Monster Dash from Whitman (1975)

Published in 1975 by Whitman, the Monster Dash board game is a spin-and-move race to be the first monster to traverse the trail and make it to the finish line.

Power Shop from Mattel (1964)

In 1964, Mattel released Power Shop, a “Make and Play” toy that allowed children to create toys and models using real wood.

Funny Bones from Parker Brothers (1968)

Released in 1968 by Parker Brothers, Funny Bones was an interactive card game that challenged adult couples to score points by holding oversized cards between two body parts without dropping them.

GyroMaze from Kenner (1978)

Released in 1978, Kenner’s GyroMaze gave new meaning to the term “rock and roll.”

Don’t Lose ‘Em: Games with Marbles

Nicolas Ricketts of The Strong highlights classic games that include marbles as an integral element of gameplay.

Get in Shape, Girl! from Hasbro (1985)

In the afterglow of the 1984 Summer Olympics in Los Angeles, Hasbro released Get in Shape, Girl!, a line of fitness-in-a-box sets aimed at young girls ages five and up.

Boggle from Parker Brothers (1972)

Released in 1972 by Parker Brothers, Boggle challenged players to unleash their inner wordsmiths in a race against time to score the most points.

A Bad Case of Worms from Mattel (1981)

In 1981, Mattel released A Bad Case of Worms, a novelty toy that appealed to children who enjoyed disgusting the people around them.

Call It! from Ideal (1978)

Released in 1978 by Ideal, the Call It! game married skillful rolls of the dice and pure luck to advance players along a winding game board in an effort to be the first to reach the finish line.

Secret Sam Spy Accessories from Topper Toys (1966)

The popularity of Topper Toys’ Secret Sam Attaché Case led the company to release additional spy gadgets for budding spies-in-training.

Barbie’s Keys to Fame Game from Mattel (1963)

In the Barbie’s Keys to Fame Game from Mattel, players explored career aspirations.

Super Helmet Seven from Topper Toys (1965)

In 1965, Topper Toys released Super Helmet 7, electronic headgear that allowed kids to mimic “men of action”, like jet pilots, skydivers, and race car drivers.