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Klask Game

SKU
016246
Grade 3-AD
In Stock
Rated 5 out of 5
Read 6 Reviews|1 Question, 12 Answersor
Our Price
$59.99
Description

The Klask Game is a bit like a miniature version of air hockey. Each player tries to score by hitting the ball into their opponent's goal with a magnetic striker they control from under the table. Unlike air hockey, the goal is on top of the board, making it quite easy to fall into your own goal while playing. If you fall into your own goal, the opponent scores. Three magnets placed in the center of the table each round add another obstacle. The little magnets are quickly knocked around the table by the ball as the round starts. If you get too close, they'll stick! Get tagged by two magnets, and the opponent will also score a point. Swift movements are an advantage, but playing too fast and loose can be your downfall - losing contact with your striker means another point for the other guy. If you aren't careful, your opponent can win this game by defense alone! A one-on-one, rapid-fire battle perfect for whipping out at a gathering! Scoring 6 points ends the game. Each game lasts about 10 minutes. Game includes Klask table, two magnetic strikers, three small white magnets, a ball, two scoring tokens, and game rules. ~ Janine

Publisher's Description of Klask Game

The magnetic gameplay of Klask is unique, fun and like no other game out there! Klask will entertain players of all ages. The player is in charge of the magnets from under the table. Both players try to score while trying to avoid the white barrier magnets in the middle of the game field.

Game on! Using the magnetic handles to steer their striker, players hit the orange ball around the field. Players are free to move continuously all over the field and there is no taking turns. The aim is to score points by shooting the orange ball into the opponent's ‘goal'. But be careful not to lose control of your striker or make it fall into your own goal as this will earn your opponent a point. You can also use the orange ball to displace the white magnets around, but watch out: if two or more of the white magnets end up sticking to your striker, your opponent scores a point.