Up to now, domestic animation has developed rapidly, especially some animation toys can be seen everywhere. Children spend less time together and play less by themselves, so buying toys has become a trend-following phenomenon to some extent. Virtual entertainment has also become mainstream. Tablet games and computer games are almost inevitable for primary school students, but the communication between people is much less. Animation toys and virtual entertainment can't bring much effect on children's interpersonal training or intellectual development. In fact, the board game culture has been precipitated abroad for many years, and many family gatherings will prepare some board games as props for family entertainment. China started slowly in this respect, but there are also some cases in which families with advanced educational concepts began to try to use board games as teaching AIDS to educate their children. Children are naturally fond of playing. HABA's products are actually aimed at the concept of "entertaining through education", turning the educational purpose into an interesting desktop game, so that children can receive soft education in their favorite "playing" situation. Moreover, HABA's toys are almost all wooden products, and from the perspective of parents, they are moved by two aspects: "material safety" and "fun and useful".