Sunday, January 6, 2019

toy/children products

Cup-and-ball (or ball in a cup) or ring and pin is a traditional children's toy. It is generally a wooden handle, to which a small ball is attached by a string, and which has one or two cups, or a spike, upon which the player tries to catch the ball. It is popular in Spanish-speaking countries, where it is called by a wide number of names (including boliche in Spain and balero in most of Hispanic America), and was historically popular in France as the bilboquet. A similar toy with three cups and a spike called kendama is very popular in Japan and has spread globally in popularity.

Knucklebones, also known as TaliFivestones, or Jacks, is a game of ancient origin, usually played with five small objects, or ten in the case of jacks. Originally the "knucklebones" (actually the astragalus, a bone in the ankle, or hock) were those of a sheep, which were thrown up and caught in various manners. Modern knucklebones consist of six points, or knobs, projecting from a common base, and are usually made of metal or plastic. The winner is the first player to successfully complete a prescribed series of throws, which, though similar, differ widely in detail. The simplest throw consists in either tossing up one stone, the jack, or bouncing a ball, and picking up one or more stones or knucklebones from the table while it is in the air. This continues until all five stones or knucklebones have been picked up. Another throw consists in tossing up first one stone, then two, then three and so on, and catching them on the back of the hand. Different throws have received distinctive names, such as "riding the elephant", "peas in the pod", "horses in the stable", and "frogs in the well".The origin of knucklebones is closely connected with that of dice, of which knucklebones is probably a more primitive form. Sophocles, in a written fragment of one of his works, ascribed the invention of knucklebones to the mythical figure Palamedes, who taught it to his Greek countrymen during the Trojan War. Both the Iliad and the Odyssey contain allusions to games similar in character to knucklebones. Pausanius in his Description of Greece (2.20.3) tells of a temple of Fortune in Corinth in which Palamedes made an offering of his newly invented game. Children's games upon Mount Ida, gave him Eros for a companion and golden dibs with which to play. He even condescended to sometimes join in the game (Apollonius). It is significant, however, that both Herodotus and Plato ascribe a foreign origin to the game. Plato, in Phaedrus, names the Egyptian god Thoth as its inventor, while Herodotus relates that the Lydians, during a period of famine in the days of King Atys, originated this game and indeed almost all other games,[2] with the exception of draughts.