Intended for children in the 7-12 age group, Super Solvers: Mission T.H.I.N.K. focuses on critical thinking skills, including spatial visualization, planning, experimenting and mental mapping, categorizing, comparing and contrasting, pattern identification and strategy. Employing these skills, players solve puzzles and collect game pieces in an effort to win back the Shady Glen Toy Factory from the diabolical Monty Maxwell and his team of robotic dogs, the Metal Minions.

Viewpoints requires spatial visualization skills to complete a 2D drawing of a 3D object, while Auto Logic features construction of a car to meet a given set of specifications. Plan-a-Path focuses on planning, experimenting, and mental mapping skills to determine the correct sequence of moves needed to drop a ball into a hole. Venn diagrams are used in In-VENN-tory Alert to teach categorizing, comparing, and contrasting skills, and, in Rush Order, players identify patterns as items like cars, boats, and musical instruments are placed on a conveyor belt.

After collecting game pieces within the activities, players challenge Monty to The Strategy Game, using the pieces to move a pawn from one side of the game board to the other before Monty. Throughout the game, Monty's minions try to steal the pieces (optional), and can only be stopped with magnets.