Buying toys for kids is a high-error endeavor. Most toys look great in the store, get played with for a week, then disappear into the toy bin forever. After five years of buying toys for my two kids, only a fraction earned permanent rotation. Here are the eight that actually got played with consistently, plus four that were complete wastes despite seeming like good ideas.
The 8 winners
1. Magnatiles (or comparable magnetic tiles)
These have been played with for years across both my kids. Open-ended building, suitable from age 2 through at least age 8, expandable with more sets. Genuinely worth the cost.
What they cost: $40-150 depending on set size.
Why they worked: the open-ended nature means kids return to them with different play styles as they age. The same tiles support a 3-year-old's simple stacking and a 7-year-old's elaborate constructions.
2. LEGO (the actual sets, not Duplo for older kids)
Once kids are old enough (around age 4-5 for smaller pieces), LEGO is reliably worth it. The sets get built; the pieces get repurposed; the play extends across years.
What they cost: $20-200+ depending on set.
Why they work: the building activity and the imaginative play that follows are both substantial. The pieces accumulate into a resource that grows in value over years.
3. A high-quality wooden train set
Brio or comparable. Not the cheap plastic versions. The wooden tracks and trains have lasted across both kids, get played with regularly, and the configurations are infinitely variable.
What they cost: $50-200 for substantial set.
Why they work: the open-ended building of track configurations combined with character play. Suitable from toddler through early elementary.
4. Art supplies (real ones, not the kids' versions)
Real watercolors, real markers, real paper. Not the chunky-handle kid versions that don't actually work. Proper art supplies produce real art and get used repeatedly.
What they cost: $30-100 for substantial setup.
Why they work: kids notice the difference between toy art supplies and real ones. The real ones produce results that satisfy them and encourage continued use.
5. A simple kids' camera
The kid-marketed digital cameras are mostly junk. A basic real digital camera (or an old phone with the SIM removed) lets kids take real photos. Mine have produced thousands of photos over years.
What it costs: $50-100 for entry-level camera, or free if you have an old phone.
Why it works: kids take photos that feel real to them. The activity has continued across years and produced documentation of their childhood from their perspective.
6. A bike (right-sized)
Bikes are obviously useful but worth mentioning because the size matters. A bike that fits gets ridden; a bike that's too big or too small doesn't. Buy for current size; upgrade when needed.
What it costs: $100-300 for kids' bikes.
Why it works: physical activity, independence, hours of play that don't require parent involvement.
7. Card games (real ones, age-appropriate)
UNO, Sleeping Queens, Sushi Go!, Codenames Junior. Once kids are old enough for cards (around age 5), card games provide hours of family play and develop strategic thinking.
What they cost: $5-25 per game.
Why they work: family activity that doesn't require setup. Travels well. Develops actual skills.
8. A jump rope, frisbee, soccer ball, basketball
Outdoor equipment for active play. Cheap, durable, played with constantly when weather permits. The boring sporting goods turn out to be more-played-with than most expensive toys.
What it costs: $5-25 each.
Why they work: active play, no setup required, durable, get played with for years.
The 4 wastes
1. Most "educational" toys with batteries
Plastic toys that make sounds or play recorded phrases. The "educational" claim is mostly marketing. Kids play with them briefly then ignore them. The batteries run down. The toys take up space.
Specific examples: most LeapFrog products, most "talking" educational toys, most STEM-marketed kits with electronics.
2. Pretend kitchen and food sets (the elaborate ones)
The Pinterest-worthy wooden play kitchens with hundreds of food pieces. Looks great in photos; rarely used in practice. Kids prefer real kitchen items they can touch.
If you want kitchen play, give kids a few real (safe) kitchen items. They engage more with these than with elaborate pretend setups.
3. Subscription boxes
The monthly delivery of curated activities. The activities are usually fine but rarely match the kid's actual interests. The boxes accumulate. The recurring cost adds up. The marginal value over choosing your own activities is low.
Better: buy specific things based on what your kid is actually interested in.
4. Most character-licensed toys
The Marvel/Disney/Pokemon/whatever toys based on whatever's currently popular. Played with briefly when current; abandoned when kids move on to the next interest.
The exception: if your kid genuinely loves a specific franchise across years, the character toys work for them. The default character-toy purchase usually doesn't.
The pattern that emerges
The toys that worked share characteristics:
- Open-ended (multiple ways to play)
- Quality construction (durable across years)
- Suitable across age ranges (grow with the kid)
- Don't depend on batteries or specific features
The toys that didn't work share opposite characteristics:
- Single-purpose
- Cheap construction
- Narrow age window
- Depend on batteries, screens, or specific features that age out
The buying strategy I now use
- Open-ended over specific. Building toys, art supplies, blocks beat single-purpose toys.
- Quality over quantity. Fewer better toys beats more cheaper ones.
- Wait before buying trends. If the kid still wants the trending toy a month later, consider it.
- Real over kid-versions. Real cameras, real art supplies, real card games beat "kid" versions of these things.
The takeaway
Most toys are wastes. A small number genuinely improve kid life. Buying selectively based on the criteria above produces better-played-with toys with less total expense and clutter.
Pick from the eight winners for your next purchase. Skip from the four wastes. The pattern repeats across families because the underlying toy patterns are general.