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15 games
Donald Duck's Playground

Donald Duck's Playground

Sierra Entertainment

Donald’s mischievous nephews - Huey, Dewey, and Louie, would love to have a playground of their own. You can help kind-hearted Uncle Donald build them one. MATCHING SKILLS Your child will enjoy working at four different. entertaining jobs along with Donald, earning the money needed to buy playground equipment. Whether managing the produce stand, stocking toy store shelves. or sorting cargo at McDuck Airlines, your child will be challenged to recognize and match shapes. colours, and letters. CHANGE-MAKING With their earnings, players may buy equipment and construct a playground of their own design. Your child will find everything from swings to monkey bars in either the general store, the hardware store, or the junk shop. With each purchase. your child will develop a better understanding of money-handling. LOGICAL THINKING Operating the junction switches of the Amquack Railroad. players direct the Amquack Special to any of the eight towns within Duck County. When directed to the specified town, the Special picks up or delivers packages. Players earn money for each package delivered - the reward for quick and clear thinking.

PlatformSimulator
Carcassonne

Carcassonne

Sierra Entertainment, Microsoft Game Studios

Carcassonne starts with a single terrain tile face up and 71 others shuffled face down for the players to draw from. On each turn a player draws a new terrain tile and places it adjacent to tiles that are already face up. The new tile must be placed in a way that extends features on the tiles it abuts: roads must connect to roads, fields to fields, and cities to cities. A part of a game board after several turns.After placing each new tile, the placing player may opt to station a piece on a feature of that newly-placed tile. The placing player may not use a follower to claim any features of the tile that extend or connect features already claimed by another player. However, it is possible for terrain features claimed by opposing players to become "shared" by the subsequent placement of tiles connecting them. For example, two field tiles which each have a follower can become connected into a single field by another terrain tile. The game ends when the last tile has been placed. At that time, all features (including fields) score points for the players with the most followers on them. The player with the most points wins the game.

Card & Board GameStrategy
Winnie the Pooh in the Hundred Acre Wood

Winnie the Pooh in the Hundred Acre Wood

Sierra Entertainment

The Hundred Acre Wood was populated with characters from A.A. Milne's Winnie the Pooh series of short stories. Each character had lost an item of value to them and wanted the item returned. The player moves through the Hundred Acre Wood and collects the missing items then returns them to their rightful owners. Only one item can be carried at a time, so picking up one item means leaving behind of whatever item is currently being carried. Some screens have interactive sub elements. For example: you could "climb" Pooh's tree and see the limb where he kept his honey pots safely out of the reach of flood waters (a reference to a scene in the Disney animated movie "The Many Adventures of Winnie the Pooh"and Chapter 9 of A.A. Milne's book Winnie-the-Pooh.). The game has no animation in the mode of a traditional Quest game such as King's Quest. Rather, the Hundred Acre Wood existed as a grid of connected static screens. Players move between the screen using the arrow keys and can only move North, South, East or West. The missing items are randomly assigned at the start of each new game to screens within this grid, although the various characters can always be found on the same screens. When an item is "dropped" on a screen in order to "pick up" another item, the dropped item stays on that screen until the user returns to retrieve it later. Reuniting a character with their item results in a celebration screen.

Adventure