In this article, we will explore the topic of Go to the Head of the Class in depth, analyzing its many facets and unraveling its importance in different contexts. From its origin to its relevance today, passing through its implications in various aspects of daily life, we will embark on a journey of discovery and reflection about Go to the Head of the Class. Through detailed analysis, case studies and expert opinions, we will approach this topic from different angles to provide a complete and enriching view. Whether you are an expert in the field or a complete novice, this article seeks to offer a comprehensive and accessible vision of Go to the Head of the Class, inviting you to explore and reflect on its meaning and consequences in today's society.
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Other names | Go to the Head of the Class El primero de la clase |
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Publishers | Chad Valley Milton Bradley |
Publication | 1936 |
Years active | 1936–2013 |
Genres | Board game |
Languages | English |
Players | 2–6 |
Playing time | 45' |
Age range | 6+ |
Go to the Head of the Class is a roll-and-move board game published originally by the Chad Valley Co Ltd. in 1936. It was then published by Milton Bradley (now owned by Hasbro). Go to the Head of the Class was last produced by Winning Moves USA in 2013.[1]
The game board is designed to look like a top view of a school classroom with the teacher's blackboard at one end.[2] Original tokens were cardboard images of adult and children affixed to wooden or plastic bases. Players can advance to the "head of the class" by moving tokens from desk to desk as a result of answering questions correctly.[2] The game also includes random "chance cards" that add or subtract positions without involving a question, such as "Put away that peashooter and go back 3 desks" or "For good penmanship, advance two desks".