Furby is an American electronic robotic toy released in 1998 by Tiger Electronics. It resembles a hamster or owl-like creature and went through a period of being a "must-have" toy following its holiday season launch, with continual sales until 2000. Over 40 million Furbies were sold during the three years of its original production, with 1.8 million sold in 1998, 14 million in 1999. Its speaking capabilities were translated into 24 languages. Furbies were the first successful attempt to sell a domestically-aimed robot. A newly purchased Furby starts out speaking "Furbish", the unique language that all Furbies use, but is programmed to start using English words and phrases in place of Furbish over time; this process is intended to resemble the process of learning English. The updated Emoto-Tronic Furby, with voice-recognition and more complex facial movements, was sold by Hasbro between 2005–2007, they released another updated Furby with LCD eyes and a mobile app for the holiday season in 2012.
Dave Hampton and Caleb Chung spent nine months creating the Furby. After two attempts at licensing the concept, they invited fellow toy and game inventor Richard C. Levy to join their efforts to sell Furby. Levy brought Furby to Tiger Electronics and Tiger's Roger Shiffman bought the rights to it. Furby's first public appearance was at the American International Toy Fair in 1998. Furbies retailed for about US$35, upon release, they sold well. Catapulting demand during the 1998 Christmas period drove the resale price over $100, sometimes as high as several hundred dollars. Furbies sold for over $300 in auctions. Nicknames were given to the different aesthetic varieties, sellers assigned rarity values to them; the significant aftermarket demand for the toy resulted in cases of fraud in which customers paid for Furbies that were never delivered. Parental battles and fights increased as supplies dwindled, when retail supplies ran out, parents turned to the Internet, where Furbies could be purchased for two, three, or more multiples of their retail price.
During one 12-month period, a total of 27 million Furby toys were sold. 2005 saw the reintroduction of Furby with the release of the new Emoto-Tronic Furby. On April 12, 2012, it was announced; the new line was released in September 2012. As of December 2012 there were sixteen colors: Teal, black, tangerine-tango, aqua, navy blue, pink, pink/teal, orange/blue, black/pink, blue/yellow, teal/purple, gray/teal. Furbies were one of the eleven toys named top toys for Christmas 2013 by the Toy Retailers Association at the DreamToys Convention where they unveil their predictions for most popular holiday toys annually; the main reason for their popularity was because of apparent "intelligence", reflected in their ability to develop language skills. Furbies can communicate with one another via an infrared port located between their eyes. Furbies start out speaking "Furbish", a language with short words, simple syllables, various other sounds, they are programmed, however, to speak less and less Furbish and more and more English as they "grow".
There was a common misconception. This belief most stemmed from the fact that it is possible to have the Furby say certain pre-programmed words or phrases more by petting it whenever it said these words; as a result of this myth, several intelligence agencies banned them from their offices. A simple electric motor and a system of cams and gears close the Furby's eyes and mouth, raise its ears, lift it off the ground in a faux display of mobility; the originals are popular with many hackers as they can be dissected and made to do interesting things. In particular, their advanced audio capabilities and various sensory interfaces make them popular with the circuit bending community. In 1999, the Furby Babies line was introduced. Furby Babies are smaller than the original, have higher voices, cannot dance, but they switch to speaking English more quickly, they have an extended vocabulary and different "Easter eggs" and "games" built into them. Furby babies come in 24 different colors. All have one of six different eyecolors.
Novel Furbies were released, including an interactive Furby-like "Gizmo", from the film Gremlins, a Furby-like "Interactive Yoda" based on the Star Wars character, a Furby-like "Interactive E. T." from the movie of the same name. Another "friend of Furby", called "Shelby", is similar to Furby, but looks like a clam, has vast improvements in memory, has a different personality, they have sensors that can sense loud sounds, can sense being upside down, they laugh when "tickled". They purr when "petted", they can be fed by sticking a finger in their mouth. Shelbies do not have their own names, unlike the classic Furbies. Shelbies are capable of knowing if it is talking to a Furby or another Shelby, saying phrases such as "Where's Furby?"—though they cannot differentiate between a Furby and a Furby Baby—they just assume it is a Furby. In addition to English, Shelbies know some Furbish words and have their own unique language called "Shelbish"; this Furby was released in August 2005. Larger than the previous version, the new Furbies have been upgraded with a more emotional face and a voice recognition system, enabling them to communicate with humans.