掷距骨,或稱擲羊拐骨擲髀石,是使用的後脛距骨作玩具,為歷史悠久的兒童遊戲,也有的用其他動物的距骨. 古埃及古希臘人與古羅馬人就有用距骨玩拋擲遊戲。玩法通常是將跖骨拋上,用手接下,同抓布包遊戲一樣考驗小孩的神經反應。跖骨因能擲出四面,可作為骰子遊戲,也被認為是六面骰的前身。中國則流行於北方,是明朝北京兒童的遊戲,稱為貝石,如劉侗、於奕正《帝京景物略》:「是月羊始市,兒取羊後脛之膝之輪骨,曰貝石,置一而一擲之。置者不動,擲之不過,置者乃擲;置者若動,擲之而過,勝負以生。其骨輪四面兩端,凹曰真,凸曰詭,勾曰騷,輪曰背,立曰頂骨律。其頂岐亦曰真,平亦曰詭。蓋真勝詭負而騷背閑,頂平再勝,頂岐三勝也。其勝負也以貝石。」滿族稱為嘎拉哈蒙古族稱為沙嘎,1954年到1984年考古學家在满洲里市拓拔鮮卑古墓,在個別墓中找到一陶罐,裡面是排列整齊的羊距骨。1983年,在烏蘭察布市涼城縣的匈奴墓中有找到羊距骨作。蒙古人除拋擲遊戲外,還可作猜谜、占卜、打彈珠、打靶,可作為棋子使用,如蒙古跳棋蒙古直棋[2]。當地俗諺說:「高高山上绵羊走,深深谷地山羊过,向阳滩上骏马跑,背风弯里黄牛卧。倒立起来叫不顺,正立抓个大骆驼。 
Gonggi (Korean: 공기, IPA: [koːŋɡi]) is a popular Korean children's game that is traditionally played using five or more small grape-sized pebbles. Nowadays, children buy colourful plastic stones instead of finding pebbles. It can be played alone or with friends. The stones are called gonggitdol (공깃돌). Since only a few stones and a flat surface are needed for play, the game can be played by anyone almost anywhere. An equivalent game also exists in Nepal and is known as 'gatti'.This game is also played in South India especially in Tamilnadu and Kerala. It's called "kallu"(meaning stones). same rules apply only that they play using pebbles. The game is also called Jjagebatgi in North Gyeongsang Province, Salgu in South Gyeongsang Province, and Datjjakgeoli in South Jeolla Province.
播棋(Mancala),或譯非洲棋,阿拉伯語是搬運的意思,英文稱為Sowing Game意思為播種遊戲,是一種兩人對弈的棋類遊戲總稱,特色是如播種般過程不斷搬移棋子一一灑進棋具的各洞中,普遍流行於非洲國家以及亞洲中東地區,甚至在中國河南安徽廣東也可見其足跡,如散窯老牛棋分六煲棋。因為流行區域不同,這遊戲也衍生出多種變種形式,和現代化、商品化的品種。Mancala is a generic name for a family of two-player turn-based strategy board games played with small stones, beans, or seeds and rows of holes or pits in the earth, a board or other playing surface. The objective is usually to capture all or some set of the opponent's pieces.Versions of the game date back to the 7th century and evidence suggests the game existed in Ancient Egypt. It is among the oldest known games to still be widely played today.
Parmi les jeux mancala on peut citer l'awélé, le bao, l'En Gehé, le kalaha (parfois également appelé mankala), le nam-nam, le torguz korgool, l'omweso et l'ajwa (chez les Luo). Ces jeux ont joué et jouent un rôle important dans de nombreuses sociétés africaines, à la façon du jeu d'échecs en Occident.Certains sont aussi joués en Asie du Sud-Est, comme l'Ô ăn quan (au Viêt Nam), le Congkak (en Insulinde) ou le Bay Khom (au Cambodge).
  • Plateau pliable de Toguz korgool en bois.https://commons.wikimedia.org/wiki/File:%D0%A2%D0%BE%D0%B3%D1%83%D0%B7%D0%BA%D0%BE%D1%80%D0%B3%D0%BE%D0%BE%D0%BB.jpg?uselang=fr   note by me - resemblance to taiji symbol/diagram


