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131351649 Seitenabrufe seit dem 30.06.2003


HauptseiteBrettspieleFirmen (Brettspiele)Hasbro


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Hasbro, Inc.
History from 1923 to 2002
1920s - The Beginning

Hasbro was founded in 1923 by two brothers, Henry and Helal Hassenfeld, in a small office in Providence, Rhode Island. Originally named Hassenfeld Brothers, the Company first sold textile remnants, but soon moved into manufacturing pencil boxes and school supplies.

In 1928, Playskool, a company that was to become part of the Hasbro family in the mid-1980s, was founded in Milwaukee. Two former school teachers had the idea that preschool aged children could benefit early learning experiences at home before they got to school, hence the name, Play-Skool.
1930s - Free Parking

Parker Brothers, also a company that would later join the Hasbro family, launched a game about real estate wheeling and dealing in 1935. MONOPOLY went on to become the world's all-time, best-selling game.
1940s - Expanding to Toys

Henry Hassenfeld's son, Merrill, became president of Hassenfeld Brothers and the Company expanded its product line to include paint sets, wax crayons, and its first toys, doctor and nurse kits.

In 1947, the Mound Metalcraft company launched the world's first TONKA trucks outside of Minnetonka, Minnesota. Hasbro would go on to purchase the Tonka Corporation in 1991.

SCRABBLE debuted in 1948 exclusively at Macy's store on 34th Street in New York City. Today, over 100,000,000 SCRABBLE games have been sold around the world, making it the best-selling word game of all time! First manufactured by Selchow and Righter, the SCRABBLE game was acquired by Hasbro 1989 and is currently a PARKER BROTHERS game.

And 1949 was a "sweet" year in games as well. Milton Bradley introduced CANDY LAND, every American child's first game.
1950s - A Spud is Born

A "groundbreaking" toy was created in 1952 -- MR. POTATO HEAD! MR. POTATO HEAD was the first major toy success for Hasbro and revolutionized the toy industry by being the first toy to be advertised on television.

One of the most recognized scents is that of PLAY-DOH, and the world's favorite modeling compound was "discovered" 1956 by a company called Rainbow Crafts out of Cincinnati, Ohio. The formula remains top-secret more than 45 years later!
1960s - Go Joe!

The 1960s was a "hot" decade. Kenner Products, later purchased by Hasbro in 1991, created the EASY-BAKE OVEN in 1963 and gave little girls everywhere a chance to bake their very own treats.

Hasbro launched the world's first "action figure" in 1964 - G.I. JOE. The designers at Hasbro wanted to provide boys with a poseable figure as a plaything, but the no one thought that boys would play with a "doll," hence the creation of the term "action figure." G.I. JOE was a huge success from the start and nearly 40 years later, G.I. JOE has become an American icon and is still tremendously popular with kids.

Hassenfeld Brothers changed its name to Hasbro Industries in 1968 and became a publicly trade company with a listing on the American Stock Exchange.

In 1966, Milton Bradley introduced TWISTER and when Johnny Carson played it on "The Tonight Show," the game became a phenomenon.

The successes of MR. POTATO HEAD and G.I. JOE fueled Hasbro's growth and in 1969, the company made it's first major acquisition when they purchased Romper Room, the production company for the world's longest running children's TV show.
1970s - A New Kind of Action Figure

The next major revolution in the toy industry, and for that matter, in the entertainment industry, was the widespread success of Kenner's Star Wars line in 1977. Star Wars radically changed the profile of the action figure market, taking the size of the figure down to 3-3/4" and bringing retail price down making it possible for the first time for kids to collect them all!

Another revolutionary innovation occurred in the 1970s; this time in the games category. The Milton Bradley Company put electronic lights and sounds in a game for the very first time with the 1978 introduction of SIMON.

The end of the 1970s saw the passing of Hasbro's chairman, Merrill Hassenfeld. His son Stephen, became chairman and chief executive officer in early 1980. Alan, Merrill's other son, also worked for Hasbro and was leading the Company's efforts to expand its international presence.
1980s - A Decade of Growth

The 1980s was an incredible decade for Hasbro, marked by major successes in its toy line and key acquisitions that set the stage for Hasbro's position as the owner of the industry's most beloved brands.