Rubik's Cube is a 3-D combination puzzle invented in 1974 by Hungarian sculptor and professor of architecture Ernő Rubik. Called the Magic Cube, the puzzle was licensed by Rubik to be sold by Ideal Toy Corp. in 1980 via businessman Tibor Laczi and Seven Towns founder Tom Kremer, won the German Game of the Year special award for Best Puzzle that year. As of January 2009, 350 million cubes had been sold worldwide making it the world's top-selling puzzle game, it is considered to be the world's best-selling toy. On the original classic Rubik's Cube, each of the six faces was covered by nine stickers, each of one of six solid colours: white, blue, orange and yellow; the current version of the cube has been updated to coloured plastic panels instead, which prevents peeling and fading. In sold models, white is opposite yellow, blue is opposite green, orange is opposite red, the red and blue are arranged in that order in a clockwise arrangement. On early cubes, the position of the colours varied from cube to cube.
An internal pivot mechanism enables each face to turn thus mixing up the colours. For the puzzle to be solved, each face must be returned to have only one colour. Similar puzzles have now been produced with various numbers of sides and stickers, not all of them by Rubik. Although the Rubik's Cube reached its height of mainstream popularity in the 1980s, it is still known and used. Many speedcubers continue to practice similar puzzles. Since 2003, the World Cube Association, the Rubik's Cube's international governing body, has organised competitions worldwide and recognises world records. In March 1970, Larry D. Nichols invented a 2×2×2 "Puzzle with Pieces Rotatable in Groups" and filed a Canadian patent application for it. Nichols's cube was held together by magnets. Nichols was granted U. S. Patent 3,655,201 on 11 April 1972, two years before Rubik invented his Cube. On 9 April 1970, Frank Fox applied to patent an "amusement device", a type of sliding puzzle on a spherical surface with "at least two 3×3 arrays" intended to be used for the game of noughts and crosses.
He received his UK patent on 16 January 1974. In the mid-1970s, Ernő Rubik worked at the Department of Interior Design at the Academy of Applied Arts and Crafts in Budapest. Although it is reported that the Cube was built as a teaching tool to help his students understand 3D objects, his actual purpose was solving the structural problem of moving the parts independently without the entire mechanism falling apart, he did not realise that he had created a puzzle until the first time he scrambled his new Cube and tried to restore it. Rubik applied for a patent in Hungary for his "Magic Cube" on 30 January 1975, HU170062 was granted that year; the first test batches of the Magic Cube were produced in late 1977 and released in Budapest toy shops. Magic Cube was held together with interlocking plastic pieces that prevented the puzzle being pulled apart, unlike the magnets in Nichols's design. With Ernő Rubik's permission, businessman Tibor Laczi took a Cube to Germany's Nuremberg Toy Fair in February 1979 in an attempt to popularise it.
It was noticed by Seven Towns founder Tom Kremer and they signed a deal with Ideal Toys in September 1979 to release the Magic Cube worldwide. Ideal wanted at least a recognisable name to trademark; the puzzle made its international debut at the toy fairs of London, Paris and New York in January and February 1980. After its international debut, the progress of the Cube towards the toy shop shelves of the West was halted so that it could be manufactured to Western safety and packaging specifications. A lighter Cube was produced, Ideal decided to rename it. "The Gordian Knot" and "Inca Gold" were considered, but the company decided on "Rubik's Cube", the first batch was exported from Hungary in May 1980. After the first batches of Rubik's Cubes were released in May 1980, initial sales were modest, but Ideal began a television advertising campaign in the middle of the year which it supplemented with newspaper adverts. At the end of 1980 Rubik's Cube won a German Game of the Year special award, won similar awards for best toy in the UK, the US.
By 1981 Rubik's Cube had become a craze, it is estimated that in the period from 1980 to 1983 around 200 million Rubik's Cubes were sold worldwide. In March 1981 a speedcubing championship organised by the Guinness Book of World Records was held in Munich, a Rubik's Cube was depicted on the front cover of Scientific American that same month. In June 1981 The Washington Post reported that the Rubik's Cube is "a puzzle that's moving like fast food right now... this year's Hoola Hoop or Bongo Board", by September 1981 New Scientist noted that the cube had "captivated the attention of children of ages from 7 to 70 all over the world this summer."As most people could only solve one or two sides, numerous books were published including David Singmaster's Notes on Rubik's "Magic Cube" and Patrick Bossert's You Can Do the Cube. At one stage in 1981 three of the top ten best selling books in the US were books on solving the Rubik's Cube, the best-selling book of 1981 was James G. Nourse's The Simple Solution to Rubik's Cube which sold over 6 million copies.