Chess
Chaturanga (Sanskrit: चतुरङ्ग; caturaṅga), or catur for short, is an ancient Indian strategy game which is commonly theorized to be the common ancestor of the board games: chess, shogi, sittuyin, makruk, xiangqi and janggi.[citation neededChaturanga developed in the Gupta Empire, India around the 6th century AD. In the 7th century, it was adopted as shatranj in Sassanid Persia, which in turn was the form of chess brought to late-medieval EuropeThe exact rules of chaturanga are unknown. Chess historians suppose that the game had similar rules to those of its successor, shatranj. In particular, there is uncertainty as to the moves of the Gaja (elephant).Sanskrit caturaṅga is a bahuvrihi compound, meaning "having four limbs or parts" and in epic poetry often meaning "army".[2] The name comes from a battle formation mentioned in the Indian epic Mahabharata, referring to four divisions of an army, namely elephantschariotscavalry and infantry. An ancient battle formation, akshauhini, is like the setup of chaturanga.
Liubo (六博 or 陸博; Wade–Giles: liu po; literally: "six sticks") is an ancient Chinese board game played by two players. For the rules, it is believed that each player had six game pieces that were moved around the points of a square game board that had a distinctive, symmetrical pattern. Moves were determined by the throw of six sticks, which performed the same function as dice in other race gamesThe game was invented no later than the middle of the 1st millennium BCE, and was immensely popular during the Han Dynasty (202 BCE – 220 CE). However, after the Han Dynasty it rapidly declined in popularity, possibly due to the rise in popularity of the game of Go, and it eventually became almost totally forgotten. Knowledge of the game has increased in recent years with archeological discoveries of Liubo game boards and game equipment in ancient tombs, as well as discoveries of Han Dynasty picture stones and picture bricks depicting Liubo players.It is not known when the game of Liubo originated, although according to legend it was invented by Wu Cao (烏曹, called Wu Zhou 烏胄 in the early 2nd century CE Shuowen Jiezi dictionary), a minister to King Jie, the last king of the Xia Dynasty, who according to traditional chronology reigned 1728–1675 BCE. The earliest Liubo boards to have been discovered are a pair of ornately decorated stone boards from a 4th-century BCE tomb in the royal tomb complex of the State of Zhongshan at Pingshan in Hebei.There is some evidence that the game of Liubo spread to beyond the confines of China. The Old Book of Tang mentions that Tibetans enjoyed playing both the game of Go and Liubo, but although ancient Tibetan Go boards have been discovered, no examples of Tibetan Liubo boards are known. The Chinese version of the Mahayana Mahaparinirvana Sutra also mentions the playing of several games, including Liubo, which some have taken as evidence that Liubo was transmitted to India. However, to date no examples of Liubo boards have been found outside of China.A variant of Liubo in which dice were used to make the moves was called Chupu (樗蒲) or Wumu (五木). In Korea the traditional game of jeopo 저포 (hanja) is still played, on a board that is not similar to a Liubo board.Confucius famously did not approve of Liubo. In the Analects he grudgingly allows that playing Liubo and Go is better than being idle, and according to the Kongzi Jiayu (Family Sayings of Confucius) he stated that he would not play the game as it promoted bad habits.
Five Field Kono(오밭고누) is a Korean abstract strategy game. As in Chinese checkers, a player wins by moving all of their pieces into the starting locations of their opponent's pieces.
- literature

