League Of Heroes - 2

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GETTING TO KNOW YOUR BOOK! ............................4 HEROES ..............................................................................6 HOW TO PLAY THE GAME ...........................................8 WELCOME ....................................................................... 10

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THROUGH THE WINDOW .......................... 12

5

ARTS AND CRAFTS .....52

2

I’M READY ...................... 20

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MOVE YOUR BODY ..60

REVIEW 1 AND 2............. 28

REVIEW 5 AND 6 ............ 68

BE A MAKER ..................... 30

BE A MAKER ..................... 70

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PETS ......................................32

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FUN AND GAMES ........72

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I’M HUNGRY! .................40

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HAPPY BIRTHDAY ......80

REVIEW 3 AND 4 ............ 48

REVIEW 7 AND 8 ............ 88

BE A MAKER ..................... 50

BE A MAKER .....................90

PICTIONARY ...................................................................92 CLASSROOM LANGUAGE.........................................104 SONGS............................................................................108 WORKBOOK .................................................................. 113 PRESS-OUTS................................................................. 129 STICKERS ....................................................................... 146

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! K O O B YOUR LL U WI T O Y B O OK O E S T H A S I H HER P YOU IN T T H G EI EL FIND ING TO H O TOO! O R A RE G O M E A H E EC TO B EVERY UNIT IS AN INVITATION TO BEGIN A NEW ADVENTURE.

LANGUAGE T E IMPORTAN M O S E R A E HE R Y H E RO S THAT EVER N IO S S E R P X E NOW. N E ED S T O K

TR AIN A YOU MUST ME A O LOT TO BEC . O G O OD HE R

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EVEN HEROES DESERVE A TIME JUST FOR FUN. YOU CAN REVIEW ALL THE CONTENTS IN A VERY FUN WAY.

BE

A

CE HAN R C R E YOU A BE T T E S I V S T H I M AK E A ND SA . TO RL D NE T A O L W HE P T

TO BECOME A HERO, IT IS IMPORTANT TO BE GOOD WITH WORDS. HERE IS YO UR CHANCE TO PRACTICE.

STICKERS AND

PRESS OUTS

A L L HE R LOVE S OES O WHAT I NGS. S YOUR FAVORI TE S ON G?

HERE IS YOUR EQUIPMENT TO THIS JOURNEY.

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PRESS-OUTS PRESS-OUTS

STRENGTH

ARMADILLO BOY

SMARTS STRENGTH AGILITY SMARTS SUPERPOWER AGILITY EMPATHY SUPERPOWER ECO-POWER EMPATHY ECO-POWER

boy boy

2

BLACK CAT

boy STRENGTH boy

SMARTS STRENGTH AGILITY SMARTS SUPERPOWER AGILITY EMPATHY SUPERPOWER ECO-POWER EMPATHY ECO-POWER

GRAY RABBIT LADY

oy b y d a l oy ady bSTRENGTH lSTRENGTH

ladyoy b lady oy bSTRENGTH STRENGTH

SMARTS SMARTS STRENGTH STRENGTH AGILITY AGILITY SMARTS SMARTS SUPERPOWER SUPERPOWER AGILITY AGILITY EMPATHY EMPATHY SUPERPOWER SUPERPOWER ECO-POWER ECO-POWER EMPATHY EMPATHY

SMARTSSMARTS STRENGTH STRENGTH AGILITY AGILITY SMARTSSMARTS SUPERPOWER SUPERPOWER AGILITYAGILITY EMPATHYEMPATHY SUPERPOWER SUPERPOWER ECO-POWER ECO-POWER EMPATHY EMPATHY

ECO-POWER ECO-POWER

ECO-POWER ECO-POWER

6

HAMSTER LADY

129 129

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ECO-POWER

boy

boy

ECO-POWER

STRENGTH

STRENGTH

SMARTS

SMARTS

AGILITY

AGILITY

SUPERPOWER

SUPERPOWER

EMPATHY

EMPATHY

ECO-POWER

ECO-POWER

boy

STRENGTH SMARTS

y ladAGILITY SUPERPOWER dy STRENGTH laEMPATHY SMARTSoy ECO-POWER b STRENGTH

AGILITY SMARTS STRENGTH SUPERPOWER AGILITY EMPATHY SMARTS SUPERPOWER AGILITY ECO-POWER EMPATHY SUPERPOWER D3_4072_ING_F1_LA_V2_CTO_129a144.indd 129 ECO-POWER EMPATHY

DOG BOY

ECO-POWER TURTLE GIRL

boy

FROG BOY STRENGTH

ady lSMARTS AGILITY lady SUPERPOWER

STRENGTH EMPATHY SMARTS ECO-POWER STRENGTH AGILITY SMARTS STRENGTH SUPERPOWER AGILITY EMPATHY SMARTS SUPERPOWER AGILITY ECO-POWER EMPATHY SUPERPOWER ECO-POWER EMPATHY

boy

129

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ECO-POWER

129

girl girl STRENGTH

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girl STRENGTH girl

SMARTS STRENGTH AGILITY SMARTS SUPERPOWER AGILITY EMPATHY SUPERPOWER ECO-POWER EMPATHY

SMARTS STRENGTH AGILITY SMARTS SUPERPOWER AGILITY EMPATHY SUPERPOWER ECO-POWER EMPATHY

ECO-POWER

ECO-POWER

WOODPECKER GIRL

131 131

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AY HOW TO PL THE GAME

T WO PL AYER S. SHUFFLE ALL E THE C ARDS FAC D OW N .

DIVIDE THE CARDS INTO TWO PILES. EACH PLAYER TAKES A PILE AND HOLDS IT IN THEIR HAND.

THE PERSON WITH THE MOST CARDS AT THE END IS THE WINNER.

THE WINNER OF THE HAND TAKES ALL THE CARDS IN THE MIDDLE.

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ONE PLAYER STARTS BY READING OUT A CATEGORY FROM ONE OF THEIR CARDS (E. G., STRENGTH).

THE WINNER THEN CHOOSES THE NEXT CATEGORY.

THE OTHER PLAYER THEN READS OUT THE SAME CATEGORY FROM THEIR CARDS. BOTH PLAYERS CHOOSE A CARD TO PUT IN THE MIDDLE. THE CARD WITH THE HIGHEST VALUE IN THE CHOSEN CATEGORY WINS THE ROUND. THE WINNER TAKES BOTH THE CARDS FROM THE MIDDLE.

IF THE TWO CARDS HAVE THE SAME VALUE, THEN THE CARDS ARE LEFT IN THE MIDDLE AND THE SAME PLAYER CHOOSES ANOTHER CARD TO PLAY. 9

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