In 1981 the Museum of Modern Art in New York exhibited a Rubik's Cube, at the 1982 World's Fair in Knoxville, Tennessee a six-foot Cube was put on display. ABC Television developed a cartoon show called Rubik, the Amazing Cube. In June 1982 the First Rubik's Cube World Championship
Despicable Me is a 2010 American 3D computer-animated comedy film produced by Illumination Entertainment as its debut film and project and distributed by Universal Pictures. The film was animated by the French animation studio Mac Guff, acquired by Illumination. Directed by Pierre Coffin and Chris Renaud in their directorial debuts with a story by Sergio Pablos, the title references the main character as he refers to himself and is accompanied by a song by Pharrell Williams; the film stars Steve Carell, the voice of Gru, a supervillain who adopts three girls from an orphanage. When Gru learns of Vector's heist, he plans an greater heist: to shrink and steal the Earth's moon. However, despite Gru's villainous intentions, he grows touched by the girls' growing love for him and find himself changing for the better because of it. Released theatrically on July 9, 2010 in the United States, Despicable Me grossed over $546 million worldwide against a budget of $69 million, it launched the Despicable Me franchise series of films, including the sequel Despicable Me 2 in 2013, another sequel, Despicable Me 3 in 2017, the prequel, released in 2015, which featured Gru's Minions as the main characters.
A supervillain named Gru has his pride injured when an unknown villain steals the Great Pyramid of Giza. With the assistance of his sidekick Dr. Nefario and his Minions, Gru resolves to one-up his mysterious rival by shrinking and stealing the Moon. Knowing this is costly, Gru seeks a loan from the Bank of Evil. Mr. Perkins - the bank president - is impressed by the plan, but he will approve the loan only if Gru can obtain the necessary shrink ray first. Upon learning that an up-and-coming villain known as Vector was responsible for the Pyramid theft, Gru starts a rivalry with him. Gru and the Minions steal the shrink ray from a secret testing base in East Asia, but Vector intercepts them and steals it for himself. Gru attempts to break into Vector's impregnable fortress to recover the shrink ray, only to be defeated by numerous kinds of traps; as nothing seems to work, he notices three orphan girls, Margo and Agnes, who are able to enter the base as they are selling cookies. Gru adopts the girls, planning to use them to infiltrate Vector's base.
However, Gru has trouble nurturing them properly due to their stubbornness, their ballet classes and his own ineptitude as a parent. Gru and the girls arrive at Vector's base, Gru steals the shrink ray; the girls suggest a day at a theme park. Gru agrees, believing he begins to bond with them instead. Gru contacts Perkins via video chat, stating that he has the shrink ray. Margo and Agnes interrupt the meeting, Perkins announces that he has lost confidence in Gru and will no longer fund his operations; as Gru tells the Minions he can no longer pay them for their services, the girls offer the contents of their piggy bank. Inspired, Gru sells parts of his lair and the items he stole over the years to construct a spacecraft. Gru plans to steal the Moon when it is nearest to the Earth, but this is the same day as the girls' ballet recital; as Gru becomes puzzled, Dr. Nefario arranges for the girls to be returned to the orphanage, thinking the recital may ruin the plan. At the same time, Perkins informs his son - Vector - of Gru's possession of the shrink ray and the adoption of the three girls, encouraging Vector to take action.