  • Caïssa is a fictional Thracian dryad portrayed as the goddess of chess, as invented during the Renaissance by Italian poet Hieronymus VidaCaïssa originated in a 658-line poem called Scacchia Ludus published in 1527 by Hieronymus Vida (Marco Girolamo Vida), which describes in Latin Virgilian hexameters a chess game between Apollo and Mercury in the presence of the other gods. In it, to avoid unclassical words such as rochus (chess rook) or alfinus (chess bishop), the rooks are described as towers (armored howdahs) on elephants' backs, and the bishops as archers.  A leaked unauthorized 742-line draft version was published in 1525. Its text is very different, and in it Caïssa is called Scacchia, the chess rook is a cyclops, and the chess bishop is a centaur archer. This led to the modern name "castle" for the chess rook, and thus the term "castling", and the modern shape of the European rook chesspiece. Also for a time, some chess players in Europe called the rook "elephant" and the bishop "archer". In German, Schütze ("archer") became a general word for a chess bishop until displaced by Läufer ("runner") in the 18th century. The young English orientalist William Jones re-used the idea of a Chess poem in 1763, in his own poem Caïssa Or The Game at Chess written in English hexameters. In his poem, Caïssa initially repels the advances of the god of war, Mars. Spurned, Mars seeks the aid of the god Euphron (Jones's invention), brother of Venus, who creates the game of chess as a gift for Mars to win Caïssa's favor. It is an unproven assumption that Jones's name “Caïssa” (ka-is-sa) is an equivalent to Vida's name “Scacchia” (ska-ki-a).
- uk
  • 英媒上周五報道,該枚棋子是達勒姆大學及業餘考古組織,去年九月無意中在林迪斯法爾(Lindisfarne)海岸發現。棋子大小如朱古力珠,以藍白色玻璃製成,上面有幾粒凸出的玻璃,看來像是個皇冠。達勒姆大學考古學家威爾金斯(Lisa Westcott Wilkins)表示,該枚「棋子」的年代可追溯至八至九世紀,北歐維京人大舉入侵大不列顛之時,他們或把類似西洋棋的消閒活動帶到英國;現時所知,歐洲在十一至十二世紀才引入西洋棋。參與研究的佩茨則指,林迪斯法爾是維京人進攻地點之一,今次發現或反映當地在中世紀並非外界認知的經濟蕭條,反而是富足得可過空閒生活。https://orientaldaily.on.cc/cnt/china_world/20200210/00180_026.html
"billiard" type
彈戲(Carrom),或彈局遊戲鬥球盤Carrom (also spelled carom/carroms) is a tabletop game of Indian origin. The game is very popular in South Asia, and is known by various names in different languages. In South Asia, many clubs and cafés hold regular tournaments. Carrom is very commonly played by families, including children, and at social functions. Carrom is not a patented game. It is in the public domain. Different standards and rules exist in different areas. It became very popular in United Kingdom and the Commonwealth realms during the early 20th century.The game of carrom originated in India. One carrom board with its surface made of glass is still available in one of the palaces in Patiala, India. It became very popular among the masses after World War I. State-level competitions were being held in the different states of India during the early part of the twentieth century. Serious carrom tournaments may have begun in Sri Lanka in 1935 but by 1958, both India and Sri Lanka had formed official federations of carrom clubs, sponsoring tournaments and awarding prizes.The International Carrom Federation (ICF) was formed in the year 1988 in Chennai, India.
康樂球,又名康樂球克郎球克郎棋,是一項技巧性的撞擊球運動,使用球桿將球打入球檯四角的洞內,以達成特定目的,打法與規則類似於撞球,流行於中國,有「中國斯諾克」、「平民斯諾克」之稱。  Novuss (also known as koroona or korona) is a two-player (or four-player, doubles) game of physical skill which is closely related to carrom and pocket billiards. Novuss originates from Estonia and Latvia, where it is a national sport. The board is approximately 100 centimetres (39 in) square, typically made of wood, has pockets in each corner, and lines marked on the surface. The board is usually placed on a stand, but may be placed on a barrel or other surface that allows the pockets to hang down properly. It uses small discs instead of balls, and each player has a small puck instead of the cue ball used in other cue sports. Players use a small cue stick to propel their pucks into their colored object discs (the novuss equivalent of object balls), knocking them into the pockets. The winner is the first one to sink all eight of their object discs (of which there are sixteen in total in two different-coloured sets, plus the two pucks).The game is sometimes informally referred to as "Baltic billiards" or "Scandinavian billiards", but the latter is a misnomer, since neither Latvia nor Estonia are part of Scandinavia, which instead comprises Norway, Sweden and Denmark. On the other hand, in Sweden and Denmark, a similar game is played under the names 'Couronne' and 'Bob' respectively. However, unlike in novuss, the object discs in Couronne/Bob are arranged into a circle formation on the centre of the board like in carrom, and each player is given fifteen discs instead of eight.A game similar to novuss is also played in the Philippines. The table in this game, however, is rotatable.

