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The game simulates money management, with the game board resembling a calendar month. Before the game, the players decide how many months to be played (i.e. how many times to travel across the board). During the game, players accumulate bills and expenses to pay, along with collecting their monthly wage on "pay day" at the end of the month.
JumpStart (known as Jump Ahead in the United Kingdom) is an educational media franchise created for children, primarily consisting of educational games.The franchise began with independent developer Fanfare Software's 1994 video game JumpStart Kindergarten.
Reader Rabbit is an educational video game franchise created in 1984 by The Learning Company.The series is aimed at children from infancy to the age of nine. In 1998, a spiritual successor series called The ClueFinders was released for older students aged seven to twelve.
The misdirection in this riddle is in the second half of the description, where unrelated amounts are added together and the person to whom the riddle is posed assumes those amounts should add up to 30, and is then surprised when they do not — there is, in fact, no reason why the (10 − 1) × 3 + 2 = 29 sum should add up to 30.
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As part of the Carmen Sandiego Social Studies Library, [62] a School Edition of the game "came packaged in a sturdy three-ring binder that holds the software, User's Guide, a custom-developed Teacher's Guide, and the bonus resource book, World History Simulations by Max W. Fischer".
The Fool and His Money is a puzzle game by Cliff Johnson.It is a self-published sequel to the 1987 game The Fool's Errand.Like its predecessor, The Fool and His Money contains many different types of logic and word puzzles which, although centered on a story with a medieval tarot deck theme, have added elements of the Prince, Egyptian gods, and Pirates.
Money changers would assess a foreign coin for its type, wear and tear, and validity, then accept it as deposit, recording its value in local currency. The merchant could then withdraw the money in local currency to conduct trade or, more likely, keep it deposited: the money changer would act as a clearing facility.
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