Baby food holder munchkin
Munchkin Silicone Baby Food Feeder ( 4 Months+ ) Blue / Pink / Green 1pc
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Description
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- Soft silicone pouch for easy feeding of homemade or store-bought baby food
- Small hole at the bottom allows you to feed purees to young babies
- Great for travel - comes with on-the-go cap
- Snap-tight closure
- BPA-free
- 4+ months
Ready, Set, Feed!
Feed your infant their first foods safely with this silicone pouch feeder.
Features:
Introducing solids is one of the many exciting milestone in baby's first few months of life. The look on their faces upon tasting something other than milk is priceless (and adorable)! This convenient Baby Food Feeder offers a safe and easy way to feed baby purees, whether it's store-bought jars or homemade baby food. It has a small hole at the bottom, which allows food to pass through in digestible amounts, and an on-the-go cap perfect for travel or preserving purees in the fridge. The soft silicone pouch allows for easy feeding of mashed bananas, veggies, and more.
- Soft silicone pouch for easy feeding of homemade or store-bought baby food
- Small hole at the bottom allows you to feed purees to young babies
- Great for travel - comes with on-the-go cap
- Snap-tight closure
- BPA-free
- 4+ months
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1 x Munchkin Silicone Baby Food Feeder ( 4 Months+ ) Blue / Pink / Green 1pc
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Rules of the board game Munchkin - an article from the series "Choosing a toy"
Would you like to be in the shoes of an elf, dwarf or brave warrior? The board game Munchkin sends you into a world of battles, friendly support and even deceit on the way to victory! It's a fresh take on role-playing games, filled with parody, a touch of humor and a variety of moves.
Goal
Reach level 10. You can increase it by special cards, defeating monsters or selling items. And yes, it’s “clothing”, because Munchkin completely immerses you in a completely new world with its own rules and language!
It is important to remember that level 10 can only be obtained by defeating a monster and nothing else.
Description
3-6 people over 8 years old can experience an exciting adventure. In the box you will find 95 door cards, 73 treasure cards, a die and detailed rules. Munchkin is fairly easy to learn, unlike most fantasy RPGs. Having completed it at least once, you will appreciate the idea and humor of the author, Steve Jackson, and, of course, the illustrations by John Kovalik, which surprise throughout the game.
In order to start the game, you need to give the participants 4 cards from each deck: with doors to the dungeons and with treasures of monsters. Those gathered consider the attributes that they got. You need to lay out in front of you the clothes that you want to wear (armor or firebrand, for example), bonus cards, race and class. The remaining cards (no more than 5) remain in the hand.
Also, at the beginning, all players are given the first level. For convenience in the future, it is better to celebrate the achievements of each participant, because it is not so difficult to go down a step.
The order of moves can be decided by dice rolls.
Process
At the very beginning of the turn, you have a variety of options for action: you can put on and take off clothes, sell them for a level (1,000 gold is equivalent to one level), or exchange them with other players.
Now you, the fully armed hero, are in front of the door to the dungeon, take out a card from the deck and kick the door!
What's in the catacombs?
So, the deck with the doors is empty on one card, you put it on the table. Behind the door you can expect a monster, a curse, a class, a race, items that give you bonuses against other heroes. On each sheet there is comprehensive information about what you have dropped out.
What if it's a monster?
The hero compares the enemy's combat power with his own level and bonuses. If you can’t win right away, then you can use special bonus cards from your hand (if any) or ask other players for help. Be vigilant and forget about gratuitous support, because for defeating a monster, participants may ask you for treasures or cards that they noticed on your side of the table. Only an elf can help you disinterestedly, but don't forget him too! - for this every time he gets a level.
Other players can not only help, but, on the contrary, take the side of the monster, hinder you in every possible way, throwing curses or bonuses to the villain in the battle.
If you emerge victorious from combat, take as many levels and treasures as indicated on the monster card. Your strengths are not equal with him? Flush out! You roll a die, and if you roll a 5 or more, your opponent walks away with nothing. If luck was not on your side, then read and follow the "indecency" of the monster.
In case of death, the hero retains the level, class, race and curses applied to him. He loses all other cards, but on the next turn he refills the supply from each deck, as at the beginning of the game.
Curse or other cards
If a curse or a trap was waiting for you outside the door to the dungeon, then you should experience its effect on yourself immediately. In the event that you find another card, then you can either take it in stock or use it.
Looking for trouble or cleaning stash
You kicked down the door and didn't find a monster behind it? No problem! Troubles can be found on your own. Just fight the monster from your hand if you have one. Prudently compare your combat strengths to be sure to defeat him.
If there was no monster on hand, you have to "clean the stash". This means taking one card from the door deck without showing it to the other players.
Bounty
You can only have 5 cards in your hand (or 6 if you are a dwarf). Surplus must be played, sold or given to the lowest level player.