boardgames
Europa Universalis is a grand strategy video game developed by Paradox Development Studio and published in 2000 by Strategy First.The game was originally based on a French board game of the same name by Philippe Thibaut that was released in 1993. To facilitate the new game, a new proprietary software engine known as the Europa Engine, was developed.Europa Universalis lets the player take control of one of seven European nations (others are available in different scenarios) from 1492 to 1801, expanding its power through military might, diplomacy, and colonial wealth.[citation needed] The game takes place on a map divided into 3,633 provinces,[citation needed] and proceeds in a pausable real time format.
Snakes and Ladders is an ancient Indian board game regarded today as a worldwide classic. It is played between two or more players on a gameboard having numbered, gridded squares. A number of "ladders" and "snakes" are pictured on the board, each connecting two specific board squares. The object of the game is to navigate one's game piece, according to die rolls, from the start (bottom square) to the finish (top square), helped or hindered by ladders and snakes respectively. The game is a simple race contest based on sheer luck, and is popular with young children. The historic version had root in morality lessons, where a player's progression up the board represented a life journey complicated by virtues (ladders) and vices (snakes). A commercial version with different morality lessons, Chutes and Ladders, is published by Milton Bradley.Snakes and Ladders originated in India as part of a family of dice board games that included Gyan chauper and pachisi (present-day Ludo and Parcheesi). The game made its way to England and was sold as "Snakes and Ladders", then the basic concept was introduced in the United States as Chutes and Ladders (an "improved new version of England's famous indoor sport") by game pioneer Milton Bradley in 1943.Gyan chauper/Jnan chauper (game of wisdom), the version associated with the Jain philosophy encompassed the concepts like karma and MokshaThe game was popular in ancient India by the name Moksha Patam. It was also associated with traditional Hindu philosophy contrasting karma and kama, or destiny and desire. It emphasized destiny, as opposed to games such as pachisi, which focused on life as a mixture of skill (free will) and luck. The underlying ideals of the game inspired a version introduced in Victorian England in 1892. The game has also been interpreted and used as a tool for teaching the effects of good deeds versus bad. The board was covered with symbolic images, the top featuring gods, angels, and majestic beings, while the rest of the board was covered with pictures of animals, flowers and people. The ladders represented virtues such as generosity, faith, and humility, while the snakes represented vices such as lust, anger, murder, and theft. The morality lesson of the game was that a person can attain salvation (Moksha) through doing good, whereas by doing evil one will inherit rebirth to lower forms of life. The number of ladders was less than the number of snakes as a reminder that a path of good is much more difficult to tread than a path of sins. Presumably, reaching the last square (number 100) represented the attainment of Moksha (spiritual liberation).
The New Game of Human Life. London: John Wallis, 1790.The New Game of Human Life encouraged young players to develop proper moral character, learning the exigencies of the seven stages of life, from “Infancy” to “Dotage,” while navigating the paths of vice and virtue. Players advance or forfeit according to the moral nature of the character represented in the square they land on. “The Assiduous Youth” or “Benevolent Man,” for instance, allowed players to advance, while the “Drunkard” or “Negligent Boy” forced players to lose a turn or to move backward. The game illustrates late-eighteenth century social values assigned to various careers. Landing on “The Romance Writer,” for instance, sends the player back to “The Mischievous Boy.” Similarly, the “Dramatist” forces the player to begin the game again. A warning from the manufacturer of the game points out the dangers of introducing dice into the family home and recommends the use of a spinning top called a totum or teetotum rather than a game piece so closely associated with gambling and vice.https://rmc.library.cornell.edu/games/promoting/4.html
The Mansion of Happiness: An Instructive Moral and Entertaining Amusement is a children's board game inspired by Christian morality. Players race about a 66-space spiral track depicting virtues and vices with their goal being the Mansion of Happiness at track's end. Instructions upon virtue spaces advance players toward the goal while those upon vice spaces force them to retreat.The Mansion of Happiness was designed by George Fox, a children's author and game designer in England. W. & S. B. Ives published the game in the United States in Salem, Massachusetts on November 24, 1843. It was republished by Parker Brothers in 1894 after George S. Parker & Co. bought the rights to the Ives games. 
Yut Nori, also known as YunnoriNyout, and Yoot, is a traditional board game played in Korea, especially during Korean New Year. The game is also called cheok-sa or sa-hee. The combining-form -nori means 'game'.
Reversi is a strategy board game for two players, played on an 8×8 uncheckered board. There are sixty-four identical game pieces called disks (often spelled "discs"), which are light on one side and dark on the other. Players take turns placing disks on the board with their assigned color facing up. During a play, any disks of the opponent's color that are in a straight line and bounded by the disk just placed and another disk of the current player's color are turned over to the current player's color. The object of the game is to have the majority of disks turned to display your color when the last playable empty square is filled. Reversi was most recently marketed by Mattel under the trademark Othello.