After a brief hiatus from the market, G.I. JOE returned in 1982 as a playroom staple in the 3-3/4" scale. The "new" G.I. JOE was named "A REAL AMERICAN HERO" and spurred children's imaginations by battling the evil COBRA COMMANDER and his forces. The return of G.I. JOE was a tremendous success with kids, and spawned a hit animated television series and best-selling comic book line.

The following year, another legendary toy brand was born - MY LITTLE PONY. Little girls around the world quickly discovered the magic of MY LITTLE PONY through Hasbro's product line, and an animated television series and feature films.

Hasbro became the biggest toy company in 1984 with the purchase of The Milton Bradley Company. The deal paired the hottest toy company in the world with the strength and stability of one of the world's most respected game companies. In addition, the Milton Bradley acquisition also brought with it the Playskool company based in Chicago, and opened up the door for international expansion.

Hasbro had another hit in the boys toys aisle in 1984 when it introduced a unique concept -- die-cast cars and planes that transformed into robots -- called TRANSFORMERS. At the time, the industry was skeptical; no one had ever paid eight to ten dollars for a die-cast car. But the Hasbro team's instincts were right and TRANSFORMERS sales soared throughout the decade. Just like G.I. JOE and MY LITTLE PONY, TRANSFORMERS was popular beyond the toy aisle with a comic book series, and an animated television show and feature film.

One of the most important achievements of the 1980s was the establishment of the Hasbro Charitable Trust in 1983 and Hasbro Children's Foundation the following year. Both giving arms of the Company were created to improve the lives of children and their families around the world. Since the formation of the Hasbro Charitable Trust and Children's Foundation, Hasbro has helped millions of children around the world who face difficult situations. In addition, through programs such as the Children's Giving Tree, the Trust has donated toys and money to needy children in the areas in which Hasbro operates.

In 1985, Hasbro Industries officially changed its name to Hasbro, Inc.

In 1989, Alan Hassenfeld assumed the position of chairman and chief executive officer following the untimely death of his brother, Stephen. Alan continues to serve as chairman today.
1990s - Innovation and Excitement

The Nineties was an exciting decade for Hasbro. The Company made significant acquisitions that solidified its leadership and greatly expanded its vast brand portfolio. In addition, Hasbro had a number of hits throughout the decade thanks to a keen instinct for innovative products, new technologies and burgeoning trends.

In 1991, Hasbro made another significant acquisition - the Tonka Corporation, including its Kenner Products and Parker Brothers divisions. The acquisition brought rich additions to Hasbro's portfolio including TONKA, PLAY-DOH, EASY-BAKE OVEN, NERF, MONOPOLY and a wide range of licensed properties such as Star Wars and Batman.

In 1992 manufacturing of all Milton Bradley and Parker Brothers board games was consolidated in East Longmeadow, MA, the MB facility, and the new organization was renamed Hasbro Games.

One of Hasbro's proudest moments happened in the mid-90s. On Valentine's Day, 1994, the doors of the Hasbro Children's Hospital opened in Providence, Rhode Island, dedicated to state-of-the-art pediatric and family care.

Hasbro entered the video gaming market in 1995 with the creation of Hasbro Interactive. In a short time, Hasbro Interactive launched a number of successful software franchises based on its own brands, including TONKA and MONOPOLY, as well as established new software brands, such as ROLLERCOASTER TYCOON. Hasbro sold its interactive division to Infogrames Entertainment SA in 2000, and the Company's brands continue to thrive in the video gaming market through a licensing agreement with the Infogrames.

The second half of the 1990s saw several key acquisitions for Hasbro. In 1995, Hasbro acquired the Larami company, which made Super Soakers, the world's best selling water toys. In 1997, Hasbro purchased the Russ Berrie and Company subsidiaries, Cap Toys and OddzOn, picking up the KOOSH brands and the highly successful interactive Cap Candy line, which featured SPIN POPS. The following year, Hasbro welcomed Tiger Electronics, Avalon Hill, maker of strategic board games, and Galoob, which owned MICRO MACHINES, into the Hasbro family.

Also on corporate front, Hasbro switches its listing to the New York Stock Exchange in June of 1999.

Hasbro closed out the decade and century with a number of successful lines. In 1998, one of the decade's most popular and innovative toys was introduced. FURBY, a cuddly animatronic pet with a very spunky "personality," had children begging their parents for one during the holiday season. Furby was a true craze with adults waiting in line as new shipments were delivered! More than 40 million FURBY toys were sold in three years!