Gru shrinks and steals the Moon. He rushes back to Earth to attend the recital, only to find a ransom note from Vector, who has kidnapped the girls. After arriving at Vector's base, Gru surrenders the Moon. However, Vector reneges on the deal, flying off with the Moon. Meanwhile, Dr. Nefario has discovered; the bigger the object is, the faster it recovers its original size. Gru, Dr. Nefario, the Minions execute a daring mid-air rescue of the girls, just before the Moon destroys Vector's spaceship and syncs itself back into orbit, along with Vector on it. Sometime Gru has returned the Great Pyramid and re-adopted the girls, writing them a bedtime storybook based on his own experience; the film ends with the girls performing their ballet recital for Gru, his mother Marlena, Dr. Nefario, the Minions. Steve Carell as Gru, a mean supervillain-turned-good-natured father Jason Segel as Victor "Vector" Perkins, Mr. Perkins' son and Gru's archenemy Russell Brand as Dr. Nefario, Gru's elderly gadget man and a friendly scientist Miranda Cosgrove as Margo, the oldest of the three girls Dana Gaier as Edith, the middle child of the three girls Elsie Fisher as Agnes, the youngest of the three girls Will Arnett as Mr. Perkins, the President of the Bank of Evil and Vector's father Kristen Wiig as Miss Hattie, owner of the orphanage Miss Hattie's Home for Girls Julie Andrews as Marlena, Gru's mother Pierre Coffin as Kevin, Bob, Mark and Stuart, six of Gru's Minions Chris Renaud as Dave, one of Gru's Minions Jemaine Clement as Jerry, one of Gru's Minions Jack McBrayer as a Carnival Barker McBrayer voices a Tourist, Justin's Father Danny McBride as Fred McDade, Gru's neighbor Mindy Kaling as a Tourist, Justin's mother Rob Huebel as an anchorman Ken Daurio as an Egyptian guard Ken Jeong as a talk-show host Despicable Me was developed by Sergio Pablos under the original title Evil Me.
He participated in development during the early stages of the production and took the package unsolicited to Universal Pictures where he became the first of several screenwriters on the project as wel
Cars 3 is a 2017 American 3D computer-animated comedy-adventure film produced by Pixar Animation Studios and released by Walt Disney Pictures. Directed by Brian Fee in his directorial debut and written by Kiel Murray, Bob Peterson and Mike Rich, it is the third installment of the Cars film franchise and a stand-alone sequel to Cars 2, it was executive-produced by then-chief creative officer of Walt Disney Animation Studios and Pixar, John Lasseter, who directed the first two Cars films. The returning voices of Owen Wilson, Bonnie Hunt and Larry the Cable Guy are joined by Cristela Alonzo, Chris Cooper, Armie Hammer, Nathan Fillion, Kerry Washington and Lea DeLaria, in addition to a dozen NASCAR personalities. In the film, Lightning McQueen sets out to prove to a new generation of high tech race cars that he is still the best race car in the world. Released worldwide in movie theaters on June 16, 2017, along with its theatrical animated short film Lou, the film grossed $383 million worldwide and received positive reviews from critics, who praised it as an improvement over its predecessor as well as its emotional story and animation.
Lightning McQueen and the other veteran racers of the Piston Cup Racing series find themselves struggling to win against next-generation rookies like Jackson Storm, who utilize advanced technology and modern training methods. As Storm's breakout success attracts other rookies to the series, most of the veterans either retire or are fired to make way and room for the new generation. In the final race of the season, McQueen attempts to overtake Storm but loses control and suffers a violent and nearly fatal rollover crash, leaving him badly injured. Four months McQueen is still recovering in Radiator Springs, isolating himself from his friends and spending his time watching footage of his late mentor, Doc Hudson. After receiving some encouragement from his girlfriend Sally, McQueen decides to return to racing and calls his sponsors from Rust-Eze and Dusty, who reveal that they have sold the team to a new owner named Sterling. In a new state-of-the-art training center, Sterling assigns McQueen to train under racing trainer Cruz Ramirez.
McQueen becomes impatient over Cruz's methodical approach to training, so he tries to use a high-tech racing simulator - only to end up damaging it. Sterling decides to use him for merchandise. McQueen rejects this and offers a deal: if he can win the first race of the season, he can continue racing as long as he wants. Sterling assigns Cruz to join him. McQueen tries to train on nearby Fireball Beach but ends up spending most of his time teaching Cruz how to drive on the sandy terrain. McQueen attempts to join a race incognito at a famous dirt track called Thunder Hollow, but inadvertently enters a figure-8-style demolition derby with Cruz, which she wins, much to McQueen's embarrassment. Distraught at the apparent waste of training time, McQueen rages at Cruz and in the process accidentally breaks her trophy. Upset, Cruz reveals that she had wanted to be a racer just like McQueen all her life, but never started a race due to her feeling intimidated and outclassed by the other racers, she heads back to the training center.