  • The game Reversi was invented in 1883 by either of two Englishmen (each claiming the other to be a fraud), Lewis Waterman or John W. Mollett (or perhaps earlier by someone else entirely), and gained considerable popularity in England at the end of the nineteenth century. The game's first reliable mention is in the 21 August 1886 edition of The Saturday Review. Later mention includes an 1895 article in The New York Times: "Reversi is something like Go Bang, and is played with 64 pieces." In 1893, the German games publisher Ravensburger started producing the game as one of its first titles. Two 18th-century continental European books dealing with a game that may or may not be Reversi are mentioned on page fourteen of the Spring 1989 Othello Quarterly, and there has been speculation, so far without documentation, that the game has older origins.

Quoridor is a 2- or 4-player abstract strategy game designed by Mirko Marchesi and published by Gigamic Games.  Quoridor is played on a game board of 81 square spaces (9x9). Each player is represented by a pawn which begins at the center space of one edge of the board (in a two-player game, the pawns begin opposite each other). The objective is to be the first player to move their pawn to any space on the opposite side of the gameboard from which it begins. The distinguishing characteristic of Quoridor is its twenty walls. Walls are flat two-space-wide pieces which can be placed in the groove that runs between the spaces. Walls block the path of all pawns, which must go around them. The walls are divided equally among the players at the start of the game, and once placed, cannot be moved or removed. On a turn, a player may either move their pawn, or, if possible, place a wall.
Quarto is a board game for two players invented by Swiss mathematician Blaise Müller in 1991. It is published and copyrighted by Gigamic.
The game is played on a 4×4 board. There are 16 unique pieces, each of which is either:
  • tall or short;
  • red or blue (or a different pair of colors, e.g. light- or dark-stained wood);
  • square or circular; and
  • hollow-top or solid-top.
Players take turns choosing a piece which the other player must then place on the board. A player wins by placing a piece on the board which forms a horizontal, vertical, or diagonal row of four pieces, all of which have a common attribute (all short, all circular, etc.).
Quixo bears a superficial resemblance to Tic-Tac-Toe – with one player being crosses and the other circles, and with both trying to create a line of their symbol – but that's where the resemblance ends. The pieces in the game are cubes that have a circle on one side, a cross on another, and blank faces on the other four; to set up the game, players place the 25 cubes with blanks face-up on the 5x5 grid in the game board. On a turn, the active player takes a cube that is blank or bearing his symbol from the outer ring of the grid, rotates it so that it shows his symbol (if needed), then adds it to the grid by pushing it into one of the rows from which it was removed. Thus, a few pieces of the grid change places each turn, and the cubes slowly go from blank to crosses and circles. Play continues until someone forms an orthogonal or diagonal line of five cubes bearing his symbol, with this person winning the game.
  • Dara is a two-player abstract strategy board game played in several countries of West Africa. In Nigeria it is played by the Dakarkari people. It is popular in Niger among the Zarma, who call it dili, and it is also played in Burkina Faso. In the Hausa language (Niger and Nigeria), the game is called doki which means horse. It is an alignment game related to tic-tac-toe, but far more complex. The game was invented in the 19th century or earlier. The game is also known as derrah and is very similar to Wali and Dama Tuareg.
Pylos (UK: /ˈplɒs/US: /ˈpls/) is a board game invented by David G. Royffe and published by Gigamic. Royffe first came up with the game in 1964 using his family’s snooker balls. He took his idea to the 1994 ESSEN game fair in Germany. At that time, the game was called Elevation, but changed to the name Pyraos when it was published by Gigamic. Later it was changed again to Pylos.Each player starts off with 15 balls. Players take turns taking pieces from their reserve pile, and placing them on a 4x4 game board made up of 16 indentations. When four pieces are placed next to each other in a square, one piece can be put on top of the square. If the square is completed with all the same color, the player of that color may take one of their own pieces from the board (one that is not supporting anything) and put it back into their reserve pile. If a player makes a square that is composed of mixed pieces, they may automatically put one of their pieces on top of the square. At the end of the game, the game board should have 4 levels. The first level with 16 pieces, the second level with 9 pieces, the third level with 4 pieces, and the fourth level with 1 piece. A player wins if they put the last piece on the 4th level, or if the other player runs out of pieces to play.
模擬建設遊戲「卡坦島」(Catan),也和大富翁遊戲有着異曲同工之妙,令玩家可在小版圖上大展身手。它最初由科仕謀思公司以「卡坦島拓荒者」的名字發行,1995年面世即獲得德國年度遊戲獎。在資源既豐富又稀缺的卡坦島上,玩家作為島上的經營者鋪設道路、建造房屋、擴展城市,既要與其他玩家競爭有利地區,又要合作交換彼此稀缺的資源,同時還要防範島上神出鬼沒的盜賊侵擾,拓展速度最快的玩家最終贏得勝利。上班族Andrew時常與家人同玩卡坦島,他說:「遊戲中有6類共19張的六邊形地形板塊,包括森林、牧場、耕地、丘陵、礦山和沙漠,它們與6張海洋卡片共同構建整個遊戲版圖。搭建好版圖後,一名玩家首先選擇一個六邊形的頂點放置定居點,然後在圍繞這個頂點的三條邊中選擇一條設路,接下來其他玩家依次重複上述動作,直到最後一名玩家完成後,再從他開始以相反的順序進行第二遍,這時整個版圖上每位玩家都擁有兩個定居點和兩條道路。隨後玩家各自選擇發展方向,定居點周圍的地形板塊表示能夠獲得的資源,而上面的數字表示獲得資源所需要的擲色數,總分達10分的玩家則獲勝。http://www.takungpao.com.hk/231106/2020/0821/488791.html
- http://www.takungpao.com.hk/231106/2020/0821/488791.html「卡卡頌」(Carcassonne),遊戲名來自位於法國西南、以其城牆聞名的同名小鎮,遊戲過程中以紙牌建構出中古世紀的地景,包括草原、道路、城市、修道院,而玩家扮演諸侯的角色,用隨從「米寶」佔地以獲得分數,適合2至5人遊玩。
Sorry! is a board game that is based on the ancient Indian cross and circle game Pachisi. Players move their three or four pieces around the board, attempting to get all of their pieces "home" before any other player. 

