The Runaway Workshop

Ages 3–5 · Know why it ran, and you can catch it
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Why this series stands out

Know why it ran, and you can catch it

For grown-upsBuild the first science habit: guess why it ran, then test it

  1. Your role: Catch Captain

  2. Kon chases first and fails first; you decide the plan that catches it

  3. It escaped! Chase it, test it, catch it, then stamp the album card

Episodes

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The Runaway Workshop

Something escapes the workshop every day — find out why, then catch it. Chases, sudden escapes and the moment you finally catch it. Every catch fills a card on the workshop wall — fill them all and the great door is said to open.