Guilty and with no other options, McQueen calls his friend Mater for advice. He suggests that McQueen tracks down Doc's mentor Smokey, in Doc's hometown of Thomasville, so McQueen catches up to Cruz and convinces her to rejoin him. In Thomasville, McQueen meets up with Smokey, who reveals that despite the fact Doc never raced again - he found a new happiness in training McQueen. After McQueen accepts that he will never be as fast as Storm and his friends help McQueen learn new tricks to overcome his speed disadvantage, using Cruz as his sparring partner; however during the final practice race, Cruz overtakes him and he suffers a flashback to his crash, shaking his confidence. At the race in Florida, McQueen starts last, but with coaching from Smokey in the pits, manages to push up the ranks. Sterling, who still believes McQueen can't win, orders Cruz back to the training center, despite her wanting to stay and watch the race. McQueen overhears the exchange, remembers how Cruz never fulfilled her dream of racing.
He decides that Cruz is the answer to beating Storm, so gets her back and his crew outfits her with racing gear so she can race. While shaky at first, Cruz is able to push up the ranks thanks to McQueen coaching her, ends up right behind Storm. Storm, feeling threatened, tries to intimidate Cruz - to the point of ramming her against the wall in the final lap. Cruz however wins the race; as Cruz celebrates her victory, Sterling offers her a role on his team, but she instead takes a counteroffer from legendary owner Tex Dinoco. Sterling reminds McQueen about his bet but as McQueen started the race that Cruz finished, he gets a share of the win, thus winning his bet. Sometime McQueen and Cruz return to Radiator Springs, where McQueen reveals that Tex, after seeing Sterling's callousness, has bought Rust-eze from him, McQueen, now decked in Doc's racing colors, decides to continue racing and train Cruz. Owen Wilson as Lightning McQueen, a legendary Piston Cup veteran. Cristela Alonzo as Cruz Ramirez, Lightning McQueen's trainer.
Chris Cooper as Smokey, Doc Hudson's former mechanic and crew chief. Nathan Fillion as Sterling, a rich business car and the new Rust-eze team owner. Larry the Cable Guy as Mater, a jolly tow truck and Lightning McQueen's best friend. Armie Hammer as Jackson Storm, McQueen's new racing rival. Tom and Ray Magliozzi as Rusty and Dusty Rust-eze the owners of Rust-eze. Following
The Easy-Bake Oven is a working toy oven which Kenner introduced in 1963, which Hasbro still manufactured as of late April 2016. The original toy used an ordinary incandescent light bulb as a heat source. Kenner sold 500,000 Easy-Bake Ovens in the first year of production. By 1997, more than 16 million Easy-Bake Ovens had been sold; the oven comes with packets of cake mix and small round pans. After water is added to the mix in the pan, it is pushed into the oven through a slot. After cooking, the cake is pushed out through a slot in the other end; the Easy-Bake Oven was introduced in 1963 by a Cincinnati, Ohio-based toy company. The original Kenner Easy-Bake Oven was heated by two 100-watt incandescent light bulbs, came in a pale yellow or turquoise, was designed to resemble a conventional oven; the design changed many times over the years. An updated "Premier" model, available in avocado green or red, was released in 1969, followed by a "Mod" model in yellow or light green in 1971. A more recent model resembled a microwave oven.
The most collectible model of the Easy-Bake Oven is the one-of-a-kind model presented to the winner of the 5,000,000th Easy-Bake Oven Sweepstakes in 1972. The sweepstakes celebrated. Kenner licensed the Easy-Bake Oven to international markets. Japan represented a significant opportunity for Kenner; the toy oven was licensed to Nakajima Corporation, which sold its version as Margaret's Cooking Oven. In 1962, Kenner created the Gooney Bird as part of its marketing efforts; the new corporate mascot was used as part of the company logo, appearing on most product packaging along with the company slogan, “It’s Kenner, It’s Fun!” The bird was used in trade publications and advertisements with the tagline, “This bird means business!” In 1968, Kenner approached Muppet creator Jim Henson to create a Muppet version of the Gooney Bird. The bird appeared in Easy-Bake Oven commercials with child actress Barbara Price; the Gooney Bird became so popular that Henson refurbished the character as Little Bird, Big Bird's smaller counterpart, in early seasons of Sesame Street.
