The instructions
How to play all 38 games
Most of the catalog needs no explaining — the ready screen shows the buttons and the round is over in thirty seconds. The long games do. Every page here has the goal in one sentence, a controls table, how a round goes and how you win, so a parent can read it out before the first press.
The controller
One stick, six buttons, and button 1 is always enough
Each station is a joystick and six big buttons in two rows — 1, 2 and 3 across the top, 4, 5 and 6 underneath — plus ESC and ENTER. Buttons are numbered the way they sit on the panel, so “press 2” means the same thing on every station.
Every game can be played with the stick and button 1 alone. The other buttons add moves for the older kids; they never lock anyone out.
In a game, ESC pauses — it does not quit. The pause card offers Resume first, so a stray press only ever un-pauses.
Every game draws this panel on its ready screen with the buttons it uses lit up and labelled, so nobody has to remember these pages by heart.
Core
One button, any player count, works at four years old.
Quick Drop1–4 players · 4+
Hoop Shot1–4 players · 4+
Piñata1–4 players · 4+
Lucky Spin1–4 players · 4+
Goal Kick1–4 players · 5+
Horse Race1–4 players · 4+
Swim Race1–4 players · 5+
Rocket Blast1–4 players · 4+
Drag Stop1–4 players · 5+
Color Memory1–4 players · 5+
Confetti Flight1–4 players · 5+
Tower Stack1–4 players · 4+
Party extras
Quick rounds with a little more to them.
The big ones
Minutes, not seconds. Most use three or four buttons; button 1 always finishes the game on its own.
Strategy
Gathering, building, fighting and tiers, all four in every one. Six to nine minutes a round — the sit-down games, for the older kids and the grown-ups.

























