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Space Repair Squad Activity Pack
A small crew and a robot named Pip work through 40 work orders aboard a pretend orbiting workshop, reading deck maps, counting parts and checking each fix. It's a space book about running a station rather than learning the planets, and every repair stays on paper.
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Forty pretend repair jobs at Aurora Workshop Station make up Space Repair Squad, a 48-page printable book for ages 7 to 10. Nia reads the work orders, Ken counts parts and follows routes, Commander Iris helps plan and review, and Pip is the squad’s friendly repair robot.
The five service decks
- Accept the Mission: match repair requests to systems, circle three changes on a panel, count an arrival crate, finish tool-rack picture codes, a logic puzzle handing out work orders and service hatches located by column letter and row number.
- Prepare the Parts: follow printed moves to deliver a parts tray, match cables to ports by printed code, read power cells, subtract used parts from stock, put a job in order and read panel lengths in inches.
- Restore the Systems: pick the right pretend tool, plan a shortest corridor route, decode a symbol message, assign system inspections and choose what a status log really proves.
- Help the Robots: robot signal patterns, a parts drawer to count, two trays to balance, a service board chart, a parts cart to refill and a robot logic puzzle.
- Complete the Handoff: a final repair chart, inspection points on the deck map, six-cell power packs, a handoff stamp to decode, a toolkit to return and a last check of what the paper tests show.
The open work orders are a squad patch, a parts organizer, a repair helper tool, a friendly robot and a repair story, and each deck ends with a coloring scene: mission control, the workshop, the communications bay, the robot bay and the station in orbit.
How the puzzles are read
The rules are printed rather than assumed. Deck maps run columns A to D and rows 1 to 4, moves go between neighboring cells only and X cells are blocked. A power pack has six cells, and a shaded or striped cell is one game token, so the low-ink copy reads the same as the color one. Panel rulers are labeled, and the guide asks kids to read the marks instead of measuring the printed art.
Questions
- Does it teach real spacecraft repair or electricity?
- No. The guide says the station, tools, tokens and workflow are invented and no real tools, batteries or wiring are used. It does give three plain facts the game borrows from, about solar panels, batteries and antennas.
- Is there more than one right answer anywhere?
- Work order 18 accepts any shortest route that avoids the blocked cells, and the guide's route is only an example. The drawing and coloring orders have many good answers.