After Kenner became a division of Hasbro, which closed it down, Hasbro continued to produce the oven. The Easy-Bake Oven and Snack Center was introduced in 1993. A decade after the Easy-Bake Oven and Snack Center was introduced, the Real Meal Oven was released; this oven was different from the others in being able to cook larger portions, two of them at once, using two pans at the same time. It won the 2003 Best Toy Parenting magazine Toy of the Year Award; the neutral colors were more accepted across gender lines, were favored by parents in the midst of queries and complaints over versions not being offered for male children. The Real Meal pans were larger than the Easy Bake ones, it could bake both desserts and main courses; this model featured a heating element and did not require a light bulb. In 2006, a different version of the Easy-Bake was released, featuring a stove-top warmer and a heating element, but like Hasbro's first version, it had smaller pans, it could only bake one pan at a time.
But the new front-loading Hasbro design, a substantial departure from the traditional push-through arrangement, was ill-conceived, as all such units were recalled over safety concerns and reported injuries. The oven was inducted into the National Toy Hall of Fame in 2006. In 2011, the last version to use a 100-watt incandescent light bulb was replaced by a new version with a dedicated heating element, titled Easy-Bake Ultimate Oven; the replacement was due to the availability of better alternatives to the incandescent light bulbs that heated previous versions of the Easy-Bake Oven. This rendered all models that used light bulbs as their heating elements obsolete because the company no longer offers replacement bulbs. However, some critics of the redesign indicated that halogen light bulbs emitted sufficient heat to replace incandescent bulbs. In 2012, Hasbro announced the premiere of a version of the Easy-Bake Oven in black and silver after executives met with McKenna Pope, a girl from New Jersey who had started a Change.org petition asking the toy maker to offer the product in gender-neutral packaging.
The prototype Easy-Bake Oven was made available in blue. The redesigned product was slated to be unveiled at the New York Toy Fair. After a release of a new model in May 2006, Hasbro received reports of 29 children getting their hands or fingers caught in the front-loading door, including 5 reports of burns. In February 2007, Hasbro and the Consumer Product Safety Commission issued a voluntary recall of the oven and advised parents to stop using the oven with children under the age of 8 and contact the company for a free retrofit kit; the kit was approved by the CPSC and consisted of a plastic grate that fit over the existing oven door. The grate allowed the oven to function as designed, but it now provided an additional barrier to keep small fingers out. Despite the retrofit program, the problems persisted. According to data from the CPSC, an additional 249 reported incidents included 77 burns, 16 of which were second- or third-degree in nature. On July 19th 2007, Hasbro re-issued its voluntary recall of the Easy-Bake after learning that part of a 5-year-old girl's finger had to be amputated because of a severe burn.
The recall affected 985,000 ovens, sold between May 2006 and July 2007. Ovens sold prior to May 2006 were not part of the recall, leaving more than 25 million side-entry/light bulb models in circulation unaffected. In 2017, the first annual National Easy-Bake Oven Day was announced by author and toy Histor
Mensch ärgere Dich nicht
Mensch ärgere Dich nicht is a German board game, developed by Josef Friedrich Schmidt in 1907/1908. The game was sold about 70 million copies, it is a cross and circle game with the circle collapsed onto the cross, similar to the Indian game Pachisi, the Colombian game Parqués, the American games Parcheesi and Trouble, the English game Ludo. The name of the game means "Do not get angry"; the name derives from the fact that a peg is sent back to the "out" field when another peg lands on it, similar to the game Sorry!. The game can be played by 3, 4 or 6 players -- one player per board side; each player has four game pieces, which are in the "out" area when the game starts, which must be brought into the player's "home" row. The rows are arranged in a cross position, they are surrounded and connected with a circle of fields, over which the game pieces move in clockwise direction. There are three fields on each side of the board. At the beginning of the game, the players' pieces are placed in the four fields marked "B" on the far left side, the "out" section.
The coloured field just left of centre, marked "A", is each player's "start" field. The white filed just to the right of the start field leads to the "home" row, marked "a", "b", "c", "d"; each game piece enters the circle at the "start" field, moves over the board and enters the "home" row. The first player with all of their pieces in their "home" row wins the game; the players throw a dice in turn and can advance any of their pieces in the game by the thrown number of dots on the dice. Throwing a six means bringing a piece into the game and throwing the dice again. If a piece is on the "A" field and there are still pieces in the "out" area, it must be moved as soon as possible. If a piece cannot be brought into the game any other piece in the game must be moved by the thrown number, if, possible. A played variation allows a player who has no pieces in the circle of fields to have three tries to throw a six. Pieces can jump over other pieces, throw out pieces from other players if they land on them.