  • a bit like 飛行棋
Klotski (from Polish klocki—wooden blocks) is a sliding block puzzle thought to have originated in the early 20th century. The name may refer to a specific layout of ten blocks, or in a more global sense to refer to a whole group of similar sliding-block puzzles where the aim is to move a specific block to some predefined location.A significant precursor of the Klotzki puzzle is the 19th century 15-puzzle, where fifteen wooden squares had to be rearranged. Lewis W. Hardy obtained copyright for a game named Pennant Puzzle in 1909, manufactured by OK Novelty Co., Chicago. The aim of this puzzle is identical to Klotski, and only its default blocks and arrangement are different. John Harold Fleming obtained patent for a puzzle in 1934 in England, with almost identical configuration as described in this page.  The puzzle concerned has the same blocks and almost identical placement as forget-me-not, only that the unique horizontal 2×1 block is placed at the bottom instead of beneath the 2×2 block. The patent included a 79-step solution.It is said that the game was already known in Japan around the 10th year of the Shōwa period, i.e. around 1935.[citation needed] The first account of occurrence of Klotski in China is in Shaanxi Province, where Lín Dé Kuān of Northwestern Polytechnical University noted children in a village playing a version of Klotski made with pieces of paper in 1938. One of the earliest books about standard Klotski was written by the Chinese professor Jiāng Cháng Yīng of Northwestern Polytechnical University in 1949
-「華容道」是一款益智遊戲。有人說古已有之,還有說大概二十世紀三十年代才發明出來,真相待考。我小時候玩過,一度還頗痴迷。近日懷舊,試着從手機應用中尋找,卻發現手機遊戲版「華容道」,原理雖不變,移動的木塊上標的卻是數字,以前的曹操、五虎上將都不見了。http://paper.takungpao.com/resfile/PDF/20210104/PDF/b2_screen.pdf

card games
Oicho-Kabu (おいちょかぶ) is a traditional Japanese card game that is similar to Baccarat. It is typically played with special kabufuda cards. A hanafuda deck can also be used, if the last two months are discarded. (Western playing cards can be used if the face cards are removed from the deck and aces are counted as one.) Oicho-Kabu means 8-9 and uses the Japanese kabufuda names for the numbers one to ten. As in baccarat, this game also has a dealer, whom the players try to beat. The goal of the game is to reach 9. The nickname for the worst hand in oicho-kabu—an eight, a nine and a three—is phonetically expressed as "ya-ku-za" and is the origin of the Japanese word for "gangster," yakuza.
Hanafuda (花札) are playing cards of Japanese origin that are used to play a number of games. The name translates to "flower cards". The name also refers to games played with the cards. In 1549, the 18th year of Tenbun, the missionary Francis Xavier landed in Japan. The crew of his ship carried a set of 48 Portuguese Hombreplaying cards from Europe, and eventually this led to the popularity of card games and gambling in Japan. When Japan subsequently closed off all contact with the Western world in 1633, foreign playing cards were banned.Despite that prohibition, gambling with cards remained highly popular. Private gambling during the Tokugawa Shogunate was illegal. Because playing with card games per se was not banned, new cards were created with different designs to avoid the restriction. For example, an anonymous game player designed a card game known as Unsun Karuta. These cards were decorated with Chineseart, depicting Chinese warriorsweaponryarmor, and dragons. This deck consisted of 75 cards, and was not as popular as the Western card games had been, simply because of the difficulty of becoming familiar with the system. Each time gambling with a card deck of a particular design became too popular, the government banned those cards, which then prompted the creation of new ones. This cat and mouse game between the government and rebellious gamblers resulted in the creation of many differing designs. Through the rest of the Edo period through the MeiwaAn'ei, and Tenmei eras (roughly 1765–1788), a game called Mekuri Karuta took the place of Unsun Karuta. Consisting of a 48-card deck divided into four sets of 12, it became wildly popular and was one of the most common forms of gambling during this time period. In fact, it became so commonly used for gambling that it was banned in 1791, during the Kansei era.
Ombre (from Spanish hombre, meaning 'man') is a fast-moving seventeenth-century trick-taking card game for three players. Its history began in Spain around the end of the 16th century as a four-person game. It is one of the earliest card games known in Europe and by far the most classic game of its type, directly ancestral to EuchreBoston and Solo Whist. Despite its difficult rules, complicated point score and strange foreign terms, it swept Europe in the last quarter of the 17th century, becoming Lomber in Germany, Lumbur in Austria and Ombre (originally pronounced 'umber') in England, occupying a position of prestige similar to contract bridge today.
Rummikub is a tile-based game for two to 4 players, combining elements of the card game rummy and mahjong. There are 104 number tiles in the game (valued 1 to 13 in four different colors, two copies of each) and two jokers. Players have 14 or 16 tiles initially and take turns putting down tiles from their racks into sets (groups or runs) of at least three, drawing a tile if they cannot play. In the Sabra version (the most common and popular), the first player to use all their tiles scores a positive score based on the total of the other players' hands, while the losers get negative scores. An important feature of the game is that players can work with the tiles that have already been played.Rummikub was invented by Ephraim Hertzano, a Romanian-born Jew, who immigrated to Israel in the 1940s. He hand-made the first sets with his family in the backyard of his home. Hertzano sold these sets door-to-door and on a consignment basis at small shops. Over the years, the family licensed it to other countries and it became Israel’s best selling export game. In 1977, it became a bestselling game in the United States.[1][2] The game was marketed as "Rummikid" during part of the 1970s.[citation neededHertzano's Official Rummikub Book, published in 1978, describes three different versions of the game: American, Sabra and International. Modern Rummikub sets include only the Sabra version rules, with no mention of the others, and there are variations in the rules between publishers. The game was first made by Lemada Light Industries Ltd, founded by Hertzano in 1978. Rummikub is similar to several central European card games which are played with two decks of playing cards, including Machiavelli and Vatikan. Vatikan is played with two decks of cards and one joker per player, thus making 106 cards for two players.
- the concept has some similiarities with 麻雀

