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Superflex Takes Flight

Superflex Takes Flight

S$75.00

Superflex Takes Flight

Save Social Town from the Runaway UnthinkaBot Bus! | Superflex Series

The NEW Superflex Takes Flight board game is the latest product extension in the award-winning Superflex® Curriculum. The superhero theme serves as a backdrop for engaging students in imaginative, cooperative, and motivating game play that explores and supports self-awareness, social problem solving, flexibility, and self-regulation. The backstory of the game is that the UnthinkaBots, imaginary characters common to all of us, have taken over the school bus and are on a wild ride around Social Town! To keep the UnthinkaBots from getting off the bus, players transform themselves into Superflex Superheroes and fly around the board, activate their “Thinkable” strategies, solve problems to keep the UnthinkaBots on the UnthinkaBus! The game is ideal for a lunch bunch, board game club, small groups, therapy sessions, rainy days, and more. Great for home, school, or community play. No prior knowledge of the Superflex series is required to play the game.

Game Description 

In Superflex Takes Flight, players transform themselves into a Superflex superhero and imagine they are using Superflexible gear like Blast Off Boots, Gliding Gloves, and a Soaring Cape. Using card decks to direct play, they’ll fly from their launch pads to different landing pad clouds (or locations) all around Social Town. They’ll activate their “Thinkable” super strategies to help solve everyday situations that “UnthinkaBots” use to keep citizens from thinking about each other.

At times players will work together as they fly around Social Town and merge their powers to block the UnthinkaBots, while other times players will soar alone and use their social smarts and Thinkable strategies to collect as many points as possible and keep the UnthinkaBots on the bus!

There are three levels of play based on the age and/or amount of support or structure needed. Level 1 is for all first-time players of any age. Level 2 is the standard play level for ages 8-10+ and for those who have already completed Level 1 or repeat players who already know the object of the game. Level 3 is the advanced play level for ages 10-12+ or for those who have already completed Level 1 and have had exposure to the Social Detective and Superflex series and are familiar with Superflex, the UnthinkaBots, and Thinkables.


What's included?

This delightfully illustrated foam game board includes the Superflex Academy, a school, a home and apartments, and a community area, as well as cast of 14 UnthinkaBot and 14 Thinkable characters. The game comes with a Character Guide and Power Picker reference sheet for each player, 5 superhero player pieces, blocker tokens, and two decks of cards.


Who is this game best suited for? 

This game is appropriate for students across all Tiers in the classroom, in small group learning or therapy sessions, and for home or community play. While Superflex® Takes Flight is best suited for those who are familiar with the Superflex® Series and the Social Thinking® Methodology, it is not a requirement.

To teach these concepts more deeply or with more support, facilitators should start with these two curricula: You Are a Social Detective! 2nd ed. and the You Are a Social Detective! 2nd ed. Teaching Curriculum and Support Guide followed by Superflex® 2nd Edition Kit: Curriculum, Storybook, and Visuals.


How long does the game take to play?

Play time ranges from 20-60+ minutes and game play can continue over several days. Players can save their score card to continue play at a later time. The score card has space for three games, and a final score must be totaled after three partial games. Download the Soar & Score Card Guide.

 

  • Published: 2025
  • Ages: 6-12+
  • Format: Game
  • ISBN: 9781962301046 

 


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