By Author:Iain MurrayJonathan H. Adler Amy Ridenour Tom Tanton Steve Hayward Randal O'Toole Michael DeAlessi Joel Schwartz IMGrant Andrew Morriss J. Bishop Grewell Chris Horner Marlo Lewis Carlo Stagnaro Pete Geddes John Downen John Baden Jane Shaw John La Plante Fred L. Smith Ken Green Ben Lieberman By Category:AgricultureAir Quality Biotechnology Brownfields CAFE Standards Climate DDT/Malaria Energy Energy Independence/National Security Environmental Alarmism Environmental Economics Environmental Risk European Union Extinction Federal Lands and Parks Federal Programs Federalism Forests International Media Oceans Pollution Population Poverty and Hunger Precautionary Principle Private Conservation Property Rights Recycling Sustainable Development Tragedy of the Commons Transportation Urban Planning and Sprawl Water Wildlife By Month:September 2007April 2007 March 2007 February 2007 January 2007 December 2006 November 2006 October 2006 September 2006 August 2006 July 2006 June 2006 May 2006 April 2006 March 2006 February 2006 January 2006 December 2005 November 2005 October 2005 September 2005 August 2005 July 2005 June 2005 May 2005 April 2005 March 2005 February 2005 January 2005 December 2004 November 2004 October 2004 September 2004 August 2004 July 2004 June 2004 May 2004
Powered by
Site design by |
Sustainable Toys
Posted by Andrew Morriss · 28 September 2004 ·
Just got the new "Intelligence Outfitters" catalog from Terrific Toys, Inc. In the "Science Toys" section there are: The stuff in this catalog is not all bad. Surprisingly, a game about "the greatest country on the planet" turns out NOT to be about France and is instead about the US! There is also a "game you'll play religiously" called "Ark of the Covenant" and there is a monopoly game set in colonial New England ("The early Pilgrims had to cope with adversity or die. Now, that's reality.") in which the players actually get private property. "In each round, players first buy land. They then attempt to develop it with buildings, populate it with Pilgrims, and sustain it by trade with ships. When the entire playing board is developed, players are awarded victory points corresponding to their accumulated possessions. Thus, the most successful settler wins." |