dice related
Yahtzee is a dice game made by Milton Bradley (now owned by Hasbro), which was first marketed as Yatzie by the National Association Service of Toledo, Ohio, in the early 1940s. It was marketed under the name of Yahtzee by game entrepreneur Edwin S. Lowe in 1956. The game is a development of earlier dice games such as Poker DiceYacht and Generala. It is also similar to Yatzy, which is popular in Scandinavia.

Doll
ball-jointed doll is any doll that is articulated with ball and socket joints. In contemporary usage when referring to modern dolls, and particularly when using the acronyms BJD or ABJD, it usually refers to modern Asian ball-jointed dolls. Many BJDs are cast in polyurethane synthetic resin, a hard, dense plastic, and the parts strung together with a thick elastic. They are predominantly produced in JapanSouth Korea and China. There are also some Asian companies that have turned to cheaper production methods by creating dolls using other plastics such as ABSArticulated dolls go back to at least 200 BCE, with articulated clay and wooden dolls of ancient Greece and Rome. The modern era ball-jointed doll history began in Western Europe in the late 19th century. From the late 19th century through the early 20th century French and German manufacturers made bisque dolls with strung bodies articulated with ball-joints made of composition: a mix of pulp, sawdust, glue and similar materials. These dolls could measure between 15 and 100 cm (6 and 39.5 in) and are now collectible antiques.During the 1930s the German artist Hans Bellmer created dolls with ball-joints and used them in photography and other surrealistic artwork. Bellmer introduced the idea of artful doll photography, which continues today with Japanese doll artists, as well as BJD hobbyists.Influenced by Bellmer and the rich Japanese doll tradition, Japanese artists began creating strung ball-jointed art dolls.The history of commercially produced Asian resin BJDs began in 1999 when the Japanese company Volks created the Super Dollfie line of dolls. The first Super Dollfie were 57 cm tall, strung with elastic, ball-jointed, and made of polyurethane resin; similar to garage kits, which were Volks main product at the time. Super Dollfie were made to be highly customizable and to find a female market for Volks products.[

http://www.economist.com/news/business/21717424-they-have-become-pioneers-how-adapt-rapidly-ageing-society-toymakers-bounce-back

product standards
- pacifier/soother

  • GB 28482
  • EN 1400
  • 16 cfr 1511
  • AS 2432 CPN No4 of 2006
  • GB 28482
  • NBR 10334
  • SASO 1954
- melamine plastics tableware
  • QB1999
  • EN 14372
  • 16 cfr 1500.51-53
- drinking equipment (feeding bottle, training cup, etc)
  • draft ZWX/QLB 0201
  • EN 14350
  • 16 cfr 1500.51-53
  • NBR 13793
  • SASO 1875 (bottle) SASO (teat)
media
- www.toymag.cn

Event
- Spielwarenmesse in Nuremburg http://www.spielwarenmesse.de/?L=1
- China Kids Expo in Shanghai www.china-kids-expo.com
- International Trade Fair for Toys and Preschool Educational resources www.china-toy-expo.com
- australian toy lobby and licesing fair

history
- medieval europe https://www.quora.com/What-types-of-gifts-did-the-children-of-nobility-receive-in-the-14th-century


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