A player cannot throw out his own pieces though, he can advance further than the last field in the "home" row. A player can be thrown out. Media related to Mensch ärgere Dich nicht at Wikimedia Commons "Mensch ärgere Dich nicht: Geschichte eines Spieleklassikers", Nuremberg Toy Museum
Sorry! is a board game, based on the ancient cross and circle game Pachisi. Players try to travel around the board with their pieces faster than any other player. Manufactured by W. H. Storey & Co in England and now by Hasbro, Sorry! is marketed for two to four players, ages 6+. The game title comes from the many ways in which a player can negate the progress of another, while issuing an apologetic "Sorry!" The objective is to be the first player to get all four of their coloured pawns from their start space, around the board to their "home" space. The pawns are moved in a clockwise direction but can be moved backward if directed. Movement of pawns is directed by the drawing of a card; the board game is laid out in a square with 16 spaces per side, with each player assigned their own coloured Start location and Home locations offset towards the centre, one per side. Four five-square paths, one per colour, lead from the common outer path towards a player's Home and are designated their "Safety Zone".
On each side are two "Slides", grouping four or five spaces each. Older versions of Sorry! Contain a coloured "diamond space" directly one space back from each start square. Instead, a pawn of that colour must diverge from the outer space square towards their "Home"; the diamond space and corresponding rule were removed from subsequent editions. William Henry Story of Southend-on-Sea filed for a patent for the game in England, where it was registered as a trade mark on 21 May 1929, it was subsequently sold in the United Kingdom by Waddingtons, the British games manufacturer who sold it from 1934. In the United States, U. S. Patent 1,903,661 was filed for Sorry! on Aug 4, 1930 by William Henry Storey. A Canadian patent followed in 1932; the US patent was issued on April 11, 1933. Sorry! was adopted by Parker Brothers in 1934. Hasbro now continuously publishes it; each player places them in their Start. One player is selected to play first; each player, in turn, follows its instructions. To begin the game, all of a player's four pawns are restricted to Start.
A 1 or a 2 places a pawn on the space directly outside of start. A pawn can jump over any other pawn during its move. However, two pawns cannot occupy the same square. Players can not bump their own pawns back to Start. If a pawn lands at the start of a slide, either by direct movement or as the result of a switch from an 11 card or a Sorry card, it "slides" to the last square of the slide. All pawns on all spaces of the slide are sent back to their respective Starts; the last five squares before each player's Home are "Safety Zones", are specially colored corresponding to the colors of the Homes they lead to. Access is limited to pawns of the same color. Pawns inside the Safety Zones are immune to being bumped by opponents' pawns or being switched with opponents' pawns via 11 or Sorry! cards. However, if a pawn is forced via a 10 or 4 card to move backward out of the Safety Zone, it is no longer considered "dangerous" and may be bumped by or switched with opponents' pawns as usual until it re-enters the Safety Zone.
Furthermore, two additional items known as Fire and Ice were added, depending on which card is drawn, can be placed on certain pawns on the board, modifying the playing rules for those pawns. In short, fire gives a pawn the ability to move ahead before the player's turn, ice stops a pawn from being moved at all. Unlike the rule changes, the two additional items are still being kept in editions. There are some corner cases that are not well explained in the rules, such as "What happens to fire if one pawn removes the pawn with fire by landing on its square?". Should the fire be set back to out of play, or should it transfer to the attacking pawn? The modern deck contains 45 cards: there are five 1 cards as well as four each of the other cards; the 6s or 9s are kept out to avoid confusion. The first edition of the game had 44 cards and the extra 1 card was soon introduced as an option for quicker play. A 1996 board from Waddingtons had 5 of each card. Cards are annotated with the following actions: Players who have a pawn that has not moved too far away from its starting piece, draw a card that allows them to move a pawn backward, can elect to move this pawn backward.
Move a pawn in such a situation backward enough, the pawn is almost home. The 7 can be split, it provides an additional opportunity for pawns to get Home, so long as there's another pawn on the board to use up the remaining spaces. All other things being equal, moves that cause a pawn to end up in front of an opponent's start square are poor choices, due to the high number of cards that allow that opponent to enter; some feel that leaving a pawn on one's own square just outside "Start" is a poor position to be in since new pawns are blocked from entering play. There are numerous tactics employed by skilled players. One such strategy is to leave the