Wildcraft! An Herbal Adventure Game

A fun game my kids got for the holidays that provides a lot of learning opportunities for the whole family.  Thanks to Adam's misfortune with poison oak and readers comments on cures, I actually new the best use for Jewelweed while playing the game. 

Here is the Amazon description: 

Wildcraft! An Herbal Adventure Game is a cooperative board game that teaches edible and medicinal Plants. Wildcraft! teaches 25 important edible and medicinal plants and their uses in mostly first aid situations. (Wildcrafting is the harvesting of wild plants). Players learn about plants by connecting the icon on the challenge or "trouble" cards with the icons on the plant cards. If a player has a "burdock" card in their herb basket and draws a "hungry" card, then the player can turn the cards in and move to the next rest space. Though it is a cooperative game, there is plenty of strategy and drama as players travel up the mountain to the Huckleberry Patch and back to Grandma's before nightfall. The only way to get back safely is to help each other out. However, it's ok if you don't make it. Grandma will come and get you. :) Wildcraft! is a great introduction to the world of edible and medicinal herbs for children of ALL ages. It's a beautifully illustrated, nature based, educational, cooperative game created in the tradition of the classic board games. Kids love the "Chutes and Ladders" type of play.Wildcraft! features storytelling and fosters the imagination. It's one of the best natures games, being that it connects kids to nature. It's an herb game and an educational game. Wildcraft! includes a 20x20 inch game board, instructions, 4 player pieces, 52 plant cards, 52 trouble cards, 25 cooperative cards, and a spinner. It also comes with a downloadable story to enhance the story of the game. Wildcraft! is made in the U.S.A. and made with green materials. It was chosen one of the Top Natural Toys of 2008 by Mothering Magazine. One to four players, ages 4 to adult. No prior knowledge of plants or herbs is needed. No reading is required for younger players.

A great gift for the young people in your life: Wildcraft! An Herbal Adventure Game, a cooperative board game

This is a companion discussion topic for the original entry at https://peakprosperity.com/wildcraft-an-herbal-adventure-game/


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When you realize the motive of the maker.
-Game has become homogenized to accommodate all and by doing so, you you lose the uniqueness of a given class. IE, if a class has a “can’t die for 10 sec” move, then every other class as well. It’s every class has big def cds that are essentially same, just different way of working (pure rock paper scissors so it can still be skill based in pvp while keeping the bitching down)
-There is nothing that is unobtainable. If one person can get it, so can you. The formula is always the same, Grind. Instead of risking people quitting because of difficulty, they made it allllll easy, you just have to grind everyday. Grind = time = subscriptions. So looking it this way, Blizzard wants you to know that you can get that item, just can’t get it faster than they want you to (g2 keep the subs going). Then when a new expansion is announced (again) but you can already clearly see the grind to reward ratio/game-play… then you see the futility in playing.
There was a time when time alone couldn’t get you on par with the other elites (2,200 arena requirement for the best weapsons meant that time alone wasn’t enough, you had to be good, a game of counters)
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-Innovation is simplicity, it’s something I like to believe in. However in the this case it’s the exact opposite. By adapting that idea, making the game just easier in general, yes you’re reaching more people by decreasing the learning curve, but you’re losing the people that has endured and distinguished themselves as elite or wants to keep that barrier intact. It was the crazy learning curve that kept me interested back in Burning Crusade especially as a rogue.
The worlds may be different (real vs virtual), but the same human principle applies. People don’t want equality, THEY WANT TO BE BETTER THAN YOU. Just like you worked your ass off to obtain whatever you’ve obtained in life, it should be the same in the world (of warcraft). How does one distinguish from better or worse? Different worlds, but same social concepts apply. Don’t get me wrong, it still is skill-based, just the reward isn’t.

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