Seven Seas Putty 4" Tin (Trendsetters)

Seven Seas Putty 4" Tin (Trendsetters)

# 020604

Our Price: $14.99
In Stock.

Item #: 020604
Grades: PK-AD

Choking Hazard
  • Small parts Not for children under 3 yrs.

Publisher Description:

All hands on deck! Time to set sail and take a journey through the Seven Seas! Stretch and squish your way through the ocean waves and explore the wild ocean life below with the sea life clay pieces in this clear-blue putty. Great for playing with other small toys.


Thinking Putty® helps build hand and finger strength through a fabulous tactile play experience with unique, unexpected properties and provides relaxing, yet stimulating interaction for anyone with sensory integration issues.

Crazy Aaron's putty is non-toxic, won't dry out, and won't leave a sticky or slippery residue on your fingers, so it's great for stretching, molding, bouncing, tearing, popping and playing by kids and adults alike.

Category Description for Trendsetters Putty:

These translucent putties are filled with fun and fascinating textures, making them the ultimate sensory putty.

Category Description for Crazy Aaron's Thinking Putty:

Stretchy, bendy, breakable yet malleable Putty is so simple, so diverse, and so much fun to handle. But theres a whole lot more to putty these days! Enter Crazy Aarons Putty. Step aside, pink putty, and get ready for these wild deviations including metallics, glow-in-the-darks, magnetics, neon and more. But beyond their cool colors, the putty is great for keeping fidgety hands busy during school time and is also useful for building hand strength. Large tins have 1/5 lb of putty while Medium tins have 1/10 lb and Minis have 1/34 lb.

Primary Subject
Games, Puzzles & Toys
Grade Start
Grade End
Brand Name
Crazy Aaron's Puttyworld
0.35 (lbs.)
7.62" x 4.12" x 1.38"
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4.0 / 5.0
1 Review
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1 Star
Rated 4 out of 5
Very fun! and very Trek!
You definitely feel like you're in TOS, playing as the crew and using the Enterprise to complete missions. You will take damage, worry you'll lose, and then come back from the brink (most times) which creates a lot of excitement. Wish it had more missions. I'm still a little divided on how the game plays out every single time: severe damage looks like all is lost, then the damage-card-loss mechanic kicks in, and you come back for a win. Feels a little manipulative and too easy when you've lost 5/6 hull, no shields, can't maneuver, and know there's a good chance you'll still recover and win. Will probably be adding some house rules to make it harder.
January 12, 2019
over 4 years ago

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