Katamino calls upon the natural gifts of reflection and skill of each individual. Suitable for all ages, it allows children to acquire the first notions of geometry in space, and develops logic and a sense of observation: Katamino has become a "classic" for teachers. Its multiple possibilities make it an attractive and exciting game of patience.
Practiced alone, Katamino is an intelligent and evolutionary puzzle. Its modular game board offers several degrees of difficulty and can be adapted to suit everyone. You have to make perfect sets called Pentas by juxtaposing several Pentas on the board. The more Pentas you use, the more difficult it becomes: position the ruler vertically between the numbers 4 and 5 on the board to make a maximum of Pentas 4; then, by successive movements of the ruler, make a maximum of Pentas 5, 6, 7, 8, 9, 10, 11 and 12. There are 36057 combinations!
Other possibilities: Find the 340 imposed combinations of the Grand Slam, Super Slam and Challenge using the 3 grid boards. Create many flat figures (geometric shapes, animals and others). Make figures in volume (parallelepipeds or other).
With 2 players, each one places in turn a Pentamino on the chessboard: the winner is the one who, by placing the last piece, makes it impossible for the opponent to play. You can also divide the pieces equally, then place the ruler in the middle of the board: the winner will be the one who fills the rectangle on his side as quickly as possible with all the pieces at his disposal.
Rule, Educational Sheet ... 3 Files Available3 Files Available
Contents of the box : 10 coloured pentas, 5 red pieces, 3 brown pieces, 1 game board, 1 board of examples in volume, 3 grid boards to make the 160 imposed pentas, 1 game rule with many examples.