The Game of Cootie is a children's dice rolling and set collection tabletop game for two to four players. The object is to be the first to build a three-dimensional bug-like object called a "cootie" from a variety of plastic body parts. Created by William Schaper in 1948 and based on the traditional dice game Beetle, the game was launched in 1949 and was commercially successful, with copies totalling more than one million in the first few years. In 1973, Cootie was acquired by Tyco Toys, and, in 1986, by Hasbro subsidiary Milton Bradley. The game was given a new look and continued to enjoy commercial success. Several companies published cootie games in the first half of the twentieth century, but only Schaper's featured a free-standing, three-dimensional cootie. In 2003, Cootie was named to the Toy Industry Association's "Century of Toys List". Game play The object of the original 1949 game is to be the first player to build a "cootie" piece by piece from various plastic body parts that include a beehive-like body, a head, antennae, eyes, a coiled proboscis, and six legs. Body parts are acquired following the player's roll of a die, with each number on the die corresponding to one of the body parts. The body corresponds to one, the head to two, three to the antennas (feelers), four to the eye, five to the proboscis (mouth), and six to the leg. The first part to be acquired must be the body, and then the head. All other body parts may then be acquired in any order. When a player acquires a part, an additional throw of the die is allowed in an attempt to acquire another part. The winner is the first player to completely assemble a cootie. Etymology The earliest recorded use of the word "cootie" appears in Albert N. Depew's World War I memoir, Gunner Depew (1918): "Of course you know what the word 'cooties' means....When you get near the trenches you get a course in the natural history of bugs, lice, rats and every kind of pest that had ever been invented." The word may be derived from Malaysian kutu, a head louse. In North American English, children use the word to refer to a fictitious disease or condition, often infecting members of the opposite sex. Among children, the word effectively serves as a device for enforcing separation of the sexes. Design