The magical power of thought board game for children with fear of failure
The magical power of thought board game for children with fear of failure
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The magical power of thought board game for children with fear of failure
The magical power of thought board game for children with fear of failure

The magical power of thought board game for children with fear of failure

The magical power of thoughts

With this game, children can learn to turn their fear thoughts about school, friends, sports etc. into encouragers!
This enables them to learn to face difficult situations with more confidence.

From 7 years old
Playing time: 30 minutes

CooleFreunde
1607938
99098012615
€64.00
Tax included
Quantity

Please note:

Montessori materials are NOT toys, but educational materials. Proper use requires appropriate training.

Montessori materials may contain small, rough, sharp, or other elements that could cause injury or damage if used improperly.

It may therefore only be used by children under the supervision of appropriately trained persons and in an appropriate environment.

Attention: Please consider our quality guidelines!

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Do you often have to ponder or do you often have thoughts of fear? You can do something about it! With this game you will learn to turn fear thoughts about school, friends, sports and whatever depresses you into encouragers!

It starts at the start. You climb out of the well and make your way to the goal. You walk along the sea, over the beach or through the jungle and come right on the frog to finish. You choose your own path, but you can also throw the dice.

  • Do you roll 1 or 3? You walk along the sea.
  • Do you roll 2 or 4? You walk through the jungle.
  • Do you roll 5 or 6? You choose your own path.

If you land on a field with a red, blue, green or yellow dot, you first take a card in the color of this field and read out the thought of fear that is written in the dark cloud. If you think you've found a good encourager, say it out loud. Then you turn the card over and read out the encouragement that you will find there. The encouragers are only intended as an idea. Of course, you don't have to think exactly that. Maybe you can think of a thought that will help you much better! Finally, put the card on the table in front of you. It's about collecting as much encouragement as possible. The winner is who has converted most of the brooding cards into encouragers!

But the game is not over yet! Each player selects a thought from the cards that he has collected that he himself has from time to time and reads it out. Then each player takes a card from his or her own cards that he or she thinks the other players may hold from time to time. Give yourself these cards and talk briefly about them.

content
Information about fear of failure for children, parents, child therapists and teachers.
2 red dice
Game board 42 by 59 cm
6 characters
80 cards with thoughts of fear and encouragement;

  • the red cards refer to the school;
  • the yellow cards refer to social situations;
  • the blue cards refer to sports;
  • the green cards refer to general situations.
  • Do you roll 1 or 3? You walk along the sea.
  • Do you roll 2 or 4? You walk through the jungle.
  • Do you roll 5 or 6? You choose your own path.
  • the red cards refer to the school;
  • the yellow cards refer to social situations;
  • the blue cards refer to sports;
  • the green cards refer to general situations.
  • Do you roll 1 or 3? You walk along the sea.
  • Do you roll 2 or 4? You walk through the jungle.
  • Do you roll 5 or 6? You choose your own path.
  • Do you roll 1 or 3? You walk along the sea.
  • Do you roll 2 or 4? You walk through the jungle.
  • Do you roll 5 or 6? You choose your own path.
  • the red cards refer to the school;
  • the yellow cards refer to social situations;
  • the blue cards refer to sports;
  • the green cards refer to general situations.
  • Do you roll 1 or 3? You walk along the sea.
  • Do you roll 2 or 4? You walk through the jungle.
  • Do you roll 5 or 6? You choose your own path.
  • the red cards refer to the school;
  • the yellow cards refer to social situations;
  • the blue cards refer to sports;
  • the green cards refer to general situations.
  • Do you roll 1 or 3? You walk along the sea.
  • Do you roll 2 or 4? You walk through the jungle.
  • Do you roll 5 or 6? You choose your own path.
  • the red cards refer to the school;
  • the yellow cards refer to social situations;
  • the blue cards refer to sports;
  • the green cards refer to general situations.
  • the red cards refer to the school;
  • the yellow cards refer to social situations;
  • the blue cards refer to sports;
  • the green cards refer to general situations.

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