player whose hippo chomps the maximum marbles wins! Hungry Hungry Hippos and all associated characters are trademarks of Hasbro.
A classic is an outstanding example of a particular style; something of lasting worth or with a timeless quality; of the first or highest quality, class, or rank – something that exemplifies its class. The word can be an adjective (a classic car) or a noun (a classic of English literature). It denotes a particular quality in art, architecture, literature, design, technology, or other cultural artifacts. In commerce, products are named 'classic' to denote a long-standing popular version or model, to distinguish it from a newer variety. Classic is used to describe many major, long-standing sporting events. Colloquially, an everyday occurrence (e.g. a joke or mishap) may be described in some dialects of English as 'an absolute classic'.
"Classic" should not be confused with classical, which refers specifically to certain cultural styles, especially in music and architecture: styles generally taking inspiration from the Classical tradition, hence classicism.
Family (from Latin: familia) is a group of people related either by consanguinity (by recognized birth) or affinity (by marriage or other relationship). It forms the basis for social order. Ideally, families offer predictability, structure, and safety as members mature and learn to participate in the community. Historically, most human societies use family as the primary purpose of attachment, nurturance, and socialization.
Anthropologists classify most family organizations as matrifocal (a mother and her children), patrifocal (a father and his children), conjugal (a married couple with children, also called the nuclear family), avuncular (a man, his sister, and her children), or extended (in addition to parents, spouse and children, may include grandparents, aunts, uncles, or cousins).
The field of genealogy aims to trace family lineages through history. The family is also an important economic unit studied in family economics. The word "families" can be used metaphorically to create more inclusive categories such as community, nationhood, and global village.
A game is a structured type of play, usually undertaken for entertainment or fun, and sometimes used as an educational tool. Many games are also considered to be work (such as professional players of spectator sports or games) or art (such as jigsaw puzzles or games involving an artistic layout such as mahjong, solitaire, or some video games).
Games are sometimes played purely for enjoyment, sometimes for achievement or reward as well. They can be played alone, in teams, or online; by amateurs or by professionals. The players may have an audience of non-players, such as when people are entertained by watching a chess championship. On the other hand, players in a game may constitute their own audience as they take their turn to play. Often, part of the entertainment for children playing a game is deciding who is part of their audience and who is a player. A toy and a game are not the same. Toys generally allow for unrestricted play, whereas games present rules for the player to follow.
Key components of games are goals, rules, challenge, and interaction. Games generally involve mental or physical stimulation, and often both. Many games help develop practical skills, serve as a form of exercise, or otherwise perform an educational, simulational, or psychological role.
Attested as early as 2600 BC, games are a universal part of human experience and present in all cultures. The Royal Game of Ur, Senet, and Mancala are some of the oldest known games.
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