After a 16-year wait, the world was given another installment in the Star Wars saga along with a diverse toys and game line from Hasbro.

Hasbro has always prided itself on identifying trends and picked a winner with POKEMON. By mid-1999, millions of kids around the world were collecting, playing and watching POKEMON. Later that year, Hasbro acquired Wizards of the Coast, makers of the Pokemon collectible trading cards that had become a worldwide phenomenon. Wizards of the Coast was also the creator of the world's best selling card game, MAGIC: THE GATHERING, and owners of the best-known role playing game of all time, DUNGEONS & DRAGONS.

Building upon its vast treasure chest of the industry's most popular brands, such as MONOPOLY, G.I. JOE and CANDY LAND, Hasbro created the Hasbro Properties Group to maximize the Company's intellectual properties in a wide range of entertainment-based categories, including visual media, licensing, publishing and live entertainment.

Hasbro closed out the decade and century by launching the Team Hasbro employee volunteer program. Through the Hasbro Charitable Trust, each full-time employee qualifies for four hours of paid time off each month to volunteer for child-focused programs.
2000 and beyond...

Over the past two years, Hasbro has placed renewed emphasis on building its business through a three-pronged approach - building upon its core brands in both toy and non-toy categories; identifying opportunistic trends and innovative products; and licensing agreements with the entertainment industry's premier companies, such as Disney and Lucasfilm.

Hasbro teamed up with the Walt Disney Company in 2000 on a diverse and exciting relationship. Hasbro became the master toy licensees for all of Disney's event films, in addition to some classic properties, and was named as the official toy and game company for Walt DisneyWorld, Disneyland and Euro Disney. As part of the agreement, Hasbro worked with Disney to design and develop a special toy store, called Once Upon a Toy that opened in Downtown Disney in the summer of 2002.

Several of Hasbro's products and programs were recognized by the Toy Industry Association in the inaugural T.O.T.Y. (Toy of the Year) Awards. For the year 2000, the classic wooden TINKERTOY building set was named as "Infant/Preschool Toy of the Year," Tiger Electronics POO-CHI was honored with "Girl Toy of the Year," Hasbro Games' "Plan a Family Game Night" won "Best Marketing Campaign," and the Company's philanthropic arms, the Hasbro Charitable Trust and Hasbro Children's Foundation, were given the "Friend of Children Award."

Another "hit" in 2000, was Tiger Electronic's HITCLIPS. Tapping the revival of teen pop-stars, HITCLIPS are micro-music players that can be clipped onto a child's clothing or backpack and play a portion of a song that's stored on a chip the size of a postage stamp. Hasbro's Tiger group lined up some of the year's most popular artists, including Brittney Spears and 'N Sync. The product was not only a success with kids, but with the music industry as well, since it created a whole new platform on which kids could enjoy their favorite artist. HITCLIPS have gone on to sell more than 12 million hit clips since its introduction.

The following year, Hasbro once again took home several T.O.T.Y. Awards. E-KARA REAL KARAOKE was named "Girls Toy of the Year," BOB THE BUILDER TALKING SCOOP was named as "Licensed Toy of the Year," and Hasbro's philanthropy programs were recognized with the "Caring for Children Award" for the second consecutive year.

Last year was a great year for Hasbro. G.I. JOE and TRANSFORMERS have been rediscovered by a whole new generation of kids. Sales of G.I. JOE increased 59 percent in 2001 versus the prior year, and TRANSFORMERS saw an increase of 66 percent in the fourth quarter following the relaunch of the brand's original ROBOTS IN DISGUISE theme. Hasbro Games enjoyed a strong year with double-digit increases in the Family Games and Adult Games categories. In addition, WHEELS ON THE BUS was the year's best-selling new preschool game. PLAYSKOOL also had a great year, led by the popular BOB THE BUILDER line.

In 2002, Hasbro had a number of hits. G.I. JOE and TRANSFORMERS continue to be very popular with kids and adults with sales of each up 46% and 64%, respectively. Several new introductions including BEYBLADE and ZOIDS had a terrific start. For Hasbro Games, new introductions, such as the TRIVIAL PURSUIT 20TH ANNIVERSARY EDITION, SCRABBLE FOLIO EDITION and MONOPOLY AMERICA EDITION are enjoyed strong sales.

