It’s A Race The Rabbits Must Win!

The rabbits are planning for a big picnic in the park, but only those who bring with them a carrot gets a spot on the picnic blanket!

Hold that impulse though – trying to gather too many rabbits at once may just tempt the fox out of his hiding place!

- 1 fox den (tin)
- 1 cloth bag
- 5 candies
- 4 picnic blanket cards
- 16 rabbit tiles
- 19 carrot tiles
- 7 fox tiles

2-4 players, aged 5 and above

– Impulse control
– Risk taking


Place all the tiles in the cloth bag and mix them up well. Now, pull out three tiles and without looking at them, hide them away in the game box. This is done so that all players will not know exactly how many rabbit, carrot, and fox tiles they are playing with.

Each player gets a blank picnic blanket card.


Players race against each other to be the first to complete their picnic blanket card with an equal number of carrot and rabbit tiles (i.e. 4 rabbit and 4 carrot tiles).


(i) The first player reaches into the cloth bag and pulls out a tile. What does the tile show?

A Carrot or Rabbit

Great! Place it next to your picnic blanket – but don’t piece it into the board just yet. Now, continue pulling out tiles and as long as they show either a carrot or a rabbit, you may repeat. You can choose to stop any time you want.

You may start piecing your tiles onto the blanket only when you have decided to stop drawing from the cloth bag.

The carrot and rabbit tiles have to be pieced in pairs, i.e. for every carrot that you piece in, you have to put in an accompanying rabbit, vice versa. Using the picture above as an example, if we were to draw 3 carrot and 4 rabbit tiles, we will only be able to piece in 3 carrot and 3 rabbit tiles, as the last rabbit would have no accompanying carrot to go along with it.

All excess tiles are returned into the bag.

A Fox

Oops! Your turn is immediately over. All tiles drawn during this turn are returned back into the bag.

Slide this fox tile into its den.

(ii) The first player to complete his picnic blanket card wins the round, and receives one candy as a reward. The game ends when all the candies are given out – the player with the most number of candies wins.

Just how many toys, games, or subjects in school give our kids an opportunity to hone their decision-making and risk-taking thought processes?

Few, if any at all.

Children need and want to take risks in order to explore their limits and venture into new experiences. The combination of that joy of freedom (being able to draw as many tiles as you want with no restriction) with just the right measure of fear (how many should we draw before we stop?) produces an exhilarating blend known as thrill – which is fun and educational in equal portions. It allows children to develop skills in negotiating the environment, as well as an aptitude for coordination and orientation. More importantly, it teaches them to regulate emotions, particularly in the area of impulse control; as well as to balance the pros and cons of being too risky vs too conservative, encouraging the idea of taking acceptable risks instead of too much or none at all.


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