View basket “3D Decor for Backsplash N 594316418 – 3m” has been added to your basket.
-

By client order. The price is per m2.
-

By client order. The price is per m2.
-

By client order. The price is per m2.
-

By client order. The price is per m2.
-

By client order. The price is per m2.
-

By client order. The price is per m2.
-

By client order. Delivery time – 30 working days upon payment confirmed
Educational Game “Alphabet & Spelling”
Rules:
Var1.
1. The player stands in the centre of the playing field.
2. The player throws a “marker” – usually a dice – towards the playing field with letters.
3. The player then finds the image from the playing field which name starts with the letter the marker is in
Var2.
1. The player stands in the middle of the playing field.
2. The player throws a dice and spins around as many times as the dice shows.
3. With eyes closed, the player throws a marker towards the image fields.
4. The player says the word from the image and starts spelling it by stepping on each letter
Size: 2mx3m;
-

By client order. Delivery time – 30 working days upon payment confirmed
Board game “Dino World” (educational)
RULES:
1. 2-6 can play.
2. Throw 2x6 before starting.
3. Follow the directions written on the coloured square you land in.
4. First player who reach the “Finish” sign is the winner.
5. You’ll need: 2 dices, 2-6 different coloured counters.
Size: 2mx3m;
-

By client order. Delivery time – 30 working days upon payment confirmed
Game “Limping”
Rules:
1. Each player picks a “marker” – it could be anything the player chooses to distinguish from the other players, ideally a pebble.
2. Initially, the marker is thrown at the first island by player1– if the marker leaves the boundaries of that island, player2 begins. If it stays within, player1 continues the game jumping over the island with the marker in, one-legged, and continuing from island to island in the order they are numbered.
3. When the island designated with “10” is reached, the player can stay on both legs, then turns around and comes back jumping one-legged again until the island with the marker in is reached – the player has to first collect the marker, one-legged all the time, then finish the game. When the marker is taken, the player is allowed to step in the island the marker was on the way back.
4. If a players steps on the boundaries between the islands, it is a foul play and the next player begins.
5. A player that completes the whole sequence of islands from 1 to 10 first is winning the game.
Size: 2mx3m;
-

By client order. Delivery time – 30 working days upon payment confirmed
Game “Limping”
Rules:
1. Each player picks a “marker” – it could be anything the player chooses to distinguish from the other players, ideally a pebble.
2. Initially, the marker is thrown at the first island by player1– if the marker leaves the boundaries of that island, player2 begins. If it stays within, player1 continues the game jumping over the island with the marker in, one-legged, and continuing from island to island in the order they are numbered.
3. When the island designated with “10” is reached, the player can stay on both legs, then turns around and comes back jumping one-legged again until the island with the marker in is reached – the player has to first collect the marker, one-legged all the time, then finish the game. When the marker is taken, the player is allowed to step in the island the marker was on the way back.
4. If a players steps on the boundaries between the islands, it is a foul play and the next player begins.
5. A player that completes the whole sequence of islands from 1 to 10 first is winning the game.
Size: 2mx3m;
-

By client order. Delivery time – 30 working days upon payment confirmed.
Game “Limping”
Rules:
1. Each player picks a “marker” – it could be anything the player chooses to distinguish from the other players, ideally a pebble.
2. Initially, the marker is thrown at the first island by player1– if the marker leaves the boundaries of that island, player2 begins. If it stays within, player1 continues the game jumping over the island with the marker in, one-legged, and continuing from island to island in the order they are numbered.
3. When the island designated with “10” is reached, the player can stay on both legs, then turns around and comes back jumping one-legged again until the island with the marker in is reached – the player has to first collect the marker, one-legged all the time, then finish the game. When the marker is taken, the player is allowed to step in the island the marker was on the way back.
4. If a players steps on the boundaries between the islands, it is a foul play and the next player begins.
5. A player that completes the whole sequence of islands from 1 to 10 first is winning the game.
Size: 2mx3m;
-

By client order. Delivery time – 30 working days upon payment confirmed.
Game “Limping”
Rules:
1. Each player picks a “marker” – it could be anything the player chooses to distinguish from the other players, ideally a pebble.
2. Initially, the marker is thrown at the first island by player1– if the marker leaves the boundaries of that island, player2 begins. If it stays within, player1 continues the game jumping over the island with the marker in, one-legged, and continuing from island to island in the order they are numbered.
3. When the island designated with “10” is reached, the player can stay on both legs, then turns around and comes back jumping one-legged again until the island with the marker in is reached – the player has to first collect the marker, one-legged all the time, then finish the game. When the marker is taken, the player is allowed to step in the island the marker was on the way back.
4. If a players steps on the boundaries between the islands, it is a foul play and the next player begins.
5. A player that completes the whole sequence of islands from 1 to 10 first is winning the game.
Size: 2mx3m;