With the hottest new technology and innovation, unique products for "tweens" and new twists on classic toys and games, Hasbro 2003 product line-up is well poised for success. Among Hasbro's line are new items from this past holiday season's hottest brands including FURREAL FRIENDS, G.I. JOE and BEYBLADE, which has sold more than 5 million tops in the U.S. alone. Hasbro will re-introduce two popular brands from the 80s - MY LITTLE PONY and MICRO MACHINES. Also new are innovative products such as VIDEO NOW, a portable and affordable personal video player, and NAKNAK, collectible STACKING BATTLE figures that are off to a great start following a McDonald's Happy Meal promotion in April.

On May 13, it was announced that Alfred J. Verrecchia has been promoted to Chief Executive Officer with Alan Hassenfeld continuing as Chairman. Mr. Verrecchia has been a part of the Hasbro family for 38 years. Since starting with the Company in 1965 as a junior accountant, he has climbed the ranks and served in a variety of key senior executive positions, most recently as the Company's President and Chief Operating Officer.

And the rest, as they say, will become history...



Axis & Allies Trading Miniature Game


Axis & Allies Miniatures gives both novice wargamers and veteran grognards the ability to engage in historically authentic, squad-level tactical combat with detailed, 15mm scale, pre-painted plastic miniatures featuring varying degrees of rarity to enhance collectability. Hard-hitting, fast-paced game play makes every Axis & Allies Miniatures battle a blitzkrieg. Ready to play right out of the box, Axis & Allies Miniatures features easy to master rules that don't sacrifice authenticity. A single skirmish can be played in under an hour, or, players can advance their custom-constructed squad through a meat grinder of combat, battling from the hedgerows of Brittany to the steps of the Reichs Chancellery.: The Base Set Booster Pack Contains: 9 randomized, prepainted, durable plastic miniatures, Full-color game stat cards, Set checklist






HeroScape's subtitle is "The Battle of All Time" and it certainly is. Everything about this game is well done: the figures, the terrain, the rules, the scenarios. If you're at all interested in the theme, I strongly recommend that you try HeroScape.

The game comes with dozens of painted plastic miniatures, each representing a warrior from a different era, and hard plastic terrain pieces which can be put together in many different ways.

The warriors include 30 plastic figures, including World War II soldiers, furturistic robots, medieval knights, a large dragon, and many more. Each unit (some units are one figure; some are multiple figures) has its own card that controls both movement and combat strength. There are 85 tiles of terrain in the game. Some terrain tiles are large (up to 24 hexes) while others are small (1 hex). There are water tiles, sand tiles, rock tiles, and grass tiles (in roughly increasing order). Many different battlefields can be built by attaching and stacking the tiles. The rulebook will feature two games: a basic version and a master version. In the basic version, designed for younger players, characters move, attack, defend, and have range -- but there are no special powers and some other rules are minimized and/or eliminated. The master game includes special powers, wounds, engagement rules, falling rules, and a few other additions. A battlefield/scenario book shows how to build five battlefields, layer by layer. Each battlefield has two scenarios. (Three of the five have a basic and a master scenario, while the last two only have master scenarios). The goal of each scenario is different. Sometimes, you'll be trying to eliminate all opponents. Other times, you'll try to get to a certain space, protect a certain figure, or hold out for a certain number of turns. Each unit has a movement rating ranging from 4 to 7, which is the number of hexes you can move on a turn. However, moving up a level counts as a hex, so moving from one hex to another that's two levels higher costs three (1 over + 2 up). Moving down does not incur that penalty (so moving back the next turn would just cost one). However, if you move down more levels than your height when moving from one hex to another counts as falling and you might take damage (unless you are falling into water). There are some twists, such as flying creatures and vikings, who have a chance to do a berserker charge each turn and move twice. Combat in the game is fairly straightforward. You roll attack dice as listed on your unit's card (2 to 6 dice), and the opponent rolls defense dice equal to the number on their unit's card (2 to 9 dice). Extra hits count as wounds. Squad figures have one wound each, so a single hit kills the figure. Heros (one per character card) have wounds ranging from 1 to 5. You get advantages for high ground and special powers. As far as establishing the initial teams, the basic game tells you which figures are on which side and where they start. The master game uses a point system in which players alternate drafting cards until they reach the pre-assigned point value for the scenario. It's possible to bring a "pre-fab" army to the battle in order to save time. The basic game is for two players. The master game is for 2 to 4 players




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