One of the known international board games that is loved by most parents and enjoyed by kids who are exposed to the wonders of herbs is Wildcraft: Grow Your Own Herbs. Primarily designed to teach most of those who are born in the age of chemically-manufactured drugs, Wildcraft is designed to be played by adults and toddlers. Like a modern monopoly, this Game, marketed as 'An Herbal Adventure Game', aims to spread the word about medicinal and edible plants that Mother Nature had provided us.
A recently offered new version of Wildcraft provides consumers with non-toxic and environment-friendly with the following features,
- 100% recycled chipboard
- Vegetable oil-based inks
- Water-based paper coating (instead of varnish)
When purchased, Wildcraft provides toddlers and adults alike with lessons on 25 vital and nutritionally significant plants abundantly provided to us in our Nature. Promoting cooperation, Wildcraft is known to encourage us to partake on understanding the beneficial world of true herbalism. Although at surface Widlcraft is only thought and designed to teach people on the process of harvesting and realize herbs, the creators of this popular board game had primarily aimed to lead people in march towards 'green revolution'. With other known educational purposes, Wildcraft is played in order to teach people the medicinal properties of most herbs and plants that are thought to be useless and trivial. With the board requiring players to actually traverse through the game by linking the treatment that an herb is know for, players have taught to opt for budget-friendly and even effective way of treating common cold and even applying herb-based solutions to simple and minor wounds.
One of the disadvantages of Wildcraft, as most critics and players had provided, is that it had not integrated with its game one of the most important details that should be known by common folks and that is of the proper use of these medicinal plants and herbs . Most health experts believe that the common distrust that is felt among consumers on herbs and herb-based products is because of the feedbacks by rather ill-informed and unknowledgeable subscribers of these consumer products and even remedy. Distrust on the effectiveness of herbs is not innate and a natural feeling that is planted to most people but a rather learned emotion that is quite prevalent but highly and commonly baseless. Wildcraft, as a game, does not require its players to identify what parts of plants to use in, say, treating wound or even what to ingest in calming upset stomach. Most consumers are unguided in their ingestion of herbs and most accidents and even side-effects are caused by the misinformed decision on how to properly administrator herbs. Critics say that this one elementary but vital component in the process of harvesting herbs is a lot more important than teaching them how to plant them. Most, if not all, players do not have the luxury of a garden where they can organically grow or even time to tend their herbs.
As an educational board game, Wildcraft should have taught consumers in a proper and administrating consumption of most known herbs that may have significant and other beneficial effect in our health such as those of Alfalfa and even Aloe Vera. Critics are, however, made aware that the aim of Wildcraft: Grow Your Own Herbs should be understood in the light of encouraging consumers in knowing the benefits of growing herbs and not consuming them.
Source by Hendrik Hendricius Kleinwaechter